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Report: Blizzard considering bringing cross-platform play to Diablo 3

Starting with the impending Switch debut of Diablo 3, Blizzard Entertainment may be joining the ranks of developers considering cross-platform play.

Although there is no official announcement yet, Blizzard is reportedly in talks with Sony and Microsoft to enable cross-platform play across competing consoles.

“It’s a question of when, not if,” a Blizzard Entertainment representative told Business Insider Australia during a gameplay demo of Diablo 3 earlier this week.

Such a decision would make sense, considering how the Diablo 3 player-base has spread across seven consoles since the game was originally published in 2015. 

Cross-platform play has been a feature many publishers and developers are implementing, with Microsoft introducing the ability for Xbox One users to interact with other players across different platforms in Minecraft last year with the ‘Better Together’ update.

However, Minecraft players weren’t able to play with PlayStation 4 users. Sony has built up the reputation for being fairly resistant to cross-platform play, most recently after players were blocked from accessing the Switch version, seemingly because their account had already been associated with the PlayStation 4 version of the game. After initially refusing to budge, Sony has finally agreed to support cross-play between consoles on the PlayStation 4, marking a major shift for the console maker. 

Update: After this Business Insider Australia quote made the rounds today, a Blizzard rep told Gamasutra via email, “While we love the idea of bringing our players together across platforms, we do not have any plans to implement cross-platform gameplay for Diablo at this time.”

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The Weekender: Juicy Sales Edition

Welcome to the Weekender, your weekly look at the best new games, sales, and updates. It’s been a quiet week on the site as we cycle back through some of out buying guides, the only things of note you may want to catch up on is Stardew Valley‘s impending iOS release, and we revived our guide to the Best Games Like XCOM.

Meanwhile, we’ve got three new releases and a whole lot of sales to talk about. Read on!

Out Now

Grimvalor (iOS Universal) – Full Review Coming Soon!

The Dark Souls franchise has inspired an entire sub-genre of gritty, deadly, fast-twitch, action-RPGs. In large part, these games populate PC and console markets, but there’s a brand new option designed for mobile. Grimvalor by Direlight games is an action-RPG-platformer set in a gloomy fantasy world and featuring fast-paced combat. You jump, dodge, roll, and attack all the while learning your enemy’s attack pattern to best exploit it. You also die. A lot. At least I do. Naturally, as you progress you gain experience and levels, your abilities improve, and you gain new special attacks. Grimvalor is driven by a story that provides a nice narrative without getting in the way of the action. It’s a fun game, looks great, and the controls are rock solid. If you’re good at these skill-intensive action-RPGs you should definitely pick this one up.

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ELOH (iOS Universal and Android)

Audio-based puzzle game ELOH is made by the creators of Old Man’s Journey and is all about letting the rhythm guide you to a solution. It’s laid back, with no ads, timers, move limits—just you, the puzzle, and the music. There are 85 levels to work through so it promises plenty of play for the price.

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The Tower of Egbert (iOS Universal)

Egbert is a sorcerer in need of a tower. That’s where you enter the picture in The Tower of Egbert. You must build the little fellow a tower high

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Sales

Lost Portal (Review) (iOS Universal): $.99

You’ve picked up and enjoyed premium, single-player CCG Lost Portal right? It features Magic: The Gathering like duels wrapped in a compelling role-playing game and is just a dollar for a limited time, a fraction of the price of a booster pack in one of those big-name CCGs. If you need more convincing check out my 5-star review.

Reigns (Review) (iOS Universal and Android): $.99
Reigns Her Majesty (Review) (iOS Universal and Android): $.99

The Reigns saga might just be the most successful indie franchise in the history of mobile gaming. The third installment, Reigns: Game of Thrones, is coming out next week (and available for pre-order now) and puts you on the throne of Westeros. It’s safe to say it’ll do well. In advance of this release the first two titles are on sale for just a buck each. This is the lowest price ever for Reigns Her Majesty.

Poly Bridge (iOS Universal and Android): $.99 on Android

Poly Bridge is an entertaining bridge-building simulator that made the jump to mobile over a year ago. If you’re a sim fan this one is worth picking up, especially for play on a tablet.

Strike Team Hydra (Review) (iOS Universal and Android): $1.49 on Android

Wave Light Games is known for their impressive turn-based tactical RPGs and Strike Team Hydra is the latest, and first foray into the sci-fi realm. It features the same combat as the Demon’s Rise franchise and is on sale right now for Android users.

Icewind Dale (iOS Universal and Android): $1.99

Overhaul Games is continuing its slate of sales on classic RPG ports. This time Icewind Dale is just $2, down from $10. This is by far the cheapest it’s been and is a great time to pick up a new, old RPG.

Jade Empire (Review) (iOS Universal and Android): $4.99

Yet another RPG sale… Jade Empire is half off. It’s inspired by the myths and legends of ancient China and full of places to explore and plots to uncover.

Star Wars Knights of the Old Republic (iOS Universal and Android): $4.99 on iOS

Star Wars Knights of the Old Republic is a little dated at this point, but has long been enshrined as one of the best RPGs of all time. It’s also half off and worthy of inclusion in your mobile-game collection if you’re into Star Wars, RPGs, or nostalgia.

Seen anything else you like? Played any of the above? Let us know in the comments!

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Dota 2 Update – October 12th, 2018

7.19d:
==

* Drow Ranger: Marksmanship agility bonus reduced from 40/60/80 to 35/55/75
* Earthshaker: Base armor reduced by 1
* Grimstroke: Ink Swell max damage reduced from 220/280/340/400 to 160/240/320/400
* Grimstroke: Ink Swell movement speed bonus reduced from 18/22/26/30% to 18%
* Grimstroke: Phantom Embrace latch duration from 4/4/5/5 to 5
* Grimstroke: Phantom Embrace DPS rescaled from 12/18/24/30 to 6/14/22/30
* Necrophos: Level 10 Talent reduced from +40 Damage to +30
* Necrophos: Level 20 Talent reduced from +80 Attack Speed to +70
* Phantom Lancer: Spirit Lance cast range rescaled from 750 to 525/600/675/750
* Riki: Smoke Screen slow rescaled from 10/15/20/25% to 8/12/16/20%
* Riki: Smoke Screen miss chance rescaled from 40/50/60/70% to 10/30/50/70%
* Riki: Tricks of the Trade AoE reduced from 500 to 450
* Riki: Tricks of the Trade duration rescaled from 4/5/6 to 4/4.5/5
* Riki: Level 20 Talent reduced from +900 Blink Strike Range to +700
* Riki: Level 25 Talent reduced from +400 Tricks of the Trade AoE to +300
* Silencer: Last Word damage reduced from 120/180/240/300 to 75/150/225/300
* Terrorblade: Conjure Image manacost increased from 70 to 70/75/80/85
* Terrorblade: Reflection slow reduced from -25% to -20%
* Terrorblade: Sunder manacost increased from 200/100/0 to 200/100/50
* Terrorblade: Level 15 Talent reduced from +300 Health to +250
* Treant Protector: Leech Seed heal reduced from 15/30/45/60 to 12/24/36/48
* Undying: Tombstone hit count reduced from 4/5/6/8 to 4/5/6/7
* Ursa: Fury Swipes duration reduced from 20 to 8/12/16/20
* Weaver: Shukuchi Manacost increased from 60 to 70
* Zeus: Arc Lightning manacost increased from 65/70/75/80 to 80

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Luigi to the rescue?!

Luigi to the rescue?!

Can poor Luigi survive in a haunted house and save Mario? Not without your help!

Solve petrifying puzzles and suck up all the spooky spirits in the Luigi’s Mansion™ game, available now for the Nintendo 3DS™ family of systems.

Follow a map on the touchscreen, shine a flashlight, blow fire, shoot water, stun ghosts, and trap them…before Mario is trapped forever! As you capture spirits with your Poltergust 3000, you could also rake in millions in hidden, in-game riches for our hard-luck hero.

To learn more about the game, be sure to check out the official website, luigismansion.nintendo.com.

For Nintendo 3DS systems, use Parental Controls to restrict 3D mode for children 6 and under.


Mild Cartoon Violence

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Fight against erasure in this stylish action-RPG

Fight against erasure in this stylish action-RPG

Complete the mission…or face erasure. That’s all Neku knows after regaining consciousness in the middle of a busy intersection without his memories. Now he and his partner must fight to survive a life-or-death game in the urban labyrinth of Tokyo.

This definitive version of Square Enix’s action-RPG classic brings the twisted tale to life on the Nintendo Switch™ system along with a new chapter, exclusive two-player combat, and some killer, newly remixed music.

Features:

• Fight to survive the week-long “Reapers’ Game” playing out on the crowded streets of Shibuya, Tokyo. Includes all standard story content from the Nintendo DS™ and mobile versions.

• Hours of additional content, including the bonus chapter, “Another Day,” and the Nintendo Switch exclusive chapter, “A New Day.”

• Join a friend for local, two-player co-op combat in Tabletop or TV mode.

• Collect an array of mysterious, stylish pins with powerful psychic abilities, then point the way to victory in real-time, action-fueled RPG battles.

• Distinctive modern art from a team of artists led by producer Tetsuya Nomura, best known for his work on the Kingdom Hearts and Final Fantasy game series.

• The expansive soundtrack boasts a wide array of genres, including everything from rock to hip-hop to electronica. Also contains new remixed music tracks!

For more information about The World Ends with You: Final Remix, visit https://www.nintendo.com/games/detail/the-world-ends-with-you-final-remix-switch.


Fantasy Violence
Mild Language
Mild Suggestive Themes

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Q& A: A chat with Magic Leap’s interaction experts

Presented in partnership with Magic Leap. Watch the full keynote here, and check out Gamasutra’s L.E.A.P. Conference coverage here!

During Magic Leap‘s inaugural L.E.A.P. Conference in Los Angeles, we sat down with Brian Schwab, director of the company’s Interaction Lab, and Aleissia Laidacker, interaction director, to talk about the future of mixed reality.

With the advances coming with the Magic Leap One, we wanted to see how Magic Leap’s interaction experts saw the future of games.

Edited for length and clarity.

Brian: I mean that’s that’s a fairly big question. I would say there are some tech challenges, don’t get me wrong. There’s a there’s a host of new types of sensors that people haven’t had to deal with before, so there are definitely some inputs that they have to do a little research on.

Hopefully some of the Magic Kit samples that we put out there will give them that ability to just try things, to feel what the quality of eye tracking is and feel what meshing is like. Those sorts of things. But then likewise, there’s also design considerations like you say. Like you really need to stop trying to replace the world with your own world. This world needs to be a primary actor.

Brian Schwab

I think with mixed reality, the less-is-more idea this is actually super important, because the less pixels you use, the more magical they feel; like they’re in a real-world setting as opposed to this crazy setting that you built. There’s a bunch of things though.

In traditional mediums I’m making this crazy-compelling world, and you’re going there. And this [mixed reality] is almost the opposite — it’s sort of like, “hey, I’m going to incorporate my stuff into your world.” I’m going to make it compellingly pushed out towards you, instead of pulling you in. That’s is a very hard thing for a lot of devs to get their heads around. They have a suite of tools that let them pull you in immersively, and play your heart strings and make you feel whatever you need to feel. And now, they need to be a guest in your world. They need to still enrapture you and pull you into some kind of an experience. But it needs to be more on your terms than it is on their terms.

Brian: I think Create’s kind of a special case because it’s not really a game, it’s more of like a toy box. People, even gamers, I think need some structure, usually. You know like when you were five, and somebody just put a box of toys out, you’d dive in and play. You start doing stuff. But like the average 20- or 30- or whatever-year-old, when you put a box of toys in front of them they’re like, “oh you’ve got a lot of toys in here.” Whereas if you put a Lego playset in front of them and said “hey let’s futz around,” people start to play. Just the tiniest bit of structure and people will go for it. So I think Create has has a little bit of an extra step, because they’re just putting a bunch of toys in front of you and saying “your go.”

Aleissia Laidacker

So, yes. With developers what we do is help get people to take their first step. That can be somewhat difficult because they’re used to standing still while playing. Especially with games like Dr. Grordbort’s Invaders. You’ve got a gun in your hand, but it was difficult for them to get players to the point where they would move. Usually, once they started moving they got it quickly. You start realizing how fun it is to move around and shoot. But that can be a challenge.

Dr. Grordbort’s Invaders

Brian: It’s a huge challenge, and Dr. G specifically had to overcome a lot of those things. They wanted their robots to be six feet tall in some cases right? So if you’re going to make a portal that is for a 6-foot-tall robot to step out of, you need a large chunk of wall or a large chunk of empty floor. And like you said, if I have a small place I might not have that. I might have one space like that or two spaces like that, but I don’t have four. So if you if you played through all of Dr. G, you’ll notice that there’s like some portals that are quite a bit smaller where the robot squeezes out and then he stands up. They had to find really neat clever ways use smaller spaces, so that now the full size robot can come out of that portal and it makes sense.

Aleissia: One thing, personally, coming from working in games, I did a lot of character AI. I’m really passionate about the whole character side. So I really want to see a lot of those inputs being used for how we control our NPC characters in video games.

I mean we’ve been hearing this for years, right? That NPCs have no agency, they’re kind of there to be like the sleeves of the game player. Whereas we were looking at it now much more along the lines of “how do I actually create a digital character that has its own goals and is truly an intelligent character.” And for me and like Brian, we’ve always been saying this, the only way to do that is with a lot more contextual information about the person in front of me.

So let’s say for example I’ve got a digital character here, and we’re just chatting, but it’s still a digital character that’s right there.  Let’s say my partner walks into the room, and I turn and I’m like “hey how’s it going.” The digital character needs to be aware of that, and actually respond to that.

 

“I think with mixed reality, the less-is-more idea this is actually super important, because the less pixels you use, the more magical they feel.”

On the characters side, I think it’s super powerful, and going to open up a whole new side of how we see NPC characters in video games, and I’m really excited. On the interaction/input side, one thing that I know that we’re excited about is accessibility. I worked in video games on gameplay systems. For years it was like, how do we do this mastery of being so awesome at clicking and mashing buttons for games. That’s because the only way that I interacted with video games is through this very limited set of interactions.

But now we have a whole lot of interaction. One of the pitfalls we’ve seen sometimes is when game devs come to mixed reality and they’re like “Cool, a lot more things. But I’m still going about my interactions to do one thing as an output.” And we’re always stressing that it is much more about natural things. Natural things are blended inputs. Me interacting with a thing is not just going to be like, ‘I look at it.’ It’s going to be, ‘I look at it, I probably point at it.’ I say, “hey move this to here.” It’s a combination of inputs and we want devs to definitely think about the possibilities of the space.

Aleissia: Yeah. So some game devs when I’ve talked about this, a few of them who are, like, hardcore gamer devs say, “I don’t want to do that. I enjoy making the gameplay systems where beating the level and being better than you comes down to flicking a joystick slightly better.” But that’s why none of my friends play the types of games that I play, because they feel so scared from the game controller.

There are going to be a lot of game devs that come in and don’t necessarily right away embrace natural inputs, because they enjoy the limitations and constraints that game controllers have right now. But that’s what we’re trying to do: to see what are all the different interaction spaces and how can you still have a really fun time, and a challenging time, playing different types of games in mixed reality.

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Conde Nast owner Advance buys majority stake in market researcher Newzoo

Game market research firm Newzoo announced today that it’s accepted an undisclosed investment from Advance Publications, the venerable media company that owns outlets like Reddit, Wired, and The New Yorker, in exchange for giving Advance a majority stake in the company.

Notably, the deal will see Newzoo grow its operations and collaborate with the Advance-owned Sports Business Journal to expand its market research efforts beyond games and eSports to encompass regular ol’ sports sports. 

“Adding Newzoo to the Advance family of companies will add innovative power and capabilities to our group and help us build our sports intelligence business,” read a statement attributed to Sports Business Journal chief Whitney Shaw. “Combining the data and resources that we already have at SBJ with the tech, talent, and expertise of Newzoo will be amazing.”

This appears to be part of a general expansion of Advance’s sports and eSports businesses, as the company claims to have also recently invested in The eSports Observer and the Leaders sports event firm.

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Video: A design-centric approach to developing characters & stories

Who is the actor in a game? Is it the person holding the controller in the real world, or the player-character who moves through the game-world?

The answer, at least care of veteran game designer Matthias Worch (Mafia III, Star Wars 1313, Dead Space 2) circa 2011, is both, and the game designer must work carefully to keep the interests of these two consciousnesses aligned.

At GDC 2011, Worch gave a great talk that examines how we reconcile developer-defined and player-derived character identities. Games often feature strong pre-authored characters and story arcs, while trying to give the player the feeling of uninhibited agency. The practical techniques presented by Worch suggest a path to designing stories that don’t simply provide a context for the players actions, but instead create impulses and motivations within the player that are in alignment with those of the avatar. 

It was well worth watching, so if you missed it way back in 2011 take advantage of the fact that Worch’s talk has now been made freely available on the official GDC YouTube channel!

In addition to this presentation, the GDC Vault and its accompanying YouTube channel offers numerous other free videos, audio recordings, and slides from many of the recent Game Developers Conference events, and the service offers even more members-only content for GDC Vault subscribers.

Those who purchased All Access passes to recent events like GDC or VRDC already have full access to GDC Vault, and interested parties can apply for the individual subscription via a GDC Vault subscription page. Group subscriptions are also available: game-related schools and development studios who sign up for GDC Vault Studio Subscriptions can receive access for their entire office or company by contacting staff via the GDC Vault group subscription page. Finally, current subscribers with access issues can contact GDC Vault technical support.

Gamasutra and GDC are sibling organizations under parent UBM Americas.

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Daily Deal – Day of the Girl

Today’s Deal: Save up to 80% on select games and celebrate Day of the Girl!*

October 11th marks International Day of the Girl. Children’s charity War Child UK and its US partner Children in Conflict want to celebrate with a collection of awesome games featuring female protagonists where a portion of the proceeds from participating partners will help support children affected by conflict.

*Offer ends October 18 at 10AM Pacific Time