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Halo 5 unlocks photo
Halo 5 unlocks

Halo 5's multiplayer unlocks come in card packs

The REQ system explained
Sep 18
// Jordan Devore
Halo 5: Guardians will use digital cards to dole out weapons, armors, vehicles, animations, boosts and other unlockable items in multiplayer. We've known as much. But in a blog post this week, 343 Industries spoke about this ...
Unreal Tournament photo
Unreal Tournament

Looks like it's time to try Unreal Tournament

Pre-alpha season begins
Sep 18
// Jordan Devore
Epic Games has opened its pre-alpha season for Unreal Tournament. The latest version of the PC game is the team's "biggest release to date," adding Skaarj and Necris characters, three maps, a new progression system, and offli...

First hands-on with Metal Gear Online had us going back for more

Sep 17 // Steven Hansen
The demo stations were set up to accommodate 16 players (8 on 8 split between teams Liquid and Solid) with four pre-fab classes. Given how much meticulous, stealthy Phantom Pain I've been playing prior to arriving in Tokyo, I immediately went non-lethal, armed with nothing but a non-suppressed sleep pistol and a grenade that identified nearby enemies. I skulked around a bunch in a wide arc across the map hardly encountering anyone, which is likely because everyone else was running around trying to kill dudes, as you wont to do in a team deathmatch setting. I died to roving D-Walkers and machine guns. I was yearning for a bit of one life, no respawns, but I adjusted, switching to a sniper class mid-game. At one point I got CQC pulled from my sniping vantage point, which stunned me. The opposing player Fulton ballooned my ass off the battlefield. [embed]284642:56558:0[/embed] BRETT: Fultons, active camouflage, D-Walkers, turret nests -- really, the list goes on and on. There are so many ways to play Metal Gear Online that it's kind of overwhelming. Like, I finished second on our team one match, but did so entirely through gun kills. It felt disingenuous. The next round, I knocked a guy out and dropped a molotov cocktail on his head. That was infinitely more satisfying. One of my early deaths came while I was trying to figure out my secondary weapon: a stuffed kitten. How does that even work? I understand AI getting distracted, but these are humans I'm playing against. I took a bullet to the head immediately after setting it down. The kill cam showed my murderer running over to the cat and enthusiastically clapping at its cuteness. Kojima, you magnificent bastard. STEVEN: Was it a stuffed puppy? There's a husky plush (assumedly inspired by the wolf-ish D-Dog buddy from The Phantom Pain) you can set down like a mine, but instead of it blowing enemies up, if they get to close they get distracted by how cute it is. In MGS4's online, it was a nudie mag you could set down to distract. It's good for getting non-lethal kills without resistance (or freezing someone up and sniping from afar), and then you could Fulton. You get extra points for the latter (and points for stuns). That first game was split one win to one win and instead of a third match it came down to total points being tallied. And yeah, my best match was the last of the four. I came in second by way of points, first by way of kills. I actually didn't pick up on it, but there are points tied to nailing "Objectives," though I wasn't sure what they were. There's also a bounty system and extra points for offing someone with a bounty on their head. I only noticed because a bounty got put on me at one point, though nothing came of it. But in that last match I basically opted for a large machine gun and brute forced people with 100-bullet clips. I was mowing down small crews in doorways, people jumping onto D-Walkers. It was a little less fun, but I assume when the game comes out and people have more of an idea what they're doing that becomes a less viable strategy (especially because you die pretty quickly if you are getting accurately shot up). BRETT: For every thing I figured out, I feel like there were three things I didn't. Metal Gear Online is obviously much more than your standard tacked-on multiplayer mode -- although it can definitely be played as such. I spent a considerable amount of time in one round just gunning people down from the relative safety of a guard's nest vantage point. Again, it felt wrong. Comeuppance was swift and just when a D-Walker figured out my strategy. Confused as I was at times, I was also undoubtedly elated. How many times in your many conventions have you found yourself going back to replay a demo? It's probably the first for me, as far as I can remember.  STEVEN: I can't think of one. I also love that the cardboard box remains an item even though players would know to be suspicious. It did have some weird utility in previous Metal Gear Online for instant ducking, but here it was just idiots (like me) running around in it upright while cycling through loadout items. Probably the best thing about The Phantom Pain's edition of Metal Gear Online is not having to deal with a fucking Konami ID/MGO ID and that whole awful log-in process that eventually locked me out of playing the damn thing when I couldn't remember all my info. That kind of bullshit is Konami. Glad we'll still be able to enjoy another phase of weird Kojima Metal Gear after he's gone.
Tokyo Game Show hands-on photo
Getting shot up trying to stealth
While Metal Gear Solid V: The Phantom Pain isn't an insignificant time sucker as is, it did launch missing its competitive online multiplayer component, Metal Gear Online, which was delayed until October 6 on consoles and January 2016 on PC. Brett and I got our hands on the thing at Tokyo Game Show and immediately ran back in line for a second go like giddy schoolchildren.

Splatoon map photo
Splatoon map

Splatoon's Hammerhead Bridge drops tonight

More free content updates
Sep 17
// Jordan Devore
The Splatoon community has outpaced me. I can hold my own on the original maps, but the last couple? Not a chance. Here is another, Hammerhead Bridge, to add to that list. It joins the rotation tonight at 7:00pm Pacific.
Plants vs. Zombies photo
Plants vs. Zombies

Meet the six new Garden Warfare 2 characters

Three plants, three zombies
Sep 17
// Jordan Devore
A part of me doesn't want to hear any more about Plants vs. Zombies: Garden Warfare 2 knowing full well that it's not releasing until spring 2016. I was way into the original. I'll be way into this. The cast includes six new ...

Metal Gear Online TGS footage breaks down modes, characters, classes

Sep 17 // Steven Hansen
There's also: Cloak and Dagger "Attackers win by recovering the Data Disc and uploading it at the Evac Point within the time limit. Defenders win by preventing the upload. Attackers are armed with only non-lethal weapons while defenders only have lethal weapons. This is an elimination mission. Once eliminated, you cannot return to the battlefield until the next round." Comm Control "Attackers must capture Comm Links to download confidential intel. If the attackers complete the download within the time limit, they are victorious. If the defenders are able to prevent this within the time limit, they are victorious. Comm Links can be captured by staying within the effective range of the Comm Links until they change ownership." Stages include: Jade Forest – African Jungle Outback. Composed of natural jungle and a desolate village.Red Fortress – Soviet Military Base in Afghanistan. A hilltop base with a peripheral view of the surrounding desert.Gray Rampart – A dam and its environs. The stage contains two regions on either side of a river, with the dam and bridges connecting them.Amber Station – A gas refinery on a harbor. The stage contains several multi-level structures.Black Site – The infamous US military base nine years after the events of “METAL GEAR SOLID V: GROUND ZEROES”. It contains a multi-level base with mostly flat and spacious surrounding areas. Classes: Scout – With advanced scouting capabilities, the “Recon Class” specialties are long-range combat and support functions. Movement speed and strength are average making this a great choice for beginners.Enforcer – With great strength, the “Heavy Class” specializes in powerful weapons. However, movement speed is slow making this class less effective in close quarters. This class is for intermediate players.Infiltrator – Fast moving, the “Infiltration Class” specialty is close combat such as CQC. Due to the strength being low, you should avoid a head-on battle. This is a class for experienced players. Tips: Unique Character – When “Unique Character” is selected in mission settings, one player on each team is assigned at random to play as a unique character. Unique characters such as Snake and Ocelot have significantly higher abilities compared to regular player characters. They also have exclusive weapons and actions, providing opportunities to try different play styles. Abilities – Equipping abilities enhance performance of your character or your weapons. Each ability has 3 levels. Buddy – Players can join up with a “Buddy”. When your Buddy Gauge reaches 50% or greater, you can respawn at your buddy’s location. Once the buddy gauge reaches 100%, you can equip the E-RB WORMHOLE GEN. from your support weapons. This device can be placed and entered to instantaneously travel to your buddy’s location. Interrogation – Restraining an enemy with CQC and holding down the CALL button performs an “interrogation”. If the interrogation is successful, you gain intel on the enemy team’s location, which is automatically shared with your buddy. Weight and Mobility – Weapons and items have weight associated with them. Based on total weight, your “mobility” rating ranges from Level S to D, affecting your movement speed and weapon sway. When editing your loadouts, keep the mobility rating in mind. Party – If you join a party, you will be able to join the same match as the party members. You can access the Party Menu from the Freeplay environment. Experience Points – Based on your performance during the match, you gain experience points. Earn experience points (XP) to raise your character level. If you raise your level, you can obtain new weapons or abilities as a reward.
Tokyo Game Show photo
Playing as Ocelot explained
Konami's website has added the new Metal Gear Online gameplay debuted at Tokyo Game Show. There's even a breakdown of the things that Brett and I didn't understand in our earlier hands-on preview, like the Bounty Hunter mode...

Counter-Strike photo

These are the new Counter-Strike: GO hitboxes

Animations also revamped
Sep 16
// Jordan Devore
The next time you play Counter-Strike: Global Offensive, it's going to look and feel a little different. In a patch released this week, Valve added new animations for character movement, weapons, ladder climbing, and bomb defusing (shown on the left) as well as more accurate hitboxes (shown on the right). Bonus: players and guns should no longer poke through walls. They finally did it!
Rainbow Six Siege photo
Rainbow Six Siege

Play across ten multiplayer maps in Rainbow Six Siege

...but there are more to come, it seems
Sep 16
// Vikki Blake
Rainbow Six Siege will launch with ten playable maps.  Talking to PCGamer, level designer Benoit Deschamps said that the team originally had over 50 ideas for different environments, but had to narrow down the optio...

Review: Castle Crashers Remastered

Sep 11 // Jordan Devore
Castle Crashers Remastered (PC, Xbox One [reviewed])Developer: The BehemothPublisher: The BehemothReleased: September 9, 2015 (Xbox One)MSRP: $14.99 It didn't help that I was alone for most of the journey. Not only does the pacing plod as you methodically take out enemies by yourself, but certain fights aren't balanced well for solo play. When everyone's out to get you -- just you -- and they can collectively launch a volley of projectiles that stun, over and over again, it's hard to retaliate. My way around this was and still is to juggle foes in the air, but it's not fun feeling like you have to resort to such tactics. Of course, Castle Crashers is best played with companions -- even if it's just one other player. But I have a lone Xbox One gamepad and despite The Behemoth's promised matchmaking and network improvements for Remastered, my attempts at online co-op were sluggish. Even when slowdown wasn't an issue, it was hard to find other players around my character's level. While I opted to start fresh, you don't have to. If you played Castle Crashers on Xbox 360 and upload that save data via Xbox Live Gold, you can bring over your progress to Xbox One including weapons, animal orbs, and characters (but not including things like gold and consumables). That's terrific. So is the initial pricing for Castle Crashers Remastered. It's free if you're a Gold subscriber who owned the original game on Xbox 360. You have through September 20, 2015 to claim your copy, after which point the game will cost $5 with the loyalty discount. [embed]310233:60324:0[/embed] To be clear, Remastered is not a remake. It's more of a touch-up than anything -- a way to keep Castle Crashers easily accessible and relevant as the industry moves away from last-generation consoles. It's smoother (with a frame rate doubled to 60FPS) and better-looking (with five times larger textures). But this is a game from 2008 at its core. While the character designs remain charming as ever, certain backgrounds and other elements don't hold up as consistently. Bonus characters and animal orbs that were previously obtainable as DLC are now integrated, and the shallow, button-mashing mini-game All You Can Quaff is gone. In its place is a far superior time-waster called Back Off Barbarian. I didn't get it at first, but now I really dig it. You hop around a tile-based world and try not to get squished by other characters. The twist is that movement isn't as straightfoward as pressing up to move up. Instead, adjacent tiles are color-coded to match the Xbox controller's A/B/X/Y buttons. So depending on where you are at on the board, you may have to hit Y to move up. Or maybe X! You have to think fast to survive for as long as possible. Once Back Off Barbarian gets going, it's nerve-wracking in all the right ways. As much as I enjoyed the new mini-game, it's hardly enough of an incentive to justify paying full price for Remastered. It's a similar situation with the visual upgrades and behind-the-scenes tweaks. If you can snag the loyalty discount, by all means, go for it. An eventual Steam version is also planned, but release date and pricing details haven't been announced yet. I maintain that Castle Crashers is a good game. Great, even, if you're playing cooperatively. But seven years later, I'm not nearly as smitten. I just can't endlessly grind battles like I used to. [This review is based on a retail build of the game provided by the publisher.]
Castle Crashers review photo
Bring friends (or lots of potions)
In 2008, Castle Crashers rekindled my dormant love of beat-'em-ups. It had imaginative characters, strange and varied locales, and the four-player co-op was great at encouraging friendly competition. There wasn't much else li...

Splatoon photo

It's art versus science in the next Splatfest

New weapon drop tonight
Sep 11
// Jordan Devore
Of all the Splatfests to miss, it had to be the Transformers one. Damn. I would've loved to get an Autobot shirt even if it meant losing to Decepticon apologists. The topic of the next Splatfest isn't as noteworthy, but I'm a...
Destiny trailer photo
Destiny trailer

The Japanese version of Destiny's Taken King trailer is way better

He just wants us to play this with him?
Sep 10
// Brett Makedonski
The live-action spot for Destiny's The Taken King is okay, but Japan does it better. Just watch this masterpiece. There's overwhelming enthusiasm (borderline verbal assault) happening in a laundromat. There's yelling in...
Destiny photo

Everyone plays it cool in Destiny's Taken King live-action spot

Until the big dude shows up
Sep 10
// Brett Makedonski
Equipped with a gun, an aloof attitude, and some one-liners, this Guardian dares to wander into the lair of Oryx, The Taken King. This murderous bastard holds a bit of a grudge because you killed his son. It's an understanda...

It's not easy running an airship in Guns of Icarus Alliance

Sep 09 // Jordan Devore
I tried Alliance last month at PAX and while I enjoyed what I played, my goodness was there a lot to take in all at once. It was my first time with Guns of Icarus, after all. My duties were relatively simple -- help mark far-off ships and structures, hop from gun to gun, shoot bad guys until they explode -- but even that proved chaotic. Acclimating to the different types of weapons and their variable ammunition (and bullet drop!) proved difficult at first, especially when the ship's layout was still unfamiliar to me. Efficiency is crucial to surviving. Sometimes, our guns were on fire, on account of the many ships shooting at us. Other times, while backing off of a turret (because it needed to reload or, uh, it was on fire), I fell to my death. It didn't happen early on like I thought it might, but after the first fall, it became a habit. Despite Muse Games CEO Howard Tsao's best efforts as our pilot, we died. A lot. Still, it was exhilarating -- each airship we brought down felt like a feat, as it should. There's depth to the combat, which I appreciate (and will appreciate far more once I'm proficient with the systems). Alliance has been a long time coming -- reworking the game to function with AI has been challenging -- but progress is being made. Kickstarter backers are now testing the prototype. In its latest Kickstarter post, Muse Games wrote that it will be "adding progression to characters and factions. There will be a world map and a grander sense of the Guns of Icarus universe where every battle will shift the course of history. At the end of each season of conflict, you'll have the opportunity to have your deeds immortalized in the lore of the game, and have glory bestowed upon your clan and faction. While not all of these features will be available immediately, we'll be seeing more and more of them enter testing as we continue to push towards launch in 2016. Last but not least, there will also be new unlockable ships, new weapons, new tools, new clothes, decals, and more!" It's still going to be a bit of a wait, in other words. I hope everything comes together as promised.
Preview photo
But it sure is rewarding
I always liked the sound of Guns of Icarus Online. It's a competitive multiplayer game in which players work together to control a steampunk airship and take on other teams. Someone physically steers the vessel, while others ...

Halo 5 photo
Halo 5

Halo 5's multiplayer won't be a democracy

Or a cheerocracy
Sep 09
// Brett Makedonski
We've written recently about some changes in Halo 5: Guardians that fans will have to get used to. Another of those has surfaced. 343 Industries will be in complete control of what maps get played in multiplayer. Josh &n...
Destiny photo

Destiny's Taken King Achievements are uninspired

Two other ones updated, also
Sep 08
// Brett Makedonski
Destiny's The Taken King expansion has seen its share of excitement since its reveal. And, by "excitement," we mostly mean scorn. The one-year add-on has had people upset about its price, it has had people upset about a...
Evolve photo

Turtle Rock gives the lamest PR answer about Evolve's pre-order DLC

'We understand [it] was confusing'
Sep 08
// Brett Makedonski
Evolve's pre-order campaign was, without hyperbole, a shitshow. Jordan weighed in when the game was first announced, and opined that it was way too early to pre-order the game. By the time it released, there was more than $60...

Bleszinski: I never said LawBreakers wouldn't come to consoles

Sep 07 // Brett Makedonski
But, Bleszinski's adamant that his studio, Boss Key Productions, is too small to handle a console version. Someone else would have to do it. "We're 40 people. Even if we wanted to do a console version, we couldn't right now," Bleszinski commented. "If one of those potential console partners (Sony or Microsoft) reaches out -- and they reach out all the time -- we meet with them, and let's keep the dialogue going. It's just that we wouldn't be able to do the port ourselves. We'd need a really great partner that could knock it out of the park, keep it 60Hz, nail the controls, and make it fantastic." Consoles might seem like an odd destination for LawBreakers, as its roots are firmly planted as a keyboard and mouse shooter. Bleszinski originally thought so too, but realized that there may not be many necessary concessions for it to come to consoles.  Bleszinski elaborated on this realization by saying "Some of the Epic engineers came over and we had a conversation where I was like 'Good luck porting this to consoles.' One of them looked at me and said 'Titanfall's crazy wall-jumping, wall-running, and verticality, and that works on PC and console.' With the right amount of aim-assist and the right amount of little tricks, I could see it working. I wouldn't want to do the cross-platform play, though. I don't think the effort's worth the outcome there." Any amount of success for LawBreakers doesn't seem like it'll be enough for Bleszinski and Boss Key to take on any sort of console port. He wants to stick to that size of 40 employees. "I want to keep the company as small as humanly possible. There may be a time where if this becomes League of Legends big, fingers crossed, where we would need to grow, but that would be a few years out. That would be a best-case scenario. That would be a very good problem to have, but if that's the case, the first 40 to 50 employees will be very happy because we will have crushed it. But, we're going to stall as long as we can on that." Bleszinski justified this mindset by saying "The bigger a company gets, the more accountability happens, the more things get overthought. When that happens, creativity suffers. I'm not saying great things can't come out of big companies, but I'm saying that it's harder than in small companies."
Cliff Bleszinski photo
But Boss Key won't do it
Ever since Cliff Bleszinski announced he was working on an arena shooter, it has had "PC-only" in most people's minds. It's definitely PC first and foremost, but that doesn't mean that it's restricted to PC. Bleszinski's very...

Rexxar spotlight photo
Rexxar spotlight

Newest Heroes of the Storm character is a two-for-one

Everything is better with bears
Sep 04
// Nic Rowen
What's better than throwing giant axes in your enemy's face? Throwing giant axes in your enemy's face while a huge freaking bear mauls them to death. Rexxar will join the Heroes of the Storm roster next week on the 8th and he...
Castle Crashers photo
Castle Crashers

Castle Crashers Remastered is free if you own the original on Xbox 360

Releasing September 9, 2015
Sep 04
// Jordan Devore
I like Castle Crashers a lot, but I wasn't planning on nabbing the remaster for Xbox One. Now I am. Castle Crashers Remastered releases on September 9, 2015. If you own the original game for Xbox 360 and have an active Xbox L...
Killing Floor 2 photo
Killing Floor 2

Killing Floor 2 is free to play for the weekend

Play with me, maybe
Sep 04
// Zack Furniss
I write about Killing Floor 2 perhaps too often, but considering it's the main game I play whenever I have free time, my eyes are always searching for relevant news. If my raving about it hasn't been enough to convi...
Rocket League photo
Rocket League

Rocket League is giving names to the nameless

New patch coming soon
Sep 03
// Jordan Devore
Psyonix is prepping patch 1.05 for Rocket League. While the full notes aren't ready just yet, the developer has talked about some of the changes coming in "two weeks or less." Notably, there will be a Find New Match option in...
LawBreakers photo

Here's a long video showing what LawBreakers really looks like

22 minutes, if you want all of that
Sep 02
// Brett Makedonski
We sat down with Cliff Bleszinski at PAX Prime last week to talk about his studio's new game LawBreakers. We chatted about the gameplay mechanics and the free-to-play model. There's still more to come from that intervie...

Atlas Reactor's competitive turn-based play shows promise

Sep 02 // Jordan Devore
Atlas Reactor is turn-based, but players have a limited time (30 seconds by default) to lock in their decisions, and everyone's turns are simultaneous. That goes for your allies and enemies. It's quick and chaotic and not unlike rock, paper, scissors. After committing to a strategy, your actions (attacking, shielding, buffing, trapping, moving) play out across three different phases. There's an order of operations to keep things fair, in other words. During any given turn, you have to get into your opponents' heads and try to predict how they'll behave. If you're sure an enemy is going to dodge, don't plan to fire a shot that will inevitably miss -- lay a trap instead. If you're guaranteed to be hit hard and have no escape, set up a shield. It's a system that borrows from fighting games (reading your opponents), tactical games (grid-based positioning), and MOBAs (varied characters, free aiming). The end result is a promising fusion of genres that, at least to my knowledge, has never been explored quite in this way. [embed]308953:60233:0[/embed] "Once you have the basics, it's pretty interesting," said executive producer Peter Ju. "You want to play one level above your opponent. If you play two levels above your opponent, you're just going to out-think yourself and you basically are going to seem like a noob compared to the guy who doesn't do anything." Out of nowhere, another Trion Worlds employee, who was not a part of my demo, chimed in. He said he had far better results early on when he first started and didn't really know how to play. No one could predict his strategy because he simply didn't have one. I can relate. Atlas Reactor is only now entering alpha, and while the core mechanics are set and seem solid, there's still stuff to figure out. Which modes to create, for one. The match I saw was pretty standard: two versus two, first to four kills wins. Based on what players do with custom games during alpha testing, Trion will adapt to their preferences and "make more of that." I liked the sound of lighting rounds, where you have a precious few seconds to plan your moves. As for cooperative play, challenge maps of some sort are planned. "I really want to play XCOM with buddies," said lead designer Will Cook, "but I can't do that. This is the key to that." I'd be down to play with Steven. Between this, Hard West, and XCOM 2, there's a lot of love for turn-based strategy on the horizon. As long as Trion Worlds doesn't mess up the free-to-play aspects of Atlas Reactor -- I suspect it'll charge for skins and taunts -- it should turn out well.
Preview photo
I'm pleasantly surprised
Signing up to see an unannounced title at a gaming convention or expo can be risky. I've never been burned before, but I'm aware my streak could end in an instant. I went into my PAX appointment with Trion Worlds (Rift, Defia...

Bloodborne PVP photo
Bloodborne PVP

Let's see someone top this Bloodborne triple kill

Nobody does it better
Aug 31
// Jordan Devore
Despite not touching Bloodborne in quite a while, the game kept coming up in conversations (some sober, some not) at PAX this past weekend. Kyle and I tried to sell Steven and Brett on it. Zack and I talked at length about ga...

Cliff Bleszinski: 'I respect that core gamers see free-to-play as a dirty, dirty thing'

Aug 30 // Brett Makedonski
[embed]308383:60188:0[/embed] At this point, LawBreakers co-developer and Killzone series director Arjan Brussee chimed in "If you have a small barrier of entry like an early access fee, then I think that can work. For us, if you look at the game, it's definitely a triple-A type of experience. We don't want to charge $60, but our fans are used to paying money to play games with the Killzone and Gears of War stuff. So, I think we can leverage the free-to-play thing and do cool stuff in that space." Brussee's right in saying that this is a segment of the gaming population that doesn't have a problem coughing up some cash for games. The challenge comes in getting them on-board with free-to-play -- especially those who are distrustful of the model. But, Bleszinski wouldn't want to go back to the traditional sales metrics. "Yeah, for me, that's completely dead. That's pre-orders, that's 'how many do you get in the first two months' and then it's an exponential curve downward after that," Bleszinski said about the idea of his metrics for success suddenly shifting. "People who are still doing that: have fun. For me, that's old. For us, it's about a ramp." Bleszinski continued "We may not make a lot of money in the first couple months. But, in the first year, we may start to ramp up. These games are like a locomotive where they get going and going. Once they get momentum, you look around and say 'How did this game get so damn big?' The marking is a steady launch over the course of a bunch of different beats throughout the year as opposed to blowing the wad at Christmas while everyone else is blowing their wad. Or, the Super Bowl where you try to get Liam Neeson and Kate Upton to do goofy ads. We're in it for the long-run here."
LawBreakers free-to-play photo
But he's done with the traditional model
When Cliff Bleszinski formed Boss Key Productions to create the game now known as LawBreakers, he always knew that free-to-play was the model he wanted. That statement's not as black and white as it sounds. There's a lot of i...

Cliff Bleszinski: We want players to actually use verticality

Aug 29 // Brett Makedonski
[embed]308291:60187:0[/embed] "I don't mean to slag any other games, because those core loops of getting a lot of kills quick are what kill streaks and kill streak rewards are built on," Bleszinski said. "With us, we want to have a little bit of that dance, a little more like Halo where if someone gets the drop on you, you at least have a shot at either getting away or at least taking a dent out of them so they might die by your teammate." The hook that allows LawBreakers this freedom lies in the world-building. Because of a cataclysmic event known as "The Shattering," Earth is left with pockets of low gravity in certain areas. Conveniently enough, LawBreakers' maps are set in some of these areas, which should make for interesting and varied gameplay. Bleszinski was visibly excited about this. "We see these moments where there's this giant zero-gravity pocket where everyone's vertical and people are actually knocking each other around with rockets. One of the comments on Twitter was someone asking if rockets actually propel people. Since you have a rocket jump now, you actually have a radius. We found that with rockets not being a one-hit kill (because we don't really want them to be), even with Kitsune who's a very light character, once we have the law equivalent of her, she probably might be a couple rockets minimum. Still, it's a light character, but we want you to juggle." There's a reason he wants players to juggle. "When you introduce low gravity and the concept of juggling as well as a rocket that you can air-burst with the alt-fire, you see somebody flying through the air blind-firing propelling themselves, and you can suddenly send them over to the other side of the map by air-bursting a rocket and then follow through with your stomp move and kind of chain your moves together. We want the FPS dance to kind of come back." That FPS dance means that players stay alive longer and actually get to make use of the game's vertical axis. "It's a lot greater than your Call of Duty grind. It's a little bit faster than your Titanfall one. It's somewhere around Halo-ish is what I like to say," Bleszinski ultimately said of Spencer's original time until death inquiry. Figuring out exactly how to properly execute all that action is the tough part. LawBreakers' gameplay trailer showed a handful of different characters, each with their own abilities and traits. Bleszinski and his team are now in the position of getting all of those characters work in conjunction with one another without any of them sticking out like a sore thumb. "Perfect balance is nearly impossible to get," Bleszinski commented. "We're still working on it. Right now, in the current build that people are playing off-site, it's very asymmetrical -- two unique classes on both sides. The Law has all sorts of weapons whereas the Breakers have like area-of-effect stuff. That's been really hard to balance. One of the first things we're going to do when we get back is, you have Breacher on the Law side, we're figuring out who the Breacher equivalent is on the Breaker side. That's something that when we go back to symmetrical gameplay, I think it's going to be easier to balance. But, it'll still be slightly asymmetrical." It may not be exactly what he's shooting for, but Bleszinski made reference to a revered fighting game when talking about balanced gameplay. "I saw a graph where they're pointing out the Smash Bros. characters from the original that we've used over the years. Smash Bros. may be the most perfectly balanced game ever because they kept finding a new character and a new exploit without the game ever being patched or updated." An interesting analog, but LawBreakers won't take that approach. Bleszinski continued "Thankfully, we're going to be a living product so we can keep introducing updates, hopefully every couple weeks. Pump that shit through, have test kitchens and things like that. Basically, if we find an exploit that breaks the game, fix it. But, also recognize when there's an exploit that adds to the game. You know, rocket jumping is one of those accidents that actually is cool." Bleszinski and Boss Key can expect to find a lot of those exploits given the combination of possibilities between several unique characters and maps with variable gravity. There are a lot of factors at play. Some exploits will evolve into part of the game, some will get squashed. Those that make verticality more enjoyable and contribute to the FPS dance (as Bleszinski put it) have a better chance of surviving.
Bleszinski interview photo
Doing the FPS dance
Just this week, Cliff Bleszinski and Boss Key Productions pulled back the curtain on LawBreakers -- the free-to-play arena shooter that has been in development under the codename Project BlueStreak. It's more than just the co...

LawBreakers photo

Cliff Bleszinski's arena shooter is LawBreakers

Releasing next year
Aug 26
// Jordan Devore
Cliff Bleszinski (Unreal Tournament, Gears of War) and Arjan Brussee (Guerrilla Games co-founder) have been off building something called Project BlueStreak at their new studio Boss Key Productions. It's a futuristic first-p...
Killing Floor 2 photo
Killing Floor 2

You can play Killing Floor 2's Incinerate 'N Detonate update right now

Go forth, my child
Aug 25
// Zack Furniss
Killing Floor 2's Incinerate 'N Detonate update is playable now via an opt-in beta. The changelog can be found right here. There are two new perks, Firebug and Demolitionist, two new maps, a reworked audio system, and al...

So, how's Gears of War's multiplayer at launch?

Aug 25 // Brett Makedonski
Between last night and this afternoon, I have a fair sample size of matches under my belt. I'm maybe one percent of the way toward the "Seriously..." Achievement, which doesn't sound like much, but it is. The only issue I've encountered was about five seconds of lag at the beginning of one match. Otherwise, everything's been silky smooth. There's one non-performance issue that I have a problem with, however. The War Journal offers multiplayer statistics, but not on how close you are to earning the different Achievements. (If I'm not mistaken, this is a feature that Gears of War 3 implemented quite nicely.) Likewise, Xbox One's "snap an app" feature doesn't track that progress either. The sole indicator is a counter that pops up after a match in which you've hit a milestone toward that Achievement. Hopefully a fix is coming for that. That one insignificant complaint aside, this game holds up its end of the bargain with regard to multiplayer. After the Halo: The Master Chief Collection snafu (that may still be on-going to some degree), it was important for Microsoft to emphatically stick the landing on this one. Fortunately, it lives up to the excellent standard set by the rest of Gears of War Ultimate Edition.
Gears of War photo
Silky smooth so far
I have a novel concept for you: What if a major video game releases and its multiplayer component just works? Like, there isn't a bunch of drama and patches and updates and apologies; instead, you get to play the game immedia...

Destiny photo

Hear the new Nolan North-voiced Ghost in Destiny

RIP Dinklebot
Aug 25
// Jordan Devore
It's a single line of dialog, but here's what Ghost sounds like in Destiny: The Taken King now that Nolan North is voicing the character instead of Peter Dinklage. Time to get worked up! Or not! Resident Destiny fanatic Vikki Blake says "Northbot sounds just like Dinklebot." I'd tentatively call North's performance an improvement based on, again, just this one line, but we'll have to see.

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