Destiny 2 Shadowkeep: All The Known Issues And Important Details At Launch

October 1 is a big day for Destiny 2. The game's next big expansion, Shadowkeep, launches on October 1 alongside the new free-to-play version, New Light.

Just ahead of launch, developer Bungie has published a list of important information and known issues to be aware of. The developer shared these in a Twitter thread, and some of them sound quite serious and significant.

For example, Bungie said one of the issues is that for some players who started Destiny 2 "right before" the September 30 maintenance will see their character in the game on October 1 with 0 Power. To resolve this error, players must delete their character, Bungie said.

This is just one of the "top issues" that Bungie is investigating currently. You can see the rest of these issues, along with important information to know below, as written by Bungie.

With Shadowkeep and New Light on the way, there has been some amount of confusion over which version of the game you might want to pick up. You can check out GameSpot's video above to see a breakdown of what's included in each version and what's aimed at new, returning, and veteran players.

Destiny 2 Shadowkeep And New Light Things To Know:

  • Season Passes will be applied to the first set of characters that signs in. If you plan to Cross Save but will use other characters later, it's recommended to set up Cross Save before logging in.
  • Pre-order and bonus items can be found on Eris Morn after completing the first Moon mission. Forsaken subclasses are only available with a Forsaken or Shadowkeep game license. Pulling Legendary armor from Collections will always give Armor 1.0.
  • Certain achievements/trophies can only be unlocked by owning Forsaken. The Premonition Legendary Pulse Rifle incorrectly states that it’s “Found by exploring the Moon” but the source is actually from the new dungeon, which will become available soon.

Destiny 2 Shadowkeep And New Light Known Issues:

  • Players have to wait a week if the “Firewall” quest step is dismantled after completing Eris' weekly bounty. If the “Luna’s Calling” weekly quest is deleted before collecting rewards, and the bounty is reclaimed, player have to wait a week.
  • Some players who started Destiny 2 for the first time right before maintenance on 9/30 will be at 0 Power when logging in. To resolve this, players will need to delete that character.
  • The “Show Me What You Got” achievement/trophy can’t be unlocked by veteran players with three characters. Only Crucible daily bounties will count towards the Redrix’s Broadsword quest step, “The Constant.”
  • Strike Playlist completions will count toward certain exotic quests, but Strikes selected on Destinations won’t. The “Enhance!” EDZ quest is no longer available to veteran characters. The Exodus Black Nessus quest can’t be reclaimed if abandoned.
  • Reviewing Crucible Engrams will incorrectly state that Forsaken is required to earn them. Certain warnings will appear for Nightfalls that require players to have certain mods equipped, but won’t account for teammate loadouts.
  • The Scan Patrol Triumph won’t gain progress if scans are completed in the Moon’s Chasm area. Lunafaction Boots incorrectly state that using them in Rifts will automatically reload weapons, but they will actually increase weapon reload speed.


from GameSpot - All Content https://ift.tt/2mztMBa

Destiny 2 Shadowkeep: All The Known Issues And Important Details At Launch

October 1 is a big day for Destiny 2. The game's next big expansion, Shadowkeep, launches on October 1 alongside the new free-to-play version, New Light.

Just ahead of launch, developer Bungie has published a list of important information and known issues to be aware of. The developer shared these in a Twitter thread, and some of them sound quite serious and significant.

For example, Bungie said one of the issues is that for some players who started Destiny 2 "right before" the September 30 maintenance will see their character in the game on October 1 with 0 Power. To resolve this error, players must delete their character, Bungie said.

This is just one of the "top issues" that Bungie is investigating currently. You can see the rest of these issues, along with important information to know below, as written by Bungie.

With Shadowkeep and New Light on the way, there has been some amount of confusion over which version of the game you might want to pick up. You can check out GameSpot's video above to see a breakdown of what's included in each version and what's aimed at new, returning, and veteran players.

Destiny 2 Shadowkeep And New Light Things To Know:

  • Season Passes will be applied to the first set of characters that signs in. If you plan to Cross Save but will use other characters later, it's recommended to set up Cross Save before logging in.
  • Pre-order and bonus items can be found on Eris Morn after completing the first Moon mission. Forsaken subclasses are only available with a Forsaken or Shadowkeep game license. Pulling Legendary armor from Collections will always give Armor 1.0.
  • Certain achievements/trophies can only be unlocked by owning Forsaken. The Premonition Legendary Pulse Rifle incorrectly states that it’s “Found by exploring the Moon” but the source is actually from the new dungeon, which will become available soon.

Destiny 2 Shadowkeep And New Light Known Issues:

  • Players have to wait a week if the “Firewall” quest step is dismantled after completing Eris' weekly bounty. If the “Luna’s Calling” weekly quest is deleted before collecting rewards, and the bounty is reclaimed, player have to wait a week.
  • Some players who started Destiny 2 for the first time right before maintenance on 9/30 will be at 0 Power when logging in. To resolve this, players will need to delete that character.
  • The “Show Me What You Got” achievement/trophy can’t be unlocked by veteran players with three characters. Only Crucible daily bounties will count towards the Redrix’s Broadsword quest step, “The Constant.”
  • Strike Playlist completions will count toward certain exotic quests, but Strikes selected on Destinations won’t. The “Enhance!” EDZ quest is no longer available to veteran characters. The Exodus Black Nessus quest can’t be reclaimed if abandoned.
  • Reviewing Crucible Engrams will incorrectly state that Forsaken is required to earn them. Certain warnings will appear for Nightfalls that require players to have certain mods equipped, but won’t account for teammate loadouts.
  • The Scan Patrol Triumph won’t gain progress if scans are completed in the Moon’s Chasm area. Lunafaction Boots incorrectly state that using them in Rifts will automatically reload weapons, but they will actually increase weapon reload speed.


80 Days Review - A Man And His Fogg

To venture around the globe on the whim of a wager is an exciting premise, but it is truly the stories you uncover along the way, rather than the end goal that make 80 Days a delight to play. It's a narrative adventure where you take the role of Passepartout, the devoted French manservant of one Phileas Fogg--the character who famously circumnavigated the globe in 80 days in the classic Jules Verne novel descriptively titled Around The World in 80 Days. Verne named the character after the real-world adventurer Wiliam Perry Fogg, however, as we come to learn in this reimagining perhaps his servant should have been the one to inherit the famous name.

There is no dallying as you are informed through lines of text that your master has taken on quite the wager and you are to travel the globe. Immediately you are introduced to most of the central mechanics. You're instructed to pack your bags, giving you a look at the item management system which presents itself in a grid-based format, fitting things into as many suitcases as you can currently afford to carry. Then stretches of paths are presented to you with lines that extend across a globe, though the first one is the brief journey from your starting point in London to the first stop in Paris. It's in France where you are given your first introduction to story and its branching choices--you can choose to explore or tend to your master, but the main goal is to try to uncover more routes to continue your journey. What makes the game interesting are the adventures and stories you'll find along the way.

No Caption Provided

You quickly discover the great Phileas Fogg, while not necessarily a bad man, is a financier rather than an adventurer. The choices are all yours, and Fogg is more something to manage in the background. Keeping him happy and safe is a metric, and while you might come to care for him, it's clear very early on that this is your adventure, not his.

In the early game, you are eased into the process of selecting and embarking on routes and taught the benefits of items, such as being able to haggle for an earlier departure time thanks to your dapper dress. The icons are all clear and intuitive and I never felt lost for what to do thanks to this simple introduction, but I did notice that some of the game's later intricacies were left for me to figure out on my own. It was ultimately rewarding, though did make me wonder about previous missed opportunities.

Despite conveying most of its information in plain text, 80 Days uses its words to paint a vivid picture of a bustling steampunk world where art and fashion mix with wild technologies. Everything is written from the perspective of Passepartout's diary explaining the events, and sometimes he'll even make reference to writing those very words. You can choose how the story unfolds or alter his perspective on some things, but his character still holds firm throughout. It's a delicate mix of maintaining a sense of ownership and agency while not working with a blank slate, and the game ultimately balances the two sides well. The further and more broadly you travel, the more you can learn about this world, the politics, the wars, the technology, and perhaps most importantly, the people through his memoirs.

No Caption Provided

The one downside to the stylish yet simplistic presentation was that finding my place on the in-game map was sometimes quite tricky. When you are looking to travel, you are presented with your location on a globe and every path you've unlocked from that point. However, it was easy to get turned around or not be sure which direction I needed to head next. This was in part because the seas and the lands are a similar color, and in less familiar parts of the world, I wouldn't be sure what I was looking at until I zoomed out and got my bearings. Locations tended to bleed together, and it's difficult to get a real hold of where you are in the world if you're not familiar with the names of the particular cities you happen to be visiting.

It also took away slightly from the brilliance of the different cities, as many felt like a completely unknown quantity until entered and then were easily forgotten in the blur of travel. The game's most memorable cities, however, feel like lovingly crafted interpretations with a mix of true-to-life inspiration and often fantastical elements. I often found myself eager to move on to new places I was familiar with in the real world just to discover what kind of take this universe had on them. I experienced the wonders of the vibrant and technologically advanced Haiti, the secret self-dependent city at the North Pole, and ventured into the depths of the walking city of Agra.

The methods of transportation can be equally stunning. Due to the largely text-based nature of 80 Days you only get silhouettes of these conveyances, but these paired with Passepartout's notes are enough to open the mind to wonder. Sometimes travel was fairly standard, by ship or train. Others I'd find myself riding a giant mechanical elephant powered by some sort of inscribed crystal or the aforementioned city itself. I found myself approaching most things with a sense of awe.

No Caption Provided

You can alter the mindset of Passepartout's character to some extent as well, be it a somewhat stoic Frenchman who looks down at his nose at all other cultures or a man filled with romance and fascination. I chose the latter, and choosing to follow my heart often presented me with more choices to further my journey through additional sojurns, so having an adventurous spirit tended to pay off.

Frequently you are presented with these side adventures in which you can choose to divert your travels to help others or merely have a brief affair during a long airship ride. These aren't all good for you and your master, but they don't tend to be too punishing either. Once, I was captured by some sort of bandit tribe, but thankfully the woman in charge seemed to take a liking to Fogg's gentlemanly charms and set us free. Another time I was on an expedition to the North Pole where we were met with sabotage. For days we were stuck in the blistering snow as I tried to keep my master alive. The music, usually cheerfully adventurous, if repetitive, turned off to make way for the bleak sound of whirling icy winds. It seemed we would die there. Thankfully, in my suitcase was a bottle of gin which helped get us a few extra days of life before we were rescued and managed to complete our travels. In retrospect however, I'm not convinced that we would have plain died without it--just opened up another path that ensured our miraculous survival.

Thanks to the lack of true danger, you're encouraged to explore these side missions at every opportunity. That feeling of safety meant I was happier to take risks and less worried when risks decided to take me. It evokes that sense of adventure that comes with a film where you're fairly sure all the characters will be fine, even if they do incredibly reckless things. It also tended to be during travel where the most interesting stories would occur. You may still need to seek some of them out, as there's always the choice to merely stay in your room while traveling by mass transit (though you can still potentially be abducted by bandits or affected by serious accidents) but the multiple days of journeying also allow for longer, more intricate branching trails. There's no chance of wasting time while you wait for your vehicle to reach the next city, so tackling these side stories while traveling alleviates the tough choice of diverting to explore versus trying to hit your 80-day mark back to London.

No Caption Provided

Thankfully, though, even that doesn't matter too much. In my first few playthroughs I felt pressured to try to return in good time and easily made it back at around the 60-day mark. Thanks to the wonders of the strange transportation in 80 Days, there isn't much challenge in achieving this primary goal though racing against the slow-moving clock isn’t what I found most enjoyable anyway--it was the stories and little goals I’d set myself to uncover new adventures. I’ll never forget my one night of magic with the enchanting emerald-eyed former slave, Octave, where amidst the romance I learned about his decision to return to his father who was also his former slaver, to work once again for the family that indentured him. Nor the days I spent in transport trying to keep two atrociously flirtatious women from corrupting my master in their competition for his affections to often slapstick comedic effect.

80 Days can also be relatively short, depending on how you play. I found most playthroughs to be around three hours; however, it's alluring to replay and take different paths, discover new cities or modes of travel, so it's almost best to think of 80 Days as a run-based game.

What is certain is that no matter your objective or playtime, you'll have an adventure worth writing home about. It's the stories you' uncover that makes 80 Days a joy to play. There's a constant sense of wonder in visiting these glorious cities and meeting interesting characters, and I'm eager to jump back in and see what kind of trouble I can get Passepartout into. Phileas Fogg is just going to have to damn well like it.



from GameSpot - All Content https://ift.tt/2oOoZwq

80 Days Review - A Man And His Fogg

To venture around the globe on the whim of a wager is an exciting premise, but it is truly the stories you uncover along the way, rather than the end goal that make 80 Days a delight to play. It's a narrative adventure where you take the role of Passepartout, the devoted French manservant of one Phileas Fogg--the character who famously circumnavigated the globe in 80 days in the classic Jules Verne novel descriptively titled Around The World in 80 Days. Verne named the character after the real-world adventurer Wiliam Perry Fogg, however, as we come to learn in this reimagining perhaps his servant should have been the one to inherit the famous name.

There is no dallying as you are informed through lines of text that your master has taken on quite the wager and you are to travel the globe. Immediately you are introduced to most of the central mechanics. You're instructed to pack your bags, giving you a look at the item management system which presents itself in a grid-based format, fitting things into as many suitcases as you can currently afford to carry. Then stretches of paths are presented to you with lines that extend across a globe, though the first one is the brief journey from your starting point in London to the first stop in Paris. It's in France where you are given your first introduction to story and its branching choices--you can choose to explore or tend to your master, but the main goal is to try to uncover more routes to continue your journey. What makes the game interesting are the adventures and stories you'll find along the way.

No Caption Provided

You quickly discover the great Phileas Fogg, while not necessarily a bad man, is a financier rather than an adventurer. The choices are all yours, and Fogg is more something to manage in the background. Keeping him happy and safe is a metric, and while you might come to care for him, it's clear very early on that this is your adventure, not his.

In the early game, you are eased into the process of selecting and embarking on routes and taught the benefits of items, such as being able to haggle for an earlier departure time thanks to your dapper dress. The icons are all clear and intuitive and I never felt lost for what to do thanks to this simple introduction, but I did notice that some of the game's later intricacies were left for me to figure out on my own. It was ultimately rewarding, though did make me wonder about previous missed opportunities.

Despite conveying most of its information in plain text, 80 Days uses its words to paint a vivid picture of a bustling steampunk world where art and fashion mix with wild technologies. Everything is written from the perspective of Passepartout's diary explaining the events, and sometimes he'll even make reference to writing those very words. You can choose how the story unfolds or alter his perspective on some things, but his character still holds firm throughout. It's a delicate mix of maintaining a sense of ownership and agency while not working with a blank slate, and the game ultimately balances the two sides well. The further and more broadly you travel, the more you can learn about this world, the politics, the wars, the technology, and perhaps most importantly, the people through his memoirs.

No Caption Provided

The one downside to the stylish yet simplistic presentation was that finding my place on the in-game map was sometimes quite tricky. When you are looking to travel, you are presented with your location on a globe and every path you've unlocked from that point. However, it was easy to get turned around or not be sure which direction I needed to head next. This was in part because the seas and the lands are a similar color, and in less familiar parts of the world, I wouldn't be sure what I was looking at until I zoomed out and got my bearings. Locations tended to bleed together, and it's difficult to get a real hold of where you are in the world if you're not familiar with the names of the particular cities you happen to be visiting.

It also took away slightly from the brilliance of the different cities, as many felt like a completely unknown quantity until entered and then were easily forgotten in the blur of travel. The game's most memorable cities, however, feel like lovingly crafted interpretations with a mix of true-to-life inspiration and often fantastical elements. I often found myself eager to move on to new places I was familiar with in the real world just to discover what kind of take this universe had on them. I experienced the wonders of the vibrant and technologically advanced Haiti, the secret self-dependent city at the North Pole, and ventured into the depths of the walking city of Agra.

The methods of transportation can be equally stunning. Due to the largely text-based nature of 80 Days you only get silhouettes of these conveyances, but these paired with Passepartout's notes are enough to open the mind to wonder. Sometimes travel was fairly standard, by ship or train. Others I'd find myself riding a giant mechanical elephant powered by some sort of inscribed crystal or the aforementioned city itself. I found myself approaching most things with a sense of awe.

No Caption Provided

You can alter the mindset of Passepartout's character to some extent as well, be it a somewhat stoic Frenchman who looks down at his nose at all other cultures or a man filled with romance and fascination. I chose the latter, and choosing to follow my heart often presented me with more choices to further my journey through additional sojurns, so having an adventurous spirit tended to pay off.

Frequently you are presented with these side adventures in which you can choose to divert your travels to help others or merely have a brief affair during a long airship ride. These aren't all good for you and your master, but they don't tend to be too punishing either. Once, I was captured by some sort of bandit tribe, but thankfully the woman in charge seemed to take a liking to Fogg's gentlemanly charms and set us free. Another time I was on an expedition to the North Pole where we were met with sabotage. For days we were stuck in the blistering snow as I tried to keep my master alive. The music, usually cheerfully adventurous, if repetitive, turned off to make way for the bleak sound of whirling icy winds. It seemed we would die there. Thankfully, in my suitcase was a bottle of gin which helped get us a few extra days of life before we were rescued and managed to complete our travels. In retrospect however, I'm not convinced that we would have plain died without it--just opened up another path that ensured our miraculous survival.

Thanks to the lack of true danger, you're encouraged to explore these side missions at every opportunity. That feeling of safety meant I was happier to take risks and less worried when risks decided to take me. It evokes that sense of adventure that comes with a film where you're fairly sure all the characters will be fine, even if they do incredibly reckless things. It also tended to be during travel where the most interesting stories would occur. You may still need to seek some of them out, as there's always the choice to merely stay in your room while traveling by mass transit (though you can still potentially be abducted by bandits or affected by serious accidents) but the multiple days of journeying also allow for longer, more intricate branching trails. There's no chance of wasting time while you wait for your vehicle to reach the next city, so tackling these side stories while traveling alleviates the tough choice of diverting to explore versus trying to hit your 80-day mark back to London.

No Caption Provided

Thankfully, though, even that doesn't matter too much. In my first few playthroughs I felt pressured to try to return in good time and easily made it back at around the 60-day mark. Thanks to the wonders of the strange transportation in 80 Days, there isn't much challenge in achieving this primary goal though racing against the slow-moving clock isn’t what I found most enjoyable anyway--it was the stories and little goals I’d set myself to uncover new adventures. I’ll never forget my one night of magic with the enchanting emerald-eyed former slave, Octave, where amidst the romance I learned about his decision to return to his father who was also his former slaver, to work once again for the family that indentured him. Nor the days I spent in transport trying to keep two atrociously flirtatious women from corrupting my master in their competition for his affections to often slapstick comedic effect.

80 Days can also be relatively short, depending on how you play. I found most playthroughs to be around three hours; however, it's alluring to replay and take different paths, discover new cities or modes of travel, so it's almost best to think of 80 Days as a run-based game.

What is certain is that no matter your objective or playtime, you'll have an adventure worth writing home about. It's the stories you' uncover that makes 80 Days a joy to play. There's a constant sense of wonder in visiting these glorious cities and meeting interesting characters, and I'm eager to jump back in and see what kind of trouble I can get Passepartout into. Phileas Fogg is just going to have to damn well like it.



‘Call of Duty: Mobile’ from Activision Has Finally Launched on iOS and Android for Free

Originally announced earlier this year, Call of Duty: Mobile (Free) soft launched in Australia and Canada on iOS. Activision is bringing their flagship franchise to mobile in a new exclusive game featuring all the important Call of Duty multiplayer modes. Earlier last month, Activision finally announced a release date for the global launch on iOS and Android. With Call of Duty: Modern Warfare set to arrive later this month, Activision will no doubt tie these two games together in some form. Watch the trailer for Call of Duty: Mobile below:

In addition to 5 versus 5 team deathmatch and zombies, Call of Duty: Mobile also includes 100 player battle royale. Call of Duty: Black Ops 4‘s Blackout mode was very popular and I have no doubt the battle royale component in Call of Duty: Mobile will be the most popular mode. Call of Duty: Mobile is online only as expected and has in app purchases for Call of Duty Points. If you’ve held off from the soft launch release and were waiting on the worldwidel aunch, you can get Call of Duty: Mobile for free on the App Store here and Google Play here. If you’ve played it already on iOS or Android, what do you think of Call of Duty: Mobile so far?



from TouchArcade https://ift.tt/2o3a019

Stranger Things Creators Making New Shows And Movies For Netflix

Twin brothers Matt and Ross Duffer are perhaps best known for their hit TV show Stranger Things on Netflix. Now, the brothers are branching out with new content for the network.

Netflix announced that it has signed the Duffer brothers to a "multi-year" deal that will see them create new movies and TV shows for Netflix. This is an "overall" deal, which means the Duffer brothers are working exclusively with Netflix, and the network may or may not own the IP rights to whatever the create for the streaming giant.

Netflix chief content officer Ted Sarandos said in a statement, "We're thrilled to expand our relationship with them to bring their vivid imaginations to other film and series projects our members will love."

He added: "We can't wait to see what The Duffer Brothers have in store when they step outside the world of The Upside Down."

The brothers, meanwhile, said they are "thrilled" to be working with Netflix on new shows and movies. The first of the new projects will be Stranger Things 4. The first teaser for the fourth season suggests the story may stray away from Hawkins, the town that has been the setting for the past three seasons. At the same time, the statement from the Duffer brothers specifically mentions that they are excited for their "return trip to Hawkins."

Before finding success with Stranger Things, the Duffer brothers sold a script for the post-apocalyptic horror movie Hidden to Warner Bros. Additionally, The Sixth Sense director M. Night Shyamalan brought on the brothers to write episodes of the show Wayward Pines.

Stranger Things was released in 2016 to much praise. A lawsuit that claimed the Duffer brothers stole the idea for Stranger Things was dropped just days before it was due to go to trial.



from GameSpot - All Content https://ift.tt/2o5FS5a

Stranger Things Creators Making New Shows And Movies For Netflix

Twin brothers Matt and Ross Duffer are perhaps best known for their hit TV show Stranger Things on Netflix. Now, the brothers are branching out with new content for the network.

Netflix announced that it has signed the Duffer brothers to a "multi-year" deal that will see them create new movies and TV shows for Netflix. This is an "overall" deal, which means the Duffer brothers are working exclusively with Netflix, and the network may or may not own the IP rights to whatever the create for the streaming giant.

Netflix chief content officer Ted Sarandos said in a statement, "We're thrilled to expand our relationship with them to bring their vivid imaginations to other film and series projects our members will love."

He added: "We can't wait to see what The Duffer Brothers have in store when they step outside the world of The Upside Down."

The brothers, meanwhile, said they are "thrilled" to be working with Netflix on new shows and movies. The first of the new projects will be Stranger Things 4. The first teaser for the fourth season suggests the story may stray away from Hawkins, the town that has been the setting for the past three seasons. At the same time, the statement from the Duffer brothers specifically mentions that they are excited for their "return trip to Hawkins."

Before finding success with Stranger Things, the Duffer brothers sold a script for the post-apocalyptic horror movie Hidden to Warner Bros. Additionally, The Sixth Sense director M. Night Shyamalan brought on the brothers to write episodes of the show Wayward Pines.

Stranger Things was released in 2016 to much praise. A lawsuit that claimed the Duffer brothers stole the idea for Stranger Things was dropped just days before it was due to go to trial.



Overwatch Characters In Smash Bros.? "I Think That Would Be Awesome," Dev Says

When Blizzard's popular hero shooter Overwatch was announced for Switch, some fans wondered if any of the game's 31 characters might make the jump to Nintendo's own popular fighting game Super Smash Bros. Ultimate as a DLC character.

Nothing is confirmed one way or the other as of yet, but now, one of Overwatch's developers has spoke about the idea of Overwatch characters in Smash.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Speaking for himself, principal game producer Wes Yanagi told GameSpot that he would be floored to see an Overwatch character duking it out with the cast of Smash.

"As a player and big fan of [Smash], I think that would be awesome," he said. "It would be an honour if Nintendo chose to bring one of our characters into Smash Bros."

Five DLC characters are included with the Smash Bros. Ultimate Fighters Pass. Three of these, Joker, Hero, and Banjo & Kazooie, have already been released. The next will be Fatal Fury's Terry Bogard, with one more unnamed character to come later in the Pass. During the September Nintendo Direct, the company confirmed that it will release even more new DLC characters once the Fighters Pass roster wraps up.

In April this year, Nintendo executive Reggie Fils-Aime (who has since left the company) told IGN that Smash director Masahiro Sakurai's aim with Ultimate's DLC is for the new characters to be "unique" and "different."

Fils-Aime explained that Sakurai and the team working on Ultimate’s DLC don’t necessarily see characters from franchises not typically associated with Nintendo as a limiting factor when it comes to Smash Bros.

So far, there have been no rumors or reports about an Overwatch character coming to Smash Bros. Ultimate as a DLC fighter. It's still intriguing to think about, especially now that Yanagi has commented about it.

Overwatch launches for Switch on October 15. It includes all the content from the other versions, including all 31 heroes, 28 maps, and game modes. Keep checking back with GameSpot this week for more from our interview with Yanagi about on Overwatch for Switch.

Which Overwatch character would you like to see in Smash? Let us know in the comments below!



from GameSpot - All Content https://ift.tt/2nZcmOL

Overwatch Characters In Smash Bros.? "I Think That Would Be Awesome," Dev Says

When Blizzard's popular hero shooter Overwatch was announced for Switch, some fans wondered if any of the game's 31 characters might make the jump to Nintendo's own popular fighting game Super Smash Bros. Ultimate as a DLC character.

Nothing is confirmed one way or the other as of yet, but now, one of Overwatch's developers has spoke about the idea of Overwatch characters in Smash.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Speaking for himself, principal game producer Wes Yanagi told GameSpot that he would be floored to see an Overwatch character duking it out with the cast of Smash.

"As a player and big fan of [Smash], I think that would be awesome," he said. "It would be an honour if Nintendo chose to bring one of our characters into Smash Bros."

Five DLC characters are included with the Smash Bros. Ultimate Fighters Pass. Three of these, Joker, Hero, and Banjo & Kazooie, have already been released. The next will be Fatal Fury's Terry Bogard, with one more unnamed character to come later in the Pass. During the September Nintendo Direct, the company confirmed that it will release even more new DLC characters once the Fighters Pass roster wraps up.

In April this year, Nintendo executive Reggie Fils-Aime (who has since left the company) told IGN that Smash director Masahiro Sakurai's aim with Ultimate's DLC is for the new characters to be "unique" and "different."

Fils-Aime explained that Sakurai and the team working on Ultimate’s DLC don’t necessarily see characters from franchises not typically associated with Nintendo as a limiting factor when it comes to Smash Bros.

So far, there have been no rumors or reports about an Overwatch character coming to Smash Bros. Ultimate as a DLC fighter. It's still intriguing to think about, especially now that Yanagi has commented about it.

Overwatch launches for Switch on October 15. It includes all the content from the other versions, including all 31 heroes, 28 maps, and game modes. Keep checking back with GameSpot this week for more from our interview with Yanagi about on Overwatch for Switch.

Which Overwatch character would you like to see in Smash? Let us know in the comments below!



Which Version Of Destiny 2 Is Right For You?

With the release of Shadowkeep, Destiny 2 is changing its structure with a free-to-play-version of the game on PS4, Xbox One, and PC called New Light. Which begs the question; as a new or returning player, what version should you spend your money on?

from GameSpot - All Content https://ift.tt/2mrqSOD

Which Version Of Destiny 2 Is Right For You?

With the release of Shadowkeep, Destiny 2 is changing its structure with a free-to-play-version of the game on PS4, Xbox One, and PC called New Light. Which begs the question; as a new or returning player, what version should you spend your money on?

Call Of Duty Mobile - Full Match On Crash

We try out Call of Duty: Mobile now that its out on our iOS and win our first match on Crash with our 5th gen iPad.

from GameSpot - All Content https://ift.tt/2o1ijdR

Call Of Duty Mobile - Full Match On Crash

We try out Call of Duty: Mobile now that its out on our iOS and win our first match on Crash with our 5th gen iPad.

New Nintendo Switch Update Out Now, Here's What It Does (Not Much)

The newest Nintendo Switch update has arrived, but do not expect much from it. Version 9.0.1 is very basic, as it's focused on improving general system stability and simple bug fixes.

Specifically, the 9.0.1. update fixes an unspecified "issue" that could lead to errors in gameplay. It also fixes a bug that caused the system to tell people to remove the Joy-Con when setting up their Switch Lite for the first time.

This is the first new Switch firmware update since 9.0.0 earlier in September. That update was far more substantial, as it introduced a number of new features, tweaks, changes, and fixes. One of its biggest fixes was for a Fire Emblem: Three Houses bug that prevented the game from booting.

You can see the full 9.0.1 update notes below, as posted on Nintendo's website.

Nintendo Switch 9.0.1 Update:

  • Resolved an issue that may have triggered errors during game play.
  • Resolved an issue that may display an instruction to remove the Joy-Con during the initial setup of Nintendo Switch Lite.


from GameSpot - All Content https://ift.tt/2n3zoUx

New Nintendo Switch Update Out Now, Here's What It Does (Not Much)

The newest Nintendo Switch update has arrived, but do not expect much from it. Version 9.0.1 is very basic, as it's focused on improving general system stability and simple bug fixes.

Specifically, the 9.0.1. update fixes an unspecified "issue" that could lead to errors in gameplay. It also fixes a bug that caused the system to tell people to remove the Joy-Con when setting up their Switch Lite for the first time.

This is the first new Switch firmware update since 9.0.0 earlier in September. That update was far more substantial, as it introduced a number of new features, tweaks, changes, and fixes. One of its biggest fixes was for a Fire Emblem: Three Houses bug that prevented the game from booting.

You can see the full 9.0.1 update notes below, as posted on Nintendo's website.

Nintendo Switch 9.0.1 Update:

  • Resolved an issue that may have triggered errors during game play.
  • Resolved an issue that may display an instruction to remove the Joy-Con during the initial setup of Nintendo Switch Lite.


Zynga Hack Reveals Personal Information Of 200 Million Accounts

Mobile giant Zynga has acknowledged a data breach by "outside hackers" that has reportedly resulted in the personal information of 200 million accounts becoming exposed.

In a statement, Zynga said cyber attacks are "one of the unfortunate realities of doing business today." The FarmVille and Words With Friends studio said it recently became aware that "certain player account information" might have been "illegally" obtained by hackers.

The San Francisco-based company said it launched an investigation "immediately" and brought on outside forensic teams to help. Additionally, Zynga said it has been in contact with law enforcement officials regarding the breach.

Zynga said it believes no financial information was obtained in the hack, though some "account information" was exposed. The company said it already launched security campaigns on behalf of accounts that might have been compromised, and right now seems like a good time to change your Zynga password if you have an account there.

"The security of our player data is extremely important to us. We have worked hard to address this matter and remain committed to supporting our community," Zynga said.

The company added that Facebook, iOS, and Android passwords were likely not exposed in this breach because Zynga does not collect these passwords in the first place.

According to Hacker News, a hacker from Pakistan has claimed responsibility for the Zynga breach, which specifically targeted Words With Friends and Draw Something. As part of the breach, the hacker reportedly gained access to more than 218 million user accounts. Players names, email addresses, login IDs, passwords, phone numbers, and more information might have been accessed in the breach.

Check out this Zynga support page to find out how to change your password.



from GameSpot - All Content https://ift.tt/2mvcbKA

Zynga Hack Reveals Personal Information Of 200 Million Accounts

Mobile giant Zynga has acknowledged a data breach by "outside hackers" that has reportedly resulted in the personal information of 200 million accounts becoming exposed.

In a statement, Zynga said cyber attacks are "one of the unfortunate realities of doing business today." The FarmVille and Words With Friends studio said it recently became aware that "certain player account information" might have been "illegally" obtained by hackers.

The San Francisco-based company said it launched an investigation "immediately" and brought on outside forensic teams to help. Additionally, Zynga said it has been in contact with law enforcement officials regarding the breach.

Zynga said it believes no financial information was obtained in the hack, though some "account information" was exposed. The company said it already launched security campaigns on behalf of accounts that might have been compromised, and right now seems like a good time to change your Zynga password if you have an account there.

"The security of our player data is extremely important to us. We have worked hard to address this matter and remain committed to supporting our community," Zynga said.

The company added that Facebook, iOS, and Android passwords were likely not exposed in this breach because Zynga does not collect these passwords in the first place.

According to Hacker News, a hacker from Pakistan has claimed responsibility for the Zynga breach, which specifically targeted Words With Friends and Draw Something. As part of the breach, the hacker reportedly gained access to more than 218 million user accounts. Players names, email addresses, login IDs, passwords, phone numbers, and more information might have been accessed in the breach.

Check out this Zynga support page to find out how to change your password.



These 8 Games Will Be Celebrated And Archived At Australian Exhibit

These 8 Games Will Be Celebrated And Archived At Australian Exhibit

The Last Of Us 2's Companions Can Do Much More This Time

When looking at the recent trailer for The Last of Us Part II, it's clear that Ellie is in for a tough fight against the new threat coming from the Wolves. Add Clickers on top and there's certainly a lot for her to deal with. But she won't always be alone in her struggle as, just like in the original game, Ellie will encounter a variety of characters who will join her on her journey.

Unique characters are part of what made The Last of Us such a stellar game from a storytelling perspective. However, it was a common occurrence during combat situations that companion characters weren't as helpful as they could have been. In The Last of Us Part II, the developers at Naughty Dog wanted to address this concern from the original. Speaking with The Last of Us Part II co-director Anthony Newman, he explained why allies would have a more significant impact during combat in the sequel.

"I can't get too much into the exact ratio of time you spend alone. I'd say the game is definitely a blend of being by yourself as you were in the second part of the demo, and being with an ally," he said. "Allies are at the core of Naughty Dog games. We get a lot of great stuff out of them in terms of this back and forth as you were pointing out.

"I think, as you may have noticed in the first part of the demo interacting with Dina, our allies can do a lot of pretty exciting new stuff where they can get stealth kills independently. They have their own pretty nuanced melee system where they can interact with enemies in melee and also help you out and rescue as they did in the first game. They're a little bit more flexible and nuanced this time around."

In our recent hands-on impressions of The Last of Us Part II, editor Phil Hornshaw talked about how handy the companions were during the many fights he got himself into. In one instance, he noticed that shots from companions posed a more tangible threat to enemies. In these cases, he'd rely on their shots landing, which allowed him to finish off the weakened enemies with his attacks. There seems to be a lot more nuance to how the companions operate, which is undoubtedly appreciated this time around.



from GameSpot - All Content https://ift.tt/2nee3aT

The Last Of Us 2's Companions Can Do Much More This Time

When looking at the recent trailer for The Last of Us Part II, it's clear that Ellie is in for a tough fight against the new threat coming from the Wolves. Add Clickers on top and there's certainly a lot for her to deal with. But she won't always be alone in her struggle as, just like in the original game, Ellie will encounter a variety of characters who will join her on her journey.

Unique characters are part of what made The Last of Us such a stellar game from a storytelling perspective. However, it was a common occurrence during combat situations that companion characters weren't as helpful as they could have been. In The Last of Us Part II, the developers at Naughty Dog wanted to address this concern from the original. Speaking with The Last of Us Part II co-director Anthony Newman, he explained why allies would have a more significant impact during combat in the sequel.

"I can't get too much into the exact ratio of time you spend alone. I'd say the game is definitely a blend of being by yourself as you were in the second part of the demo, and being with an ally," he said. "Allies are at the core of Naughty Dog games. We get a lot of great stuff out of them in terms of this back and forth as you were pointing out.

"I think, as you may have noticed in the first part of the demo interacting with Dina, our allies can do a lot of pretty exciting new stuff where they can get stealth kills independently. They have their own pretty nuanced melee system where they can interact with enemies in melee and also help you out and rescue as they did in the first game. They're a little bit more flexible and nuanced this time around."

In our recent hands-on impressions of The Last of Us Part II, editor Phil Hornshaw talked about how handy the companions were during the many fights he got himself into. In one instance, he noticed that shots from companions posed a more tangible threat to enemies. In these cases, he'd rely on their shots landing, which allowed him to finish off the weakened enemies with his attacks. There seems to be a lot more nuance to how the companions operate, which is undoubtedly appreciated this time around.



Apple Arcade: ‘Mini Motorways’ Review – More Micro Management

In December of 2016, the other TouchArcade writers and I each posted our Top Ten lists detailing our favorite iOS games of that year. One of my top picks was Mini Metro, which I wrote was “an incredibly addictive little strategy game that has literally been the only thing on my iPad’s screen all week.” My life started to get really busy around that time and it wound up being the last thing I ever wrote for TouchArcade. Three years later, the newly released Apple Arcade has sucked me right back into iOS gaming and I couldn’t stay away from TA any longer. So what better game to review on my first day back than the sequel to one of the last games I ever wrote about?

Mini Motorways by Dinosaur Polo Club should look instantly familiar to anyone who loved Mini Metro. In fact, I didn’t even know it was coming out until I scrolled through the Apple Arcade section of the store last week and saw that familiar art style with the word “Mini” attached to the screenshots. It’s every bit as crisp, clean, and bright as the original looked, although not quite as minimalist this time around. There are shadows and topographical features now (or is that grass?) and a grid to help you place your mini motorways, and actual buildings that pop out of the ground instead of abstract lines and shapes. If Mini Metro looked like a subway map, Motorways looks a bit more like a board game. Overall it’s a very satisfying evolution of the previous game’s visuals that feels new and unique while still maintaining the feel of the original.

Also returning is the wonderful sound design that continues to perfectly compliment the distinct art style. The music is minimalist to the extreme, with simple chords droning softly in the background and seemingly random bleeps and bloops chiming away pleasantly as you plan your city. Some of the sounds aren’t random at all, and are meant to clue you in to certain events (a new building popping up, or the week ending, for example). One of my favorite cues is the extremely satisfying Waaahhhhhhh! when a new week begins.

Just because the music and sounds are relaxing doesn’t mean the game will put you to sleep, however. In fact, it can get downright stressful after 20 minutes or so. Just like in the first game, your goal in Mini Motorways is to connect points on the map with tracks (roads instead of rails this time) that will allow the unseen commuters to get where they need to go as efficiently as possible. If a building gets too clogged up with alerts (signaling a ride is needed), a timer will begin filling up. If you can’t get enough cars to that location and it fills entirely, it’s game over.

This being a sequel, of course, there are some important differences this time around. Since the game is all about roads and cars, you are no longer just connecting all the “stops” on a map; rather, you have to connect little houses (which contain cars) directly or indirectly to the larger buildings that share their color. Also, you have the freedom to draw roads any way you like instead of being limited to straight lines that snap into place like in Metro. This allows for a bit more freedom since you can draw multiple paths zig-zagging between any two points (or three, or four…), or even create your own roundabouts if you want. You can also attempt to draw main roads with shorter arterial paths branching off, and Dinosaur Polo Club’s algorithms seem to encourage this by often creating house-heavy suburban districts separate from areas with a lot of buildings. After each week you can choose a few upgrades for your city, too, like more roads and bridges (basically the same as the original game’s “tunnels”) or even a highway that allows for faster travel between two locations.

Another one of those upgrades is the traffic light, which in theory should alleviate congestion and make your roads run smoother. In practice, traffic lights seem to do absolutely nothing at best and actually make your roads even more congested at worst. This is where the game starts to show some rough edges, and it’s indicative of one of its biggest problems: the ‘rules’ the traffic follows are entirely unexplained, and most of the late game seems to rely on you understanding and anticipating how that traffic will move.

For example, if one road gets too congested, would it make sense to create a second longer road that gives some cars an alternate path? Will they take it, or will they stubbornly choose the shorter path that has a traffic jam? Even if you set up a test, it’s hard to tell since all the cars are coming from different places and by the time congestion starts to occur there are just too many to follow. This lack of clarity on how or why the cars choose to go where they go makes it incredibly tricky to come up with long-term strategies.

At first, for instance, I tried to make neat and orderly roads that mostly went in a straight grid pattern, but I soon found that haphazardly drawing crazy roads all over the place seemingly worked just as well most of the time. Contrast this with Mini Metro, which was always exceedingly clear on how every piece of the game worked. The subway cars would move and behave exactly the same way every time, and every loss felt like it was 100% my fault (with some RNG sprinkled in, of course). I could spend hours trying different strategies in that game and fully understand why each one worked or didn’t work, tweaking them to go just a little bit further next time, whereas in Motorways I usually end each game in roughly the same 500 to 800 score range as the last session no matter what random strategies I come up with.

There are also a few smaller problems that come with any new game, like various minor bugs (sometimes traffic will stop for no reason), UI challenges (I can’t count the number of times I opened the notification screen when drawing roads at the top of the level), a lack of content (only a handful of cities and a single mode to play), and no replay to share at the end of the level–one of my favorite features in the original. Still, those are pretty minor complaints that will almost certainly be resolved after a few updates. (In fact, the developers have mentioned they are looking into all of these issues–and the traffic lights–on Reddit.)

My biggest issue with the game, as I’ve said, is undoubtedly how much less clear it is with how traffic behaves than in Mini Metro, and how upgrades like the traffic light are supposed to help. I’m not ready to definitively say Mini Metro is better, though–it might just mean that Mini Motorways is a deeper game that I haven’t fully cracked yet. As it stands now, it’s still incredibly addicting and satisfying to play and very beautiful to look at and listen to. Even with the few problems I had, it’s certainly a top-tier Apple Arcade exclusive that shouldn’t be overlooked by fans of the original or newcomers to the series.

 

🤔 Like this article?

We pride ourselves on delivering quality, long-form articles like this one instead of the SEO-driven click bait that is slowly taking over the internet. Unfortunately, articles like these rarely generate the traffic (and as a result, the ad revenue) of listicles, cheat guides, and other junk.

Please help us continue producing content like this by supporting TouchArcade on Patreon, doing your Amazon shopping by first visiting toucharcade.com/amazon, and/or making one-time contributions via PayPal.

 

NOTE: Mini Motorways is available exclusively as part of Apple Arcade, a premium gaming subscription service from Apple. Without being a subscriber to Apple Arcade you cannot download and play this game. Apple Arcade is $4.99 per month and does come with a free one month trial, you can learn more about it on Apple’s official website or by visiting our dedicated Apple Arcade forum.



from TouchArcade https://ift.tt/2n5vLgS

Square Enix Is Bringing the 2015 Launched Free to Play ‘Dragon Quest of the Stars’ to the West in 2020 and Here’s How You Can Sign Up for the Closed Beta

Back in 2015, Shaun wrote about Dragon Quest of the Stars which was a free to play social RPG planned for iOS and Android devices in Japan. It was eventually downloaded over 20 million times since. Usually, writing about a new Dragon Quest mobile game means I always have to specify that there’s a good chance it might not release outside Japan. Four years later, Dragon Quest of the Stars has been announced for release globally on iOS and Android. It isn’t Dragon Quest Walk but I’m not going to say no to a new Dragon Quest release for the West. Watch the live action trailer for it below:

A closed beta for it has been planned for just Android at the moment. This will be available from October 30th until November 28th and you can sign up for it here. The beta will include customisation, story sequences, and multiplayer. Registration has just gone live for it on the official website. When it launched in 2015, it looked like it was using some elements from the early 3D Dragon Quest games visually. Check it out on Google Play here.

With Dragon Quest Builders 2 on PS4 and Nintendo Switch, Dragon Quest XI S on Nintendo Switch and last year’s release of the vanilla game on PS4 and PC, Square Enix seems to be giving the West another chance at proving Dragon Quest is more than just a phenomenon in Japan. I’m still waiting on the mobile port of Dragon Quest VII that has been available in Japan for a while to see an English release. The 3DS release is long out of print in most places and it is the only entry from the first eight mainline games that isn’t available on English on iOS and Android. Will you be trying Dragon Quest of the Stars when it launches in early 2020?



from TouchArcade https://ift.tt/2mVJqqK

‘Jenny LeClue – Detectivu’ Requires a Keen Eye During Interrogations

You might find some clues while chatting with your subjects throughout Jenny LeClue – Detectivu, but their behaviors while being interrogated might reveal even more.

Jenny’s mother has been accused of murder, and you’re pretty darn sure that’s not true. It’s a great time to have such a clever daughter, though, as you and Jenny will work together to uncover the seedier side of your home town and find the real killer.

Someone in this town knows what really happened, and you get to be the one to find out who. This means interrogating many of the quirky folks in town and seeing what shakes free when you press them for information. That said, these people won’t necessarily give up everything just because you talk to them. You have to watch the townsfolk for visual cues (like shifty movements or glancing away from you) to find out their real motivations and the truths they’re trying to hide.

If you miss one of these things, you might just change the direction of the story. The narrative of Jenny LeClue – Detectivu is being written by an author within the game as you play it, and your choices for her actions will alter the story (and the author’s own) in some neat ways. You can accidentally shape Jenny’s story in some unintended ways, making your investigation a bit more challenging as you head toward the game’s cliffhanger ending. Don’t let your mother down, now.

Jenny LeClue – Detectivu is available now on GOG, Apple Arcade, and Steam.

The post ‘Jenny LeClue – Detectivu’ Requires a Keen Eye During Interrogations appeared first on Indie Games Plus.



from Indie Games Plus https://ift.tt/2oB2ivB

‘Minecraft Earth’ Early Access Will Begin Rolling Out to More Countries from Tomorrow with New Ones Added Each Week until the End of the Year

Mojang teased an augmented reality Minecraft experience for smartphones a while ago. That was eventually revelaed to be Minecraft Earth and we’ve been slowly learning more about it over time. They even had a demo at WWDC. After opening up closed beta sign ups on iOS and Android for a few regions, Mojang had a big announcement for those living in the rest of the world at MINECON. Usually, huge projects like this see soft launches in a few countries for a while before rolling out everywhere. Mojang wants everyone to get a taste of Minecraft Earth soon. Watch the new trailer for it below:

Minecraft Earth is built on the bedrock engine and has been inspired by that old E3 HoloLens demo from Microsoft’s showcase. After seeing a very small rollout in five cities only, a larger rollout begins from October. This will see more countries added each week. The plan now is to have the rollout be complete by the end of the year. If you’re interested, sign up here for more information on when Minecraft Earth is available for you to check out. I’m definitely curious to see how Mojang and Microsoft adds to the experience here. Minecraft is one of the best games for post launch support already.



from TouchArcade https://ift.tt/2n2cexI

‘Man Vs. Missiles’ Is Getting a Major Update This Week Adding New Planes, New Levels, Dark Mode, and a Lot More

Spiel Studios’ Man Vs. Missiles (Free) has been updated regularly since it launched with a lot of new content for both free and premium players. I say premium players because it has a subscription option. If you missed out on the last few big updates for it, read our posts about them here and here. Today, Spiel Studios announces Man Vs. Missiles 5.0 that has new content and one very nifty new feature. Watch the video below showcasing 5.0’s standout feautre:

In addition to a visual overhaul to support dark mode, the update brings five new planes, 10 new levels, a new powerful missile for higher levels, and the option for in app support. Out of the five new planes, two are VIP planes. Dark mode in Man Vs. Missiles can either follow your system settings or be toggled from the in game settings. I hope more games add support for dark mode because when you’re used to interacting with most things on a pleasing dark background, seeing a bright white launch image for a game isn’t pleasant.

Man Vs. Missiles is free to play with in app purchases to remove ads or buy various things like planes and more. The VIP subscription lets you unlock all planes and more. Man Vs. Missiles from Spiel Studios is available on the App Store for free. The big 5.0 update begins rolling out on October 1st. Have you checked out Man Vs. Missiles: Combat yet or are you still playing the original game?



from TouchArcade https://ift.tt/2nRb7AM

Final Fantasy VII Remake PC Requirements Released Ahead Of Launch

Final Fantasy VII Remake is making its way to PC, with the Intergrade version including both the base game and the additional Intermission ...