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  News - Celebrate National Space Day with some stellar games
Posted by: xSicKxBot - 05-06-2018, 01:55 PM - Forum: Lounge - No Replies

Celebrate National Space Day with some stellar games



Celebrate National Space Day with some stellar games


Happy National Space Day, everybody! Today is dedicated to the fascinating topic of space and the brilliant explorers, educators and researchers who study it. It’s the perfect day to go out and learn something new about the cosmos!

And if you want a quick break from your space studies, here are a few games that are, some would say, out of this world. Each game features a few spacey elements, so hopefully this will inspire you on your future space voyages*!

Super Mario Odyssey
Kirby™ Star Allies
Lovers in a Dangerous Spacetime
Warp Shift
Flinthook
Astro Bears Party
Astro Duel Deluxe
Graceful Explosion Machine

*Or trips to your local library. That’s probably more likely…for now.

Games Shown:

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  Xbox Wire - PlayerUnknown’s Battlegrounds Miramar Map Now Available on Test Server
Posted by: xSicKxBot - 05-06-2018, 01:55 PM - Forum: Xbox Discussion - No Replies

PlayerUnknown’s Battlegrounds Miramar Map Now Available on Test Server

One of the hottest games on Xbox One is about to get hotter as Miramar, the desert-themed map in PlayerUnknown’s Battlegrounds (PUBG), is now available to play on a dedicated test server, ahead of its launch in the Xbox Game Preview version of the game in late May.

To access the Miramar test server, download the standalone “PUBG Test Server” client directly from the Microsoft Store and prepare to experience the latest addition to the most intense battle royale game on Xbox One. Note, you must own PUBG on Xbox One to download and access the Miramar test server.

PUBG Miramar Map Screenshot

The Miramar test server will include the new map, as well as new vehicles and weapons. As the map is in a pre-general release period of development during the test server period, some aspects of the map may not function as expected. Connection to the Public Test Server will only be available during specific periods and players may experience extended wait times due to a limited pool of players. You can find more details about the Miramar test server at: https://forums.playbattlegrounds.com/forum/185-news-announcements/

During the test period and beyond, the PUBG Community Team will be actively listening and responding to player feedback, so please be sure and share your comments, questions and concerns to the PUBG forum listed above.

PUBG Miramar Map Screenshot

In keeping with the community-driven development we’ve built the game upon, we’re looking forward to receiving input from the PUBG Xbox community and using that feedback to help us optimize and tweak the overall gameplay experience.

Thank you again for your support throughout PUBG’s development in Xbox Game Preview. Our goal to bring fans the ultimate battle royale game on Xbox One relies on making the community an integral part of the ongoing process of optimizing the overall PUBG experience. Being part of this early Miramar test helps us deliver on our commitment to bringing players high-octane action on new maps as we near its general availability on the Xbox Game Preview version in late May.

See you in the game!

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  News - We Nearly Had A Terrifying Second Pikachu Evolution With Horns And Fangs
Posted by: xSicKxBot - 05-06-2018, 01:55 PM - Forum: Nintendo Discussion - No Replies

We Nearly Had A Terrifying Second Pikachu Evolution With Horns And Fangs


We all love Pikachu; for people of a certain age (this writer included), that adorable little yellow face is a perfect representation of their entire childhood, when nothing else in life mattered except ‘catching em’ all’. As it turns out, things could have been very different for the electric rodent.

Ken Sugimori, Atsuko Nishida, and Koji Nishino, key illustrators and designers of the Pokémon series, recently sat down with Japanese newspaper Yomiuri to talk all things Pikachu (translated by Siliconera). When asked about Pikachu’s evolution stages, and if there were any other designs created, Nishida spoke of an early idea for a pretty scary sounding final evolution.

“Yes. It was “Pika(chu),” “Rai(chu),” and “Goro(chu).” The Pokémon known as Gorochu bared fangs and even had a pair of horns.”

The word “Goro” comes from the Japanese phrase “Goro-Goro”, which is used as an onomatopoeic description of large rumbles such as thunder, suggesting that this final evolution may have been a colossal beast of the electric mouse family.

Of course, Gorochu never made it into the games, but it wasn’t scrapped because of its scary nature, or from fear that it wouldn’t suit Pikachu’s loveable ways, as Sugimori explains.

“There wasn’t any problem with its appearances, but it was omitted due to matters surrounding game balance.”

Was it too strong? Or did it simply not fit well alongside the rest of the original 151? We’ll likely never know.

Do you think a final, beast-like evolution for Pikachu could have worked well? Let us know your thoughts in the comments.

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  News - Rumour: The SNK Neo Geo Mini Is A Tiny Arcade Cabinet With 40 Built-In Games
Posted by: xSicKxBot - 05-06-2018, 01:55 PM - Forum: Nintendo Discussion - No Replies

Rumour: The SNK Neo Geo Mini Is A Tiny Arcade Cabinet With 40 Built-In Games


Last month SNK confirmed it was working on a ‘Neo Geo Classic Edition’ to mark its 40th anniversary, but bar an image showing ‘something’ draped mysteriously beneath a cloth we were left to wonder what such a throwback machine could be. YouTuber Spawn Wave may have potentially lifted the lid on these hotly-anticipated project, with some images, specs and features he says are direct from a reliable source (although not one within SNK itself).


According to his source, the hardware is called a Neo Geo Mini, is shaped like an arcade cabinet, features HDMI output (plus DC in and AV/AUX out), a built-in joystick and comes with 40 built-in Neo Geo classics. These games are:

  • The King of Fighters ’95
  • The King of Fighters ’97
  • The King of Fighters ’98
  • The King of Fighters 2000
  • The King of Fighters 2002
  • Art of Fighting
  • Fatal Fury Special
  • Real Bout Fatal Fury
  • Garou: Mark of the Wolves
  • Samurai Shodown II
  • Samurai Shodwon IV
  • Samurai Shodown V Special
  • The Last Blade 2
  • World Heroes Perfect
  • Kizuna Encounter
  • Metal Slug
  • Metal Slug 2
  • Metal Slug 3
  • King of the Monsters 2
  • Shock Troopers 2nd Squad
  • Sengouku3
  • Ninja Masters
  • Top Player’s Golf
  • Super Sidekicks
  • Blazing Star
  • Puzzled
  • Metal Slug X
  • Metal Slug 4
  • Metal Slug 5
  • Magician Lord
  • King of the Monsters
  • Blue’s Journey
  • Shock Troopers
  • Robo Army
  • Crossed Swords
  • Mutation Nation
  • 3 Count Bout
  • Last Resort
  • Ghost Pilots
  • Football Frenzy

It also comes with its own gamepad, so you can either play it on its three-and-a-half-inch screen or output to your TV and play them all with your USB-connected controller. There’s no word on price yet, but considering what it would cost you a considerable amount to invest in all the Neo Geo titles HAMSTER has already released on Switch (a large number of which feature in the list above), we don’t expect it to be exorbitantly expensive.

Obviously, none of these details have been officially confirmed by SNK, so take it with a pinch of salt, but it’s certainly an exciting prospect nonetheless. Let us know what you make of it below…

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  Steam - Free Weekend – Offworld Trading Company
Posted by: xSicKxBot - 05-06-2018, 01:55 PM - Forum: PC Discussion - No Replies

Free Weekend – Offworld Trading Company

Play Offworld Trading Company for FREE starting now through Sunday at 1PM Pacific Time. You can also pickup Offworld Trading Company at 50% off the regular price!*

If you already have Steam installed, click here to install or play Offworld Trading Company. If you don’t have Steam, you can download it here.

*Offer ends Monday at 10AM Pacific Time

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  News - Destiny 2 Hotfix 1.1.4.2
Posted by: xSicKxBot - 05-06-2018, 01:55 PM - Forum: Lounge - No Replies

Destiny 2 Hotfix 1.1.4.2

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  News - Don’t Miss: Moral Code – Learning from ‘Lawful Good’ in roleplaying games
Posted by: xSicKxBot - 05-05-2018, 12:11 PM - Forum: Lounge - No Replies

Don’t Miss: Moral Code – Learning from ‘Lawful Good’ in roleplaying games

If you want to start a fight among Dungeons & Dragons-style roleplayers, just ask them about their views on “alignment.”

The game, and many others inspired by it, is well known for its three by three grid of moral persuasions; one axis ranges from Good to Neutral to Evil. It’s the second dimension here, an innovation of earlier editions of D&D, which became far more interesting and far more controversial; the one that purports to measure how “Lawful” or “Chaotic” you are. It turns morality into a set of coordinates: Lawful Neutral, Chaotic Good, Neutral Evil, and so on, with nine combos in all.

But, quite arguably, it’s the meaning of “Lawful Good” which causes the most dissension, sitting as it does at a controversial collision of conflicting, received notions about law and justice. It even led to the coining of a popular bon mot among D&D and Pathfinder players who push back against simplistic interpretations of moral alignments: “It’s Lawful Good, not Lawful Stupid.” The admonition is meant to be a way of stopping players from “roleplaying” Lawful Good characters in ways that are mockeries of virtuous behavior–charging into the mouth of a dragon because it seems selfless, worshipping rules however banal or pointless they are, et cetera.

The subject has fascinated me not only because Lawful Good was my favorite alignment, but because so much of the controversy around it exposed a good deal about the moral assumptions we would bake into game mechanics. It’s profoundly instructive for anyone who tries to make a mechanic of morality in their games or who wants their title to express moral ideas in a thought provoking way.

It also illuminates the many problems we have portraying morality in games at present.

***

The morality mechanics of D20 inspired games were always controversial, especially for those who played classes that had strict morality requirements, like Druids or Paladins. During roleplay, one false move could lock you out of your class and– more urgently– start a neverending philosophical debate at the game table. As a mechanic it’s meant to provide girders for the moral dimensions of your roleplay, a way to quantify it and provide rewards or consequences for how you RP.

This is where we run into a classic problem of game mechanics; much is lost in the translation from ineffable to quantifiable.

The D20 alignment grid shares this common failing with the primitive morality sliders that have existed in several roleplaying games, particularly in Bioware’s various outings over the years. What results from these aggregates of points, of additions and subtractions, is twofold: one, any worthwhile exploration of morality is lost in the mercilessness of scoring, and second, that players are compelled to game the system rather than play with it.

Image via StarWarsRP.net

The distinction there is important. When I played Knights of the Old Republic, for example, I did what I quickly learned would net me “light side points”– it became a simple matter of picking the obviously virtuous option, which was often declarative, simplistic and ethically uncomplicated, ultimately in the service of ensuring I played a “good” character (I felt guilty otherwise) and getting that lovely column of light around her in the character screen. But what I could never be encouraged to do in such a system is make anything other than a binary choice to achieve that predetermined state; it did not teach me much that I didn’t already know from basic, inoffensive, moral education.

Put very brutally, both alignment and good/evil sliders are like moral vending machines that yield to the inputs of sufficient kindness (or evilness) coins, not unlike romance systems which were actually structured very similarly.

Can they be saved, however? Yes, I think, and the answers are already out there in the form of more flexible and thought-provoking forms of gameplay.

***

In the Pathfinder roleplaying game adventure Herald of the Ivory Labyrinth, your characters meet the crusader goddess Iomedae, an armor clad, sword-wielding divine embodiment of Lawful Good in the Pathfinder universe. She quizzes your party with three essay-worthy questions about morality to test their moral fibre for the challenges she is about to task them with.  She asks, among other things, “[If] villains…beg for their lives, are they due mercy? Or are the wages of their villainy always death and oblivion?”

The “right” answer, as suggested by the authoritative voice of the book includes the following:

“Iomedae is not looking for a specific answer to this question; rather she’s seeking hesitancy and conflict. Blindly adhering to any rule may be lawful, but is not always good—a truly lawful good person will temper rules with judgement. A paladin should never be so bound to his pursuit of the law that he loses sight of what it is to be good.”

This was music to my ears. If law in the real world is to mean anything beyond being yet another plaything of the rich and powerful, this is a notion that we could all stand to learn something from: the ability to morally judge rather than genuflect to law’s cold edifice. Through these suggestive instructions, writer Wolfgang Baur compels players to think more deeply through their moral assumptions. There is no one right answer, just a general field that tests one’s moral maturity– and mercifully, that maturity is measured by one’s ability to be nuanced.

Baur’s writing makes something abundantly clear about the whole Lawful Good debate: the ‘good’ aspect matters considerably more than the ‘lawful’ one. Put another way, Lawful Good is defined by the subservience of law to virtue; it is an expression of the conviction that laws are instrumental to justice and that, per St. Augustine, an unjust law is no law at all. It sees law as an altar that can be desecrated by immorality, not an end in itself– even if many roleplaying games and players treat it as such, as if Lawful Good must always mean blinkered adherence to anything calling itself “law.”

Baur succeeds by prising apart the assumption that what is lawful must be good and vice versa, something that remains relatively unusual in roleplaying games, sadly.

Crucially, there is also an airy dimension to this moral test that Baur wrote up, one that refuses scoring. It leaves players free to be more thoughtful and inventive without excessively scrutinizing their every word for its adherence to a narrow conception of virtue.

But what about in a video game where a player’s means of interacting are more limited?

***

The key is to create openness and room to explore through the interaction. Are you compelling the player to simply make a red vs. blue choice or can you show them something more? Knights of the Old Republic 2 had a very different moral character from its more popular predecessor and placed a good deal more emphasis on demonstrating the limits of the player’s power. Kreia, your character’s mentor throughout the game and a steely-voiced advocate for moral ambiguity, bathed you in shades of grey that forced you to question deeply held assumptions.

A rather (in)famous moment occurs when you land on the planet of Nar Shaddaa, a world-city characterised by extremes in vice and poverty. You are immediately confronted with what has long been a mainstay micro-moral choice in KotOR: a homeless man asks for spare change. What is interesting, however, is the way that Kreia intervenes: she lends you her Force sight to show you the consequences of your actions. No matter what you do, it ends badly for the poor man you’re asked to help. If you refuse him money, he stalks off in anger and beats up some of his fellow vagrants. If you give it to him, he becomes the object of their jealousy and they attack him.

“Sometimes the best morality mechanic is not to have one; other times it means using the game environment itself to express moral ideas.”

Make no mistake, this is profoundly cynical, but it works on a number of levels: illustrating Kreia’s morality, for one, and also demonstrating that sometimes you as the player cannot make everything right. Sometimes you face a situation with no good options, where tokenistic acts of morality may have unforeseen consequences. It’s an interesting case where the restriction of player choice paradoxically opens up an exploratory space for the player.

Moral expression and learning often happen under conditions of humility; we must confront our own powerlessness as much as our responsibility to justly use the power we do have. Though frustrating for players sometimes, such moments end up staying with us. Kreia’s moral musings stuck with me considerably more than some of the less interesting Light/Dark Side choices sprinkled throughout the game.

Sometimes the best morality mechanic is not to have one; other times it means using the game environment itself to express moral ideas. Dragon Age 2’s affection meter (divided between Friendship and Rivalry) was intriguing because it measured levels of emotional attachment rather than a simplistic love/hate dyad; it permitted different shades of cathexis, a committed Rival could still fall in love with Hawke or still stand with her at the climax, it just flavoured the relationship very differently. A similar mechanic could be applied to moral distinctions as well, going beyond good and evil, and lending complexity to any recreation of the law/chaos dyad.

The trick is to get the player to think outside themselves for a bit and set aside the instrumental goal of being 100% good or evil for the sake of stat bonuses or what have you. In this way, the blind obeisance to law commanded by the “lawful stupid” interpretation of Lawful Good in D20 is analogous to simple moral mechanics in videogames; each is lifelessly instrumental. Each bows before rules instead of true moral exploration.

Permitting failure, giving the player a sense of the game world beyond themselves, opening up a wider array of choices, can all contribute to making videogames more morally interesting.

There’s a long road ahead and the issues with morality mechanics tie directly into problems of choice mechanics and romance mechanics; they’re variations on the same theme of shortcomings. But there’s always hope– and that’s a thought I know my old D&D Paladin would’ve approved of.

Katherine Cross is a Ph.D student in sociology who researches anti-social behavior online, and a gaming critic whose work has appeared in numerous publications.

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  News - Opinion: Something’s Quite Right Here: In praise of WoW’s Suramar
Posted by: xSicKxBot - 05-05-2018, 12:11 PM - Forum: Lounge - No Replies

Opinion: Something’s Quite Right Here: In praise of WoW’s Suramar

“An illusion!? What are you hiding?”

For anyone who’s played World of Warcraft at max level for at least a few days, those words and the exact intonation with which they’re spoken by both male and female Nightborne guards are burned into their memories. Like so many unwitting memes in video games, it captured the kind of furious audience ambivalence that points to a genuinely successful product. This is a bold claim, but I’ll try to explain.

The phrase comes from Suramar, one of the max-level zones on the Broken Isles, where WoW’s Legion expansion takes place. The province is the home of the Nightborne, descendants of the Night Elves who drank deep of arcane energy, transforming themselves in the process. Their vast capital city is the heart of the zone. It’s occupied by the Burning Legion–think, glowy green demon army–who’ve been permitted to march on the city by leaders who felt it was the only way to save the Nightborne from destruction. This fell alliance produces a fascinating questing area.

WoW and many other MMOs have no shortage of occupied, burning cities where you run around and fight the occupiers. Secret World Legends has Tokyo, Star Wars: The Old Republic has Coronet City, and so on.

“Suramar is a…reminder that you can tell a story about tragedy, diminishment, and the brutality of war without appearing wanton or childish.”

What sets Suramar apart is that Blizzard actually did a better job of demonstrating what an actual occupation looks like. Life goes on, civilians go about their business, the elite host their soirees–and there are demons patrolling the streets, harassing people and snuffing out any embers of rebellion. You can walk through it all without attracting much attention, doing quests that are not necessarily centered on killing mobs, with the help of… an illusion. A spell, cast on you by the resistance, that makes you appear as one of the willowy Nightborne, allowing you to blend in.

And thus we come to the mechanic that gave us one of WoW’s most immortal phrases. Certain guards can break your spell if you linger near them for more than a couple of seconds. They utter the line (and other, less memorable ones) when you come too close. It’s meant to keep you on your toes and always put you at risk of being descended on by a dozen guards, and it’s also a source of frustration for players who prefer a more direct approach to things.

But it’s also at the heart of what makes Suramar work. As irksome as it can be to deal with the illusion mechanic, Suramar is a much more interesting place when it’s not simply a killing field. While far from perfect, the city reveals its tensions and contradictions to the player when they’re able to wander around without having to fight. The constant risk of combat underscores the danger that lurks beneath Suramar’s surface, while making room for other sensations. Mystery, drama, political tension. This is a city where certain quests see you attend masquerade balls, put up propaganda, or help destitute Nightborne get the mana wine they so desperately need to survive. It’s also a city where you can break into a zoo and ride a gigantic dinosaur into the heart of town to feed her demons. It contains multitudes.

***

The larger story–in every sense of the term–is quite interesting. Suramar is distinguished by having one of the best story arcs for a single zone in all of WoW, made all the more remarkable by its contrast to the often overwrought injections of cheap pathos that characterize the cutscene-based beats of the expansion’s main story.

Suramar’s story begins when you’re contacted by an emaciated exile from the city, Suramar’s former High Arcanist Thalyssra, who was exiled for leading the initial rebellion against her sovereign’s choice to allow the Legion free reign on Suramar’s streets. Together, you found a headquarters for a new resistance, made up of everyone the new regime has alienated, hurt, or left behind: an expanding base of operations with its own sidequests and stories that take you all over the province, discovering no small amount of once-esoteric Warcraft lore in the process.

Eventually, you help build this resistance into a force that can retake the city and liberate it from the Legion. With some fleshing out, Suramar’s story could’ve been its own game. In an age where major studios seem to be moving away from the single-player RPG model, it was a refreshing experience to have something so well structured and story-focused. Though its expansive length grated on some players who were sick to death of skulking around Suramar city, I’d argue it was actually tighter and better paced than the rest of the expansion–and thus more involving and rewarding. There were characters you cared about with clear personalities, rather than the fully-animated ciphers that WoW’s marquee characters often are (the less said about Tyrande Whisperwind and the desolation of her personality, the better). I felt more regret at the death of a secondary Suramar character than at the passing of the umpteenth major storyline figure Blizzard killed off.

This is, after all, an expansion where a principal character spoke the words “I am my scars!” without a hint of irony. Before blowing up a Naaru. That happened. And I can never unsee it. Suramar is a desperately needed antidote to those moments, a reminder that you can tell a story about tragedy, diminishment, and the brutality of war without appearing wanton or childish.

From activating hidden leylines at my own pace, to finding hidden merchants in Suramar City, to a fascinatingly detailed strategic minigame where you lead an army of withered mana zombies through ancient ruins, it all felt like a standalone RPG in the best way. For WoW where story always came second to Kill Ten Rats style questing, it was a welcome sign that the game is still able to weave a magical tale. Rather than wallowing in declension, or faint echoes of past glories, in Suramar WoW reinvents itself while being true to its roots. It’s had to do this in every expansion, of course, but Suramar was a particular triumph for its unique take on an important part of Warcraft’s lore and how deeply it mined that lore for good storytelling and questing.

To look at the WoW forums is to see a study in ambivalence about the zone; some players loved it while others vociferously hated it. Its storyline is far longer than that of any other Broken Isles zone, and it was parcelled out on a weekly basis over the course of Legion. Taken as a whole, it can seem rather overwhelming for something that’s ultimately meant to be a gateway to deeper parts of the endgame.

But I hope that the complaints don’t cause Blizzard to turn away from refining the model they created with Suramar; perhaps not gating the content would be a good start? Giving players the ability to binge or take it slow would probably have led to more overall comfort with Suramar when it was fresh.

But the memes about the zone hint at a level of emotional investment that wouldn’t attend a true failure. There is love to be found in the mockery–which Blizzard itself recognized long ago: the “illusion” line is riffed on countless times later in the expansion, and forms the basis of several jokes made by the newly playable Nightborne. WoW’s always done a good job of making fun of itself, of course, but it rarely does so when facing unalloyed disasters. The love/hate relationship players had with Suramar was the result of a productive tension that can be honed to a sharper point. Blizzard’s ludic portrait of a city under occupation was nothing short of brilliant and memorable.

That we got a few in-jokes out of the deal is just a bonus.

Katherine Cross is a Ph.D student in sociology who researches anti-social behavior online, and a gaming critic whose work has appeared in numerous publications.

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  Xbox Wire - Emily Wants to Play Too Available Now on Xbox One
Posted by: xSicKxBot - 05-05-2018, 12:11 PM - Forum: Xbox Discussion - No Replies

Emily Wants to Play Too Available Now on Xbox One

Hello, everyone, I’m Shawn Hitchcock, the guy that made Emily Wants to Play. I am here with another game in an attempt to excite and scare the heck out of you: Emily Wants to Play Too. Inspired by fans and my own fears, this sequel is bigger, has more story, more games, more monsters, and new scares.

I’m a big advocate of listening to fans. I watch videos, live streams, look at fan art, read the wikis, read reviews and comments about Emily Wants to Play all over the Internet. I don’t say much though; I just silently pay attention. Fans have mentioned how fun it would be if the first game was bigger, had more story, and more characters. I made sure Emily Wants to Play Too included all of that. The original cast is here, plus new monsters with new mechanics. It has new fun games within itself like freezie tags, hide and seek in the dark, and a Chester marathon. There ‘s even a speed run function programmed into the game, for those times you want to play as fast as possible.

Emily Wants to Play Too Screenshot

Emily Wants to Play Too is also built to scare you and your friends without violence or gore. I use special lighting, subtle sounds, and creepy visuals to create an ominous atmosphere. Walking around an area like an apartment or office should feel safe, but in Emily Wants to Play Too you will be continuously on edge. Sometimes you will be standing in the pitch dark, in complete silence, wondering what that loud thumping noise is that keeps getting closer and closer.

In Emily Wants to Play Too, the characters are scarier with more personality. I had envisioned them physically running around in the original game instead of “poofing” away, but I couldn’t pull it off. Now in the second game, the characters have the freedom to move anywhere, interacting with doors and lights. You can see them running around and hear their squeaky shoes or tiny doll footsteps.

Emily Wants to Play Too Screenshot

How did Emily get this way? Where did the dolls come from? How are the dolls alive? I’ve got a big story to tell, and I’m telling it piece by piece through the eyes of the characters you play in each game. In Emily Wants to Play Too, you play as a sandwich delivery guy. He heard about the pizza guy being trapped by dolls, and like everyone else thought the story must be fake. He will get stuck in an office with the dolls and find out for himself that they are alive. And after a while, Emily will also join in on the fun because Emily wants to play too! You need to play their games and stay alive throughout the night. Along the way, you can find information about Emily and the new characters. If you look hard enough, you may even find details about the original dolls and more.

Oh, let me warn you. As far as games go, you can’t trust me! It isn’t very fun for me to make a game where you give the player exact goals to follow. I would rather not give you hints or maybe even blatantly lie to you! I did add several hints, just not as clear and noticeable as you may like. If you get stuck in certain areas, make sure you try new ideas.

Emily Wants to Play Too Screenshot

Thank you for sticking around and reading my post. Come by and hang out with Emily, her dolls, and their new friends. Emily Wants to Play Too is available now on Xbox One.

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  News - Event: The First Official Nintendo Life Pinball FX3 Tournament
Posted by: xSicKxBot - 05-05-2018, 12:11 PM - Forum: Nintendo Discussion - No Replies

Event: The First Official Nintendo Life Pinball FX3 Tournament


A few days ago, Zen Studios put out a massive new patch for Pinball FX3 on Nintendo Switch that boosted handheld performance to a whopping 60fps, bumped docked resolution up to 1080p and made a slew of other additions and enhancements to make the game that much more enjoyable to play. In light of this patch, and just for a spot of competitive weekend gaming, we’ve opened up a tournament on Pinball FX3 that you can participate in right now.

The details for the event are as follows:

Tournament Name: NL

Table: Sorcerer’s Lair

Length: Three days

Rules: Classic

Password: Reggie

We picked Sorcerer’s Lair for the inaugural debut because that table comes free with the game, meaning that you have no good reason not to compete. The rules of the tournament are the same you’d find in a standard arcade: three balls, unlimited plays, no power-ups. And, of course, we had to appoint Reggie as the gatekeeper of our competition.

The tournament will be running through Sunday, and we’ll post a breakdown on Monday with the results of our top players. Though no prizes are being offered for this tournament, you will be rewarded with the satisfaction of knowing that you are objectively better than everyone else on this site at playing pinball. If you think you’re good enough, we dare you to come give it a go. If you don’t think you’re good enough, we double dog dare you to jump in.

Will you be joining us for a little pinball action this weekend? Let us know in the comments below…

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