Posted by: xSicKxBot - 05-21-2019, 02:09 PM - Forum: Windows
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‘Gears of War’ 2019 Funko Pop! collection available May 23
The next wave of Gears of War Funko Pop! figures are about to hit store shelves this Thursday, May 23! As we announced earlier this month, the mainline collection includes Kait Diaz in her winter gear from last year’s Gears 5 trailer, Marcus Fenix in his classic gear, Queen Myrrah, the Locust Boomer and the GameStop exclusive Skorge.
But that’s not all! Also releasing on Thursday is a limited-edition Collector’s Box which includes four Gears Pop! pins, a Gears Pop! baseball hat, a Gears Pop! artbook and four limited release Pop! figures: a red Skorge with shaded details, a gold-dipped of Marcus Fenix, a patinaed Myrrah, and Anya Stroud. The Collector’s Box is available exclusively at GameStop (in-stores and online) with limited quantities at EB Games, Sportscard Australia, select retailers throughout Europe and at E3.
All of these Pop! figures include a digital code for the upcoming Gears Pop! mobile game, which releases later this year. The code can be redeemed to your Xbox Live account starting May 23 – once the game has launched, the specific content associated with the code will unlock as it is released in game.
For more information on the Gears franchise, stay tuned to Xbox Wire, and to keep up to date with the latest information about Gears Pop!, you can visit www.gearspop.com and follow @GearsPop on Twitter.
CD Projekt Red talks Cyberpunk 2077 crunch, vows to be ‘more humane’ to devs
“I think this is the commitment we’re ready to make today, and we’ll be listening to people. We definitely open a lot of lines of dialogue here, and we’d like to start with that.”
– CD Projekt Red leadership says speaking publicly about crunch acts as a public commitment to treat its devs humanely
CD Projekt Red’s co-founder Marcin Iwiński and studio head Adam Badowski approached Kotaku to discuss how the studio aims to tackle crunch as development of Cyberpunk 2077 enters its final laps.
Crunch is a persistent topic of conversation in the game industry, but stories about the practice are typically born out of burnt-out developers coming forward as opposed to studio leadership reaching out to the press. Iwiński, however, says the proactive approach aims to act as a public commitment that “we want to be more humane and treat people with respect.”
On the topic of crunch, Iwiński vows that the final stretch of Cyberpunk 2077’s development will “be better than The Witcher’s finishing period,” in the very least. He tells Kotaku that the studio is pushing its existing “non-obligatory crunch policy” even harder this time around and ensuring developers know that crunch isn’t mandatory, even when they’re directly asked to work nights and weekends. (Though, as past stories on crunch often point out, there are many ways crunch can become an implied requirement even without a direct mandate.)
The full Kotaku article has a detailed account on which promises CD Projekt Red would and wouldn’t commit to during the conversation. For instance, Iwiński wouldn’t say much of the specifics of the crunch that has happened so far, or promise to limit crunch to set periods of time. Instead, he reiterates that opening up to the press aims to act as a public commitment to the team working on Cyberpunk 2077.
“We’ve created a lot of force functions for us to improve,” Iwiński told Kotaku. “Making this commitment, I hope it shows that we are treating this matter very seriously.”
Kotaku’s Jason Schreier points out that the proactive approach may aim to preempt a potential investigation similar to the one the site published on BioWare’s Anthem in April. Schreier notes that four former CD Projekt Red devs reached out to Kotaku following that Anthem story to say they’d seen similar labor practices while working on Cyberpunk 2077.
Get a job: Crystal Dynamics, FoxNext Games, and more are hiring now!
Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.
Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.
Here are just some of the many, many positions being advertised right now. If you’re a recruiter looking for talent, you can also post jobs here.
Location: Burbank, California
Insomniac Games is looking for an audio designer to create, edit, and implement game-ready audio of the highest quality for AAA projects. They’ll work closely with the audio and development teams. They’ll maintain a high level of quality and consistency of assets throughout development.
Location: Kelowna, British Columbia, Canada
Our Software Developers drive, innovate, and execute engineering tasks on our games. You will support the technical vision and implementation of the Hyper Hippo games to help us evolve and take our game to new heights, growing our player base and helping create new features that continue to bring our fans back for more. Scaling our games into the top of the charts, you’ll have an opportunity ensure our games and features maintain optimal performance continue to engage our players around the globe.
Location: Ottawa, Ontario, Canada
Under the direction of the Chair, Media Studies, the Professor, is responsible for facilitating and guiding learning and providing an effective learning environment for all students. The professional responsibilities include the design/revision/updating of courses, the teaching of assigned courses, and the provision of academic leadership.
Location: San Jose, California
FoxNext Games is looking for an experienced narrative designer to translate the vision of the creative director into in-game story and playable events, develop fresh and innovative stories, settings, and characters in the Aliens science fiction universe, lead collaboration with other writers and designers, own the story bible and narrative vision for the project, create deep and engaging characters to populate the world, and script in-game dialog to bring them to life, and more as a member of its team.
Location: Redwood City, California
Crystal Dynamics is looking for an outstanding, talented, and experienced FX Artist. The successful FX Artist will have experience with particle editing, texture creation and real-time materials, and will have both a strong creative and technical background. This FX Artist with be able to conceptualize, present, and execute ideas within a schedule, while actively participating in technical and artistic problem solving, and will be able to partner with multiple disciplines to meet project-specific needs. He or she will be able to quickly understand custom toolsets and deliver assets within the confines of real-time engine constraints and programming demands.
May 11th : New Preview Alpha Ring 1905 Update (1905.190510-1845)
Starting at 3:00 p.m. PST today, members of the Xbox One Preview Alpha Ring will begin receiving the latest 1905 Xbox One system update (19H1_RELEASE_XBOX_DEV_1905\18362.3055.190510-1845) Read on for more about the new features, fixes and known issues in the latest 1905 system update.
DETAILS:
OS version released: 19H1_RELEASE_XBOX_DEV_1905\18362.3055.190510-1845
Available: 3:00PM PDT 5/11/19
Mandatory Date/Time: 3:00 AM PDT 5/12/19
Fixes:
Audio
Some users may have been impacted recently by their Dolby Atmos for Home Theater audio setting reverting to another audio setting. We have made a fix recently and are looking to our Insider Audience to verify it.
If you intend to use Dolby Atmos for Home Theater, please check out your Audio Settings and make sure it is enabled. If you are continuing to have problems enabling it, please file a bug.
We have fixed an issue in which Users who changed their Headset format settings (to enable/disable Dolby Atmos for Headphones, Windows Sonic For Headphones) did not have their intended setting take effect in the UI flow (even though it looks like it succeeds)
My Games and Apps – Video Apps
We have fixed the issue with video corruption showing in apps such as Youtube and Netflix with 4k playback.
System
Localization fixes.
Known Issues:
Audio
Headsets are not being assigned to the users profiles and not working correctly.
Profile Color
Sometimes users may encounter the incorrect Profile color when powering on the console.
Today we are announcing that we have made the difficult decision to transition the Minecraft Forum from an active website to a read-only archive. This decision has been made after careful consideration about how we can best serve the Minecraft community with the resources we have available. A read-only archive of the website will ensure that the valuable content contributed over many years is safe-guarded, remaining available for visitors to explore.
From everyone at the Minecraft Forum we are deeply grateful for our communities contributions to the forum over the last decade, big and small. Millions of members have shared tens of millions of posts that have been viewed billions of times, and everyone contributed something to make this forum great. Minecraft Mod creators helped expand the world of Minecraft, support volunteers worked tirelessly to provide access to that world and everyone together turned that world into a community.
Read only mode will be enabled on June 16th, 2019. From this date you will no longer be able to login to the Minecraft Forum and no new content will be created, however all links to the Minecraft Forum will continue to work as-is, all content will remain accessible. This change does not impact the Minecraft Wiki. The Minecraft Wiki will continue as an active website, we have no plans to archive the Minecraft Wiki.
We appreciate that this is a big change and that there will be many questions. I am available in the comments of this news post to answer any questions you may have, and you are welcome to reach out via Private Message if you have any questions you would like to ask privately.
Please use the comments as an opportunity to share your story about what this community has meant to you. We would love to hear about how the forum has impacted you, whether it inspired a passion for creating, helped build friendships or simply provided you somewhere to share your love of the game — any thoughts you may have are welcome.
Step on to the course like never before in the most immersive Everybody?s Golf experience yet! Swing for the flag with your PS Move motion controller or DualShock 4 wireless controller. Play through three incredible courses, practice your putting on the green, or tee off at the driving range to perfect your swing.
Step into a galaxy far, far away and experience the first Star Wars story designed exclusively for virtual reality. Descend into Darth Vader's mysterious fortress alongside new allies and encounter fearsome enemies, including the Sith Lord himself. Be at the center of a story in which you hold the key to the galaxy's salvation... or destruction.
Posted by: xSicKxBot - 05-21-2019, 08:08 AM - Forum: Lounge
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Minecraft Reaches Massive New Sales Milestone
Minecraft is one of the most popular and commercially successful games in history. Microsoft has now shared a new sales update for the entire franchise--and it's huge.
Minecraft creative director Saxs Persson said in a blog post that the franchise--which debuted on PC 10 years ago in 2009--has now crossed 176 million copies sold. This counts copies sold across all platforms. The game has sold a copy in nearly every country in the world, Persson added. This includes at least four copies sold in Antarctica.
The game launched on PC, but now it's available pretty much everywhere you can play games, including console, mobile, and more.
Less than three years ago, in June 2016, developer Mojang announced that Minecraft lifetime sales stood at 106.85 million copies, so sales have continued steadily since then.
Given the huge success of Minecraft, you might think Microsoft would want to release Minecraft 2, but that's not going to happen soon--or ever. If Microsoft were to make Minecraft 2, the player base might get fractured as some move to the sequel and others stay with the original. While Microsoft could theoretically do that and still make a lot of money, it makes more sense to keep the community together, according to Minecraft boss Helen Chiang.
"We're trying to keep our community together," she explained. "That's why our updates our free. We don't want to ask [players] to move from Minecraft 1 to Minecraft 2. We want them to just enjoy Minecraft. And there's other ways that we can expand that are more meaningful and authentic to what we want to be, rather than just releasing another iteration in the way that most other franchises do."
Review: For The King – A Roguelike RPG That’s Best Played With A Friend
Don’t let the beguiling art style of For The King fool you. It might look like a children’s book that’s been conjured to life, bathed in the soft autumnal light of a European fairy tale, but beneath the funny hats and cute character designs sits a roguelike RPG with teeth. Underestimate the challenge of its procedural maps and the turn-based battles contained therein, and you’ll get bitten, hard and often. But take the time to understand its co-operative charms and nuance of overworld exploration and the rewards are often great, satisfying and well earned.
Each new adventure starts with three adventurers, randomly-generated from a raft of potential classes and looks, who must head out into a kingdom where an evil primordial force known as Chaos is taking root. With the most famous wizard in the land conspicuously missing and the king himself slain, the queen tasks you with halting the spread of Chaos and seeking out the identity of the kingslayer. As a premise, it’s a little rote, but it’s how you embark on this adventure that really helps set this procedural RPG apart from its contemporaries on Switch.
Following a living tabletop aesthetic similar to the one employed in Armello (another great example of turn-based battles and tactical placement elevated by creative new ideas), For The King’s trio of would-be heroes traverse the map independently of one another. With plenty of random timed events appearing across the land, the idea is to split up and reform your squad periodically during their own turn, dealing with pockets of Chaos and battling all manner of monsters and bandits. Each character has a series of turns to move around the hexagonal grid, but so does ‘the enemy’ so being sure of your team’s positioning at the end of a turn is key. However, the shadow of permadeath looms over your party. Depending on the difficulty you choose, you could lose everything on a run if Lady Luck decides she doesn’t favour you.
Splitting character turns up might seem like an odd choice, but it plays directly into one of the best ways to enjoy For The King: cooperative play. While you don’t have to play any of its campaign and myriad DLC expansions – including a total of six full campaigns – with anyone else if you don’t want to, the entire game is playable solo, where you control each party member one after another. It’s in co-op that For The King really comes together as an RPG; whether you’re playing locally on the same screen or online, every aspect of the game becomes intrinsically tied to effective teamwork and communication.
As a group, one player can head off to a local town or village and collect some side-quests (which often net you new gear, weapons and gold), tasking you with reducing the local Chaos level, killing a certain enemy or simply finding and returning a certain item. Another might choose to visit a local statue or temple, imbuing your party with refilled focus. However, how far you might diverge, the world of For The King is a dangerous place and every battle is better when fought together. When combat is initiated – either through proximity to an enemy or through an ambush – only the party members present within a certain distance will be eligible to fight, so wayward players might scupper the entire team’s wider efforts. Chaos gradually increases in the region, so you’re always having to seek out the nearest sources in order to stem its tide. This time pressure adds some welcome pace and removes any chance of complacency creeping in.
Combat itself really embraces some of the quirks of a tabletop game, with the effectiveness of each character’s action defined by a roll of dice. Each move can also be increased in its potential accuracy by adding focus, your constant source of additional energy. It’s a finite resource, but it can often help bolster a final attack when you need to wrap up a battle quickly. This mixture of player agency and chance makes each skirmish a tantalising prospect, as does swapping out weapon cards with your characters to find out how best to increase or decrease your stats. However, that reliance on chance and the ‘roll of the dice’ can often make battles more unpredictable than we’d like, which can be a potentially difficult element to include in a game built around the finality of permadeath.
The Nintendo Switch port benefits from all the DLC content released since the game first entered Early Access on Steam many years ago, which is a generous chunk when you consider how much of it is procedurally generated on each new run. The game is nicely optimised on Switch with no signs of slowdown or other technical issues. Moving characters across the hexagonal grid is quite clunky with an analog stick, and it seems strange that developer IronOak Games didn’t take full advantage of Switch’s touchscreen functionality. Being able to drag characters, or tap on-screen elements, would have made far more sense for a game such as this.
Conclusion
Turn-based RPGs of yesteryear and today owe a lot of their fine-tuned tactics to the legacy of tabletop board games, and For The King pays tribute to this legacy with a digital adventure where anything can happen. The fast-paced nature of its exploration and combat keeps everything feeling fresh and lively, but the considerable reliance on chance does take the shine of its otherwise competent combat. However, with adjustable difficulties (which amend the severity of each death) and a sizeable amount of expansive DLC, this is one roguelike RPG that really shines in co-op.
If you were one of those people who were intrigued by the epic two-player card driven game Twilight Struggle but found it all a bit too complex and longwinded, then Playdek’s latest release may be more to your liking. Fort Sumter shifts the action from the Cold War to the American secession crisis of 1860. The bombardment of Fort Sumter and the ensuing surrender of US army forces was a key event in the nation’s history and led to the outbreak of the American Civil War. Somehow, the designer has managed to condense these dramatic events into a fifteen-minute game, in which each player only ever gets the opportunity to play a grand total of twelve cards.
Do not, however, entertain the idea that the quick playing time means that Fort Sumter is just another in a long line of microgames in the mould of Love Letter. There is definitely a lot more going on here, with one player taking control of the Unionists and the other playing as the Secessionists. Players compete to exert political influence in an attempt to manoeuvre their way into the strongest position in preparation for the inevitable outbreak of war. The action is played out on a small map that shows four spheres of influence, namely, political, secession, public opinion and armaments. Each sphere is made up of three spaces, the most influential of which will be denoted as pivotal. For instance, in the sphere of public opinion, the pivotal spot is newspapers. Throughout the game, players will use cards to place political influence cubes in the various spaces in an attempt to wrestle overall control of as many spheres as possible.
Players begin each of the three rounds with a hand of six cards. Two of these cards will depict a secret objective, which usually means having the most influence cubes in a particular area. Each player then elects to keep one objective and to discard the other. Next, players take it in turns to play their remaining cards, whilst setting one aside until the final round. These cards represent a notable person or historical event and are colour coded to denote which of the two sides they are aligned to, although there are also some neutral cards. Players are not limited to only using the cards that match their side.
Each card has a number in the top corner that shows how many influence cubes that it allows you to place. This isn’t usually as strong a move as the special action but it is more flexible since it allows you to exert influence anywhere on the board instead of being tied to particular spaces. If the Secessionists side plays the ‘Plantation Class’ card for example, then they will either be able to use the card’s basic action to place one cube on any space or use the special action to place two cubes on any of the three secession spaces. If the unionist player plays the same card then their only option is to place a single cube by using the basic action.
It is pretty obvious to explain this thematically, as rich plantation owners with their invested interest in slave labour and their political influence, were the driving force behind the secessionist movement. However, unless you are a real American history buff you are not going to know the background behind many of the cards, and without latching on to this context, the game can become a very abstract exercise in cube pushing. There is a card gallery that provides the necessary historical relevance of the various cards, but this cannot be accessed without returning to the main menu. On the subject of abstract design, the map of the USA is also just window-dressing. Indeed there is an option to use an alternative map that completely does away with the whole pretence and so just groups the locations by type. This actually makes it easier to assess the current state of affairs.
Fort Sumter has a few more nuances up its sleeve; there is a peacekeeper who prevents cubes from being added or removed from a particular space. He can be brought into play by playing the appropriate card or by escalating the crisis. As players bring more influence into effect, tensions mount and the crisis level increases. The first player to trigger the highest crisis level will earn a larger political influence bonus, however, they are also perceived as the chief aggressor, costing them a victory point and possibly bringing about a premature ending to the game.
At the end of the first three stages, players that control the vital pivotal spaces will be able to add or remove cubes in that particular sphere. If a player has managed to secure a majority of cubes in all three of a sphere’s spaces, they earn a victory point. Extra points are awarded for completing that turn’s secret objectives. To add a tense climax to proceedings, the fourth and final round plays out a little differently. Both players secretly select the order in which they want to play the three cards that they have kept aside. The effects will then be determined by simultaneously revealing both players cards one at a time to determine if they have matching influence spheres.
The first thing that is likely to impress is an extremely comprehensive tutorial, which guides you through an entire game. This not only teaches the rules but also gives some useful strategic insights. It also introduces the player to the faultless interface, which creates an authentic representation of the board game in which all of the essential information can be taken in at a glance. The graphics are a mix of old photographs and illustrations and give proceedings a strong historical flavour, as does the patriotic piano tunes and spoken quotes. Unfortunately, the range of play options is a little limited, you can play online or offline but there is only one level of AI, which will not take many games to overcome. He is not the smartest; in one game he placed the peace commissioner on a space that actually served to protect my control of an area.
This game is easy to learn and contains plenty of interesting decisions. It manages to create some very tight pressure points, often feeling like a game of chicken as you try to force your opponent’s hand. The trailing player has the considerable advantage of having the final say at the end of each round, which means that it can be prudent to hang back until you are ready to strike. My main concern is that the luck of the draw can leave one player with a bunch of cards tailored for the opposing side. Also, in spite of the rich background, with a cast of strong characters and notable events, players are essentially just pushing cubes, which means that the historical significance of what they are doing can struggle to make an impression.
Fort Sumter may sound like a war game but it actually turns out to be more of a euro style board game. The slimming down of the mechanics hasn’t been without sacrifice and some may feel that the abstraction has gone a little too far. Yet, it still manages to be a fine, quick-playing political simulation that can give you a Twilight Struggle style fix in a fraction of the time.
Fort Sumter will be releasing on iOS & Android tomorrow. Because our review is early, we don’t have the store links yet but will update this review when we do.