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Summer Game Fest 2025 Saw 89 Percent Growth in Live Concurrent Viewership Since Last Year
The recent Summer Game Fest 2025 has been quite successful. According to Variety, the live stream saw a massive growth year-over-year in terms of live viewership, coming in at an increase of 89 percent since the 2024 edition.
The event saw a number of new games announced, as well as trailers for previously-announced games that will be coming soon. Among the headliners for the event were titles like Capcom’s Resident Evil Requiem, as well as gameplay for IO Interactive’s 007: First Light.
“In total, the peak concurrent audience for SGF reached more than 3 million live simultaneous viewers across Twitch and YouTube, with significant year over year growth on both platforms in terms of average viewership, watch time and co-streams,” announced Summer Game Fest in a press release over the weekend.
At the time of publishing Summer Game Fest 2025 had managed to get 8.5 million views on just one of the places where it was hosted – the official The Game Awards channel. While it is worth noting that this number takes both the live stream audience as well as those who watched the event afterwards into account, the number would quite likely be higher when taking other hosts, and even platforms like Twitch into account.
Reports, have indicated that of the 8.5 million viewers, 1.5 million could be attributed to those watching during the live stream globally. Twitch, on the other hand, saw a growth of 38 percent in terms of live viewership among the over 8,900 channels that were co-streaming the event. This came in to around 1.4 million concurrent live viewers worldwide.
Summer Games Fest 2025 was accompanied by a host of other events happening over the same weekend. This included events focused on PC Gaming, as well as Microsoft’s own Xbox Games Showcase, and even the indie game-focused Future Games Show 2025.
Coinciding with the events was Valve kicking of its latest edition of Steam Next Fest, which featured a host of different game demos that players could try out. A lot of these games were unveiled or otherwise got new trailers during the live events last weekend. However, it is worth noting that today is the final day of this iteration of Steam Next Fest, which means that a lot of the demos will be going away.
#summer #game #fest #saw #percentSummer Game Fest 2025 Saw 89 Percent Growth in Live Concurrent Viewership Since Last YearThe recent Summer Game Fest 2025 has been quite successful. According to Variety, the live stream saw a massive growth year-over-year in terms of live viewership, coming in at an increase of 89 percent since the 2024 edition. The event saw a number of new games announced, as well as trailers for previously-announced games that will be coming soon. Among the headliners for the event were titles like Capcom’s Resident Evil Requiem, as well as gameplay for IO Interactive’s 007: First Light. “In total, the peak concurrent audience for SGF reached more than 3 million live simultaneous viewers across Twitch and YouTube, with significant year over year growth on both platforms in terms of average viewership, watch time and co-streams,” announced Summer Game Fest in a press release over the weekend. At the time of publishing Summer Game Fest 2025 had managed to get 8.5 million views on just one of the places where it was hosted – the official The Game Awards channel. While it is worth noting that this number takes both the live stream audience as well as those who watched the event afterwards into account, the number would quite likely be higher when taking other hosts, and even platforms like Twitch into account. Reports, have indicated that of the 8.5 million viewers, 1.5 million could be attributed to those watching during the live stream globally. Twitch, on the other hand, saw a growth of 38 percent in terms of live viewership among the over 8,900 channels that were co-streaming the event. This came in to around 1.4 million concurrent live viewers worldwide. Summer Games Fest 2025 was accompanied by a host of other events happening over the same weekend. This included events focused on PC Gaming, as well as Microsoft’s own Xbox Games Showcase, and even the indie game-focused Future Games Show 2025. Coinciding with the events was Valve kicking of its latest edition of Steam Next Fest, which featured a host of different game demos that players could try out. A lot of these games were unveiled or otherwise got new trailers during the live events last weekend. However, it is worth noting that today is the final day of this iteration of Steam Next Fest, which means that a lot of the demos will be going away. #summer #game #fest #saw #percentGAMINGBOLT.COMSummer Game Fest 2025 Saw 89 Percent Growth in Live Concurrent Viewership Since Last YearThe recent Summer Game Fest 2025 has been quite successful. According to Variety, the live stream saw a massive growth year-over-year in terms of live viewership, coming in at an increase of 89 percent since the 2024 edition. The event saw a number of new games announced, as well as trailers for previously-announced games that will be coming soon. Among the headliners for the event were titles like Capcom’s Resident Evil Requiem, as well as gameplay for IO Interactive’s 007: First Light. “In total, the peak concurrent audience for SGF reached more than 3 million live simultaneous viewers across Twitch and YouTube, with significant year over year growth on both platforms in terms of average viewership, watch time and co-streams,” announced Summer Game Fest in a press release over the weekend. At the time of publishing Summer Game Fest 2025 had managed to get 8.5 million views on just one of the places where it was hosted – the official The Game Awards channel. While it is worth noting that this number takes both the live stream audience as well as those who watched the event afterwards into account, the number would quite likely be higher when taking other hosts, and even platforms like Twitch into account. Reports, have indicated that of the 8.5 million viewers, 1.5 million could be attributed to those watching during the live stream globally. Twitch, on the other hand, saw a growth of 38 percent in terms of live viewership among the over 8,900 channels that were co-streaming the event. This came in to around 1.4 million concurrent live viewers worldwide. Summer Games Fest 2025 was accompanied by a host of other events happening over the same weekend. This included events focused on PC Gaming, as well as Microsoft’s own Xbox Games Showcase, and even the indie game-focused Future Games Show 2025. Coinciding with the events was Valve kicking of its latest edition of Steam Next Fest, which featured a host of different game demos that players could try out. A lot of these games were unveiled or otherwise got new trailers during the live events last weekend. However, it is worth noting that today is the final day of this iteration of Steam Next Fest, which means that a lot of the demos will be going away.Faça Login para curtir, compartilhar e comentar! -
Marvel’s Wolverine and Intergalactic Will Launch After March 2026, Sony Confirms
Sony has confirmed that Marvel’s Wolverine and Intergalactic won’t launch this fiscal year. This year’s Business Segment Presentation and Fireside Chat listed both titles under “Upcoming” for its annual tentpole single-player releases.
Sucker Punch Productions’ Ghost of Yōtei and Kojima Productions’ Death Stranding 2: On the Beach are listed as this year’s major releases, both launching before March 31st, 2026. Granted, it doesn’t outright confirm when Intergalactic or Marvel’s Wolverine will launch, so even launching in fiscal year 2027 isn’t a guarantee. Bloomberg’s Jason Schreier previously reported that Naughty Dog’s sci-fi action title wouldn’t be released in 2026.
As for what titles could fill that gap, Naughty Dog president Neil Druckmann confirmed he’s working on an unannounced title as a producer. If it’s arriving later next year, perhaps there will be an announcement in the coming months.
In the meantime, Death Stranding 2: On the Beach launches on June 26th for PS5, followed by Ghost of Yōtei on October 2nd. The latter will receive a deep dive next month.
#marvels #wolverine #intergalactic #will #launchMarvel’s Wolverine and Intergalactic Will Launch After March 2026, Sony ConfirmsSony has confirmed that Marvel’s Wolverine and Intergalactic won’t launch this fiscal year. This year’s Business Segment Presentation and Fireside Chat listed both titles under “Upcoming” for its annual tentpole single-player releases. Sucker Punch Productions’ Ghost of Yōtei and Kojima Productions’ Death Stranding 2: On the Beach are listed as this year’s major releases, both launching before March 31st, 2026. Granted, it doesn’t outright confirm when Intergalactic or Marvel’s Wolverine will launch, so even launching in fiscal year 2027 isn’t a guarantee. Bloomberg’s Jason Schreier previously reported that Naughty Dog’s sci-fi action title wouldn’t be released in 2026. As for what titles could fill that gap, Naughty Dog president Neil Druckmann confirmed he’s working on an unannounced title as a producer. If it’s arriving later next year, perhaps there will be an announcement in the coming months. In the meantime, Death Stranding 2: On the Beach launches on June 26th for PS5, followed by Ghost of Yōtei on October 2nd. The latter will receive a deep dive next month. #marvels #wolverine #intergalactic #will #launchGAMINGBOLT.COMMarvel’s Wolverine and Intergalactic Will Launch After March 2026, Sony ConfirmsSony has confirmed that Marvel’s Wolverine and Intergalactic won’t launch this fiscal year. This year’s Business Segment Presentation and Fireside Chat listed both titles under “Upcoming” for its annual tentpole single-player releases. Sucker Punch Productions’ Ghost of Yōtei and Kojima Productions’ Death Stranding 2: On the Beach are listed as this year’s major releases, both launching before March 31st, 2026. Granted, it doesn’t outright confirm when Intergalactic or Marvel’s Wolverine will launch, so even launching in fiscal year 2027 isn’t a guarantee. Bloomberg’s Jason Schreier previously reported that Naughty Dog’s sci-fi action title wouldn’t be released in 2026. As for what titles could fill that gap, Naughty Dog president Neil Druckmann confirmed he’s working on an unannounced title as a producer. If it’s arriving later next year, perhaps there will be an announcement in the coming months. In the meantime, Death Stranding 2: On the Beach launches on June 26th for PS5, followed by Ghost of Yōtei on October 2nd. The latter will receive a deep dive next month.0 Comentários 0 Compartilhamentos 0 Anterior -
Cronos: The New Dawn Receives Fresh and Gruesome Combat Trailer
If its trailer at the Xbox Games Showcase wasn’t enough, Bloober Team’s Cronos: The New Dawn has received another gameplay trailer. It starts slowly enough, with the player, known as the Traveler, steadily walking through a quiet environment. Of course, an Orphan suddenly comes alive, prompting a quick extermination.
They’re not all so easy to deal with, as exemplified by a larger Orphan that appears inside an abandoned hardware shop. Shrugging off hits and attacking with a root-like arm, it eventually begins to merge with a corpse, becoming stronger in the process. Any encounter with the Orphans means not giving them a chance to merge, which is likely easier said than done.
Cronos: The New Dawn launches this Fall for Xbox Series X/S, PS5, and PC. Resident Evil and Dead Space serve as inspirations, though the storyline revolves around traveling to the past at the behest of the Collective and extracting the Essence of important individuals. Check out the dev diary here for more details.
Bloober Team has also recently announced its development of Silent Hill 1 remake with Konami. You can learn more about that here.
#cronos #new #dawn #receives #freshCronos: The New Dawn Receives Fresh and Gruesome Combat TrailerIf its trailer at the Xbox Games Showcase wasn’t enough, Bloober Team’s Cronos: The New Dawn has received another gameplay trailer. It starts slowly enough, with the player, known as the Traveler, steadily walking through a quiet environment. Of course, an Orphan suddenly comes alive, prompting a quick extermination. They’re not all so easy to deal with, as exemplified by a larger Orphan that appears inside an abandoned hardware shop. Shrugging off hits and attacking with a root-like arm, it eventually begins to merge with a corpse, becoming stronger in the process. Any encounter with the Orphans means not giving them a chance to merge, which is likely easier said than done. Cronos: The New Dawn launches this Fall for Xbox Series X/S, PS5, and PC. Resident Evil and Dead Space serve as inspirations, though the storyline revolves around traveling to the past at the behest of the Collective and extracting the Essence of important individuals. Check out the dev diary here for more details. Bloober Team has also recently announced its development of Silent Hill 1 remake with Konami. You can learn more about that here. #cronos #new #dawn #receives #freshGAMINGBOLT.COMCronos: The New Dawn Receives Fresh and Gruesome Combat TrailerIf its trailer at the Xbox Games Showcase wasn’t enough, Bloober Team’s Cronos: The New Dawn has received another gameplay trailer. It starts slowly enough, with the player, known as the Traveler, steadily walking through a quiet environment. Of course, an Orphan suddenly comes alive, prompting a quick extermination. They’re not all so easy to deal with, as exemplified by a larger Orphan that appears inside an abandoned hardware shop. Shrugging off hits and attacking with a root-like arm, it eventually begins to merge with a corpse, becoming stronger in the process. Any encounter with the Orphans means not giving them a chance to merge, which is likely easier said than done. Cronos: The New Dawn launches this Fall for Xbox Series X/S, PS5, and PC. Resident Evil and Dead Space serve as inspirations, though the storyline revolves around traveling to the past at the behest of the Collective and extracting the Essence of important individuals. Check out the dev diary here for more details. Bloober Team has also recently announced its development of Silent Hill 1 remake with Konami. You can learn more about that here.0 Comentários 0 Compartilhamentos 0 Anterior -
The Expanse: Osiris Reborn Announced by Owlcat Games
Owlcat Games’ countdown led to an announcement at the Future Games Show Summer Showcase for a brand new title, one completely unlike its previous games. The Expanse: Osiris Reborn is in development on Unreal Engine 5 for Xbox Series X/S, PS5, and PC. Check out the first trailer below.
It starts with a space crew attacking a fortified asteroid, using zero gravity to take out threats. During one firefight, they deploy a droneand a riot shield, which can soak up damage and base threats. Eventually, they happen upon some people contaminated by crystals.
The trailer then cuts to some pre-alpha gameplay, showcasing third-person, cover-based shooting. Some set pieces involve traversing zero gravity outside of space stations and futuristic settlements.
Stay tuned for more details on The Expanse: Osiris Reborn in the coming months. Owlcat is also working on a new Warhammer 40,000 CRPG called Dark Heresy. Head here for more details.
#expanse #osiris #reborn #announced #owlcatThe Expanse: Osiris Reborn Announced by Owlcat GamesOwlcat Games’ countdown led to an announcement at the Future Games Show Summer Showcase for a brand new title, one completely unlike its previous games. The Expanse: Osiris Reborn is in development on Unreal Engine 5 for Xbox Series X/S, PS5, and PC. Check out the first trailer below. It starts with a space crew attacking a fortified asteroid, using zero gravity to take out threats. During one firefight, they deploy a droneand a riot shield, which can soak up damage and base threats. Eventually, they happen upon some people contaminated by crystals. The trailer then cuts to some pre-alpha gameplay, showcasing third-person, cover-based shooting. Some set pieces involve traversing zero gravity outside of space stations and futuristic settlements. Stay tuned for more details on The Expanse: Osiris Reborn in the coming months. Owlcat is also working on a new Warhammer 40,000 CRPG called Dark Heresy. Head here for more details. #expanse #osiris #reborn #announced #owlcatGAMINGBOLT.COMThe Expanse: Osiris Reborn Announced by Owlcat GamesOwlcat Games’ countdown led to an announcement at the Future Games Show Summer Showcase for a brand new title, one completely unlike its previous games. The Expanse: Osiris Reborn is in development on Unreal Engine 5 for Xbox Series X/S, PS5, and PC. Check out the first trailer below. It starts with a space crew attacking a fortified asteroid, using zero gravity to take out threats. During one firefight, they deploy a drone (which targets an explosive barrel to eliminate enemies) and a riot shield, which can soak up damage and base threats. Eventually, they happen upon some people contaminated by crystals. The trailer then cuts to some pre-alpha gameplay, showcasing third-person, cover-based shooting. Some set pieces involve traversing zero gravity outside of space stations and futuristic settlements. Stay tuned for more details on The Expanse: Osiris Reborn in the coming months. Owlcat is also working on a new Warhammer 40,000 CRPG called Dark Heresy. Head here for more details. -
Black Myth: Wukong Launches on August 20th for Xbox Series X/S
Game Science’s long-awaited Xbox Series X/S version of Black Myth: Wukong finally has a release date. It’s launching on August 20th, with pre-orders starting on June 18th at midnightat a 20 percent discount.
Those who have yet to experience the action RPG on PS5 or PC can avail of its first-ever sale. It runs from June 18th to July 3rd on the PlayStation Store and June 20th to July 11th on Steam and the Epic Games Store, offering the same 20 percent discount.
Black Myth: Wukong launched last August and received extensive critical acclaim, including a nomination at The Game Awards 2024 for Game of the Year. It sold a whopping 18 million units in two weeks and reportedly crossed 25 million as of last February. An expansion is in the works.
The Xbox Series X/S version faced its share of delays, with rumors varying between technical issues and an exclusivity deal with PlayStation. While Sony never confirmed this, it did provide “tons of support” to the developer. Game Science’s studio founder also criticized the Series S’s RAM limitations.
Dear Destined Ones,The summer sale is almost here, and hey—we're jumping in too. Nothing too big, just two quick things:1. Wondering about an Xbox version? We've got news!#BlackMythWukong will officially launch on Xbox Series X|S on August 20, 2025.Starting… pic.twitter.com/4HwFUjRyrN— Black Myth: WukongJune 6, 2025
#black #myth #wukong #launches #augustBlack Myth: Wukong Launches on August 20th for Xbox Series X/SGame Science’s long-awaited Xbox Series X/S version of Black Myth: Wukong finally has a release date. It’s launching on August 20th, with pre-orders starting on June 18th at midnightat a 20 percent discount. Those who have yet to experience the action RPG on PS5 or PC can avail of its first-ever sale. It runs from June 18th to July 3rd on the PlayStation Store and June 20th to July 11th on Steam and the Epic Games Store, offering the same 20 percent discount. Black Myth: Wukong launched last August and received extensive critical acclaim, including a nomination at The Game Awards 2024 for Game of the Year. It sold a whopping 18 million units in two weeks and reportedly crossed 25 million as of last February. An expansion is in the works. The Xbox Series X/S version faced its share of delays, with rumors varying between technical issues and an exclusivity deal with PlayStation. While Sony never confirmed this, it did provide “tons of support” to the developer. Game Science’s studio founder also criticized the Series S’s RAM limitations. Dear Destined Ones,The summer sale is almost here, and hey—we're jumping in too. Nothing too big, just two quick things:1. Wondering about an Xbox version? We've got news!#BlackMythWukong will officially launch on Xbox Series X|S on August 20, 2025.Starting… pic.twitter.com/4HwFUjRyrN— Black Myth: WukongJune 6, 2025 #black #myth #wukong #launches #augustGAMINGBOLT.COMBlack Myth: Wukong Launches on August 20th for Xbox Series X/SGame Science’s long-awaited Xbox Series X/S version of Black Myth: Wukong finally has a release date. It’s launching on August 20th, with pre-orders starting on June 18th at midnight (Beijing Time) at a 20 percent discount. Those who have yet to experience the action RPG on PS5 or PC can avail of its first-ever sale. It runs from June 18th to July 3rd on the PlayStation Store and June 20th to July 11th on Steam and the Epic Games Store, offering the same 20 percent discount. Black Myth: Wukong launched last August and received extensive critical acclaim, including a nomination at The Game Awards 2024 for Game of the Year (it would win Best Action Game and Player Choice). It sold a whopping 18 million units in two weeks and reportedly crossed 25 million as of last February. An expansion is in the works. The Xbox Series X/S version faced its share of delays, with rumors varying between technical issues and an exclusivity deal with PlayStation. While Sony never confirmed this, it did provide “tons of support” to the developer. Game Science’s studio founder also criticized the Series S’s RAM limitations. Dear Destined Ones,The summer sale is almost here, and hey—we're jumping in too. Nothing too big, just two quick things:1. Wondering about an Xbox version? We've got news!#BlackMythWukong will officially launch on Xbox Series X|S on August 20, 2025 (Beijing Time).Starting… pic.twitter.com/4HwFUjRyrN— Black Myth: Wukong (@BlackMythGame) June 6, 2025 -
Nintendo Switch 2 Accessories – Everything You Need to Know
Any time a new console launches, it goes without saying that the actual hardware itself and the games that it is releasing with are always the top priorities for early adopters, but for a great number of the people who are hopping aboard that early, instant pickups of accessories are also usually high on that list. The Nintendo Switch 2’s release is right around the corner, and as you would expect, upon its release, a number of different accessories will also become available to allow players to optimize, customize, and supplement their Nintendo Switch 2 experience in a variety of ways. With the console’s release right around the corner, here, we’re going to talk about a few Switch 2 accessories that will be available alongside its release, and everything that you should know about them.
NINTENDO SWITCH 2 PRO CONTROLLER – Same as with the Switch 1, Nintendo will also offer a Pro Controller with the Switch 2, an option that many are likely to make use of. For the most part, you can expect the Switch 2 Pro Controller to be similar to the Switch 1 Pro Controller, though as you’d expect, Nintendo will offer a few upgrades and enhancements with the controller’s new version. Similar to the jump from the Switch 1 to the Switch 2 itself, you can expect iterative changes between the two controllers. Let’s talk about those…
NINTENDO SWITCH 2 PRO CONTROLLER – NEW FEATURES
On top of everything that you’d expect from its previous version, the Switch 2 controller will also come with its own set of new features, including GL and GR buttons on the back that you’ll be able to map different actions and inputs to, the improved HD Rumble 2, the GameChat-tied C Button, and a 3.5 mm audio jack so you can directly plug in headsets.
JOYCON 2 CONTROLLERS AND STRAPS – In case you want to have additional JoyCon 2 pairs available for multiplayer gameplay. they will be available to pick up. For now, Nintendo has only one colour combo available for JoyCon 2 controllers. They will be sold with straps, though straps are purchasable separately as well.
JOYCON 2 CHARGING GRIP – Much like the original Switch, you can buy a separate JoyCon charging grip for your JoyCon 2 controllers, too, in case you want to be able to play with them while charging them. And much like the regular, non-charging capable JoyCon 2 grip that comes with the Switch 2 console out of the box, this grip will also have the extra GL and GR paddle buttons for players to be able to map any button or action to, and save a profile for on a per-game basis.
JOYCON 2 WHEEL – Nintendo has something of a tradition of offering steering wheel controllers with its consoles, and that will continue with the Switch 2. JoyCon 2 steering wheels are also available, and each purchase comes with two sets- a red and a blue, same as JoyCon 2 controllers. With Mario Kart World being the big Switch 2 launch title, many will presumably be picking up the steering wheel accessory.
NINTENDO SWITCH 2 CAMERA – One of the big signature features for the Switch 2, at least from Nintendo’s perspective, is Game Chat, the built in voice and video chat platform that will be offered to Switch 2 owners as part of a Nintendo Switch Online subscription. Obviously, the whole video chat aspect of that only makes sense with a camera, and since the Switch 2 doesn’t come with a camera built in, you can buy one separately if this is something that appeals to you. The good thing is that it seems like, at least initially, Nintendo plans to support this accessory in a fair few games too. Mario Kart World will support it right at launch, and Super Mario Party Jamboree is getting an updated native Switch 2 release to support it as well. So you should be able to get some good use out of it, if you do get it.
HORI’S PIRANHA PLANT CAMERA FOR NINTENDO SWITCH 2 – If you want a different, whackier version of the Switch 2 Camera, an officially licensed third party option is available courtesy of Hori, which is selling a Piranha Plant Camera for the console. As its name suggests, the accessory is a Switch 2 Camera that comes in the shape of Super Mario’s iconic Piranha Plant.
GAMECUBE CONTROLLER – The Nintendo Switch Online subscription will offer a brand new library of retro games on the Switch 2, with GameCube titles finally set to be added. The fan favorite console has been requested for retro compatibility on Nintendo consoles for what feels like forever now, so it’s great to see it finally happening here. Much like was the case for other home consoles added to Nintendo Switch Online, Nintendo will offer authentic recreations of GameCube controllers that subscribers can buy and use, if they want to really kick up their nostalgia into next gear. This controller will, like every other Switch 2 controller, include the C button on it. Confusingly enough, this GameCube controller will be totally separate from the GameCube controllers Nintendo has been selling for the last decade for Smash players; those, presumably, can still be used with these GameCube games, although they do lack this controller’s wireless functionality or C button.
NINTENDO SWITCH 2 DOCK – The Switch 2 will obviously come with a dock right out the box, but if you do need an additional or a spare, you will be able to purchase individual Switch 2 docks, just like with the Switch 1. And though this should really go without saying, do keep in mind that Switch 1 docks won’t work with the Switch 2, and vice versa.
CARRYING CASES
Carrying cases are something of a necessity with portable consoles for a great many people, and yes, official first party options are available with the Switch 2 as well. A first party carry case and screen protector are being sold by Nintendo, as is a larger All-in-one carrying case that will also let you carry a dock cables, controllers, and cards all together. Of course, plenty of third party carry cases and screen protector options are also available.
SAMSUNG MICROSD EXPRESS CARD – 256 GB FOR NINTENDO SWITCH 2 – The Switch 2, much like every other current generation machine on the market, comes with a built in SSD for its internal storage, to allow for quicker game streaming and loading times. But, much like on other systems, this poses a unique dilemma when it comes to expanding the storage space available- in fact, the problem is more pronounced for the Switch 2 because as a hybrid console, it can’t really rely on large SSD enclosures. The answer lies in its support for MicroSD Express cards- the “express” part of the name is important, because these cards read and write data incredibly fast, at speeds comparable to a solid state drive. These cards are the only microSD cards that will work on a Switch 2- the regular ones can be used to transfer or store screenshots and videos, but other than that, you need a microSD Express card. Currently, these cost a fair bit, but since this is a market standard format, hopefully the prices will go down very quickly over time.
NINTENDO SWITCH ACCESSORIES COMPATIBILITY
The most important point to keep in mind for Switch 2 accessories, arguably, is this one- every single Switch accessory and controller you already own is compatible and supported on the Switch 2. There are some obvious exceptions where those have been necessary- as mentioned, regular microSD cards won’t work on Switch 2 beyond in a very limited capacity, and obviously you cannot use you existing Switch 1 carrying cases or screen protectors for your much larger Switch 2. But those obvious exceptions aside, everything works on the Switch 2, other than when you need to use specific features that weren’t available with the Switch1. So, for instance, while your old Switch 1 JoyCons will work with the Switch 2,, you won’t be able to use any C button related features, since, well, there is no C button for you to use. Similarly, you can continue using your Switch 1 Pro Controller with the Switch 2, but you won’t be able to use it to power on your console. So if you’re not really in the mood to spend a lot of money on getting these accessories, which, let’s face it, are going to be pricey- well, you don’t have to. Most of your existing stuff will work just fine, with some caveats.
#nintendo #switch #accessories #everything #youNintendo Switch 2 Accessories – Everything You Need to KnowAny time a new console launches, it goes without saying that the actual hardware itself and the games that it is releasing with are always the top priorities for early adopters, but for a great number of the people who are hopping aboard that early, instant pickups of accessories are also usually high on that list. The Nintendo Switch 2’s release is right around the corner, and as you would expect, upon its release, a number of different accessories will also become available to allow players to optimize, customize, and supplement their Nintendo Switch 2 experience in a variety of ways. With the console’s release right around the corner, here, we’re going to talk about a few Switch 2 accessories that will be available alongside its release, and everything that you should know about them. NINTENDO SWITCH 2 PRO CONTROLLER – Same as with the Switch 1, Nintendo will also offer a Pro Controller with the Switch 2, an option that many are likely to make use of. For the most part, you can expect the Switch 2 Pro Controller to be similar to the Switch 1 Pro Controller, though as you’d expect, Nintendo will offer a few upgrades and enhancements with the controller’s new version. Similar to the jump from the Switch 1 to the Switch 2 itself, you can expect iterative changes between the two controllers. Let’s talk about those… NINTENDO SWITCH 2 PRO CONTROLLER – NEW FEATURES On top of everything that you’d expect from its previous version, the Switch 2 controller will also come with its own set of new features, including GL and GR buttons on the back that you’ll be able to map different actions and inputs to, the improved HD Rumble 2, the GameChat-tied C Button, and a 3.5 mm audio jack so you can directly plug in headsets. JOYCON 2 CONTROLLERS AND STRAPS – In case you want to have additional JoyCon 2 pairs available for multiplayer gameplay. they will be available to pick up. For now, Nintendo has only one colour combo available for JoyCon 2 controllers. They will be sold with straps, though straps are purchasable separately as well. JOYCON 2 CHARGING GRIP – Much like the original Switch, you can buy a separate JoyCon charging grip for your JoyCon 2 controllers, too, in case you want to be able to play with them while charging them. And much like the regular, non-charging capable JoyCon 2 grip that comes with the Switch 2 console out of the box, this grip will also have the extra GL and GR paddle buttons for players to be able to map any button or action to, and save a profile for on a per-game basis. JOYCON 2 WHEEL – Nintendo has something of a tradition of offering steering wheel controllers with its consoles, and that will continue with the Switch 2. JoyCon 2 steering wheels are also available, and each purchase comes with two sets- a red and a blue, same as JoyCon 2 controllers. With Mario Kart World being the big Switch 2 launch title, many will presumably be picking up the steering wheel accessory. NINTENDO SWITCH 2 CAMERA – One of the big signature features for the Switch 2, at least from Nintendo’s perspective, is Game Chat, the built in voice and video chat platform that will be offered to Switch 2 owners as part of a Nintendo Switch Online subscription. Obviously, the whole video chat aspect of that only makes sense with a camera, and since the Switch 2 doesn’t come with a camera built in, you can buy one separately if this is something that appeals to you. The good thing is that it seems like, at least initially, Nintendo plans to support this accessory in a fair few games too. Mario Kart World will support it right at launch, and Super Mario Party Jamboree is getting an updated native Switch 2 release to support it as well. So you should be able to get some good use out of it, if you do get it. HORI’S PIRANHA PLANT CAMERA FOR NINTENDO SWITCH 2 – If you want a different, whackier version of the Switch 2 Camera, an officially licensed third party option is available courtesy of Hori, which is selling a Piranha Plant Camera for the console. As its name suggests, the accessory is a Switch 2 Camera that comes in the shape of Super Mario’s iconic Piranha Plant. GAMECUBE CONTROLLER – The Nintendo Switch Online subscription will offer a brand new library of retro games on the Switch 2, with GameCube titles finally set to be added. The fan favorite console has been requested for retro compatibility on Nintendo consoles for what feels like forever now, so it’s great to see it finally happening here. Much like was the case for other home consoles added to Nintendo Switch Online, Nintendo will offer authentic recreations of GameCube controllers that subscribers can buy and use, if they want to really kick up their nostalgia into next gear. This controller will, like every other Switch 2 controller, include the C button on it. Confusingly enough, this GameCube controller will be totally separate from the GameCube controllers Nintendo has been selling for the last decade for Smash players; those, presumably, can still be used with these GameCube games, although they do lack this controller’s wireless functionality or C button. NINTENDO SWITCH 2 DOCK – The Switch 2 will obviously come with a dock right out the box, but if you do need an additional or a spare, you will be able to purchase individual Switch 2 docks, just like with the Switch 1. And though this should really go without saying, do keep in mind that Switch 1 docks won’t work with the Switch 2, and vice versa. CARRYING CASES Carrying cases are something of a necessity with portable consoles for a great many people, and yes, official first party options are available with the Switch 2 as well. A first party carry case and screen protector are being sold by Nintendo, as is a larger All-in-one carrying case that will also let you carry a dock cables, controllers, and cards all together. Of course, plenty of third party carry cases and screen protector options are also available. SAMSUNG MICROSD EXPRESS CARD – 256 GB FOR NINTENDO SWITCH 2 – The Switch 2, much like every other current generation machine on the market, comes with a built in SSD for its internal storage, to allow for quicker game streaming and loading times. But, much like on other systems, this poses a unique dilemma when it comes to expanding the storage space available- in fact, the problem is more pronounced for the Switch 2 because as a hybrid console, it can’t really rely on large SSD enclosures. The answer lies in its support for MicroSD Express cards- the “express” part of the name is important, because these cards read and write data incredibly fast, at speeds comparable to a solid state drive. These cards are the only microSD cards that will work on a Switch 2- the regular ones can be used to transfer or store screenshots and videos, but other than that, you need a microSD Express card. Currently, these cost a fair bit, but since this is a market standard format, hopefully the prices will go down very quickly over time. NINTENDO SWITCH ACCESSORIES COMPATIBILITY The most important point to keep in mind for Switch 2 accessories, arguably, is this one- every single Switch accessory and controller you already own is compatible and supported on the Switch 2. There are some obvious exceptions where those have been necessary- as mentioned, regular microSD cards won’t work on Switch 2 beyond in a very limited capacity, and obviously you cannot use you existing Switch 1 carrying cases or screen protectors for your much larger Switch 2. But those obvious exceptions aside, everything works on the Switch 2, other than when you need to use specific features that weren’t available with the Switch1. So, for instance, while your old Switch 1 JoyCons will work with the Switch 2,, you won’t be able to use any C button related features, since, well, there is no C button for you to use. Similarly, you can continue using your Switch 1 Pro Controller with the Switch 2, but you won’t be able to use it to power on your console. So if you’re not really in the mood to spend a lot of money on getting these accessories, which, let’s face it, are going to be pricey- well, you don’t have to. Most of your existing stuff will work just fine, with some caveats. #nintendo #switch #accessories #everything #youGAMINGBOLT.COMNintendo Switch 2 Accessories – Everything You Need to KnowAny time a new console launches, it goes without saying that the actual hardware itself and the games that it is releasing with are always the top priorities for early adopters, but for a great number of the people who are hopping aboard that early, instant pickups of accessories are also usually high on that list. The Nintendo Switch 2’s release is right around the corner, and as you would expect, upon its release, a number of different accessories will also become available to allow players to optimize, customize, and supplement their Nintendo Switch 2 experience in a variety of ways. With the console’s release right around the corner, here, we’re going to talk about a few Switch 2 accessories that will be available alongside its release, and everything that you should know about them. NINTENDO SWITCH 2 PRO CONTROLLER – $84.99 Same as with the Switch 1 (and the Wii and the Wii U), Nintendo will also offer a Pro Controller with the Switch 2, an option that many are likely to make use of. For the most part, you can expect the Switch 2 Pro Controller to be similar to the Switch 1 Pro Controller, though as you’d expect, Nintendo will offer a few upgrades and enhancements with the controller’s new version. Similar to the jump from the Switch 1 to the Switch 2 itself, you can expect iterative changes between the two controllers. Let’s talk about those… NINTENDO SWITCH 2 PRO CONTROLLER – NEW FEATURES On top of everything that you’d expect from its previous version, the Switch 2 controller will also come with its own set of new features, including GL and GR buttons on the back that you’ll be able to map different actions and inputs to, the improved HD Rumble 2, the GameChat-tied C Button, and a 3.5 mm audio jack so you can directly plug in headsets. JOYCON 2 CONTROLLERS AND STRAPS – $13.99 In case you want to have additional JoyCon 2 pairs available for multiplayer gameplay (or as backups in case your main pair stops working, even though Nintendo is promising hardier JoyCons this time around- but you never know). they will be available to pick up. For now, Nintendo has only one colour combo available for JoyCon 2 controllers. They will be sold with straps, though straps are purchasable separately as well. JOYCON 2 CHARGING GRIP – $39.99 Much like the original Switch, you can buy a separate JoyCon charging grip for your JoyCon 2 controllers, too, in case you want to be able to play with them while charging them. And much like the regular, non-charging capable JoyCon 2 grip that comes with the Switch 2 console out of the box, this grip will also have the extra GL and GR paddle buttons for players to be able to map any button or action to, and save a profile for on a per-game basis. JOYCON 2 WHEEL – $24.99 Nintendo has something of a tradition of offering steering wheel controllers with its consoles, and that will continue with the Switch 2. JoyCon 2 steering wheels are also available, and each purchase comes with two sets- a red and a blue, same as JoyCon 2 controllers. With Mario Kart World being the big Switch 2 launch title, many will presumably be picking up the steering wheel accessory (though it will of course work with other racing games as well). NINTENDO SWITCH 2 CAMERA – $54.99 One of the big signature features for the Switch 2, at least from Nintendo’s perspective, is Game Chat, the built in voice and video chat platform that will be offered to Switch 2 owners as part of a Nintendo Switch Online subscription. Obviously, the whole video chat aspect of that only makes sense with a camera, and since the Switch 2 doesn’t come with a camera built in, you can buy one separately if this is something that appeals to you. The good thing is that it seems like, at least initially, Nintendo plans to support this accessory in a fair few games too. Mario Kart World will support it right at launch, and Super Mario Party Jamboree is getting an updated native Switch 2 release to support it as well. So you should be able to get some good use out of it, if you do get it. HORI’S PIRANHA PLANT CAMERA FOR NINTENDO SWITCH 2 – $59.99 If you want a different, whackier version of the Switch 2 Camera, an officially licensed third party option is available courtesy of Hori, which is selling a Piranha Plant Camera for the console. As its name suggests, the accessory is a Switch 2 Camera that comes in the shape of Super Mario’s iconic Piranha Plant. GAMECUBE CONTROLLER – $64.99 The Nintendo Switch Online subscription will offer a brand new library of retro games on the Switch 2, with GameCube titles finally set to be added. The fan favorite console has been requested for retro compatibility on Nintendo consoles for what feels like forever now, so it’s great to see it finally happening here. Much like was the case for other home consoles added to Nintendo Switch Online, Nintendo will offer authentic recreations of GameCube controllers that subscribers can buy and use, if they want to really kick up their nostalgia into next gear. This controller will, like every other Switch 2 controller, include the C button on it. Confusingly enough, this GameCube controller will be totally separate from the GameCube controllers Nintendo has been selling for the last decade for Smash players; those, presumably, can still be used with these GameCube games, although they do lack this controller’s wireless functionality or C button. NINTENDO SWITCH 2 DOCK – $119.99 The Switch 2 will obviously come with a dock right out the box, but if you do need an additional or a spare (or, you know, a replacement in the worst case scenario), you will be able to purchase individual Switch 2 docks, just like with the Switch 1. And though this should really go without saying, do keep in mind that Switch 1 docks won’t work with the Switch 2, and vice versa. CARRYING CASES Carrying cases are something of a necessity with portable consoles for a great many people, and yes, official first party options are available with the Switch 2 as well. A first party carry case and screen protector are being sold by Nintendo, as is a larger All-in-one carrying case that will also let you carry a dock cables, controllers, and cards all together. Of course, plenty of third party carry cases and screen protector options are also available. SAMSUNG MICROSD EXPRESS CARD – 256 GB FOR NINTENDO SWITCH 2 – $59.99 The Switch 2, much like every other current generation machine on the market, comes with a built in SSD for its internal storage, to allow for quicker game streaming and loading times. But, much like on other systems, this poses a unique dilemma when it comes to expanding the storage space available- in fact, the problem is more pronounced for the Switch 2 because as a hybrid console, it can’t really rely on large SSD enclosures. The answer lies in its support for MicroSD Express cards- the “express” part of the name is important, because these cards read and write data incredibly fast, at speeds comparable to a solid state drive. These cards are the only microSD cards that will work on a Switch 2- the regular ones can be used to transfer or store screenshots and videos, but other than that, you need a microSD Express card. Currently, these cost a fair bit, but since this is a market standard format, hopefully the prices will go down very quickly over time. NINTENDO SWITCH ACCESSORIES COMPATIBILITY The most important point to keep in mind for Switch 2 accessories, arguably, is this one- every single Switch accessory and controller you already own is compatible and supported on the Switch 2. There are some obvious exceptions where those have been necessary- as mentioned, regular microSD cards won’t work on Switch 2 beyond in a very limited capacity, and obviously you cannot use you existing Switch 1 carrying cases or screen protectors for your much larger Switch 2. But those obvious exceptions aside, everything works on the Switch 2, other than when you need to use specific features that weren’t available with the Switch1. So, for instance, while your old Switch 1 JoyCons will work with the Switch 2,, you won’t be able to use any C button related features, since, well, there is no C button for you to use. Similarly, you can continue using your Switch 1 Pro Controller with the Switch 2, but you won’t be able to use it to power on your console. So if you’re not really in the mood to spend a lot of money on getting these accessories, which, let’s face it, are going to be pricey- well, you don’t have to. Most of your existing stuff will work just fine, with some caveats. -
Nintendo Switch 2 is Out Now Worldwide
Over eight years after its predecessor launched and many rumors later, the Nintendo Switch 2 is finally available worldwide. It retails for with a bundle available for that includes Mario Kart World. Check out the launch trailer below.
The Switch 2 offers several major improvements over the original, including a larger screen with HDR support. It can run in 120 frames per second in Handheld Mode and output to 4K resolution when docked. The Joy-Con 2 has also been revamped, sporting magnetic locks and mouse support. Other notable features include upscaling via Nvidia DLSS, though sadly, VRR support isn’t available in Docked Mode.
Launch titles include Mario Kart World at a whopping Nintendo Switch 2 Welcome Tour for and several third-party games like Yakuza 0 Director’s Cut, Cyberpunk 2077: Ultimate Edition, Street Fighter 6 Years 1-2 Fighters Edition, and much more. Titles like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom have also received Switch 2 Editions, with paid upgrades available for current owners.
Of course, several existing titles have received free updates to help them perform better on the new console, including Super Mario Odyssey, Super Mario 3D All-Stars + Bowser’s Fury, and more. Head here for more details.
#nintendo #switch #out #now #worldwideNintendo Switch 2 is Out Now WorldwideOver eight years after its predecessor launched and many rumors later, the Nintendo Switch 2 is finally available worldwide. It retails for with a bundle available for that includes Mario Kart World. Check out the launch trailer below. The Switch 2 offers several major improvements over the original, including a larger screen with HDR support. It can run in 120 frames per second in Handheld Mode and output to 4K resolution when docked. The Joy-Con 2 has also been revamped, sporting magnetic locks and mouse support. Other notable features include upscaling via Nvidia DLSS, though sadly, VRR support isn’t available in Docked Mode. Launch titles include Mario Kart World at a whopping Nintendo Switch 2 Welcome Tour for and several third-party games like Yakuza 0 Director’s Cut, Cyberpunk 2077: Ultimate Edition, Street Fighter 6 Years 1-2 Fighters Edition, and much more. Titles like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom have also received Switch 2 Editions, with paid upgrades available for current owners. Of course, several existing titles have received free updates to help them perform better on the new console, including Super Mario Odyssey, Super Mario 3D All-Stars + Bowser’s Fury, and more. Head here for more details. #nintendo #switch #out #now #worldwideGAMINGBOLT.COMNintendo Switch 2 is Out Now WorldwideOver eight years after its predecessor launched and many rumors later, the Nintendo Switch 2 is finally available worldwide. It retails for $449.99 with a bundle available for $499.99 that includes Mario Kart World. Check out the launch trailer below. The Switch 2 offers several major improvements over the original, including a larger screen with HDR support. It can run in 120 frames per second in Handheld Mode and output to 4K resolution when docked. The Joy-Con 2 has also been revamped, sporting magnetic locks and mouse support. Other notable features include upscaling via Nvidia DLSS, though sadly, VRR support isn’t available in Docked Mode. Launch titles include Mario Kart World at a whopping $79.99, Nintendo Switch 2 Welcome Tour for $9.99, and several third-party games like Yakuza 0 Director’s Cut, Cyberpunk 2077: Ultimate Edition, Street Fighter 6 Years 1-2 Fighters Edition, and much more. Titles like The Legend of Zelda: Breath of the Wild and Tears of the Kingdom have also received Switch 2 Editions, with paid upgrades available for current owners. Of course, several existing titles have received free updates to help them perform better on the new console, including Super Mario Odyssey, Super Mario 3D All-Stars + Bowser’s Fury, and more. Head here for more details. -
Former Star Wars Jedi Director’s Indie AAA Studio is Working on an Action-Adventure Dungeons and Dragons Game
Former Star Wars Jedi director Stig Asmussen’s independent AAA studio Giant Skull was formally unveiled last March, with the developer confirming at the time that it was working on a AAA single-player action-adventure title developed on Unreal Engine 5. Now we know a little bit more about what the game will be.
It has been announced that Giant Skull has partnered with Wizards of the Coast to develop an action-adventure title based on Dungeons and Dragons. Work on the AAA single-player title is underway, though further details on the game, what exactly players can expect from it, or when more will be unveiled are currently scarce. The game is in development for PC and consoles.
Giant Skull CEO and former Star Wars Jedi: Fallen Order, Star Wars Jedi: Survivor, and God of War 3 director Stig Asmussen said, “Our talented and experienced team at Giant Skull is built on creativity and curiosity,” said Stig Asmussen, CEO, Giant Skull. “Our goal is to craft a rich new Dungeons and Dragons universe filled with immersive storytelling, heroic combat and exhilarating traversal that players will fully embrace.”
President of Wizards of the Coast and digital gaming at Hasbro John Hight said, “Stig and the team at Giant Skull are exactly the type of exceptionally talented creators we want to work with, and I’m so happy to be reuniting with him on this new project. In our time working together on God of War I got to see firsthand Stig’s artistry and expertise, and he and the Giant Skull team are the perfect fit for our new game. Worldbuilding and storytelling is in our DNA, and this collaboration reflects our evolution and commitment to our Playing to Win Strategy, building a stronger presence in digital play. We look forward to revealing more about this brand-new Dungeons and Dragons game in the future.”
Stay tuned for more details on the project in the coming months and years.
#former #star #wars #jedi #directorsFormer Star Wars Jedi Director’s Indie AAA Studio is Working on an Action-Adventure Dungeons and Dragons GameFormer Star Wars Jedi director Stig Asmussen’s independent AAA studio Giant Skull was formally unveiled last March, with the developer confirming at the time that it was working on a AAA single-player action-adventure title developed on Unreal Engine 5. Now we know a little bit more about what the game will be. It has been announced that Giant Skull has partnered with Wizards of the Coast to develop an action-adventure title based on Dungeons and Dragons. Work on the AAA single-player title is underway, though further details on the game, what exactly players can expect from it, or when more will be unveiled are currently scarce. The game is in development for PC and consoles. Giant Skull CEO and former Star Wars Jedi: Fallen Order, Star Wars Jedi: Survivor, and God of War 3 director Stig Asmussen said, “Our talented and experienced team at Giant Skull is built on creativity and curiosity,” said Stig Asmussen, CEO, Giant Skull. “Our goal is to craft a rich new Dungeons and Dragons universe filled with immersive storytelling, heroic combat and exhilarating traversal that players will fully embrace.” President of Wizards of the Coast and digital gaming at Hasbro John Hight said, “Stig and the team at Giant Skull are exactly the type of exceptionally talented creators we want to work with, and I’m so happy to be reuniting with him on this new project. In our time working together on God of War I got to see firsthand Stig’s artistry and expertise, and he and the Giant Skull team are the perfect fit for our new game. Worldbuilding and storytelling is in our DNA, and this collaboration reflects our evolution and commitment to our Playing to Win Strategy, building a stronger presence in digital play. We look forward to revealing more about this brand-new Dungeons and Dragons game in the future.” Stay tuned for more details on the project in the coming months and years. #former #star #wars #jedi #directorsGAMINGBOLT.COMFormer Star Wars Jedi Director’s Indie AAA Studio is Working on an Action-Adventure Dungeons and Dragons GameFormer Star Wars Jedi director Stig Asmussen’s independent AAA studio Giant Skull was formally unveiled last March, with the developer confirming at the time that it was working on a AAA single-player action-adventure title developed on Unreal Engine 5. Now we know a little bit more about what the game will be. It has been announced that Giant Skull has partnered with Wizards of the Coast to develop an action-adventure title based on Dungeons and Dragons. Work on the AAA single-player title is underway, though further details on the game, what exactly players can expect from it, or when more will be unveiled are currently scarce. The game is in development for PC and consoles. Giant Skull CEO and former Star Wars Jedi: Fallen Order, Star Wars Jedi: Survivor, and God of War 3 director Stig Asmussen said, “Our talented and experienced team at Giant Skull is built on creativity and curiosity,” said Stig Asmussen, CEO, Giant Skull. “Our goal is to craft a rich new Dungeons and Dragons universe filled with immersive storytelling, heroic combat and exhilarating traversal that players will fully embrace.” President of Wizards of the Coast and digital gaming at Hasbro John Hight said, “Stig and the team at Giant Skull are exactly the type of exceptionally talented creators we want to work with, and I’m so happy to be reuniting with him on this new project. In our time working together on God of War I got to see firsthand Stig’s artistry and expertise, and he and the Giant Skull team are the perfect fit for our new game. Worldbuilding and storytelling is in our DNA, and this collaboration reflects our evolution and commitment to our Playing to Win Strategy, building a stronger presence in digital play. We look forward to revealing more about this brand-new Dungeons and Dragons game in the future.” Stay tuned for more details on the project in the coming months and years.0 Comentários 0 Compartilhamentos 0 Anterior -
Death Stranding 2: On the Beach Includes Shotguns and Grenade Launchers, Two Traits Revealed
Death Stranding 2: On the Beach is less than four weeks out from launch, with Kojima Productions hosting a Game Premiere Event on June 8th. Of course, the development team has already revealed several details, like how it redesigned the gameplay loop to accommodate different playstyles.
The title’s official PlayStation page provides a few more details, including how Sam Porter Bridges can use “long-ranged gear” alongside the previously confirmed “decoy holograms”and silent takedowns. We’ve seen weapons like assault rifles and bolas launchers, but players will also utilize machine guns, shotguns, and grenade launchers.
Of course, with the Automated Porter Assistant System, you can improve Traits in four different categories. According to the page, these include reduced movement speed for stealth and enhanced fire rates for weapons. You’ll need to consume Memories for the same, and they’re limited.
Death Stranding 2: On the Beach launches on June 26th for PS5. Head here for some extensive gameplay showcasing the new B.T.s and tactics.
#death #stranding #beach #includes #shotgunsDeath Stranding 2: On the Beach Includes Shotguns and Grenade Launchers, Two Traits RevealedDeath Stranding 2: On the Beach is less than four weeks out from launch, with Kojima Productions hosting a Game Premiere Event on June 8th. Of course, the development team has already revealed several details, like how it redesigned the gameplay loop to accommodate different playstyles. The title’s official PlayStation page provides a few more details, including how Sam Porter Bridges can use “long-ranged gear” alongside the previously confirmed “decoy holograms”and silent takedowns. We’ve seen weapons like assault rifles and bolas launchers, but players will also utilize machine guns, shotguns, and grenade launchers. Of course, with the Automated Porter Assistant System, you can improve Traits in four different categories. According to the page, these include reduced movement speed for stealth and enhanced fire rates for weapons. You’ll need to consume Memories for the same, and they’re limited. Death Stranding 2: On the Beach launches on June 26th for PS5. Head here for some extensive gameplay showcasing the new B.T.s and tactics. #death #stranding #beach #includes #shotgunsGAMINGBOLT.COMDeath Stranding 2: On the Beach Includes Shotguns and Grenade Launchers, Two Traits RevealedDeath Stranding 2: On the Beach is less than four weeks out from launch, with Kojima Productions hosting a Game Premiere Event on June 8th. Of course, the development team has already revealed several details, like how it redesigned the gameplay loop to accommodate different playstyles. The title’s official PlayStation page provides a few more details, including how Sam Porter Bridges can use “long-ranged gear” alongside the previously confirmed “decoy holograms” (potentially referencing the B.T. hologram grenades) and silent takedowns. We’ve seen weapons like assault rifles and bolas launchers, but players will also utilize machine guns, shotguns, and grenade launchers. Of course, with the Automated Porter Assistant System, you can improve Traits in four different categories. According to the page, these include reduced movement speed for stealth and enhanced fire rates for weapons. You’ll need to consume Memories for the same, and they’re limited. Death Stranding 2: On the Beach launches on June 26th for PS5. Head here for some extensive gameplay showcasing the new B.T.s and tactics.0 Comentários 0 Compartilhamentos 0 Anterior -
30 Gaming Announcements We Are Hoping To See Next Week
While the glory days of E3 are long over at this point, the coming month will be packed with publisher events that will put a spotlight on some of the biggest games of the near future. We know that upcoming events like Summer Game Fest Showcase, Future Games Show Summer Showcase, Xbox Games Showcase, PC Gaming Show, and a rumored PlayStation State of Play are scheduled for next month, so it would prove to be a great opportunity to reveal what’s in store. With this feature, we will be discussing 30 such announcements that could be a part of these shows.
Metal Gear Solid Delta: Snake Eater
Metal Gear Solid Delta: Snake Eater set the internet ablaze with hype and anticipation when it was announced, and while some snippets of the gameplay have been revealed already – we are still waiting for sort of a launch trailer or a gameplay deep dive before we reach its imminent release date of August 28.
#gaming #announcements #are #hoping #see30 Gaming Announcements We Are Hoping To See Next WeekWhile the glory days of E3 are long over at this point, the coming month will be packed with publisher events that will put a spotlight on some of the biggest games of the near future. We know that upcoming events like Summer Game Fest Showcase, Future Games Show Summer Showcase, Xbox Games Showcase, PC Gaming Show, and a rumored PlayStation State of Play are scheduled for next month, so it would prove to be a great opportunity to reveal what’s in store. With this feature, we will be discussing 30 such announcements that could be a part of these shows. Metal Gear Solid Delta: Snake Eater Metal Gear Solid Delta: Snake Eater set the internet ablaze with hype and anticipation when it was announced, and while some snippets of the gameplay have been revealed already – we are still waiting for sort of a launch trailer or a gameplay deep dive before we reach its imminent release date of August 28. #gaming #announcements #are #hoping #seeGAMINGBOLT.COM30 Gaming Announcements We Are Hoping To See Next WeekWhile the glory days of E3 are long over at this point, the coming month will be packed with publisher events that will put a spotlight on some of the biggest games of the near future. We know that upcoming events like Summer Game Fest Showcase, Future Games Show Summer Showcase, Xbox Games Showcase, PC Gaming Show, and a rumored PlayStation State of Play are scheduled for next month, so it would prove to be a great opportunity to reveal what’s in store. With this feature, we will be discussing 30 such announcements that could be a part of these shows. Metal Gear Solid Delta: Snake Eater Metal Gear Solid Delta: Snake Eater set the internet ablaze with hype and anticipation when it was announced, and while some snippets of the gameplay have been revealed already – we are still waiting for sort of a launch trailer or a gameplay deep dive before we reach its imminent release date of August 28.0 Comentários 0 Compartilhamentos 0 Anterior -
The Witcher 4 Developer Says “AAA RPG, Open-World Narrative-Driven Games” Are its “Niche”
CD Projekt RED’s The Witcher 3: Wild Hunt recently celebrated its tenth anniversary, with the developer confirming one final update this year to add cross-platform mod support. In the latest AnsweRED, the studio reflected on its learnings over the years and how it needs to be “razor-sharp and focused” on its “niche,” per studio co-founder Marcin Iwiński.
“In all that we’re doing, we’ve learned that we have to be razor-sharp, focused. We cannot do so many things we would love to do, that we are tempted to do. We tried, and it didn’t work out.” As a result, it needs “to focus on what we are good at and really put 100% into it.”
As a result, Joint CEO Adam Badowski noted, the studio opted to develop multiple projects. “That’s why we switched from a single project company to a multiple project company. But everything is in our strategy.”
“We’re gonna develop AAA RPG, open-world narrative-driven games, and this is our – let’s say – niche. So the focus is there.”
While it sounds simple in practice, Iwiński highlighted how challenging it can be, especially when other developers are working on cool things.
“When you’re growing, it’s hard because there are all these temptations, and these people are doing this stuff online, and it’s so cool, and we love to play it, and – you think, ‘Okay, no, let’s take a deep breath and come back to what we’re doing,’ because if we spread ourselves too thin, we’ll not deliver.”
CD Projekt RED recently announced that Project Orion has entered the pre-production phase, and based on the developer’s past projects, it may take four to five years to finish. Of course, the Cyberpunk 2 name stood out, but PR manager Ola Sondej clarified that it means “another game” in the universe rather than the official title.
The Witcher 4 is also in development, and though it received a cinematic trailer at The Game Awards 2024, a release date, platforms, and gameplay have yet to be announced.
#witcher #developer #says #aaa #rpgThe Witcher 4 Developer Says “AAA RPG, Open-World Narrative-Driven Games” Are its “Niche”CD Projekt RED’s The Witcher 3: Wild Hunt recently celebrated its tenth anniversary, with the developer confirming one final update this year to add cross-platform mod support. In the latest AnsweRED, the studio reflected on its learnings over the years and how it needs to be “razor-sharp and focused” on its “niche,” per studio co-founder Marcin Iwiński. “In all that we’re doing, we’ve learned that we have to be razor-sharp, focused. We cannot do so many things we would love to do, that we are tempted to do. We tried, and it didn’t work out.” As a result, it needs “to focus on what we are good at and really put 100% into it.” As a result, Joint CEO Adam Badowski noted, the studio opted to develop multiple projects. “That’s why we switched from a single project company to a multiple project company. But everything is in our strategy.” “We’re gonna develop AAA RPG, open-world narrative-driven games, and this is our – let’s say – niche. So the focus is there.” While it sounds simple in practice, Iwiński highlighted how challenging it can be, especially when other developers are working on cool things. “When you’re growing, it’s hard because there are all these temptations, and these people are doing this stuff online, and it’s so cool, and we love to play it, and – you think, ‘Okay, no, let’s take a deep breath and come back to what we’re doing,’ because if we spread ourselves too thin, we’ll not deliver.” CD Projekt RED recently announced that Project Orion has entered the pre-production phase, and based on the developer’s past projects, it may take four to five years to finish. Of course, the Cyberpunk 2 name stood out, but PR manager Ola Sondej clarified that it means “another game” in the universe rather than the official title. The Witcher 4 is also in development, and though it received a cinematic trailer at The Game Awards 2024, a release date, platforms, and gameplay have yet to be announced. #witcher #developer #says #aaa #rpgGAMINGBOLT.COMThe Witcher 4 Developer Says “AAA RPG, Open-World Narrative-Driven Games” Are its “Niche”CD Projekt RED’s The Witcher 3: Wild Hunt recently celebrated its tenth anniversary, with the developer confirming one final update this year to add cross-platform mod support. In the latest AnsweRED, the studio reflected on its learnings over the years and how it needs to be “razor-sharp and focused” on its “niche,” per studio co-founder Marcin Iwiński (transcription via GamesRadar). “In all that we’re doing, we’ve learned that we have to be razor-sharp, focused. We cannot do so many things we would love to do, that we are tempted to do. We tried, and it didn’t work out.” As a result, it needs “to focus on what we are good at and really put 100% into it.” As a result, Joint CEO Adam Badowski noted, the studio opted to develop multiple projects. “That’s why we switched from a single project company to a multiple project company. But everything is in our strategy.” “We’re gonna develop AAA RPG, open-world narrative-driven games, and this is our – let’s say – niche. So the focus is there.” While it sounds simple in practice, Iwiński highlighted how challenging it can be, especially when other developers are working on cool things. “When you’re growing, it’s hard because there are all these temptations, and these people are doing this stuff online, and it’s so cool, and we love to play it, and – you think, ‘Okay, no, let’s take a deep breath and come back to what we’re doing,’ because if we spread ourselves too thin, we’ll not deliver.” CD Projekt RED recently announced that Project Orion has entered the pre-production phase, and based on the developer’s past projects, it may take four to five years to finish. Of course, the Cyberpunk 2 name stood out, but PR manager Ola Sondej clarified that it means “another game” in the universe rather than the official title. The Witcher 4 is also in development, and though it received a cinematic trailer at The Game Awards 2024, a release date, platforms, and gameplay have yet to be announced.0 Comentários 0 Compartilhamentos 0 Anterior -
Deliver At All Costs Review – Lukewarm Goods
Despite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions.
"The majority of the side content in Deliver At All Costs isn’t very enticing."
Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway.
I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that.
The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something.
"Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff."
All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more.
Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable.
"NPCs roam the streets and become aggressive when threatened."
I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too.
But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience.
"I like how the missions get progressively more wacky and clever as you progress."
The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world.
But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with.
"Winston’s delivery mates have surprising depth and a good amount of backstory."
Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets.
Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing.
"The game goes surprisingly hard on the story front, but it didn’t fully land for me."
As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver.
This game was reviewed on the PlayStation 5.
#deliver #all #costs #review #lukewarmDeliver At All Costs Review – Lukewarm GoodsDespite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions. "The majority of the side content in Deliver At All Costs isn’t very enticing." Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway. I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that. The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something. "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff." All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more. Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable. "NPCs roam the streets and become aggressive when threatened." I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too. But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience. "I like how the missions get progressively more wacky and clever as you progress." The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world. But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with. "Winston’s delivery mates have surprising depth and a good amount of backstory." Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets. Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing. "The game goes surprisingly hard on the story front, but it didn’t fully land for me." As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver. This game was reviewed on the PlayStation 5. #deliver #all #costs #review #lukewarmGAMINGBOLT.COMDeliver At All Costs Review – Lukewarm GoodsDespite its appearance as just another arcady sandbox game, Deliver At All Costs is shockingly story-minded. So much so, that its constant focus on narrative might deter those just looking for some dumb fun. And after seeing the narrative through to the end, I wouldn’t blame them, given how hard the game tries to be a grand tapestry of storytelling excellence. The adventure is structured into three acts, each with a unique town to explore and complete missions in. One act even features a time skip accompanied by a moment of no return. So even if you just want to ignore story and focus on acing deliveries and causing mayhem in the streets, you still have to go through some cutscenes and narrative progression to unlock the next towns and side missions. "The majority of the side content in Deliver At All Costs isn’t very enticing." Not that the side missions are worth doing anyway. The majority of side content in Deliver At All Costs isn’t very enticing. The rewards aren’t worth it and the fetch quest design doesn’t warrant the effort. I’d only recommend going out of your way for the side content if you’re already keen on exploring the various maps. The treasure chests and small boxes hidden throughout the game give cash that is used on materials for vehicle upgrades; however, a majority of upgrades can be purchased from the main story mission rewards anyway. I expected to have fun with the vehicle upgrades, but ended up sorely disappointed in their limited application. This is because upgrades cannot be used outside of curated story missions; bummer. Not that the crane attachment or extreme hauling capacity upgrade aren’t fun to play with; they are rather fun, but exclusively used for their particular missions. Again, if you’re expected a zany vehicular sandbox with a lot of options and unlockables, Deliver At All Costs isn’t that. The reason I keep associating the game with sandbox playability is due to its map design. It has an old-school 2D Grand Theft Auto style of isometric driving. In between story missions, you’re given the leisure to roam around town freely. All of your driving and running around is done through a top-down isometric camera angle that gives the environments a nice diorama look to them, and what’s more, you can move the camera between two different angles in case it’s difficult to see something. "Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff." All the unique shops and landmarks of this diorama give off a classic vibe well. Oh, and the soundtrack fits the setting wonderfully. Lounge jazz and instrumental surfer rock accompany your deliveries, and it rarely gets repetitive. Tying it into GTA even more is the radio, with infrequent broadcasts that add flavor lore to the setting. Each town has multiple districts, each with their own theme, which helps vary up the scenery just that much more. Speaking of scenery, there’s a surprising amount of activity going on while you’re driving around delivering stuff. NPCs go about their business, birds glide across the sky, and plenty of vehicle traffic accompany the streets. In fact, there’s often a tad too much activity. Streets are so packed with cars and people that collisions are unavoidable. "NPCs roam the streets and become aggressive when threatened." I like how populated the game is, but it’s tuned a bit too high, getting in the way of enjoyability a lot of the time. Perhaps, it would have been better balanced to up the street traffic the further you get into the game, especially since the towns progress from rural to metropolitan through the course of the narrative. At the very least, there’s an attractive mini-map with well designed labels and indicators. Navigation is aided with helpful arrows showing the way to a mission destination too. But you aren’t merely delivering parcels to a destination in a given time limit; there’s a variety of ways the game mixes up its missions. Part of the game’s initial draw is its physics-based driving, which manifests in hilarious ways. One of the first missions tasks you with delivering a truck full of rotted watermelons. The first step is to bring them to a sanitizer, then you paint them so they look presentable, all while avoiding traffic and trying not to knock them over as they roll around in the back of the truck. It’s one of the enjoyable missions in the game, and one that demonstrates the physics gameplay best. I like how the missions get progressively more wacky and clever as you progress too. You even become a UFO hunter during one late-game job. It’s just too bad the very high traffic and wonky controls hamper the overall experience. "I like how the missions get progressively more wacky and clever as you progress." The driving controls are rather simple. Just aim in the direction you want to drive and hold the accelerate button. It’s the high sensitivity of the acceleration and the hard braking and turning that contribute to a somewhat frustrating experience. The high traffic just further compounds the controls to make for a somewhat clunky driving experience. Vehicles don’t differ in how they drive either, though you really only have the one truck for a large majority of the game anyway, so it doesn’t really make a difference. And the cars aren’t great to look at either. Heck, nothing looks particularly nice in the game, especially the characters. Facial animations are frankly bad and the bland art style doesn’t make up for the graphical shortcomings. What’s worse is there’s still some pretty substantial load times in-between regions, which hurts the flow of the open-world. But the element that gets hurt from graphics the most is the mixed story. It’s hard to take the drama seriously when its presented so poorly. There’s an attempt at cinematic camera angles during cutscenes, but textures are featureless and close-ups of people’s faces are serious PS1 quality stuff. Thankfully, a handful of characters are quite likable despite what their low poly models suggest. Winston’s delivery mates have surprising depth and a good amount of backstory. And Winston himself is a fully fledged personality and someone you can imagine working with. "Winston’s delivery mates have surprising depth and a good amount of backstory." Characters like Norman are instantly likeable while Winston’s arch-nemesis and hardline boss, Donovon, is perfectly punchable. I’m also impressed with a majority of the dialogue writing. Characters speak with a down-to-earth tone and level of informality that makes them realistic, even if they look like untextured Unity assets. Going back to where I started the review, the game goes surprisingly hard on the story axis, but it doesn’t fully land for me. The wacky yet earnest tone is great, but the execution of the plot doesn’t wrap up in a satisfying way. Winston’s mysterious past and the true motives of the delivery company’s executives had so much potential for an intriguing narrative thread. But alas, the finale just kinda falls flat without the payoff that the game was teasing. "The game goes surprisingly hard on the story front, but it didn’t fully land for me." As a whole, Delivery At All Costs delivers a zany and fun, though frustrating, isometric delivery experience with a story that tries a bit too hard. I can easily see this game being a cult classic, but for a majority of gamers, it won’t deliver a truly stunning experience. If you’re looking for a game with a wacky and inventive premise that experiments a bit, and don’t mind gameplay and graphics from three generations ago, give Deliver At All Costs a try and it might just deliver. This game was reviewed on the PlayStation 5.0 Comentários 0 Compartilhamentos 0 Anterior -
RoadCraft Explained: Your Complete Guide to Building Roads
The developers of SnowRunner have combined its vehicular physics simulator gameplay with design elements from the building simulator genre, to bring us Roadcraft, a unique game that requires you to use an array of vehicles and construction machinery to do everything from clearing debris to rebuilding roads and laying cable. Road construction is a primary aspect of gameplay, and involves multiple steps: resource collection, logistical transport, route planning, and actual road building.
While there is a very in-depth tutorial in-game that holds your hand every step of the way, there are a lot of nuances to road construction that you may not be aware of, and this RoadCraft guide has everything you need to know about those game mechanics.
Scout Vehicle Selection
The Scout is a critical vehicle for its scanning and winching capabilities, and while there are 7 to choose from, only 2 are available initially. Between these first two Scouts, the Armiger Thunder IV should be your preferred choice, due to its higher mobility and shorter wheelbase. Your eventual Scout vehicle should be the Tuz 119 “Lynx” which becomes available in the Deluge campaign for a price of nearly 25,000. The winch capability will come in handy as you clear debris to establish routes, and scan for terrain and objects.
Field Recovery Vehicles
These vehicles serve the purpose of behaving as spawn points for your other utility vehicles. This will be tremendously helpful in situations where you will require multiple pieces of equipment at a given location. Simply drive one of these to the work site such as a road construction objective, and you can simply spawn all task-related vehicles there, at the cost of Recovery Tokens. The free KHAN Lo “Strannik” Field Service Vehicle will more than suffice for this purpose, while also being equipped with a winch for manual towing.
Equipment Transporters
In the absence of fuel tokens, vehicle haulers can also be used to accomplish the task of manually delivering multiple vehicles to a work site. The Zikz 605E Heavy Equipment Transporter will be your preferred choice at a cost of 25,000, and will serve you well throughout the campaign. However, the Step 39331 “Pike” Light Equipment Transporter can function just as well, since it can use both its flatbed and its winch to haul two vehicles at a time, with maximum tonnage capability being the true limitation.
Crane Trucks
A great deal of what you will be doing in the game will involve picking stuff up off of the ground with a crane and placing it onto a flatbed for transportation. While you will be provided with two separate vehicles to accomplish this, it will be quite a tedious process especially for solo players. This is where the Mule T1 Cargo Crane Truck comes in immediately useful, at a price of 27,000. It will save you a great deal of time and effort over multiple instances in the campaign. Eventually, you will purchase better Craned vehicles, but the older ones will never use utility, as you can leave them in place at your various facilities to act as on-site loaders.
In a pinch, Crane Trucks can serve as a winch vehicle for any situation that may arise.
Road Construction
Your AI convoys are going to get hung up on every little obstacle along their dirt path routes, and this is where good road building comes into play. Locate a quarry source for sand, and begin filling in the route with your loaded Dump Truck.
Next, use your Dozer set to sand leveling or better yet, your Roller, to perform multiple passes in order to flatten the sand, with two passes being an absolute minimum. Be sure to proceed as slowly and carefully as you can on the second and further passes, listening carefully for audio feedback while traversing the route, which will sound different when traveling over fully flattened ground compared to slightly uneven terrain.
A recommended method is to go down the center twice, once in each direction, in order to perfect the two ends. Then travel once along each side to spread the sand evenly, followed by a single final pass down the center again.
Asphalt Paving
Strictly speaking, asphalt paving is unnecessary in the vast majority of situations, unless required by mission objectives. However, if you do elect to pave all your roads, there are some important steps to take.
The sand must be perfectly flattened, else the paving machines will frequently snag on unseen obstacles. One way to mitigate this, is to use the Paver while traveling in reverse. While this may seem odd, since the asphalt is deposited from the front and flattened by the rear, the game still allows it.
An even better option is to hoist the Paver with a mobile Crane and float it low over the planned route, and then drive the Crane along the path instead, which is significantly faster and avoids physics bugs.
Deploy the Roller next, and use the same leveling process as you do with sand: down the center once in each direction, then each side once, and one last time down the center again.
Leveling Uneven Roads
Failure to properly level the sand before laying down asphalt can lead to significantly large bumps in your roads. You can still recover from a situation like this without having to resort to using your Dozer’s Asphalt Destruction grader mode. Take your Roller out instead and perform multiple passes over the bump with it, and it will flatten out eventually.
Plotting Routes For AI Convoys
While creating routes for your transport vehicles to follow, be sure to set them along one side of the road rather than down the center. This will mitigate head-on collisions between AI traffic traveling in opposite directions, as their pathing can be quite poor. Also avoid placing an excessive number of waypoints wherever possible as this is interpreted as a direction change. While the vehicles will not get turned completely around, they can bug out and end up in an environmental hazard.
Be sure to delete the routes once you have completed the related objectives and collected all of the rewards, in order to maintain a clean infrastructure map.
That is everything you need to know about constructing proper roads in RoadCraft.
#roadcraft #explained #your #complete #guideRoadCraft Explained: Your Complete Guide to Building RoadsThe developers of SnowRunner have combined its vehicular physics simulator gameplay with design elements from the building simulator genre, to bring us Roadcraft, a unique game that requires you to use an array of vehicles and construction machinery to do everything from clearing debris to rebuilding roads and laying cable. Road construction is a primary aspect of gameplay, and involves multiple steps: resource collection, logistical transport, route planning, and actual road building. While there is a very in-depth tutorial in-game that holds your hand every step of the way, there are a lot of nuances to road construction that you may not be aware of, and this RoadCraft guide has everything you need to know about those game mechanics. Scout Vehicle Selection The Scout is a critical vehicle for its scanning and winching capabilities, and while there are 7 to choose from, only 2 are available initially. Between these first two Scouts, the Armiger Thunder IV should be your preferred choice, due to its higher mobility and shorter wheelbase. Your eventual Scout vehicle should be the Tuz 119 “Lynx” which becomes available in the Deluge campaign for a price of nearly 25,000. The winch capability will come in handy as you clear debris to establish routes, and scan for terrain and objects. Field Recovery Vehicles These vehicles serve the purpose of behaving as spawn points for your other utility vehicles. This will be tremendously helpful in situations where you will require multiple pieces of equipment at a given location. Simply drive one of these to the work site such as a road construction objective, and you can simply spawn all task-related vehicles there, at the cost of Recovery Tokens. The free KHAN Lo “Strannik” Field Service Vehicle will more than suffice for this purpose, while also being equipped with a winch for manual towing. Equipment Transporters In the absence of fuel tokens, vehicle haulers can also be used to accomplish the task of manually delivering multiple vehicles to a work site. The Zikz 605E Heavy Equipment Transporter will be your preferred choice at a cost of 25,000, and will serve you well throughout the campaign. However, the Step 39331 “Pike” Light Equipment Transporter can function just as well, since it can use both its flatbed and its winch to haul two vehicles at a time, with maximum tonnage capability being the true limitation. Crane Trucks A great deal of what you will be doing in the game will involve picking stuff up off of the ground with a crane and placing it onto a flatbed for transportation. While you will be provided with two separate vehicles to accomplish this, it will be quite a tedious process especially for solo players. This is where the Mule T1 Cargo Crane Truck comes in immediately useful, at a price of 27,000. It will save you a great deal of time and effort over multiple instances in the campaign. Eventually, you will purchase better Craned vehicles, but the older ones will never use utility, as you can leave them in place at your various facilities to act as on-site loaders. In a pinch, Crane Trucks can serve as a winch vehicle for any situation that may arise. Road Construction Your AI convoys are going to get hung up on every little obstacle along their dirt path routes, and this is where good road building comes into play. Locate a quarry source for sand, and begin filling in the route with your loaded Dump Truck. Next, use your Dozer set to sand leveling or better yet, your Roller, to perform multiple passes in order to flatten the sand, with two passes being an absolute minimum. Be sure to proceed as slowly and carefully as you can on the second and further passes, listening carefully for audio feedback while traversing the route, which will sound different when traveling over fully flattened ground compared to slightly uneven terrain. A recommended method is to go down the center twice, once in each direction, in order to perfect the two ends. Then travel once along each side to spread the sand evenly, followed by a single final pass down the center again. Asphalt Paving Strictly speaking, asphalt paving is unnecessary in the vast majority of situations, unless required by mission objectives. However, if you do elect to pave all your roads, there are some important steps to take. The sand must be perfectly flattened, else the paving machines will frequently snag on unseen obstacles. One way to mitigate this, is to use the Paver while traveling in reverse. While this may seem odd, since the asphalt is deposited from the front and flattened by the rear, the game still allows it. An even better option is to hoist the Paver with a mobile Crane and float it low over the planned route, and then drive the Crane along the path instead, which is significantly faster and avoids physics bugs. Deploy the Roller next, and use the same leveling process as you do with sand: down the center once in each direction, then each side once, and one last time down the center again. Leveling Uneven Roads Failure to properly level the sand before laying down asphalt can lead to significantly large bumps in your roads. You can still recover from a situation like this without having to resort to using your Dozer’s Asphalt Destruction grader mode. Take your Roller out instead and perform multiple passes over the bump with it, and it will flatten out eventually. Plotting Routes For AI Convoys While creating routes for your transport vehicles to follow, be sure to set them along one side of the road rather than down the center. This will mitigate head-on collisions between AI traffic traveling in opposite directions, as their pathing can be quite poor. Also avoid placing an excessive number of waypoints wherever possible as this is interpreted as a direction change. While the vehicles will not get turned completely around, they can bug out and end up in an environmental hazard. Be sure to delete the routes once you have completed the related objectives and collected all of the rewards, in order to maintain a clean infrastructure map. That is everything you need to know about constructing proper roads in RoadCraft. #roadcraft #explained #your #complete #guideGAMINGBOLT.COMRoadCraft Explained: Your Complete Guide to Building RoadsThe developers of SnowRunner have combined its vehicular physics simulator gameplay with design elements from the building simulator genre, to bring us Roadcraft, a unique game that requires you to use an array of vehicles and construction machinery to do everything from clearing debris to rebuilding roads and laying cable. Road construction is a primary aspect of gameplay, and involves multiple steps: resource collection, logistical transport, route planning, and actual road building. While there is a very in-depth tutorial in-game that holds your hand every step of the way, there are a lot of nuances to road construction that you may not be aware of, and this RoadCraft guide has everything you need to know about those game mechanics. Scout Vehicle Selection The Scout is a critical vehicle for its scanning and winching capabilities, and while there are 7 to choose from, only 2 are available initially. Between these first two Scouts, the Armiger Thunder IV should be your preferred choice, due to its higher mobility and shorter wheelbase. Your eventual Scout vehicle should be the Tuz 119 “Lynx” which becomes available in the Deluge campaign for a price of nearly 25,000. The winch capability will come in handy as you clear debris to establish routes, and scan for terrain and objects. Field Recovery Vehicles These vehicles serve the purpose of behaving as spawn points for your other utility vehicles. This will be tremendously helpful in situations where you will require multiple pieces of equipment at a given location. Simply drive one of these to the work site such as a road construction objective, and you can simply spawn all task-related vehicles there, at the cost of Recovery Tokens. The free KHAN Lo “Strannik” Field Service Vehicle will more than suffice for this purpose, while also being equipped with a winch for manual towing. Equipment Transporters In the absence of fuel tokens, vehicle haulers can also be used to accomplish the task of manually delivering multiple vehicles to a work site. The Zikz 605E Heavy Equipment Transporter will be your preferred choice at a cost of 25,000, and will serve you well throughout the campaign. However, the Step 39331 “Pike” Light Equipment Transporter can function just as well, since it can use both its flatbed and its winch to haul two vehicles at a time, with maximum tonnage capability being the true limitation. Crane Trucks A great deal of what you will be doing in the game will involve picking stuff up off of the ground with a crane and placing it onto a flatbed for transportation. While you will be provided with two separate vehicles to accomplish this, it will be quite a tedious process especially for solo players. This is where the Mule T1 Cargo Crane Truck comes in immediately useful, at a price of 27,000. It will save you a great deal of time and effort over multiple instances in the campaign. Eventually, you will purchase better Craned vehicles, but the older ones will never use utility, as you can leave them in place at your various facilities to act as on-site loaders. In a pinch, Crane Trucks can serve as a winch vehicle for any situation that may arise. Road Construction Your AI convoys are going to get hung up on every little obstacle along their dirt path routes, and this is where good road building comes into play. Locate a quarry source for sand, and begin filling in the route with your loaded Dump Truck. Next, use your Dozer set to sand leveling or better yet, your Roller, to perform multiple passes in order to flatten the sand, with two passes being an absolute minimum. Be sure to proceed as slowly and carefully as you can on the second and further passes, listening carefully for audio feedback while traversing the route, which will sound different when traveling over fully flattened ground compared to slightly uneven terrain. A recommended method is to go down the center twice, once in each direction, in order to perfect the two ends. Then travel once along each side to spread the sand evenly, followed by a single final pass down the center again. Asphalt Paving Strictly speaking, asphalt paving is unnecessary in the vast majority of situations, unless required by mission objectives. However, if you do elect to pave all your roads, there are some important steps to take. The sand must be perfectly flattened, else the paving machines will frequently snag on unseen obstacles. One way to mitigate this, is to use the Paver while traveling in reverse. While this may seem odd, since the asphalt is deposited from the front and flattened by the rear, the game still allows it. An even better option is to hoist the Paver with a mobile Crane and float it low over the planned route, and then drive the Crane along the path instead, which is significantly faster and avoids physics bugs. Deploy the Roller next, and use the same leveling process as you do with sand: down the center once in each direction, then each side once, and one last time down the center again. Leveling Uneven Roads Failure to properly level the sand before laying down asphalt can lead to significantly large bumps in your roads. You can still recover from a situation like this without having to resort to using your Dozer’s Asphalt Destruction grader mode. Take your Roller out instead and perform multiple passes over the bump with it, and it will flatten out eventually. Plotting Routes For AI Convoys While creating routes for your transport vehicles to follow, be sure to set them along one side of the road rather than down the center. This will mitigate head-on collisions between AI traffic traveling in opposite directions, as their pathing can be quite poor. Also avoid placing an excessive number of waypoints wherever possible as this is interpreted as a direction change. While the vehicles will not get turned completely around, they can bug out and end up in an environmental hazard. Be sure to delete the routes once you have completed the related objectives and collected all of the rewards, in order to maintain a clean infrastructure map. That is everything you need to know about constructing proper roads in RoadCraft.0 Comentários 0 Compartilhamentos 0 Anterior -
Elden Ring Nightreign Guide – How To Level Up Quickly
Elden Ring Nightreign is a markedly different gameplay experience from the mainline title, with a focus on co-operative multiplayer in a rogue-lite experience. In the final showdown of each run, nothing matters as much as your level, and maximizing your time and effort to achieve that fast will be your primary focus.
This Elden Ring Nightreign guide has everything you can possibly do to level up to the maximum cap of 15 quickly and efficiently.
Relics
There are a number of Relic effects that you can acquire to both directly and indirectly earn runes for both you and your allies. Since the Relics are RNG-based and gained at the end of runs, whether successful or unsuccessful, it may be a while before you have the right combination in your Chalice.
There are also Nightfarer-specific, quest-based Relics such as Revenant’s Small Makeup Brush that increases rune acquisition for self and allies, and Ironeye’s Cracked Sealing Wax which earns runes for critical hits.
Your earned Murk will come in handy in order to potentially buy the Relics you want from the Small Jar Bazaar in Roundtable Hold. There is even a Relic to lower your expenditures at merchants: Night of the Demon, which offers up a huge rune discount for shop purchases while on expedition.
You will also want to upgrade your Chalices there, to use more runes in a variety of color combinations.
Talismans
Certain Talismans such as the Gold Scarab which grants an increase in runes from defeated enemies by 15%, will come in handy, and can potentially be stacked in the two slots available to Nightfarers. Talismans are boss drops, as well as obtainable from Teardrop Scarabs, so farm those whenever you encounter them.
Consumables
Certain consumable items such as the Gold-Pickled Fowl Foot can boost rune acquisition for a time. Because their drops are not guaranteed and can be few and far between, it is recommended that you save these for use right before a major combat encounter where you expect to gain a large amount of runes, in order to best take advantage of their small window of effect.
Stonesword Key
While this item does not grant runes in and of itself, it does put you in the path of receiving massive windfalls of them. There are certain Relic effects that provide you a free Stonesword Key at the beginning of your run, but also drop from the chest secreted behind the altar, near the boss of the Great Church location. Either way, the key can then be used to access the locked Evergaols with their Field Boss challenge. Felling these great enemies grants a choice between multiple selectable Dormant Powers, including an immediate rune lumpsum in multiples of 10K, and another two that grant a persistent increase in number of runes obtained by 10%.
Another potential location for a chest with a Stonesword Key is atop the tower of a Fort. An additional bonus to clearing the Fort is being able to view the locations of nearby Field Bosses and Scarabs, by interacting with the maps on the desk within the tower, which will inform you that you have ‘Acquired a local clue’.
Merchants are also a potential source for Stonesword Keys.
Scale-Bearing Merchant
This NPC encounter at the arena of Libra, Creature of Night in Limveld has multiple options to choose from when interacting with him, including ‘Take runes’, which is a combination of buff and debuff that grants a rune bonus from defeating enemies, while constantly draining your health. Fortunately, you can choose to get rid of the phantom chest it places on your head, through your inventory, if you find that the health debuff is untenable on your run. Unfortunately, the choices themselves appear to be RNG and you may not necessarily even see the rune boost option on your run.
Maximize Your Time
At a certain point in your run, you may want to simply breeze right past low-level cannon fodder, and head straight for the major opponent in any given area. This is especially true once you achieve higher levels, as you really want to optimize for the limited time you have left before your final battle. Slay the mini boss, gather your loot and Dormant Power, and venture forward.
Spectral trees allow you to use Spectral Hawks to fast travel to locations where you might farm for runes, or collect rewards.
Shifting Earth
These unique world-changing events completely modify the open world of Limveld, which in turn open up opportunities for lots of rune acquisition. Take the map variations when offered them, and your run will significantly benefit from both the primary reward, and the secret buff from defeating the mini-boss.
Additional variants appear to unlock as you attempt new runs.
Losing Runes on Death
Daytime battles run the risk of losing runes and entire levels, and while the former can be recovered from the site, they can sometimes also be picked up by enemies before you can get to them. Fortunately, you can always track down the rune-thief visually, by identifying their glowing, golden aura. Simply slay them to recover your runes and levels. Dying before recovering dropped runes loses them permanently, and will oblige you to waste time farming more.
Those are some of the best ways to boost your rune acquisition and level up quickly in Elden Ring Nightreign.
#elden #ring #nightreign #guide #howElden Ring Nightreign Guide – How To Level Up QuicklyElden Ring Nightreign is a markedly different gameplay experience from the mainline title, with a focus on co-operative multiplayer in a rogue-lite experience. In the final showdown of each run, nothing matters as much as your level, and maximizing your time and effort to achieve that fast will be your primary focus. This Elden Ring Nightreign guide has everything you can possibly do to level up to the maximum cap of 15 quickly and efficiently. Relics There are a number of Relic effects that you can acquire to both directly and indirectly earn runes for both you and your allies. Since the Relics are RNG-based and gained at the end of runs, whether successful or unsuccessful, it may be a while before you have the right combination in your Chalice. There are also Nightfarer-specific, quest-based Relics such as Revenant’s Small Makeup Brush that increases rune acquisition for self and allies, and Ironeye’s Cracked Sealing Wax which earns runes for critical hits. Your earned Murk will come in handy in order to potentially buy the Relics you want from the Small Jar Bazaar in Roundtable Hold. There is even a Relic to lower your expenditures at merchants: Night of the Demon, which offers up a huge rune discount for shop purchases while on expedition. You will also want to upgrade your Chalices there, to use more runes in a variety of color combinations. Talismans Certain Talismans such as the Gold Scarab which grants an increase in runes from defeated enemies by 15%, will come in handy, and can potentially be stacked in the two slots available to Nightfarers. Talismans are boss drops, as well as obtainable from Teardrop Scarabs, so farm those whenever you encounter them. Consumables Certain consumable items such as the Gold-Pickled Fowl Foot can boost rune acquisition for a time. Because their drops are not guaranteed and can be few and far between, it is recommended that you save these for use right before a major combat encounter where you expect to gain a large amount of runes, in order to best take advantage of their small window of effect. Stonesword Key While this item does not grant runes in and of itself, it does put you in the path of receiving massive windfalls of them. There are certain Relic effects that provide you a free Stonesword Key at the beginning of your run, but also drop from the chest secreted behind the altar, near the boss of the Great Church location. Either way, the key can then be used to access the locked Evergaols with their Field Boss challenge. Felling these great enemies grants a choice between multiple selectable Dormant Powers, including an immediate rune lumpsum in multiples of 10K, and another two that grant a persistent increase in number of runes obtained by 10%. Another potential location for a chest with a Stonesword Key is atop the tower of a Fort. An additional bonus to clearing the Fort is being able to view the locations of nearby Field Bosses and Scarabs, by interacting with the maps on the desk within the tower, which will inform you that you have ‘Acquired a local clue’. Merchants are also a potential source for Stonesword Keys. Scale-Bearing Merchant This NPC encounter at the arena of Libra, Creature of Night in Limveld has multiple options to choose from when interacting with him, including ‘Take runes’, which is a combination of buff and debuff that grants a rune bonus from defeating enemies, while constantly draining your health. Fortunately, you can choose to get rid of the phantom chest it places on your head, through your inventory, if you find that the health debuff is untenable on your run. Unfortunately, the choices themselves appear to be RNG and you may not necessarily even see the rune boost option on your run. Maximize Your Time At a certain point in your run, you may want to simply breeze right past low-level cannon fodder, and head straight for the major opponent in any given area. This is especially true once you achieve higher levels, as you really want to optimize for the limited time you have left before your final battle. Slay the mini boss, gather your loot and Dormant Power, and venture forward. Spectral trees allow you to use Spectral Hawks to fast travel to locations where you might farm for runes, or collect rewards. Shifting Earth These unique world-changing events completely modify the open world of Limveld, which in turn open up opportunities for lots of rune acquisition. Take the map variations when offered them, and your run will significantly benefit from both the primary reward, and the secret buff from defeating the mini-boss. Additional variants appear to unlock as you attempt new runs. Losing Runes on Death Daytime battles run the risk of losing runes and entire levels, and while the former can be recovered from the site, they can sometimes also be picked up by enemies before you can get to them. Fortunately, you can always track down the rune-thief visually, by identifying their glowing, golden aura. Simply slay them to recover your runes and levels. Dying before recovering dropped runes loses them permanently, and will oblige you to waste time farming more. Those are some of the best ways to boost your rune acquisition and level up quickly in Elden Ring Nightreign. #elden #ring #nightreign #guide #howGAMINGBOLT.COMElden Ring Nightreign Guide – How To Level Up QuicklyElden Ring Nightreign is a markedly different gameplay experience from the mainline title, with a focus on co-operative multiplayer in a rogue-lite experience. In the final showdown of each run, nothing matters as much as your level, and maximizing your time and effort to achieve that fast will be your primary focus. This Elden Ring Nightreign guide has everything you can possibly do to level up to the maximum cap of 15 quickly and efficiently. Relics There are a number of Relic effects that you can acquire to both directly and indirectly earn runes for both you and your allies. Since the Relics are RNG-based and gained at the end of runs, whether successful or unsuccessful, it may be a while before you have the right combination in your Chalice. There are also Nightfarer-specific, quest-based Relics such as Revenant’s Small Makeup Brush that increases rune acquisition for self and allies, and Ironeye’s Cracked Sealing Wax which earns runes for critical hits. Your earned Murk will come in handy in order to potentially buy the Relics you want from the Small Jar Bazaar in Roundtable Hold. There is even a Relic to lower your expenditures at merchants: Night of the Demon, which offers up a huge rune discount for shop purchases while on expedition. You will also want to upgrade your Chalices there, to use more runes in a variety of color combinations. Talismans Certain Talismans such as the Gold Scarab which grants an increase in runes from defeated enemies by 15%, will come in handy, and can potentially be stacked in the two slots available to Nightfarers. Talismans are boss drops, as well as obtainable from Teardrop Scarabs, so farm those whenever you encounter them. Consumables Certain consumable items such as the Gold-Pickled Fowl Foot can boost rune acquisition for a time. Because their drops are not guaranteed and can be few and far between, it is recommended that you save these for use right before a major combat encounter where you expect to gain a large amount of runes, in order to best take advantage of their small window of effect. Stonesword Key While this item does not grant runes in and of itself, it does put you in the path of receiving massive windfalls of them. There are certain Relic effects that provide you a free Stonesword Key at the beginning of your run, but also drop from the chest secreted behind the altar, near the boss of the Great Church location. Either way, the key can then be used to access the locked Evergaols with their Field Boss challenge. Felling these great enemies grants a choice between multiple selectable Dormant Powers, including an immediate rune lumpsum in multiples of 10K, and another two that grant a persistent increase in number of runes obtained by 10%. Another potential location for a chest with a Stonesword Key is atop the tower of a Fort. An additional bonus to clearing the Fort is being able to view the locations of nearby Field Bosses and Scarabs, by interacting with the maps on the desk within the tower, which will inform you that you have ‘Acquired a local clue’. Merchants are also a potential source for Stonesword Keys. Scale-Bearing Merchant This NPC encounter at the arena of Libra, Creature of Night in Limveld has multiple options to choose from when interacting with him, including ‘Take runes’, which is a combination of buff and debuff that grants a rune bonus from defeating enemies, while constantly draining your health. Fortunately, you can choose to get rid of the phantom chest it places on your head, through your inventory, if you find that the health debuff is untenable on your run. Unfortunately, the choices themselves appear to be RNG and you may not necessarily even see the rune boost option on your run. Maximize Your Time At a certain point in your run, you may want to simply breeze right past low-level cannon fodder, and head straight for the major opponent in any given area. This is especially true once you achieve higher levels, as you really want to optimize for the limited time you have left before your final battle. Slay the mini boss, gather your loot and Dormant Power, and venture forward. Spectral trees allow you to use Spectral Hawks to fast travel to locations where you might farm for runes, or collect rewards. Shifting Earth These unique world-changing events completely modify the open world of Limveld, which in turn open up opportunities for lots of rune acquisition. Take the map variations when offered them, and your run will significantly benefit from both the primary reward, and the secret buff from defeating the mini-boss. Additional variants appear to unlock as you attempt new runs. Losing Runes on Death Daytime battles run the risk of losing runes and entire levels, and while the former can be recovered from the site, they can sometimes also be picked up by enemies before you can get to them. Fortunately, you can always track down the rune-thief visually, by identifying their glowing, golden aura. Simply slay them to recover your runes and levels. Dying before recovering dropped runes loses them permanently, and will oblige you to waste time farming more. Those are some of the best ways to boost your rune acquisition and level up quickly in Elden Ring Nightreign.0 Comentários 0 Compartilhamentos 0 Anterior -
Sega Football Club Champions 2025 Announced – Free-to-Play Management Title Launches This Year
Sports Interactive cancelled Football Manager 25 to work on the next entry in the series, but Sega has something else to fill the potential gap. Launching this year worldwide, Sega Football Club Champions 2025 is a free-to-play title for PS4, PS5, PC via Steam, iOS and Android. Check out the first trailer below.
Described as a “multiplatform football management simulator” powered by Football Manager, Sega Football Club Champions 2025 has two core modes. Career Mode involves building and managing your team. Dream Team is about battling other players online. You can tussle in the Arena and Event Matches or set up Room Matches.
Players can expect 10,000 professional footballers to bring to their teams. Japan’s J1-J3 leagues, FIFPRO, K League, and Manchester City F.C. contribute 1,500 players. While others have yet to be revealed, Sega says it’s partnered with “various leagues” worldwide.
Interested participants can sign up for the closed beta here. Stay tuned for more details in the coming months, including additional gameplay and monetization.
#sega #football #club #champions #announcedSega Football Club Champions 2025 Announced – Free-to-Play Management Title Launches This YearSports Interactive cancelled Football Manager 25 to work on the next entry in the series, but Sega has something else to fill the potential gap. Launching this year worldwide, Sega Football Club Champions 2025 is a free-to-play title for PS4, PS5, PC via Steam, iOS and Android. Check out the first trailer below. Described as a “multiplatform football management simulator” powered by Football Manager, Sega Football Club Champions 2025 has two core modes. Career Mode involves building and managing your team. Dream Team is about battling other players online. You can tussle in the Arena and Event Matches or set up Room Matches. Players can expect 10,000 professional footballers to bring to their teams. Japan’s J1-J3 leagues, FIFPRO, K League, and Manchester City F.C. contribute 1,500 players. While others have yet to be revealed, Sega says it’s partnered with “various leagues” worldwide. Interested participants can sign up for the closed beta here. Stay tuned for more details in the coming months, including additional gameplay and monetization. #sega #football #club #champions #announcedGAMINGBOLT.COMSega Football Club Champions 2025 Announced – Free-to-Play Management Title Launches This YearSports Interactive cancelled Football Manager 25 to work on the next entry in the series, but Sega has something else to fill the potential gap. Launching this year worldwide, Sega Football Club Champions 2025 is a free-to-play title for PS4, PS5, PC via Steam, iOS and Android. Check out the first trailer below. Described as a “multiplatform football management simulator” powered by Football Manager, Sega Football Club Champions 2025 has two core modes. Career Mode involves building and managing your team. Dream Team is about battling other players online. You can tussle in the Arena and Event Matches or set up Room Matches. Players can expect 10,000 professional footballers to bring to their teams. Japan’s J1-J3 leagues, FIFPRO, K League, and Manchester City F.C. contribute 1,500 players. While others have yet to be revealed, Sega says it’s partnered with “various leagues” worldwide. Interested participants can sign up for the closed beta here. Stay tuned for more details in the coming months, including additional gameplay and monetization.0 Comentários 0 Compartilhamentos 0 Anterior -
Atomfall: Wicked Isle Gameplay Overview Details New Region, Enemies, and Mysteries
Rebellion Developments revealed Atomfall’s upcoming story expansion in Wicked Isle, and fans won’t have to wait long to go hands-on. In a new gameplay overview, the developer breaks down what to expect from the new location and the threats that await.
Accessed from a boat in Windham Village, Midsummer Isle is isolated from the rest of the quarantine zone. However, it expands on the lore with some leads taking you back to the zone and opening alternate endings. You’ll wind up in an abandoned fishing village but venture into dense forests and an old abbey’s ruins.
Lake Bandits and Druids are the more common threats, but you’ll also have to beware of the new aquatic Ferals. Fortunately, there are some new weapons to help out. The Blunderbuss shotgun ignites enemies and can discharge both shells at a time, while the corrupted dagger deals more damage to infected enemies. You can even apply poison to arrows.
There are also four new skills, including decomposition to discretely dispose of bodies after a silent takedown. Atomfall: Wicked Isle launches on June 3rd for Xbox One, Xbox Series X/S, PS4, PS5, and PC. Check out our review of the base game here.
#atomfall #wicked #isle #gameplay #overviewAtomfall: Wicked Isle Gameplay Overview Details New Region, Enemies, and MysteriesRebellion Developments revealed Atomfall’s upcoming story expansion in Wicked Isle, and fans won’t have to wait long to go hands-on. In a new gameplay overview, the developer breaks down what to expect from the new location and the threats that await. Accessed from a boat in Windham Village, Midsummer Isle is isolated from the rest of the quarantine zone. However, it expands on the lore with some leads taking you back to the zone and opening alternate endings. You’ll wind up in an abandoned fishing village but venture into dense forests and an old abbey’s ruins. Lake Bandits and Druids are the more common threats, but you’ll also have to beware of the new aquatic Ferals. Fortunately, there are some new weapons to help out. The Blunderbuss shotgun ignites enemies and can discharge both shells at a time, while the corrupted dagger deals more damage to infected enemies. You can even apply poison to arrows. There are also four new skills, including decomposition to discretely dispose of bodies after a silent takedown. Atomfall: Wicked Isle launches on June 3rd for Xbox One, Xbox Series X/S, PS4, PS5, and PC. Check out our review of the base game here. #atomfall #wicked #isle #gameplay #overviewGAMINGBOLT.COMAtomfall: Wicked Isle Gameplay Overview Details New Region, Enemies, and MysteriesRebellion Developments revealed Atomfall’s upcoming story expansion in Wicked Isle, and fans won’t have to wait long to go hands-on. In a new gameplay overview, the developer breaks down what to expect from the new location and the threats that await. Accessed from a boat in Windham Village, Midsummer Isle is isolated from the rest of the quarantine zone. However, it expands on the lore with some leads taking you back to the zone and opening alternate endings. You’ll wind up in an abandoned fishing village but venture into dense forests and an old abbey’s ruins (where the Monk’s Grove resides in secret). Lake Bandits and Druids are the more common threats, but you’ll also have to beware of the new aquatic Ferals (who look like Mermen). Fortunately, there are some new weapons to help out. The Blunderbuss shotgun ignites enemies and can discharge both shells at a time, while the corrupted dagger deals more damage to infected enemies. You can even apply poison to arrows. There are also four new skills, including decomposition to discretely dispose of bodies after a silent takedown. Atomfall: Wicked Isle launches on June 3rd for Xbox One, Xbox Series X/S, PS4, PS5, and PC. Check out our review of the base game here.0 Comentários 0 Compartilhamentos 0 Anterior -
MindsEye Has an “Overarching 10 Year Plan,” Including an Open-World Free Roam Title
Build A Rocket Boy’s Leslie Benzies has spoken about MindsEye and how the studio plans to offer a value-for-money experience without any filler. However, it’s only the first step in a longer game, which includes a “big overarching ten-year plan.”
While speaking to GamesIndustry.biz, Benzies reiterated that the title would continue receiving new content. “Some of the content, like races, are made just for fun. Butmost of the content, we’ll try and incorporate it into the story. So once you’ve played the big overarching ten-year plan, you’ll have a very good idea of what this universe looks like.”
There are plans for multiplayer and a fully open world, but it’s also looking at “what players are creating and incorporating that into our plans. Given the ease of the tools, we think there will be a high percentage of players who will jump in and give it a try, see how it feels, and then decide. Hopefully, some will create compelling content we can then promote and make that part of our plans to push to other players.”
Interestingly, the story of MindsEye is “bang in the middle” of the greater narrative that Build A Rocket Boy wants to tell. “So, we’re going to go back 10,000 years, then we’re going to go forward a certain amount of time. It’s the relevant piece of the puzzle that will have players asking questions of what the bigger story is,” said Benzies.
This is the reason why the studio hasn’t showcased footage for “huge parts” of the experience. The studio wants to avoid spoilers, but he does tease that the story takes some “unusual twists.”
As for multiplayer, Benzies said, “The dream from the building side is to allow players the opportunity to create their own multiplayer open-world games with ease. Anyone could pick up the game, jump in, drive around, stop at a point where they saw something of interest, build a little mission, jump back in the car, drive again, and build another mission. Once you’ve built a couple of hundred of these, you’ve built your own open-world game. So, that’s the build side.”
However, Build A Rocket Boy also wants to develop “a place where people can socialise, play together, and engage in the stories that we build.” As such, an open-world multiplayer title is planned for next year, unfolding one year after the events of MindsEye. You can also expect an open-world free-roam title to bridge the gap between the two releases.
“All of these stories interconnect in a fairly unique and original way, which I think players like these days. They like the complexity of deeper stories.”
MindsEye launches on June 10th for Xbox Series X/S, PS5, and PC. Check out the overview trailer and post-launch roadmap.
#mindseye #has #overarching #year #planMindsEye Has an “Overarching 10 Year Plan,” Including an Open-World Free Roam TitleBuild A Rocket Boy’s Leslie Benzies has spoken about MindsEye and how the studio plans to offer a value-for-money experience without any filler. However, it’s only the first step in a longer game, which includes a “big overarching ten-year plan.” While speaking to GamesIndustry.biz, Benzies reiterated that the title would continue receiving new content. “Some of the content, like races, are made just for fun. Butmost of the content, we’ll try and incorporate it into the story. So once you’ve played the big overarching ten-year plan, you’ll have a very good idea of what this universe looks like.” There are plans for multiplayer and a fully open world, but it’s also looking at “what players are creating and incorporating that into our plans. Given the ease of the tools, we think there will be a high percentage of players who will jump in and give it a try, see how it feels, and then decide. Hopefully, some will create compelling content we can then promote and make that part of our plans to push to other players.” Interestingly, the story of MindsEye is “bang in the middle” of the greater narrative that Build A Rocket Boy wants to tell. “So, we’re going to go back 10,000 years, then we’re going to go forward a certain amount of time. It’s the relevant piece of the puzzle that will have players asking questions of what the bigger story is,” said Benzies. This is the reason why the studio hasn’t showcased footage for “huge parts” of the experience. The studio wants to avoid spoilers, but he does tease that the story takes some “unusual twists.” As for multiplayer, Benzies said, “The dream from the building side is to allow players the opportunity to create their own multiplayer open-world games with ease. Anyone could pick up the game, jump in, drive around, stop at a point where they saw something of interest, build a little mission, jump back in the car, drive again, and build another mission. Once you’ve built a couple of hundred of these, you’ve built your own open-world game. So, that’s the build side.” However, Build A Rocket Boy also wants to develop “a place where people can socialise, play together, and engage in the stories that we build.” As such, an open-world multiplayer title is planned for next year, unfolding one year after the events of MindsEye. You can also expect an open-world free-roam title to bridge the gap between the two releases. “All of these stories interconnect in a fairly unique and original way, which I think players like these days. They like the complexity of deeper stories.” MindsEye launches on June 10th for Xbox Series X/S, PS5, and PC. Check out the overview trailer and post-launch roadmap. #mindseye #has #overarching #year #planGAMINGBOLT.COMMindsEye Has an “Overarching 10 Year Plan,” Including an Open-World Free Roam TitleBuild A Rocket Boy’s Leslie Benzies has spoken about MindsEye and how the studio plans to offer a value-for-money experience without any filler. However, it’s only the first step in a longer game, which includes a “big overarching ten-year plan.” While speaking to GamesIndustry.biz, Benzies reiterated that the title would continue receiving new content. “Some of the content, like races, are made just for fun. But [with] most of the content, we’ll try and incorporate it into the story. So once you’ve played the big overarching ten-year plan, you’ll have a very good idea of what this universe looks like.” There are plans for multiplayer and a fully open world, but it’s also looking at “what players are creating and incorporating that into our plans. Given the ease of the tools, we think there will be a high percentage of players who will jump in and give it a try, see how it feels, and then decide. Hopefully, some will create compelling content we can then promote and make that part of our plans to push to other players.” Interestingly, the story of MindsEye is “bang in the middle” of the greater narrative that Build A Rocket Boy wants to tell. “So, we’re going to go back 10,000 years, then we’re going to go forward a certain amount of time. It’s the relevant piece of the puzzle that will have players asking questions of what the bigger story is,” said Benzies. This is the reason why the studio hasn’t showcased footage for “huge parts” of the experience. The studio wants to avoid spoilers, but he does tease that the story takes some “unusual twists.” As for multiplayer, Benzies said, “The dream from the building side is to allow players the opportunity to create their own multiplayer open-world games with ease. Anyone could pick up the game, jump in, drive around, stop at a point where they saw something of interest, build a little mission, jump back in the car, drive again, and build another mission. Once you’ve built a couple of hundred of these, you’ve built your own open-world game. So, that’s the build side.” However, Build A Rocket Boy also wants to develop “a place where people can socialise, play together, and engage in the stories that we build.” As such, an open-world multiplayer title is planned for next year, unfolding one year after the events of MindsEye. You can also expect an open-world free-roam title to bridge the gap between the two releases. “All of these stories interconnect in a fairly unique and original way, which I think players like these days. They like the complexity of deeper stories.” MindsEye launches on June 10th for Xbox Series X/S, PS5, and PC. Check out the overview trailer and post-launch roadmap.0 Comentários 0 Compartilhamentos 0 Anterior -
EA’s Black Panther Cancelled Due to Long Pre-Production Phase – Rumor
Electronic Arts’ recent cancellation of Black Panther and the closure of Cliffhanger Games are the latest for the publisher as it looks to focus on key franchises like The Sims, Apex Legends, etc. However, its partnership with Marvel continues, which makes Black Panther’s cancellation that much more mysterious.
Bloomberg’s Jason Schreier spoke to sources familiar with the project, and it was alleged to still be in the pre-production phase since starting development about four years prior. It led to frustration among leadership, even though Black Panther passed a “gate,” EA’s term for “a development milestone where executives review a game’s progress and decide whether to continue production.”
Cliffhanger was founded in 2021, and building up the studio alongside the title proved challenging, and an “elongated” ideation period, combined with high salaries due to the studio’s base in Kirkland, Washington, didn’t help. The team reportedly began scaling up only recentlyto create a vertical slice.
EA isn’t completely done with Marvel titles, though, as development on Motive’s Iron Man continues. Stay tuned for more updates in the meantime.
#eas #black #panther #cancelled #dueEA’s Black Panther Cancelled Due to Long Pre-Production Phase – RumorElectronic Arts’ recent cancellation of Black Panther and the closure of Cliffhanger Games are the latest for the publisher as it looks to focus on key franchises like The Sims, Apex Legends, etc. However, its partnership with Marvel continues, which makes Black Panther’s cancellation that much more mysterious. Bloomberg’s Jason Schreier spoke to sources familiar with the project, and it was alleged to still be in the pre-production phase since starting development about four years prior. It led to frustration among leadership, even though Black Panther passed a “gate,” EA’s term for “a development milestone where executives review a game’s progress and decide whether to continue production.” Cliffhanger was founded in 2021, and building up the studio alongside the title proved challenging, and an “elongated” ideation period, combined with high salaries due to the studio’s base in Kirkland, Washington, didn’t help. The team reportedly began scaling up only recentlyto create a vertical slice. EA isn’t completely done with Marvel titles, though, as development on Motive’s Iron Man continues. Stay tuned for more updates in the meantime. #eas #black #panther #cancelled #dueGAMINGBOLT.COMEA’s Black Panther Cancelled Due to Long Pre-Production Phase – RumorElectronic Arts’ recent cancellation of Black Panther and the closure of Cliffhanger Games are the latest for the publisher as it looks to focus on key franchises like The Sims, Apex Legends, etc. However, its partnership with Marvel continues, which makes Black Panther’s cancellation that much more mysterious. Bloomberg’s Jason Schreier spoke to sources familiar with the project, and it was alleged to still be in the pre-production phase since starting development about four years prior. It led to frustration among leadership, even though Black Panther passed a “gate,” EA’s term for “a development milestone where executives review a game’s progress and decide whether to continue production.” Cliffhanger was founded in 2021, and building up the studio alongside the title proved challenging, and an “elongated” ideation period, combined with high salaries due to the studio’s base in Kirkland, Washington, didn’t help. The team reportedly began scaling up only recently (some layoffs were only there for a few weeks) to create a vertical slice. EA isn’t completely done with Marvel titles, though, as development on Motive’s Iron Man continues. Stay tuned for more updates in the meantime.0 Comentários 0 Compartilhamentos 0 Anterior -
MindsEye Requires “20ish” Hours to Complete, Says Director
Build A Rocket Boy’s MindsEye has had quite the journey in the past week, from finally showcasing extensive gameplay at last to its co-CEO believing that those with negative reactions are “100 percent” financed by “someone.” Nevertheless, studio founder and director Leslie Benzies believes in the game’s vision and offering value for money without the filler.
Speaking to GamesIndustry, Benzies said, “I don’t think you can have filler content in games. I think people want the meat and they want the potatoes. We’ve tried to make as much meat as we can if that makes sense.”
Though MindsEye’s story was previously touted as requiring about 15 hours to finish, Benzies has since noted that it will take “20ish” hours, which is a “good length for a game.”
“What you also find through data is thatbig games, people don’t play them all. The majority of people – 60% or 70% of people – don’t actually play games to the end.”
“So when you’re making something, I would prefer – I’m sure the team would say the same –you had the whole experience from start to finish and not create this 200-hour game. Create something that is finishable but has some side things that will fill out the universe. A lot of the side missions on the play side of MindsEye do fill out the characters’ back stories or fill out what was happening in the world.”
As for the price, which is Benzies said, “The world’s in a funny place. People are worried about the price of eggs. So value for money, I think people appreciate that when times are difficult.”
The discussion is interesting since titles like Clair Obscur: Expedition 33 and The Elder Scrolls 4: Oblivion Remastered have received praise for offering so much at Whether MindsEye can aspire to the same quality of content in its runtime remains to be seen.
It launches on June 10th worldwide for Xbox Series X/S, PS5, and PC, but the journey only starts there, with a post-launch roadmap announced. Check it out here.
#mindseye #requires #20ish #hours #completeMindsEye Requires “20ish” Hours to Complete, Says DirectorBuild A Rocket Boy’s MindsEye has had quite the journey in the past week, from finally showcasing extensive gameplay at last to its co-CEO believing that those with negative reactions are “100 percent” financed by “someone.” Nevertheless, studio founder and director Leslie Benzies believes in the game’s vision and offering value for money without the filler. Speaking to GamesIndustry, Benzies said, “I don’t think you can have filler content in games. I think people want the meat and they want the potatoes. We’ve tried to make as much meat as we can if that makes sense.” Though MindsEye’s story was previously touted as requiring about 15 hours to finish, Benzies has since noted that it will take “20ish” hours, which is a “good length for a game.” “What you also find through data is thatbig games, people don’t play them all. The majority of people – 60% or 70% of people – don’t actually play games to the end.” “So when you’re making something, I would prefer – I’m sure the team would say the same –you had the whole experience from start to finish and not create this 200-hour game. Create something that is finishable but has some side things that will fill out the universe. A lot of the side missions on the play side of MindsEye do fill out the characters’ back stories or fill out what was happening in the world.” As for the price, which is Benzies said, “The world’s in a funny place. People are worried about the price of eggs. So value for money, I think people appreciate that when times are difficult.” The discussion is interesting since titles like Clair Obscur: Expedition 33 and The Elder Scrolls 4: Oblivion Remastered have received praise for offering so much at Whether MindsEye can aspire to the same quality of content in its runtime remains to be seen. It launches on June 10th worldwide for Xbox Series X/S, PS5, and PC, but the journey only starts there, with a post-launch roadmap announced. Check it out here. #mindseye #requires #20ish #hours #completeGAMINGBOLT.COMMindsEye Requires “20ish” Hours to Complete, Says DirectorBuild A Rocket Boy’s MindsEye has had quite the journey in the past week, from finally showcasing extensive gameplay at last to its co-CEO believing that those with negative reactions are “100 percent” financed by “someone.” Nevertheless, studio founder and director Leslie Benzies believes in the game’s vision and offering value for money without the filler. Speaking to GamesIndustry, Benzies said, “I don’t think you can have filler content in games. I think people want the meat and they want the potatoes. We’ve tried to make as much meat as we can if that makes sense.” Though MindsEye’s story was previously touted as requiring about 15 hours to finish, Benzies has since noted that it will take “20ish” hours, which is a “good length for a game.” “What you also find through data is that [with] big games, people don’t play them all. The majority of people – 60% or 70% of people – don’t actually play games to the end.” “So when you’re making something, I would prefer – I’m sure the team would say the same – [that] you had the whole experience from start to finish and not create this 200-hour game. Create something that is finishable but has some side things that will fill out the universe. A lot of the side missions on the play side of MindsEye do fill out the characters’ back stories or fill out what was happening in the world.” As for the price, which is $60, Benzies said, “The world’s in a funny place. People are worried about the price of eggs. So value for money, I think people appreciate that when times are difficult.” The discussion is interesting since titles like Clair Obscur: Expedition 33 and The Elder Scrolls 4: Oblivion Remastered have received praise for offering so much at $49.99. Whether MindsEye can aspire to the same quality of content in its runtime remains to be seen. It launches on June 10th worldwide for Xbox Series X/S, PS5, and PC, but the journey only starts there, with a post-launch roadmap announced. Check it out here.0 Comentários 0 Compartilhamentos 0 Anterior -
Mafia: The Old Country Gets New Developer Diary Video Highlighting its Authenticity
A new developer diary video has been released by Hangar 13 for the upcoming Mafia: The Old Country. The 5-minute video, which you can check out below, features various developers of who worked on the game from Hangar 13 and Italian studio Stormind Games talking about the upcoming title. Among the notable talking heads in the video are game director Alex Cox, lead writer Matthew Aitken, and art director Steve Noakes, among others.
Stormind Games’ senior project manager Salvo Fallica also chimes in about the title, saying “Our priority has always been to ensure that everything in the game feels authentic.” Authenticity is a key word in this developer diary, with even Cox and Aitken talking about the steps the developers had taken to make sure that things in Mafia: The Old Country feel exactly how they should.
“The details are absolutely key in keeping the immersion of the player,” said Aitken in the video, before being followed up by Cox talking about how much of the title is grounded in real-world history of the Sicilian Mafia. According to Cox, the studio got field experts to help it realise its vision for the game and provide context.
“We need to make sure that the game is grounded in the real history of the Sicilian Mafia,” said Cox. “Experts in their field are able to kind of help us contextualize things that we read in the stuff that we see on the screen with real lived experiences.”
Noakes also spoke about how much attention was paid to the details in some of the smallest aspects of Mafia: The Old Country. He brings up knives, which can be used in the game, and how much work the studio had to do to figure out what knives would look like in the time period in which Mafia: The Old Country takes place.
“When it comes to something like the knives in the game, there’s very little reference that’s available for that. Right?” said Noakes. “And so really we had to dig very deep. We went into some tiny little backwater of a machine shop where this guy and his son were still crafting knives by hand, imbuing them with their particular regional styles, known for their thumbprints, if you like, of their particular approach to building knives. We just wouldn’t really experienced that any other way.”
Associate art director Jakub Vavrik also spoke about how different Mafia: The Old Country will feel when compared to its predecessors, since the previous games in the franchise take place in dense cities. “The upcoming title, on the other ”Previous Mafia games were more or less city heavy, and now we are moving to more organic wildlife setting of Sicily,” he said.
Mafia: The Old Country was announced back in August 2024. The game, under development for PC, PS5 and Xbox Series X/S, is slated for release on August 8. The release date was announced with a trailer that also showcased some gameplay. In the meantime, if you’re planning on playing the title on PC, check out its hardware requirements.
#mafia #old #country #gets #newMafia: The Old Country Gets New Developer Diary Video Highlighting its AuthenticityA new developer diary video has been released by Hangar 13 for the upcoming Mafia: The Old Country. The 5-minute video, which you can check out below, features various developers of who worked on the game from Hangar 13 and Italian studio Stormind Games talking about the upcoming title. Among the notable talking heads in the video are game director Alex Cox, lead writer Matthew Aitken, and art director Steve Noakes, among others. Stormind Games’ senior project manager Salvo Fallica also chimes in about the title, saying “Our priority has always been to ensure that everything in the game feels authentic.” Authenticity is a key word in this developer diary, with even Cox and Aitken talking about the steps the developers had taken to make sure that things in Mafia: The Old Country feel exactly how they should. “The details are absolutely key in keeping the immersion of the player,” said Aitken in the video, before being followed up by Cox talking about how much of the title is grounded in real-world history of the Sicilian Mafia. According to Cox, the studio got field experts to help it realise its vision for the game and provide context. “We need to make sure that the game is grounded in the real history of the Sicilian Mafia,” said Cox. “Experts in their field are able to kind of help us contextualize things that we read in the stuff that we see on the screen with real lived experiences.” Noakes also spoke about how much attention was paid to the details in some of the smallest aspects of Mafia: The Old Country. He brings up knives, which can be used in the game, and how much work the studio had to do to figure out what knives would look like in the time period in which Mafia: The Old Country takes place. “When it comes to something like the knives in the game, there’s very little reference that’s available for that. Right?” said Noakes. “And so really we had to dig very deep. We went into some tiny little backwater of a machine shop where this guy and his son were still crafting knives by hand, imbuing them with their particular regional styles, known for their thumbprints, if you like, of their particular approach to building knives. We just wouldn’t really experienced that any other way.” Associate art director Jakub Vavrik also spoke about how different Mafia: The Old Country will feel when compared to its predecessors, since the previous games in the franchise take place in dense cities. “The upcoming title, on the other ”Previous Mafia games were more or less city heavy, and now we are moving to more organic wildlife setting of Sicily,” he said. Mafia: The Old Country was announced back in August 2024. The game, under development for PC, PS5 and Xbox Series X/S, is slated for release on August 8. The release date was announced with a trailer that also showcased some gameplay. In the meantime, if you’re planning on playing the title on PC, check out its hardware requirements. #mafia #old #country #gets #newGAMINGBOLT.COMMafia: The Old Country Gets New Developer Diary Video Highlighting its AuthenticityA new developer diary video has been released by Hangar 13 for the upcoming Mafia: The Old Country. The 5-minute video, which you can check out below, features various developers of who worked on the game from Hangar 13 and Italian studio Stormind Games talking about the upcoming title. Among the notable talking heads in the video are game director Alex Cox, lead writer Matthew Aitken, and art director Steve Noakes, among others. Stormind Games’ senior project manager Salvo Fallica also chimes in about the title, saying “Our priority has always been to ensure that everything in the game feels authentic.” Authenticity is a key word in this developer diary, with even Cox and Aitken talking about the steps the developers had taken to make sure that things in Mafia: The Old Country feel exactly how they should. “The details are absolutely key in keeping the immersion of the player,” said Aitken in the video, before being followed up by Cox talking about how much of the title is grounded in real-world history of the Sicilian Mafia. According to Cox, the studio got field experts to help it realise its vision for the game and provide context. “We need to make sure that the game is grounded in the real history of the Sicilian Mafia,” said Cox. “Experts in their field are able to kind of help us contextualize things that we read in the stuff that we see on the screen with real lived experiences.” Noakes also spoke about how much attention was paid to the details in some of the smallest aspects of Mafia: The Old Country. He brings up knives, which can be used in the game, and how much work the studio had to do to figure out what knives would look like in the time period in which Mafia: The Old Country takes place. “When it comes to something like the knives in the game, there’s very little reference that’s available for that. Right?” said Noakes. “And so really we had to dig very deep. We went into some tiny little backwater of a machine shop where this guy and his son were still crafting knives by hand, imbuing them with their particular regional styles, known for their thumbprints, if you like, of their particular approach to building knives. We just wouldn’t really experienced that any other way.” Associate art director Jakub Vavrik also spoke about how different Mafia: The Old Country will feel when compared to its predecessors, since the previous games in the franchise take place in dense cities. “The upcoming title, on the other ”Previous Mafia games were more or less city heavy, and now we are moving to more organic wildlife setting of Sicily,” he said. Mafia: The Old Country was announced back in August 2024. The game, under development for PC, PS5 and Xbox Series X/S, is slated for release on August 8. The release date was announced with a trailer that also showcased some gameplay. In the meantime, if you’re planning on playing the title on PC, check out its hardware requirements.0 Comentários 0 Compartilhamentos 0 Anterior
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