Sabtu, 31 Maret 2018

Let It Die Dev Kicks Off April Fools’ Day Early With Dating Simulator ‘Let It Date’

let it date

Grasshopper Manufacture and GungHo Online Entertainment have kicked off April Fools’ Day a little early by announcing a Let It Die dating simulator spin-off, Let It Date. Although we’ve been told to expect more details on April 1, the developers have shared the following overview:

Let It Date players can enjoy the underworld of Let It Die in a new sensual and casual way where they get to know their favorite characters on a deeper, romantic level – like Uncle Death. Let It Date invites a new audience to experience the witty and charming dialogue in the Tower of Barbs, who may not be a fan of the hardcore action genre.

Since we’re talking about Goichi “Suda 51” Suda, you never know what to expect so stay tuned.

For those who haven’t played Let It Die, it’s a free-to-play hack-and-slash video game that released on PlayStation 4 in December 2016. Although many didn’t expect it to take off, the game has surpassed 4 million downloads as of February 2018.

“I am overjoyed that we were able to achieve 4 million downloads since Let It Die‘s release,” said GungHo CEO Kazuki Morishita in February. “Thank you to the fans for their continued support and we will continue to produce more content so that Let It Die can be enjoyed for years to come.”

We’ll update our readers when we have more info on Let It Date.

[Source: GungHo via Gematsu]

The post Let It Die Dev Kicks Off April Fools’ Day Early With Dating Simulator ‘Let It Date’ appeared first on PlayStation LifeStyle.

Darkest Dungeon and the Unnerving Loss of Control

Darkest Dungeon

“I have more power than your pitiful mind can conceive”, says the Occultist, a man who is well known of how far the Eldritch horrors are willing to go to destroy someone’s sanity. The abusive attitude he gained in the previous battle will forever remain as a scar in his mind.

A few more rooms later, it’s the Shieldbreaker’s sanity turn to be tested. She becomes selfish, of all things. “Your dance lacks rhythm, step aside”, says as she rushes through the party formation I had carefully selected, delivering probably the biggest blow in the entire expedition. Her teammates can’t praise this moment as an achievement, though, as she’s now a different person than she was before stepping into the dungeon.

No adventurer shows up in Hamlet, Darkest Dungeon’s hub, being already insane. They carry a certain weight on their shoulders, of course, and perhaps is their previous way of life that shaped them to become the person they are now. But the dungeons change them in unique ways. Those treacherous hallways do horrible things to your party. Sadly, there’s nothing you can do to prevent this from happening.

Darkest Dungeon

You get to watch them destroy themselves in many ways. Either it is from insulting, missing a chance to attack during battle on purpose due to their own pride or selfishness, or by literally stabbing a party member in the back. Darkest Dungeon hides probably the most hideous horrors someone could ever think of. But it’s the adventurers themselves who turn into monsters. Damaging each other until reaching the point of becoming completely insane. Slowly, gently.

I have been stabbed in the back many times during my life. Friends who stood by my side for years, with whom I went to the same places over and over again, reminiscing past times and having a laugh. And then, all of the sudden, they started to turn into completely different people.

Most of the times, unlike Darkest Dungeon, this change wasn’t visible to me. Going out felt as good as always. I trusted them, and I was constantly reminded by myself that I could count on them for anything. And when it did become tangible, I did the best I could to repair the damage, to try and go back to better times. But, like Hamlet, that reality was long gone.

Darkest Dungeon

The game has a lot of similarities with real life situations like this. After losing my trust on them and falling into a never-ending pain, I decided to part ways with them forever. In Hamlet’s reality, facilities can remove negative traits. They can get rid of stress. Thing is, some characters just become a burden, and you start asking yourself it it’s really worth it to keep them around.

Treatments cost a big amount of gold, and while upgrading each place grants an increasing discount, the materials you need to fulfill such task can only be found during expeditions. This means that you’ll eventually make the decision to part ways with characters in the game. After investing time and effort, and growing to care about them, you just kick them out of your life forever.

During expeditions, there’s also the possibility of escaping a battle if things aren’t going well, which leads to a certain morality in preventing your party to do so, only to put their lives around luck and dice roll probabilities in order to try and complete your objective. Someone dies of a heart attack. Another one gets murdered by a monster. Bleeding takes the life of the third one. And the remaining member, while perhaps getting the so desired victory, has to live with the horrors they just saw.

At first, you are the puppeteer, the one who has been tasked with relieving this place from its own horrors once and for all. But having the final say stops being a possibility on the long term. The characters start to refuse being healed. Loot becomes a personal gain. No one cares for your orders anymore. Loyalty and trust become rare, and all of it changes you.

Darkest Dungeon

Sometimes I think that I’m the one to blame for not acting properly back then. How many times did they ask me to abandon the mission, only to remain there trapped by my own decision? How many times did relationships in my life endure only to get worse? What I fool I’ve been.

I got to know not only the darkest side of people, but my own sanity was affected in the process as well. Seeing the damage that they were capable of doing to each other left a scar on me. At first, I did everything I could to heal them, try to change their minds. They were supposed to be a team that could overcome any challenge by supporting each other. But, Darkest Dungeon teaches you that, sometimes, you can’t save people from themselves. And your balance is broken. Hope becomes nothing but a memory.

Losing control is something we can’t prevent. After seeing what the mind is truly capable of, you start wondering if it’s still worth it to give a damn anymore. You put effort into thinking what’s the best for your party, for your friends. You give them the possibility of embracing a second chance. Using bandages may stop a bleeding, submitting them into mundane pleasures such as alcohol and gambling might clear their minds. But the wounds are still there and they only get worse over time.

“I remember days when the sun shone, and laughter could be heard from the tavern.”

The post Darkest Dungeon and the Unnerving Loss of Control appeared first on PlayStation LifeStyle.

Bloodstained: Ritual of the Night’s English Cast Includes David Hayter, Ray Chase, and More

bloodstained cast

Bloodstained: Ritual of the Night developers, ArtPlay and DICO, have revealed the game’s English cast in a new Kickstarter update. Metal Gear Solid‘s David Hayter, Final Fantasy XV‘s Ray Chase, God of War III‘s Fred Tatasciore, and more are lending their voices to the game.

Full cast is as follows:

Miriam – Erica Lindbeck
League of Legends – Taliyah, Zoe
Persona 5 – Futaba Sakura
Nier: Automata – Anemone
Street Fighter V – Menat

Zangetsu – David Hayter
Metal Gear Solid – Solid Snake
The Castle of Cagliostro – Lupin III
Dragon Age: Inquisition – Lieutenant Renn
Mobile Suit Gundam 0080: War in the Pocket – Bernard Wiseman

Gebel – Ray Chase
Final Fantasy XV – Noctis Lucis Caelum
Nier: Automata – Eve
JoJo’s Bizarre Adventure: Stardust Crusaders – Rubber Soul
Tales of Berseria – Artorius Collbrande

Johannes – Ben Diskin
JoJo’s Bizarre Adventure – Joseph Joestar
Naruto Shippuden – Sai
Mobile Suit Gundam: The Origin – Char Aznable
Halo 4 – Jared Miller

The Coachman – Fred Tatasciore
Overwatch – Soldier: 76
Starcraft II: Heart of the Swarm – Zeratul, Rory Swann
God of War III – Ares, Barbarian King, Typhon
Mass Effect – Saren Arterius

Dominique – Fryda Wolff
Mass Effect: Andromeda – Sara Ryder
Fallout 4 – Vault Security
Octodad: Dadliest Catch – Stacy
Killer Instinct – Mira

Gremory – Kari Wahlgren
FLCL – Haruko Haruhara
Samurai Champloo – Fuu Kasumi
No More Heroes – Jeane
Eureka Seven – Anemone
Fate/Zero – Saber

Anne – Rena Strober
Fire Emblem: Fates – Azura
Persona 4: Dancing All Night – Kanami Mashita
Sailor Moon Crystal – Esmeraude
Zero Escape: Zero Time Dilemma – Akane Kurashiki

Alfred – Christopher Swindle
Transformers: Robots in Disguise – Ragebyte
Lego Dimensions – Brain Gremlin / Betelgeuse
Disney Infinity – The Hoarder

Mysterious Man – Robbie Belgrade
Castlevania: Symphony of the Night – Alucard
Tekken – Announcer
Mega Man X7 – Signas
Shenmue – Pedro Warren

The English voice acting is being directed by Jamie Mortellaro, who has previously worked on Knack, Silent Hill: Shattered Memories, and more.

[Source: Kickstarter]

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Blasto: Pulling the Trigger on an Old Hero

Blasto

[Editor’s Note: Blasto celebrates its 20th anniversary today! As such, we had retro writer extraordinaire Stephen Wilds take a look back at the game.]


They say never meet your heroes, and Captain Blasto is a potent example of that. It has been twenty years and yet, he hasn’t grown up at all. Looking like a mound of muscles who forgets the gym has leg day, this dim-witted blowhard fancies himself a Flash Gordon or Buck Rogers type when he’s a lot closer to Zapp Brannigan from Futurama or Duck Dodgers. I can’t say he isn’t a hero though, since no one else is out here doing anything about extraterrestrial threats. Someone has to step up, because Bosc has escaped from the 5th dimension and took over Uranus—because of course he did. Left unchecked though, he is not only going to destroy Earth, but have his minions kidnap all of the Space Babes as well, which we just cannot let stand. It sounds like a cool adventure with some classic themes, right?

“And remember, Uranus is on the line!”

I played it first at a friend’s house for a bit, but seeing the commercial convinced me to go out and rent it from Blockbuster to get some more time in. Take a look at the commercial below and tell me you wouldn’t have done the same:

Other than an enticing setup for fans of something a little goofy and fun, the game starts off with a cool visual style. Although it feels unfinished in some parts, and the audio was solid with a few subtle but energetic tracks and some appropriate sound effects for someone in space with a blaster. The real draw though, and a big part of why the game became so anticipated, was the involvement of Phil Hartman. The comedian had made quite the name for himself appearing on shows like News Radio—a personal favorite of mine—SNL, and several voices on the Simpsons to cover the big stuff, so his name being attached to the lead role was significant. His performance gave Blasto life, and players a few memorable quotes out of the bunch, but watching footage of him in the sound studio showed that he was all in on the role. Many know that this was his last big project before his death, as the game debuted weeks before he was murdered. It’s sad, and I honestly wish his swansong was able to hit a better note.

Blasto

It was a 1998 release, not only published, but also developed by Sony. An ambitious title that seemed meaningful to them, one that had to be delayed—perhaps due to losing key team members—in an attempt to fit everything in the creators wanted, and still came out lacking polish in some areas.

“The team and I really tried to put a lot of new and interesting ideas into that game,” said Lead Programmer Dylan Cuthbert. “But in the end, the schedule was just too harsh for us all, and we burnt ourselves out, resulting in something that definitely had potential, but ultimately failed to hit the mark.”

For as much shooting as the player does in Blasto, the mark had been missed, but its potential hadn’t gone unnoticed, as a sequel was already being discussed and would have likely happened, were it not for Harman’s untimely death, which most likely made the franchise’s future as a whole unappealing to Sony after its mixed reception. It is a shame, because a lot of effort had been put in and the project tried hard to capture a desirable style, where a sequel could have improved on many of the mistakes the original made.

“I’m a laser-toten’ love magnet!”

Blasto

Blasto is a standard third-person action shooter, with inconsistent platforming, annoying puzzles, and lackluster power-ups for the Blast-O-Matic signature weapon, making it an easily forgettable title in the gameplay department (and maybe overall). It’s an experience that gets tough quickly, made harder by a few unfair obstacles and shaky jumps that suffer from extreme clipping. The controls are stiff with analog movements that feel too jerky, making simple movements and actions more challenging, and the quick sidestep functions are dangerous, as trying to dodge caused me to leap to my death off of a platform more than a few times. Enemies are plentiful and guaranteed to land a few shots, but their spawn patterns are set, so a player who has been through the game enough can memorize and overcome, but that doesn’t mean it makes things easy, especially when the weapon upgrades aren’t helpful and some of the environments lend getting hit. This all results in what feels like banging my head against a wall to beat a few stages and a lack of desire to push forward.

I suppose the wackiness and vulgarity was what kept me going for a while. The game almost survives off of its quotes and random lines, like in the intro when Bosc mentions something about raping Earth’s cattle. It is incredibly fun to blow the heads off of these aliens, relishing in a silly violence. The raunchy nature was there, and the creators were embracing it behind the scenes, as a nude photo of a Japanese model was used for a placeholder during development, in that section where you can view the babes (Babe O’ Rama), which might explain the slight touch of misogyny that rears its head, perhaps to fit the motif. I don’t know, that part is pretty bad.

“Ladies, there’s no need to be like that. If you just pass me my pants, I’ll be on my way.”

Stepping back for a moment though, this is a game best remembered, not re-experienced. The flash and sizzle hit right, but the meat of the experience needed more time to cook. I do wonder if this self-proclaimed protector of the galaxy could have been more. If tragedy hadn’t struck, would the fans have held on? My previous comments may seem a bit harsh, but they are to make sure we aren’t hanging this just on Hartman. There were some good ideas here, a drive, but the finished product wasn’t stable and the years have shed even more light onto that. I’m not sure what is in store for Captain Blasto, if he has any sort of future, but for now I think it’s best we just let the legend rest.

The post Blasto: Pulling the Trigger on an Old Hero appeared first on PlayStation LifeStyle.

God of War Will Have a Performance Mode on PS4 Pro

god of war ps4 pro

Director Cory Barlog has confirmed that God of War will have a Performance Mode on PlayStation 4 Pro that will allow players without 4K TVs to get the most out of the game.

When a fan asked if he needed to upgrade to a PS4 Pro to fully enjoy the game, Barlog replied:

In a subsequent tweet, he clarified that the Performance Mode is only available on PS4 Pro.

In related news, Sony has released a new video (embedded below) detailing how Atreus was brought to life in the upcoming title. Engineering Lead, Jeet Shroff, talks us through the journey.

We’ve been extensively covering God of War so make sure to check out our hub for more information.

The post God of War Will Have a Performance Mode on PS4 Pro appeared first on PlayStation LifeStyle.

Monster Hunter: World Update 2.01 Coming Next Week, Fixes Bow Issues and Several Bugs

monster hunter world update

Capcom has announced that it’ll be releasing Monster Hunter: World update 2.01 next week. The patch aims at fixing an issue that was introduced with update 2.00 whereby the bow used in Monster Hunter Championship 2018 became bugged. Additionally, the game’s item pouch is being tweaked to improve its functionality.

Capcom writes:

  • In Update Ver. 2.00, a balance update was done to the bow’s Dragon Piercer attack to fix a bug where you could shoot past the attack’s angle limitations. However due to this update, when the target is lined up with the reticle at a very fast speed and the Dragon Piercer fires, it was discovered that the player may not be able to face in the direction of the reticle. This has been fixed so that even if the player is aiming at a target quickly in a direction they are not facing, the reticle will still be able to aim in that direction.
    Please note that during Dragon Piercer, if the reticle is aimed at an area outside of the allowed range, the attack will fire in the direction the player is facing.
  • When selecting loadouts during Arena Quests, a bug occurred where the item window order would change. However, this has now been retooled as part of the game design.

    Details:
    1.From the default cursor position, the item pouch order when checking equipment info will be from left to right.
    2.Next, the fixed items will appear in the following order, left to right: Whetstone, Capture Net, Fishing Rod, and BBQ Spit.
    3.The last items will be the specialized tools, listed from left to right.

  • Other minor bugs were fixed

We’ll update our readers when the patch goes live.

[Source: Monster Hunter: World]

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Court Dismisses Lindsay Lohan’s Appeal in GTA V Likeness Lawsuit

gta 5 lawsuit

The lawsuit that Lindsay Lohan filed against Take-Two Interactive for appropriating her likeness in Grand Theft Auto V has finally come to an end after nearly four years.

In 2014, Lohan filed a lawsuit arguing that GTA V character Lacey Jonas was modeled after her without her permission – a claim that Take-Two denied. In late 2016, the case was thrown out when a New York court ruled in favor of Take-Two, stating that the video game doesn’t fall under the statutory definition of ‘advertising’ or ‘trade’ and hence, doesn’t fall under the state’s publicity laws. However, Lohan filed an appeal.

While New York’s Court of Appeals has concluded that computer-generated images can be legally considered portraits, it has upheld that the images in question do not resemble Lohan. A panel of judges wrote in their decision that they see Jonas’ character as a “generic” depiction of a woman in her 20s.

Here, the Jonas character simply is not recognizable as plaintiff inasmuch as it merely is a generic artistic depiction of a “twenty something” woman without any particular identifying physical characteristics. The analysis with respect to the Beach Weather and Stop and Frisk illustrations is the same. Those artistic renderings are indistinct, satirical representations of the style, look, and persona of a modern, beach-going young woman. It is undisputed that defendants did not refer to plaintiff in GTA V, did not use her name in GTA V, and did not use a photograph of her in that game.

In view of the above, the Court of Appeals has concluded that the case was rightfully dismissed in 2014.

[Source: NY Courts]

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GameStop Announces New Hardware Trade-In Offers, Earn Extra $40-$50

gamestop trade ins

GameStop has decided to up its video game hardware trade-in offers starting now through April 15. Those looking to sell or replace their PlayStation 4s can earn $40-$50 extra, depending on the model. Xbox One offers go up to $80.

New and old prices are as follows:

Type Model Old Trade New Trade Add’l Value
PS4 Original 500GB $120.00 $170.00 $50.00
PS4 Original 1T B $130.00 $175.00 $45.00
PS4 Slim 500GB $130.00 $175.00 $45.00
PS4 Slim 1TB $140.00 $180.00 $40.00
PS4 Pro $200.00 $240.00 $40.00
XB1 Original 500GB $80.00 $140.00 $60.00
XB1 Original 1TB $90.00 $150.00 $60.00
XB1 Slim 500GB $80.00 $140.00 $60.00
XB1 Slim 1TB $110.00 $150.00 $60.00
XB1 Slim 2TB $130.00 $210.00 $80.00

 

In a press release, senior vice president of Merchandising Bob Puzon said that these deals are just the “beginning” and that the company plans to go “all out” for its customers. He added:

We’re delivering on our promise to give customers better trade-in deals they can’t refuse on top products – the right products with the right deals. We’re not talking pocket change either. Who doesn’t want to earn an extra $40-$80 on video game hardware that’s just sitting around the house collecting dust? In several cases customers can walk away with more than $200 extra cash in their pockets!  

The aforementioned offers are just some of many so if you’re looking for more trade-in deals, head over to GameStop’s website.

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Third-Person Exploration Game, The First Tree, Coming to Consoles

Following its release and subsequent positive reception on Steam, third-person exploration game The First Tree is headed to PlayStation 4, Xbox One, and Nintendo Switch. While a release date wasn’t revealed, developer David Wehl said in a press release that he’s targeting a late 2018 release window. Studio DO Games has been hired to work on the ports.

Recently nominated for Best Game and Best Music at the Emotional Games Awards, The First Tree follows the story of two interconnected beings: a fox looking for her missing cubs and a son reconnecting with his estranged father in Alaska. An official overview is as follows:

Players take control of the fox on a poignant and beautiful journey that crescendos at the source of life, and perhaps result in an understanding of death. Along the way, players can uncover artifacts and stories from the son’s life as he becomes intertwined in the fox’s journey towards The First Tree.

Key Features:

  • A poignant, intimate story by a one-man team with an ending you won’t soon forget.
  • Featuring a gorgeous soundtrack by acclaimed artists like Message to Bears, Lowercase Noises, and Josh Kramer.
  • A short game (about an hour and a half) focused on story with some light puzzle solving and platforming.

We’ll update our readers when a release date is announced. In the meantime, check out a trailer above.

The post Third-Person Exploration Game, The First Tree, Coming to Consoles appeared first on PlayStation LifeStyle.

Jumat, 30 Maret 2018

Play as the Titans and Eat Humans in New Attack on Titan 2 Predator Mode

If you’ve had your fill of taking down titans by slicing off their limbs and slashing their necks, it’s time to get a little revenge on the humans by playing as the creepy naked man-baby creatures. Attack on Titan 2’s new Predator mode allows players to take on the role of the titans. You’ll become one of 250 titan forms as you seek to eat humans and generally sow terror and discontent among the remaining living population.

The new update, available now, features solo play and online competitive modes, pitting players against up to three other people to see who can eat the most humans. Familiar characters from the series will be on hand to take you down, but if you’re skilled enough, you may get to feel what it’s like to eat a member of the 104th. In addition to the simple goal of “destroy all humans,” the team at Omega Force has implemented some additional objectives, mini-games, and side missions to take on that will make life as a titan a little bit more interesting.

Siliconera has a bunch of details about the mode after doing a playtest, rampaging through a city as a titan. There seems to be a little of detail in the new mode, including rage attacks, destroying buildings, and eating nobles for extra points. What I’d love to see now is a versus mode pitting humans against titans using all human players.

The Attack on Titan 2 Predator Mode update is now available free to all players. Don’t miss our Attack on Titan 2 giveaway if you haven’t yet picked up the game, but hurry! There’s only a short time left until winners are selected. Our Attack on Titan 2 review praised the improvements to the many systems, even if it did tread over much of the same ground covered in the first game.

Everything considered, Attack on Titan 2 is an improvement on the first game in every way, but retreading old ground makes it hard to justify the “2” tacked on to the end. It’s a great opportunity for anyone who missed the first game to get a far more comprehensive Attack on Titan experience, and there’s definitely more content and improvements for those who did play it. I worry that its billing as a sequel may put off potential players, but you don’t need to have any knowledge of the first game to get into Attack on Titan 2. It thoroughly covers the narrative line from the beginning from a slightly different perspective, and it’s clear the development team took feedback from the first game very seriously. Whether you loved the first game and wanted more out of it, or are just getting curious about the series, Attack on Titan 2 is worthy of your attention. I just hope we don’t have to play through the entire story again in number three.

Are you eager to get your hands on the Attack on Titan 2 Predator mode?

[Source: Hardcore Gamer]

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Heroes Wanted: The Marvel Video Games That Need to Happen

Marvel video games

The wait for Spider-Man is unbearable. I’ve been reading up on and writing a lot about that game in the past few months, but the recent news that Insomniac picked ol’ web-head instead of being assigned him was interesting. It made me feel better about their approach to the character. They had free reign, though, able to pick whomever they wanted from an incredible catalog of characters, and that has me thinking. Wracking my extensive reservoir of useless comic knowledge, I wanted to think up some characters who need their own games, some that have been out of the spotlight for a generation or two, but most importantly that could generate interesting ideas and opportunities. I would be shocked if Black Panther didn’t have his own game soon after its success. As much as I would love an updated version of Hulk: Ultimate Destruction or the Punisher to get another game like he had back on the original Xbox, I think those types of games will happen eventually, so they aren’t a priority here.

Silver Surfer

Marvel video games

The former Herald of Galactus has had a movie appearance already, a decently fun cartoon in the late 90s, and was even involved in some Infinity War rumors recently, but when it comes to video games his only real starring roles were back on the NES. That game is primarily known for being so hard that it feels like the player is being trolled. Even with having an impressive energetic soundtrack, I’m not sure it helped him be considered for any other leading roles. As much as that original outing wasn’t a disservice to the character, he has been relegated to guest spots in ensemble games or cameos, so it is time to let the Rider of the Spaceways free again. The element of space opens up a ton of visual and story possibilities and new, often unused, characters for the developers, even if they didn’t want to throw in a Guardians of the Galaxy appearance. Surfer is extremely powerful, but one meeting with Galactus could change that so that there is no risk of Superman syndrome, making him as weak or powerful as needed for the plot. This should be a trippy adventure though, with creative destructible environments, and late 70s-styled tunes to rip up the cosmos to.

Agents of S.H.I.E.L.D.

Marvel video games

I doubt we will ever see a game based solely on this property, but it certainly seems like an easy cash-in with the current show and a cameo from Clark Gregg (Coulson) or maybe even Samuel L. Jackson (Fury), but I guess anyone from the cast would be beneficial. If this game had been made in the past when the MCU was still underway, it would have been an on-rails shooter with the player controlling a blank slate of a protagonist that would barely be remembered, but now Marvel could make something more like an MMO, allowing players to create their own customized agents, going on missions with guest star heroes, and doing missions for gear and other unlockables.

Think Marvel Heroes, but with a lot more money and ambition behind it. Rather than having raids in the normal sense there would be large battleground scenarios, but instead of against other players (the Hydra expansion as a playable faction would come later) it would be an instance of Doctor Doom and an army of Doombots or the Skrulls invading, with special events being new scenarios that don’t fit within the timeline, like Civil War, World War Hulk, and House of M. Developers could have a field day with small references, tons of Marvel locations for players to play in, and a slew of costumes, vehicles, and weapons inspired by the comic pages. Wonder if we’ll be able to fly the helicarrier?

Squirrel Girl

Marvel video games

There are plenty of gritty comics characters out there that will get a title, so this one should go E for everyone and bring in a different audience that may not usually gravitate to comic based-games. Squirrel Girl’s popularity isn’t what I would call consistent, but there is certainly something endearing about her, as Doreen Green finds herself in some truly odd situations and her books can be genuinely funny. Her appearances so far have best cameos or small playable roles in stuff like Marvel Heroes, mobile games, or the Lego titles. I actually think that LEGO dev Traveller’s Tales would be a good team to handle her first adventure in the spotlight. That engine would work well, having something a bit open with her enhanced movement and speed, jumping through trees or the city and using the mechanic of controlling her many squirrels—like Tippy-Toe—to accomplish tasks and overwhelm enemies.

Her “Iron Man vs. Series battle cards” could be just that within the game, meant to give information on people or new moves. Set it during the time when Doreen was the babysitter for Jessica Jones and Luke Cage, where the conflict will center on baby Danielle being kidnapped. For anyone who thinks this mutant sounds weak though and they wouldn’t want to try this out, just remember that Squirrel Girl has beaten villains like Doctor Doom, Thanos, and even heroes the caliber of Wolverine and Deadpool. She’s adorable.

Colossus and Shadowcat

Marvel video games

I know dual character mechanics can be difficult to do, but I have always loved Peter and Kitty as a couple in the X-Men comics and I think their powers complement each other in a lot of ways. It would have been easy to just throw two mutants together with this, but these two have history, and their abilities lean towards players being able to choose if they prefer a stealthier or tank approach to handling missions, whether they are on the screen at the same time or not.

Colossus was always one of my favorites to play in the X-Men arcade game, and as long as they keep his yell from that, we are good. He would have a smaller move set but more available upgrades for his strength, armor, and various weapons of opportunity, like throwing trucks at enemies. For Pryde though, her powers lend themselves towards infiltration through phasing (with a meter based off of breath) and stealth takedowns, only using her hand-to-hand training when necessary. Her computer skills and ability to phase through electronics and short them out would make good ways to proceed through barriers that may be resistant to phasing, things that Colossus would just smash.

The story will be a big part. I’m thinking Date Night, plus an Arcade (the villain) kidnapping with some lesser-known mutant villains, which sounds like the perfect 90s-inspired scenario for the game.

Elektra

Marvel video games

This list needs a strong and sexy female lead, and Elektra is still making up for that one horrific film, so she volunteered. Most people don’t know that she was supposed to get a game based off of that movie, but it was never released, and the closest thing Frank Miller’s creation has had to her own title was a mobile game. I think Ms. Natchios deserves better; she is a badass ninja after all. I cannot think of a better genre for her to invade than that of a stealth action game, much like that of Tenchu: Stealth Assassins, but something that would rely more on shadows and strategy.

Elektra is an amazing fighter, but it is rare that she doesn’t follow her ninja training, using it to an advantage, which means not fighting fair, so there would need to be some balancing. Her signature sais are perfect for complex close combat and combos, but she will have other tricks to help her dispatch targets as well as a mixture of a grappling hook and some slick parkour moves will help players rule the rooftops. This game could see some interesting choices on killing from the player, since Elektra is a more dubious individual at times, perhaps even rewarding those who take the non-lethal route or spare a life. I’m sure The Hand and their war would be involved somehow, but there are many characters who could be players as well, and she could finally get some video game revenge on Bullseye for murdering her.

Moon Knight

Moon Knight

I often forget that the character has been around since 1975, but he still hasn’t managed a major role in any other media. I remember getting excited when he was referenced in the Blade television show and even more anxious when that rumor about a Netflix series surfaced, because he’s someone I have always been interested in, yet only read a handful of his stories. I know he is often compared to Batman and other characters, but he has his attitude, deep-seated issues, and his own set of unique villains. He gets to fight werewolves!

For some reason I thought about this being a Nightmare Creatures type of game—a scenario where most of the city has been turned into hairy beasts and Marc Spector is their last hope. We can have it last over several weeks in the storyline, since his strength is determined by the phase of the moon. The combat system would be important, as Moon Knight is a skilled combatant in several different arts and uses a slew of moon-shaped weapons, especially thrown ones. He’s also the type of guy who chooses to get hit and take it, hoping to be given a better opening for his attack, then trying to dodge—I blame his background as a boxer. Seems crazy, right? This hero also happens to be mentally unstable, with multiple personalities swirling around in his mind, and an Egyptian god, Khonshu (making religion a big theme, especially with his dad being Jewish), who could act as narrator or useful banter. The only thing we don’t need here is the Mooncopter.

Thunderbolts

Thunderbolts

Since I mentioned having an E-rated game earlier, it’s only fair we do something more mature, where players would be able to take control of Marvel’s most notorious reformed baddies. Thunderbolts are the team of former villains who are kept in line and used to take on the missions other heroes won’t do or that need to be kept quiet, and they are quite disposable, with no need to pardon their actions if things get out of hand. I know it sounds a lot like Suicide Squad, but I don’t see DC Comics and WB putting out a good game for them.

At the risk of promoting too much grit though, the story would follow a lot of similar themes: violence, death, betrayal, and learning to trust the teammates they’ve been thrown together with. But if there was ever a time to put in some really tough choices with known characters or a really crazy ending, it is here. The cast of characters would be the big thing, five or six somewhat known names (like how the comic uses D-list characters at times) with multiple costumes and all having different weapons and abilities, perhaps having their own levels that work to their unique mechanics best. I would love to see Taskmaster as a playable character with a Mega Man style mechanic, getting new fighting styles after he beats opponents. So many people have been in or worked with this team at one point in time, that there are a lot to choose from, but my personal team is easy: Zemo, Madame Masque, Venom, Juggernaut, Songbird, Mister X, and Radioactive Man.

Ant-Man

Marvel video games

I’ve never been a Hank Pym fan, and Scott Lang’s criminal past and daughter give him a ton of simple motivation. He may be the second man to have taken the mantle, but Scott has served as an Avenger in the comics and now the movies to show fans he might be the one true Ant-Man (and I don’t think they could be convinced to do Eric O’Grady). I certainly like Wasp as a character and think it would be fun to have her along for the ride, but there are a ton of opportunities to bring in other heroes and villains, weak as The Grizzly or powerful as Ultron.

The real reason anyone should want this game though is the versatility it could offer. Lang is a wiz with computers and electronics, offering an array of gadgets, hacking, or creative ways to take down enemies. There is his control of ants, using them as spies and transportation. More obvious though, his ability to shrink and take on situations virtually undetected, or grow to play a Godzilla-style game against some of Marvel’s (literal) biggest foes, not to mention changing stature during combat for the advantage. Thinking about how the size alteration would work actually makes me realize why this may be a tough challenge for a team of developers, and why we haven’t seen one yet, but it would be a ton of fun. Shrinking small enough would also give players a few sections in the subatomic, down into a completely different and creative world where the normal rules of science don’t apply. There’s so much potential here.

Hawkeye

Marvel video games

Okay, so Hawkeye is mostly on this list because I have wanted a Green Arrow game since the television show came out, and Clint Barton is almost as cool as Oliver Queen. I am honestly scared, though, that a quick attempt or cash-in at something like this would end up as a tap-fest for mobile or another Link’s Crossbow Training game. That would suck, because I’m a huge fan of using the bow as a weapon in most games, and titles like the newer Tomb Raider entries and Horizon: Zero Dawn have shown me that archery combat with some small flurries of melee can be done quite well.

I would imagine this game could play like those, with a few elements from the Arkham games thrown in for some fulfilling combat, on top of a wide arsenal of trick arrows for various situations. Clint has a long history to be pulled from and has fought all of the key players at one point or another, and that means that he can do missions as an agent of S.H.I.E.L.D., Avenger, or just on his own to settle a score or two (give me one with him as Ronin, please). I was trying to think who I would get to do the voice acting for Hawkeye and couldn’t come up with anything I liked, and I know some people don’t like Jeremy Renner’s version. This is a character that can go from extremely serious to sarcastic with expert comedic timing seamlessly, at least when he had his own series, and that is a hero I think players would fall in love with.

Heroes for Hire

Marvel video games

Daredevil almost had his own game (no, I don’t count the GBA title based off of the Ben Affleck movie) that would have seen him rail-grinding for movement, so maybe it is better that didn’t happen. Luke Cage, Iron Fist, and Jessica Jones join their Netflix compatriots as appearing in several Marvel game titles, sometimes playable, but never getting a chance to flex some actual muscle on the street. It would be easy to set these heroes up in an intricate, layered storyline involving a little mystery and mysticism across the different levels of the criminal underworld, especially since they are “for hire” to anyone who needs help.

With all four personalities, the game should utilize each for their powers and personality traits, all playing differently of course. I see Daredevil as the best all around character with good movement through his billy club and parkour while using his senses to scout and find targets, Jessica Jones as the powerhouse with high damage and low defense (maybe even give her flight back), Luke Cage will be the tank with lower damage while able to take on more enemies, and Iron Fist will be the versatile character, being able to change his play style with various chi maneuvers. That would be a lot to work out, but it’d be fun.

More importantly, I’m thinking an open world city like in Sleeping Dogs, compact but full, with a ton of activities. Crime scenes to investigate and cases to prosecute for Matt Murdock, fight clubs and random acts of violence to stop for Luke and Iron Fist, as well as new clients and investigations for Jessica, assuming she ever leaves the bar. Sure Rand is rich, but it would be neat to build up the Heroes for Hire business as well, granting upgrades are access to more areas of town, while switching characters would work like GTA V. The shows are a hit, but a game could bring everyone together better than Defenders did.

Marvel video games

Honorable Mentions:

Blade

I know he had a few adventures in the past on the PlayStation, PS2, and Game Boy Color, but those were all quite forgettable and I need Wesley Snipes to do the voice so I can get a substitute for a fourth movie. Vampires may not be quite as popular as they were in recent years, but I think this title could give players a reason to hunt again.

Howard the Duck

Don’t focus on the movie! It wasn’t as bad as people say anyway. Howard’s adventure could be a zany one, similar to the Deadpool game. He did have his own title, on the Commodore 64 back when the movie released, but the master of quack-fu deserves so much more. Just hand him a rocket launcher and keep the duck tits out of it so he can get a bigger role in the next Guardians of the Galaxy sequel.

The post Heroes Wanted: The Marvel Video Games That Need to Happen appeared first on PlayStation LifeStyle.

Far Cry 5 Players Are Getting Checkpointed Into Death Loops

While modern gaming conveniences can be great, sometimes an issue comes along that might make you wish you still had the ability to manually save games on a good old-fashioned memory card. Some Far Cry 5 players are discovering unfortunate checkpoints in the moments before death. Often the death resulted from a fall, and the checkpoint occurs during the falling animation. Each time the game reloads, players find themselves immediately faced with a black and white screen featuring their character ragdolling across the ground.

The bad checkpoints have hit multiple players, with a few videos now hitting YouTube showing the Far Cry 5 death loop. Each seems to be in a different area, so it looks like Far Cry 5 doesn’t have any kind of autosave protection that puts players back on the ground in a safe place upon loading into the game.

One suggestion on Reddit told players to get a friend to join their game, but one user replied saying that their friend just got stuck in the same death animation. On the videos that have popped up showing the issue, numerous comments are indicating that the same thing has happened to them.


A comment on the Ubisoft forums suggests that players try to tap the PS button on their controller as fast as possible to force the game to pause as it loads in. From here, you should be able to tap the map button and fast travel out of the infinite death loop. Other users report that solution doesn’t work because they are too close to the ground and hitting the button in time feels like some kind of rigged arcade game. Another comment says that rebooting the console completely will offer about a second longer after loading in than just the checkpoint, so shutting things down might offer a better chance if you run into this problem.

The issue is platform agnostic, meaning it can possibly impact PS4, Xbox One, and PC players of the game. Another variation of this issue comes in dying and checkpointing while flying a plane.

A looped death sometimes occurs when using an airplane, for example when the airplane crashes into a mountain or high obstacle, the game reloads, starts again in the airplane`s cockpit – but the airplane is in this case not flying forward, but freefalling down to the ground without any possibility to accelerate it again and to fly forward again. The only chance to prevent dying and dying and dying and dying again and again is really fast getting out of the plane and use the parachute.

But if the parachute is not avaiable and all skill points are currently spent into other character skills, or if the plane is too low to have enough time to crawl out and open the parachute – a non stoppable endless death loop will occur., and all game progress will be lost….

According to MP1st, one of the affected users reached out to Ubisoft about the issue and was told that they were going to need to start over from a fresh save. Over on the Ubisoft forums, the support staff indicated that they have passed the problem along, but there are no solid answers for the currently affected people.

Have you found yourself stuck in a Far Cry 5 death loop? To prevent the issue, make sure that you manually save the game periodically (the game has one manual and one autosave) by going to the options menu and saving. You can also occasionally upload your latest save to the cloud or stash it on a USB drive if you want to make sure you don’t lose all of your progress.

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Collaboration With Polyarc and Emotional Bonding With a Mouse: Interview With Moss Composer Jason Graves

Moss Composer Jason Graves

Music is a powerful emotional tool. It can deliver a message, stir up an emotion, or evoke entire images. Iconic pieces of pop culture media are accompanied by music. If I say Jurassic Park, I’ll bet that most of you just started humming John Williams’ score to yourself (and if you didn’t before I mentioned the theme, you are now). Metal Gear Solid’s game over screen is synonymous with the musical stinger that accompanied it. Anytime I accomplish something I feel the desire to jump up and do the Final Fantasy VII victory theme.

Scientifically, our memory for sounds is far worse than that of imagery, so why do these particular themes stay with us? Science has shown that emotion can be one of the most powerful memory recalls humans have. A great piece of music instills an emotion tied with imagery and we distinctly remember things like Otacon shouting “Snaaaaaakkkkeee!” while “Game Over” streaks onto the screen and that iconic piece of music plays.

Moss beckons to a part of the soul that video games traditionally don’t, and it does so through powerful and dynamic music. That’s not to say they aren’t incredibly emotional games out there, but through the magic of VR, Polyarc managed to capture a sense of immersion and a kinesthetic bond with a tiny mouse hero. Where most games provide a sense of role playing, of becoming the character, Moss invites you to literally step into its world and become Quill’s guiding hand and friend. A large part of that was done through the amazing audio work by Audio Director Stephen Hodde and Composer Jason Graves, though the collaborative environment at Polyarc ensures that everyone shares in the credit.

Jason Graves and Polyarc released three tracks from the Moss soundtrack this week, including the haunting song “Home to Me” featuring singer Malukah that Graves says is the DNA of the rest of the soundtrack. In preparation for this release, we got the chance to ask the storied Graves about his work as a composer, writing music to VR, and what drew him to to Moss, Quill, and working with the Polyarc team.

PlayStation LifeStyle: You’ve worked on a lot of games, movies, and TV shows. How does your process for writing music differ between interactive and non-interactive media?

Jason Graves: There are two aspects to consider that make a difference between linear and nonlinear, or interactive and non-interactive music. The first would be implementing the music in the best way possible so as to underscore the emotional core of the game as the player is experiencing it in real-time. The second would be keeping it as varied and non-repetitive as possible. These are truly nonlinear, interactive concerns since movies and TV are a very traditional, linear format.

Moss is a VR game, and you’ve worked on a few other VR projects. Does virtual reality change how you approach writing the music for a game?

There is definitely a third aspect during the creative process when writing for virtual reality. This really has to do with the spacial placement of music in the 3D field, particularly if you are using something like diegetic music. It could also apply if the music is an essential part of the gameplay, such as a music-based game or something which has musical instruments that you interact with in a virtual world. Of course, it can also be implemented the same way it would in a non-VR game. Ultimately it has everything to do with the content of the game, its overall aesthetic and the role that music plays to support the gameplay.

In Moss, a large part of the charm comes from Quill’s connection to the player. How did you capture that emotional bond in the music?

In a way the music wrote itself…anyone who plays the game will instantly fall in love with Quill. Polyarc worked hard to make that emotional bond feel natural. My job was to simply score the game from Quill’s perspective.

Moss is a grand adventure at a miniature level. What techniques did you use to elicit the feeling of a tiny, yet grand adventure?

I wanted to make sure the music seemed as alive and real as the amazing characters and environments Polyarc has created. I also love the sense of scale and space the player experiences in a VR world that has been given so much loving detail. So my first thought was to use instruments that would convey Quill’s size – all very small yet dynamic instruments capable of many different kinds of expression – violin, flute, oboe, and harp.

Moss Composer Jason Graves 1

How closely did you work with Polyarc during the development of Moss while writing the soundtrack?

Very close! We had many meetings and lots of brainstorming both in person and over the phone. I definitely spent most of my time with Stephen Hodde, the audio director, after my initial on-site meeting with Polyarc. We passed ideas back and forth, including music and sound effects snippets, and really spent time trying to find the best aural backdrop for such a grand adventure.

How do you make sure that the music meshes well with the other sound effects in the game?

That’s something that can only be done in cooperation with the audio director, Stephen Hodde in this case. If he had any sound effects he was working on before I started the music he would send them to me and I could get a very real sense of what the Final Mix would sound like. I did the same, and I know there were times where he pitched the sound effects to be in the same key as the music. And I did the same with the music if I heard the sound effects first. It’s amazing how easily things can mesh together when something as simple as that is done ahead of time.

What drew you to Moss as a project you wanted to have in your credits?

I’m a huge animal lover and have quite the extensive farm. I was instantly taken with the world of Moss, even from the very beginning when only given a few sketches of some of the characters. The more I discovered of the world, the more I knew I had to be part of it.

Moss takes players on a rollercoaster of emotional moments and interesting locations. How did you create a different musical feel for each moment and area while maintaining a tying theme for the game’s music?

I approached the idea of the score feeling more like a through composed piece of music and less like short cues being triggered on and off, up and down, in a very noticeable way. So I wrote six or seven-minute long suites of music that went with each chapter in the game. Sometimes the levels were partially finished and other times I would only get descriptions and artwork. Regardless, I had a thorough backstory and character arcs under my belt and wrote a piece of music that felt inspiring to me and covered the emotions that we all knew would take place during that chapter. I would then deliver the music as individual instruments and Stephen would have control and be able to place them wherever it felt appropriate

Are there any interesting or unconventional sounds, instruments, or recordings that you used or made while writing and recording the Moss soundtrack?

Nothing terribly unconventional, though it was the first soundtrack I was able to play my Hammered Dulcimer on! I bought it 4 years ago, hoping that something would come around and feel like the right time to use it. Actually, now that I think about it, the same thing goes for my ukulele. I guess that could be seen as unconventional, given that people don’t normally think of ukulele when they think of the woods, forests, or mice for that matter.

The end of Moss not only leaves things open, but almost directly implies there will be another game. Is that a project you’d want to come back for, and how would you approach evolving the music you already did in Moss for the next game (assuming there is one)?

This is has been a truly epic journey for me in every sense of the word and I would love to dive back in and pick up where we left off. Honestly, I can’t say how I would approach anything given that so much of my inspiration comes from the game itself. I would definitely have to see how the story unfolds and would love to learn what Quill does next.


We’d like to thank Jason Graves for allowing us to take some of his time to talk about the Moss soundtrack. Next week we’ll have an interview with Moss Audio Director Stephen Hodde about the immersive sound design that went into the game. If you own a PSVR headset and haven’t yet picked up Moss, our review tells you why it’s the PSVR game you need to play right now. If you have yet to jump on board with PlayStation VR, Sony just dropped the price by $100, so there’s never been a better time to pick one up.

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Watch Code Vein Boss Fight Gameplay Played by Voice Actor Kaito Ishikawa

Code Vein Boss Fight

Bandai Namco just released a new batch of Code Vein gameplay footage, this time starring voice actor Kaito Ishikawa. In the video, Ishikawa takes on one of the Code Vein boss fights, and manages to come out victorious. It’s a great look at the Souls-like gameplay from Bandai Namco’s upcoming action game.

Check out the new Code Vein boss fight gameplay below:

For more on Code Vein, check out some new details about a new map and attack that were revealed recently:

The newest Blood Veil, the Ivy Blood Veil, unleashes a swift attack that produce thorns that emerge from the ground and pierce enemies from afar. The Ivy Blood Veil joins the previously announced Hound, Ogre, and Stinger Veils. All Blood Veils will offer their own attack power and range of use, and players will be able to swap out Veils as they go to allow for more strategic battles.

As for the map, The Ridge of Frozen Souls is described as a “harrowing mountain pass” complete with limited visibility, narrow ledges, deep snow, and ice-covered caves. Players will also have to fight against a massive armored enemy found deep within the Ridge. The imposing enemy is fast, has rocket boosters attached to its back, and also comes equipped with a heavy shield to rush players down with.

Code Vein will release later this year for PlayStation 4, Xbox One, and PC.

[Source: DualShockers]

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