ReportWire

Tag: Microsoft games

  • What We Loved And Miss About The Xbox 360

    What We Loved And Miss About The Xbox 360

    [ad_1]

    Microsoft shutdown the Xbox 360’s marketplace this week and nearly two decades after the console first launched it feels like the final nail in the coffin for a particular era of gaming we’ll probably never see again.

    The Xbox 360 came out a year earlier than the competition and $100 cheaper than the base PlayStation 3. It seemed to make all the right moves, using Halo, Gears of War, and Call of Duty to jump start online multiplayer into the soon-to-be dominant form of gaming, while investing it all back into indie curation, big exclusives, and marketing deal that made the console feel like the place everyone had to be.

    In some ways it felt like the best of all worlds, and by the end of the generation you could pick up an Xbox 360 for just $100 and play dozens of the best games ever made. The culture was far from healthy, and some of the places making everything were a mess to work for. But it was also a fun time, and a weird one. Here’s what we’ll miss about it and why the Xbox 360 still feels so special to us.


    Ethan Gach: Let’s remember some Xbox 360s! What’s your Xbox 360 origin story Carolyn?

    Carolyn Petit: The first E3 I ever attended was in 2005, with the Xbox 360’s launch still some months out and I have to say, the games I saw on the show floor looked amazing. It’s hilarious to me now considering I haven’t even thought about this game in probably 15 years, but at that time, the game that blew me away the most was probably GRAW. Interestingly, though, despite my initial excitement about the console being rooted in its graphical power and my lust for next-gen spectacle, now, when I think back on what made the console so special to me, it’s not really about that aspect of it at all. What about you Alyssa?

    Alyssa Mercante: I’ve told mine on Kotaku.com more than once, but I had borrowed my high school sweetheart’s original Xbox to play Halo 2 when he went away to college, but not long after that Halo 3 came out, which wasn’t backwards compat. So I went out during my free period in high school (we had an open campus for seniors, you could take your car and leave if you didn’t have class), and drove to a Target where I spent my summer job savings on a 360, Halo 3, and Xbox Live.

    Ethan: I have zero recollection of the Xbox 360’s launch. What was I even doing at the time? 2005. Hmm. I was going into my senior year in high school, barely playing anything except for the occasional late-stage PS2 game—Shadow of the Colossus and Dragon Ball Z: Budokai, followed eventually by Okami and Final Fantasy XII. My only real memory of the beginning of that console cycle is my brother getting a PS3 and me having almost no interest in it. It wasn’t until my girlfriend’s roommate’s boyfriend in college got me hooked on Call of Duty: Modern Warfare 2 that I finally picked up a super cheap used Xbox 360 arcade edition for like $150. That four years after the console launched but still somehow only the mid-way point.

    Carolyn: Yeah, I don’t remember exactly when I finally got one myself—I certainly couldn’t afford one at launch, and my memories of the time around release have a lot to do with playing Peter Jackson’s King Kong: The Official Game of the Movie (lol) at GameStop kiosks.

    Moises Taveras: The first time I ever played an Xbox 360 also had to do with Call of Duty: MW2. It was all the rage with the kids in my middle school, but I was largely looking from the outside in as a) a PlayStation kid since my youth and b) someone who came from a family too poor to afford more than one console. But eventually, I made friends who had 360s and I remember us all cramming onto a couch in the smallest bedroom imaginable at our friend Howard’s house and playing local multiplayer matches till we lost our voices from shouting. I learned really quickly then that the 360 was synonymous with multiplayer and socializing with folks and it made me want one so bad. Little did I know I wouldn’t get a 360 till the very end of the console generation!

    Carolyn: I think part of the Xbox 360’s dominance in that era can be attributed to the fact that it offered the best online experience for folks wanting to play Call of Duty, but it also did something incredible that totally won over people like me. I’m not saying I didn’t have an amazing time playing Gears of War co-op, I absolutely did, and huge credit to Microsoft for putting out a steady stream of banger exclusives that really made Xbox Live feel essential. But for me, when I think about the Xbox 360, what still gets me excited most is Xbox Live Arcade, and particularly amazing games like Pac-Man Championship Edition. Games like this took the arcade leaderboard competition of my childhood and absolutely exploded it. Suddenly I was staying up nights pouring everything I had into beating my friends’ high scores on online leaderboards for all the world to see. Man, it was incredible.

    Moises: Supergiant Games’ Bastion absolutely blew my mind as far as what I thought games could be. It being a console exclusive to the 360 through XBLA broke my heart and kept me from the portfolio of what’d become my favorite studio, and then Xbox just kept pumping out indie titles like it. Honestly, my working definition of an indie game was largely informed by this era of XBLA games.

    Xbox Dashboard Evolution 2001-2019 (Xbox Original, Xbox 360, One)

    Kenneth Shepard: The Xbox 360 was the first console launch I was really tuned into the industry for. I was full-blown sicko mode for that thing as a kid, and was counting down the days. I was a huge Rare fan at the time and Kameo and Perfect Dark Zero were a huge deal to me. But broadly, I think I fell off video games for a bit because the system just didn’t speak to my tendencies. As Moises said, the 360 became the multiplayer system and I preferred gaming in solitude, and eventually pivoted to the PS3 in the final years of that generation. But I played the Mass Effect trilogy on the 360, so I ended up keeping an old 360 in my home longer than any other system. I had to replace the household 360 more times than probably any other system my family owned.

    We got a launch window system that died by the time Halo 3 came out, so we had to replace it swiftly. Then I got my own 360 for Christmas 2009, just before the launch of Mass Effect 2. That sucker lasted over a decade. It gathered dust for large swaths of the time, but since I didn’t own an Xbox One, it was the only way for me to go back to my old Mass Effect trilogy saves until the Legendary Edition came out in 2021. So while I had mostly abandoned the system by the end of the generation, the 360 is still a defining system in my life because it gave me one of the most important video game experiences of my life. I’ll always be grateful for it, even if I think the Microsoft was a trailblazer for some of the industry’s worst modern tendencies with it.

    Ethan: That was the other thing that I think tipped me in the direction of the Xbox 360 besides the price and walled multiplayer gardens. As someone coming from the PS1 and PS2, it just had more of the RPGs I was craving earlier or in better condition. I came to the original Mass Effect late but it blew my mind. I got to catch up on Star Wars: The Old Republic. It was synonymous with retro and couch-coop indie games for me like Castle Crashers and Super Meat Boy. It really did just nail a lot of the same things that the PS4 did a generation later and which ultimately helped Sony to reverse the tide.

    Moises: it’s so weird to think about now given Xbox’s current situation and catalog, but the 360 was where all the games were!

    Carolyn: Another thing that was a big factor for me, I have to admit, is that I was totally cheevo-pilled. The Xbox 360 brought about the advent of achievements and I got extremely excited about pulling off absurd things like beating Call of Duty campaigns on Veteran to get all the achievements. I no longer put much stock in achievements or trophies, but to this day I greatly prefer the at-a-glance number that reflects your achievements compared to all the trophies of PlayStation’s system. And on top of that, the whole interface on Xbox just felt so much more inviting to me than that on Sony. I think avatars were really smart of them to introduce in that era. I loved signing on and seeing little cartoon versions of all my good friends online, playing games of their own. In comparison to that, the whole interface of the PS3 just felt cold and impersonal to me, and that console would end up gathering dust in my entertainment center.

    Ethan: The Xbox 360 home screen definitely felt a lot more inviting and hit that sweet spot of clutter to chill. The controller was also very solid. Have any of you gone back and tried to hold a PS3 DualShock? It feels like you’re being pranked. I take it none of you ever had an issue with red-ringing or other hardware failures?

    People attend a midnight release for Halo 3.

    Photo: Mark Davis (Getty Images)

    Moises: Nope! Correct me if I’m wrong but those issues got ironed out with later iterations of the console, so by the time one of my best friends let me indefinitely borrow his 360, it was smooth sailing for me.

    Carolyn: I did have to send mine back for repairs once, and for a while there at least, it felt like everyone I knew who owned one was hitting the red ring. There was a period there, at least in my circle of friends, where there was real disbelief and anger that Microsoft had sold us all a product that was so prone to failure. I think it speaks to just how fond people were overall of the console—its library, its interface, its online features—that today, when you bring it up, you’re far more likely to get fond recollections than bitter complaints. It was so good that even the considerable irritations so many of us experienced with it are now just a footnote in our memories.

    Ethan: My console ended up red-ringing in like, 2012? But then I read that you can just put it in the oven and bake it at a low temperature to loosen up the glue. Has worked like a charm ever since.

    Carolyn: Wow, I never knew that!

    Ethan: I think one of the reasons people look back so fondly on the Xbox 360 is that, in retrospect, it felt like the last time you could contain the entirety of what was going on, coming out, and being talked about in your head at any given time. It was still very intimate and physical, with midnight launches and stacks of controllers in the split-screen coop session. There was spectacle with E3 but also the feeling you alone were discovering these incredible hidden treasures on Xbox Live Arcade, which was like a return to finding the internet for the first time again.

    Carolyn: I agree. And they just had so many games that became sensations for a time, from Braid to Geometry Wars. The curation was exceptional, and it was an era in which it still felt like the whole culture, or much of it at least, could still come together for a few weeks around some exciting new downloadable game.

    Moises: Yeah. By comparison, when the PS4 really started to pivot to those smaller more intimate games early in its lifetime, it wasn’t that those games were lesser, but it did feel like they were being more haphazardly thrown on the platform to fill gaps between big exclusives. Meanwhile XBLA had these clearly thought out rollouts and events that made a big deal of Arcade titles. Also everything was less shitty. Xbox Live Gold was the original multiplayer subscription, and the only one for quite some time, but it at least seemed to provide value with great deals and a platform that produced rock solid multiplayer hits. It also wasn’t as expensive as anything is nowadays.

    Carolyn: Before we wrap things up here, I think we can’t talk about what an amazing console the 360 was without saying a little more about its games. Are there any games y’all want to shout out as particular favorites that really helped make that library great or were emblematic of what the console was doing? When I think about the 360, I think about how the grittiness of Gears of War coexisted harmoniously alongside the whimsy of Viva Pinata, and I’ll never forget the dozens of hours my friends and I spent driving around doing challenges together in Burnout Paradise. It really did feel, more than a lot of other consoles, like it offered something for everyone, and like the people behind it thought deeply about how to bring people together to share in the experiences it offered.

    And even though some of its games were also on PlayStation, at least everyone in my friend group, won over by the cheevos and online features of Xbox, always bought multiplatform games there, which perpetuated the console’s dominance in that generation. It’s a little wild to think how this generation it feels somewhat the opposite for me, like most people I know play most multiplatform games on PlayStation. Wild how the tables have turned. But yeah, any other 360 shoutouts?

    Moises: I cannot separate the 360 from the stunning role it did in promoting so many smaller studios to the mainstream. I already invoked Bastion from Supergiant Games, but I can’t not shoutout Limbo and Playdead, which has now delivered two absolutely singular game experiences in a row. Oh and Shadow Complex does still own.

    Ethan: Limbo was incredible. While the indie darling backlash was fair and warranted, it was really an incredible run of curation there for several years. The Dishwasher games were great, and really spoke to that sense of Newgrounds 2.0 animating the grungy vibe of XBLA. It’s also wild how much Microsoft tried to court Japanese RPG fans with Blue Dragon and Lost Odyssey. For me personally, Dungeon Defenders is still an all-time great. One of the last times I was able to rope friends into playing something for hours with me on a couch.

    I was trying to think of my top five favorite 360 games, exclusive or no, and couldn’t stop listing stuff. The end of that console generation was so strong, on both 360 and PS3, maybe there’s hope that the Series X/S and PS5 pick up in their final years. But with massive budgets, long development times, and so much risk-averse consolidation, I’m not hopeful.

    Carolyn: Whether it picks up to some degree or not, I think it’s safe to say that there will never be an era quite like that exemplified by the 360 again. The console was just perfectly poised to take advantage of a given moment in gaming culture and technology, employing exciting new ideas like achievements to build a sense of both community and friendly competition around games in ways that its library and online service leveraged brilliantly. Also, Sneak King was great.

    Ethan: Any parting thoughts since you vanished, Alyssa?

    Alyssa: LMAO. The time my 360 red ringed right before I went up for senior year of college. The day before. And I went out and bought another because not having one wasn’t an option. That or the time my mother heard me cursing out misogynists in Italian?

    Ethan: Was it on the $3 phone bank operator Xbox 360 headset?

    Alyssa: Beninteso!

    [ad_2]

    Ethan Gach, Carolyn Petit, Alyssa Mercante, Moises Taveras, and Kenneth Shepard

    Source link

  • Halo TV Show Canceled After Just Two Seasons

    Halo TV Show Canceled After Just Two Seasons

    [ad_1]

    Image: Xbox / 343 Industries

    Paramount+ announced today that it has canceled Xbox’s Halo TV show after its second season. The team behind the show is reportedly looking to shop the sci-fi adaption around to other places in an effort to continue the series.

    On July 18, Paramount confirmed with The Hollywood Reporter that the Halo TV show will not receive a third season on its streaming platform. In March, the show—based on the popular Xbox video game franchise—ended its second season with fans hopeful that there was more to come following an uptick in quality. But that isn’t going to happen, or at least not at Paramount+.

    “We are extremely proud of this ambitious series,” said Paramount+ in a statement confirming the news. “And would like to thank our partners at Xbox, 343 Industries, and Amblin Television, along with showrunner and executive producer David Wiener, his fellow executive producers, the entire cast led by Pablo Schreiber as Master Chief, and the amazing crew for all their outstanding work. We wish everyone the best going forward.”

    The Hollywood Reporter says that its sources have confirmed that Xbox, 343 Industries, and Amblin are all interested in continuing the live-action series somewhere else. It’s reported that Paramount is supportive of this plan.

    Xbox / Paramount

    “We deeply appreciate the millions of fans who propelled the Halo series to be a global success, and we remain committed to broadening the Halo universe in different ways in the future,” said 343 Industries in a statement. “We are grateful to Amblin and Paramount for their partnership in bringing our expansive sci-fi universe to viewers around the world.”

    While TV shows get canceled all the time, it is noteworthy that so many other video game TV shows and movies have succeeded in recent years—like Last of Us, Fallout, and The Super Mario Bros. movie. The Fallout TV show just received 16 Emmy nominations and is likely set to receive multiple seasons and spin-offs according to Amazon. But Halo couldn’t find that kind of audience, and is now stranded out in space waiting for someone to pick it up for another season.

    .

    [ad_2]

    Zack Zwiezen

    Source link

  • Halo Season 2’s First Episode Hits Harder Than A Gravity Hammer

    Halo Season 2’s First Episode Hits Harder Than A Gravity Hammer

    [ad_1]

    The team behind the polarizing Halo TV series on Paramount+ really wants to change your mind in season two. In the lead up to the latest season’s debut, everyone from producer Kiki Wolfkill to new showrunner David Wiener and even Master Chief himself (Pablo Schreiber) have told us this is a new angle, not necessarily a “reset” but certainly a reevaluation. The team’s attempts to rejig the series based on the iconic first-person shooter franchise are obvious just moments into “Sanctuary,” the first episode in season two.

    Is it a good episode? I’d say yes. It’s even a good Halo adaptation, though a few of the first season’s problems linger. But overall, “Sanctuary” is exactly what it needs to be—a reintroduction to Master Chief and his team of Spartans, a reminder of the stakes, and a readjustment that looks to set the series on a stronger course. Let’s get into it.

    Sangheili in the mist

    The episode begins where it should: with the core four that is the Spartan Silver Team—consisting of Schreiber’s John-117, Kai-125 (Kate Kennedy), Riz-028 (Natasha Culzac), and Vannak-134—embedded in a “babysitting” mission on the planet Sanctuary, which is mid-evacuation. They’re pissy, because this is a mission for a team of lesser caliber than them, but they’re clearly being sidelined for a reason.

    From the outset, it’s obvious that season two got a visual upgrade—an early shot of the Spartans camped on top of a mountain looks beautiful, from the striations in the sedimentary rock to the subtle sheen of their Mjolnir armor. It’s like the rework Halo Infinite’s visuals got after the first look at the campaign was met with middling reactions and the memeification of one especially Playdoh-looking brute fans nicknamed Craig.

    As John and Riz run off to help the Marines diplomatically remove the planet’s citizens, we get a chance to see more of Vannak’s personality—he’s removed the emotional inhibitor chip implanted in the Spartans, which Kai and John did last season. Though he remains stoic, and acts affronted when Kai asks him how he feels, he admits that lately, he’s been enjoying watching nature documentaries in his spare time. Just a few moments later, as the team gets word of a missing Marine unit and John rushes off to investigate, Vannak compares Chief’s hesitancy to scale the rock face to the ease with which an ibex could pull off the same thing. If this season just featured Silver Team bantering while coming to terms with their personalities as full-grown adult supersoldiers, I’d give it five stars.

    John wields his gun in a foggy landscape.

    Image: Paramount+ / 343 Industries

    Unlike the video-gamey action we saw in the first episode of season one (which featured first-person views and a HUD almost identical to the one in the Halo games), “Sanctuary” gives us straight-up, no chaser action from the jump—and it’s good. Chief, after scaling the cliff face with his grappling hook (he’s not an ibex), finds himself surrounded by soupy, dense fog. It’s blocking his comms, too, and the team is eager to extract everyone because some Covenant ships have been spotted in orbit.

    John finds the Marines, and what follows is a horror-tinged, action-packed scene that hits all the right notes for live-action Halo. Some of the Marines are yanked into the dense fog by invisible attackers, who are revealed to be cloaked Elites. Kinetic, hand-to-hand combat between John and several of the big baddies ends with him victorious (of course), until we see several energy swords ignite on the horizon, followed by several more. It’s scary, and serves as a reminder that Halo is about humanity fighting against a previously unknown and terrifying alien force. It helps that the scene is set in fog, as the CGI reads much better than in the first season.

    Chief gets back to the evac ship just in time for the team to leave before the Covenant glasses the planet, but he’s clearly shaken up by the ordeal. Not just because the Covenant attack was massive in scope, but because he maybe probably definitely saw Makee (the human-turned-Covenant-sympathizer and his former lover) in the mist before the alien soldiers retreated into it.

    Master Chief unmasked, but not unbothered

    Back on Reach, Silver Team is decompressing from the mission, which resulted in the deaths of all the Marines, save for the one John helped to the evac ship. During their debriefing, Captain Jacob Keyes (Danny Sapani) tells them that these kinds of attacks have been happening across the outer colonies, but he doesn’t seem interested in John’s questions and concerns. As his frustration grows, we get a mid-scene introduction to this season’s new bureaucratic bastard, James Ackerson (Joseph Morgan), who saunters in and takes a seat with the kind of dickish swagger Morgan has perfected (have you seen The Vampire Diaries, c’mon now). He’s here to replace Dr. Catherine Halsey (Natascha McElhone), who faked her own death last season to disappear after causing a bit of a coup.

    Morgan is excellent casting here, an absolute scene-stealer, and a son-of-a-bitch to boot—any scene with him in it is better than half the ones from last season, and I’m sure that’ll be the same going forward. He grounds Silver Team, refusing to deploy them into battle until he can sign off on John’s mental status.

    But then Halo starts to stumble again. Though I adore Bokeem Woodbine and love his portrayal of Spartan-turned-pirate Soren-066, his B-plot feels even more flimsy than last season. It’s hard to shift from the Spartans’ plight against the Covenant and Chief’s grappling with his emotions to really care about a man trying to maintain a hold on his pirate empire—even with all the beautiful things Woodbine does with Soren, from the brilliant way he plays guarded and hyper-aware, like a big cat on the open plains, to the softness clearly hiding behind that modded Mjolnir armor. I find my attention wandering whenever the episode swaps to Soren’s story, though it does seem that he is on a fast-track to getting wrapped up in the main plot—as he goes looking for Halsey to get the bounty on her head (and for a personal vendetta he won’t admit to) but is betrayed and kidnapped by unknown attackers.

    Soren stands in a cave.

    Image: Paramount+ / 343 Industries

    When Halo snaps back to John, I snap back to attention, whether it’s his back-and-forth with Ackerson about what happened on Sanctuary (Ackerson gaslights him) or the desperate moment in which he goes to, basically, a VR escort that he makes take the shape of Cortana (Jen Taylor). The nerds can continue arguing amongst themselves about whether or not John should take his mask off, because Schrieber is so good in this role, and a huge part of that is being able to see emotions play across his face.

    The episode ends with John envisioning Makee (who did appear to die in the last episode of season one) warning him that he “should have stayed with [her]” while a flashback shows Kwan-Ha (Yerin Ha) telling a scary story to Soren’s son, Kessler (Tylan Bailey) in a shadowy cave. “It’s very old, the monster. Older than the light. Older than this rock. Older than your God,” she says. “It knows us. Inside and out. Smells our fear. Sees our secrets. It’s been here. All that time. Waiting.”

    Covenant ships rise from the clouds of an unknown planet. Reach is coming.

    The second episode of Halo season two is available now on Paramount+, review to come soon.

    [ad_2]

    Alyssa Mercante

    Source link

  • Palworld Breeding, Warzone Loadouts, And More Essential Guides

    Palworld Breeding, Warzone Loadouts, And More Essential Guides

    [ad_1]

    Image: Microsoft

    First introduced in 2022’s Modern Warfare II, Call of Duty currently features a nonlinear battle pass themed like a geographic map. While this allows players to choose what they want to unlock from the pass instead of going through a scripted path, it can be a little confusing to newcomers used to more traditional, linear sets of unlockables. What’s more, the “token” system that CoD uses to unlock stuff from the battle pass can be a little confusing as well, especially if you’re not sure whether you should just let the pass automatically unlock itself by spending tokens for you. – Claire Jackson Read More

    [ad_2]

    Kotaku Staff

    Source link

  • 13 Years Later, Gears Of War 3 Multiplayer Is Still Divinely Disgusting

    13 Years Later, Gears Of War 3 Multiplayer Is Still Divinely Disgusting

    [ad_1]

    In September 2011, I was a college junior very willing to waste away the early days of her fall semester playing Epic Games’ new third-person shooter, Gears of War 3. I pre-ordered the highly anticipated title so I could guarantee I got the gold Retro Lancer skin for my multiplayer battles, and threw myself into the beta earlier that year with more energy than I put into my entire undergraduate coursework combined.

    The following year, my fondness of Gears 3 grew and absorbed the place once reserved in my heart by the Halo franchise after the disappointment of Halo 4.

    But, like all multiplayer games with finite resources trying to keep the attention of a fickle fanbase, Gears 3 eventually faded away. I focused more on Call of Duty releases, then eventually on Overwatch 2 and the battle royales that began popping up like lanternflies on New York City vegetation in the early fall.

    Read More: A PS3 Version Of Gears Of War 3 Is Now Available

    Occasionally, my mind would wander to Gears of War 3 and its unique, somewhat disorienting camera angle, the satisfying crunchiness and weight of its gameplay, and all those gleefully gross executions. Nothing ever felt remotely like Gears 3, not even the sequels (which came after long-time game lead Cliff Bleszinksi left Epic Games) that followed in its wake. Recently, those occasional daydreams of Epic’s third-person shooter became more frequent and, finally, I downloaded it via Xbox Game Pass and booted it up again.

    Screenshot: Microsoft / Kotaku

    Gears of War 3 online is a 2011 time capsule

    Several things shock me in the seconds after I start up Gears of War 3. First, the Xbox 360 online interface greets me, like I applied a retro theme to my Xbox Series S in a fugue state. When the old pop-up appears to let me know that I am, indeed, online, I do the Leonardo DiCaprio pointing meme alone in my living room. My old profile picture is there (my Xbox avatar wearing an Optimus Prime helmet), and so is all the information about the 360-era games I played. It’s a lovely little detail that threatens to derail my Gears gameplay, as I get lost in the old menu for far too long.

    Then, as Gears 3 loads up and the familiar horns of the opening theme fade in, I’m shocked by the memory that the score stirs in me. Suddenly, I am 21 years old and very stoned, likely wearing a pair of leggings and a t-shirt I’ve cut the sleeves off of to make a muscle tank—maybe I’m even wearing my Gears 3 one—and I’m waiting for my friends to meet me online so we can run a five-stack in Team Deathmatch. Time flattens into a circle, just like the one Rust Cohle warned us of, and I am briefly, blissfully unaware of how my rent will be going up in my Brooklyn apartment, because I’m in upstate New York, living off my student loan.

    The final thing that shocks me is that I can actually play Gears 3 online. The menu says “0 players online worldwide,” but it’s lying—I load into a Team Deathmatch game in seconds, filling in for a bot Locust (the beefy, scaly bad guys of the Gears universe) upon its death. As I step into the huge shoes of this subterranean (and for some reason bipedal) beast, I realize I’m gonna need a second to get my sea legs.

    Read More: Gears of War Creator Thinks Series Needs ‘A Bit Of A Reboot’

    Gears of War doesn’t feel anything like the games I play now—aside from when I choose one of the heavier, tankier Overwatch 2 characters, most of the time I’m playing as someone who’s lithe and lightning-fast. When compared to modern games like Apex Legends or Modern Warfare III, Gears 3 is gluey and clumsy, like someone mixed a shooter with Ambien and a glass of wine until everything got a little wavy. It takes several gory, squishy deaths (Gears of War 3 is probably best-known for its violent multiplayer executions which include swinging your gun like a golf club and taking off someone’s head in a spray of brain matter) before I remember how the controls work.

    Once I get my active reload down (a mechanic by which your weapon damage or fire rate increases if you time your reload correctly), I really hit my stride. I split a snub-nosed grenadier in half with a Gnasher Shotgun, I pop the head off of a peeking Carmine brother with a Boltok Pistol from halfway across the map, I impale Marcus Fenix on the end of a Retro Lancer. I remember that the cover-based shooter has tons of movement tricks and hacks, and soon I’m gliding around the map like my character isn’t wearing a ton of heavy armor and boots that sound like they’re made of steel.

    Gears 3 multiplayer’s visceral audio brings back the same intense wave of nostalgia as the starting menu’s soft horns. There are the gushy, mushy sounds of shotgun shells embedding themselves into flesh, the nerve-wracking rev of the Torque Bow winding up its shot, followed by the high-pitched, heart-stopping audio cue you hear when one of its arrows sinks into your leg. The horrid, wet gurgling that bursts forth from Locust characters stomping about the map and the metallic clangs of menu sounds whisk me away to a simpler era. For the entire time I’m playing Gears of War 3, I am in 2011.

    But it is, alas, 2024, and the other people still playing Gears of War 3 are either newcomers who can’t tell their incendiary grenades from their Boomshots or seasoned veterans who are a nightmare to play against. Matches end fast, and there’s little room for the weak in them. Despite quickly remembering how to make the most of the game’s movement mechanics and gunplay, I am still repeatedly owned by players who have no problem picking up my downed body and miming humping me against a wall.

    In that way, and in many others, Gears of War 3 is a perfect 2011 time capsule, full of blood and guts and badly behaved boys, and, of course, Cole Train expressions.

    [ad_2]

    Alyssa Mercante

    Source link

  • All The Major Changes Coming To Halo Infinite This Year

    All The Major Changes Coming To Halo Infinite This Year

    [ad_1]

    Halo Infinite is killing its seasonal model in 2024. Three years after its initial launch, the live-service multiplayer shooter is shifting toward more bite-sized, 20-level battle passes arriving every four to six weeks. Developer 343 industries announced the content change in its January update stream on January 19, along with several other major features, cosmetics, and more that are set to arrive on the FPS this year

    This guide will take you through everything you need to know about Halo Infinite in 2024—and it’s all looking rather exciting.

    Halo Infinite in 2024: Goodbye Seasons, hello Operations

    343 Industries didn’t mince words regarding the future of Halo Infinite’s content releases. As community director Brian Jarrard said during the stream, “we’re shifting away from seasons.” Seasons would arrive every few months, usually with some kind of theme and 100-tiers of unlockables through the battle pass. Instead, you can now look forward to regular “Operations,” starting with “Spirit of Fire” on January 30. Each Operation will have 20 levels of rewards to chew through, so while they’re not called “seasons” any more, things should still feel somewhat similar.

    Operation Spirit of Fire isn’t the only thing arriving on January 30, however. You can look forward to the following additions once this update arrives:

    • Mark IV armor core (free for all players)
    • The ability to swap shoulders across different armor cores
    • A new 4v4 arena map named “Illusion”

    Get hyped for Halo Infinite’s new map, “Illusion”

    The new map, “Illusion” will have a symmetrical layout, making it great for competitive play as it ensures more even starts for each team. There’s even a super-narrow corridor running straight through the center with an uninterrupted sightline between opposing enemy bases, which will likely be a magnet for some serious carnage. If you’ve ever played Husky Raid, which has teams of Spartans face off against one another in a simple corridor, you know how deadly hallways can get in Halo. There’s also a lot of variable elevation from what we saw in the stream.

    This new map is looking really promising and should be an excellent addition to the map rotation across various playlists.

    Gif: 343 Industries / Kotaku

    But that’s not all! Remember that corridor running straight through the map? Well, if you step in there, you go invisible. Objective based games like capture the flag or even king of the hill ought to see some interesting plays with a stealthy option like that so readily available.

    The possibility that future maps might contain interesting augmentations like readily accessible invisibility or unique power weapons sounds like a welcome change from the usual rollout of standard arena maps that recycle the same guns and traversal methods.

    Halo Infinite is leaning into nostalgia

    Though there have been a few variations on Halo’s iconic assault rifle in Infinite, the stock assault rifle is reminiscent of the one that appeared in 2010’s Halo Reach. Joining this will be a new skin for the assault rifle that makes it look just like the assault rifle from Halo Combat Evolved, the game that started it all. As it’s just a skin, it won’t come with any change in stats (sorry, no 60-round magazine). The skin will be a part of the paid version of the January 30 operation.

    Screenshot: 343 Industries / Kotaku

    And the new Mark IV armor core, which is from the 2009 RTS spinoff Halo Wars, will also drop as a free cosmetic for all players.

    Finally, in what seems like a cosmetic element pulled from the new “Illusion” map, there’s a square-shaped overshield that looks straight out of Halo Combat Evolved. It’s little things like this which help sell Halo as a cohesive world—and given the amount of stylistic changes the series has gone through, these unifying features are more than welcome.

    Forge and playlist updates are on the way

    If you’re into Forge creations, there’s some other fun headed your way on January 30, including Covenant-themed items in a nod to the series’ main antagonists and lovers of all things purple. Extra color customization options will also be available on January 30, which will add even more color options to choose from across the wide variety of in-game objects in Forge. Finally, “script brains,” which is a fancy term for code that lets complex objects t behave in unique ways, can be saved to game modes and used on multiple maps—previously script brains were inherently tied to a specific map.

    A player looks at purple themed objects and doors on a snowy map.

    Screenshot: 343 Industries / Kotaku

    There’re also Flood-themed items coming to Forge, as well. Based on Halo’s undead enemy faction, these assets look particularly gnarly. Brian Jarrard referred to them as “moist” on stream. You’re welcome.

    Finally, Big Team Battle will get three community maps added into the rotation in February, as well as refreshes to Husky Raid, Squad Battle, and Firefight. But most importantly, a new way of selecting matches is expected to arrive sometime in 2024 that is similar to Halo: The Master Chief Collection’s “Match Composer,” which lets you search across broad categories like player count, game type, and more (instead of mode-specific playlists).If you’re sick of playlists locking you into the same game modes over and over again, this should be a great way to customize what games you want to play. It works wonderfully in The Master Chief Collection.


    If you’re looking to get some more time in with Halo Infinite, 2024 is shaping up to be a very good year for the iconic shooter franchise.

    [ad_2]

    Claire Jackson

    Source link

  • Let’s Clear Up Those Halo Battle Royale Rumors

    Let’s Clear Up Those Halo Battle Royale Rumors

    [ad_1]

    Over the January 13-15 holiday weekend, a rumor spread about the cancellation of an untitled and unannounced Halo battle royale, codenamed Project Tatanka. It all started with a few off-hand comments on a January 13 stream of the XboxEra podcast, in which the three hosts (Jon Clarke, Nick Baker, and Jesse Norris) discussed speculation that the project was canceled. The story spread like wildfire, with multiple outlets pointing to Baker as a source, prompting XboxEra to publish an article clarifying the situation and reiterating that this is little more than a rumor.

    So what’s actually going on? Is a Halo battle royale in development? Is it canceled? Do we even need such a thing? Let’s get into it.

    Is Project Tatanka a Halo battle royale?

    The existence and development of this mysterious Halo battle royale is itself a rumor—back in April 2022, Halo support studio Certain Affinity (which has built maps for both the Call of Duty and Halo franchises, among other things) announced it was “deepening” its relationship with Halo Infinite developer 343 Industries. Certain Affinity did not announce exactly what that “deepening” entailed, but did say that the studio was “entrusted with further evolving Halo Infinite in some new and exciting ways.”

    In a September 2022 interview with VentureBeat, Certain Affinity’s chief operating officer Paul Sams doubled down on the tease, saying “The biggest thing we’re doing that’s public right now, for more than two years now we’ve been working on Halo Infinite doing something that—they’re very prescriptive about what we can say. But we’re doing something unannounced, and we’re doing lead development on that unannounced thing, from conception and design.”

    In January of last year, Bloomberg reported that the unknown project was code-named Tatanka and “started off as a battle royale but may evolve in different directions.”

    Despite all of this, there has not been an official announcement regarding what Certain Affinity is working on, and no confirmation that Tatanka is a Halo battle royale. Xbox Era’s Clarke told Kotaku via email that the publication was “stunned it’s a story at all really. Kotaku reached out to Certain Affinity for a comment; they declined to supply one.

    Some may wonder: Can you cancel a game that was never announced? But I’m wondering: Does anyone want a Halo battle royale?

    Image: 343 Industries

    Is a Halo battle royale a good idea? 

    There are already two Halo Infinite game modes that are reminiscent of a traditional battle royale: the now-defunct Last Spartan Standing, a free-for-all elimination mode featuring 12 players battling it out on Big Team Battle maps; and the latest game’s version of Big Team Battle, which ups the player count from 8v8 to 12v12. Last Spartan Standing gave players five lives before permanently eliminating them from the game, but it always felt too small for the larger Big Team maps, and the playlist was replaced with Team Doubles four months after its debut. It hasn’t been back since. And the Big Team Battle mode isn’t anything like a battle royale save for its size.

    The features that make Halo games special are exactly what make them the anti-BR: incredibly strong weapons and subsequently strong player-characters, an impressive, bombastic sandbox with limitless potential, and absurd vehicles that can make or break a match. None of that is poised to translate well into a battle royale mode, which drops a hundred or so players into a massive map (far bigger than anything we’ve ever seen in Halo Infinite), with either their bare hands or a shitty pistol, and demands they scurry about like rats until they find any weapon to sustain them in the warzone. Imagine you drop into a Halo battle royale and immediately find the rocket launcher? It’s game over for everyone else.

    So no, I don’t think a Halo battle royale is a good idea. Iterating on what makes Halo so special and consistently updating Halo Infinite is what will keep this franchise alive—not aping whatever is the hot commodity in gaming at the moment. But who am I, anyway? I’m just an adult woman who got hardcore into online gaming with Halo 3 and who spends her spare time playing battle royales—how much does my opinion matter, right?

    [ad_2]

    Alyssa Mercante

    Source link

  • You Should Buy The OG Halo Instead Of The Pricey Infinite Skin

    You Should Buy The OG Halo Instead Of The Pricey Infinite Skin

    [ad_1]

    Though Halo Infinite might be drawing folks back with its expanding map diversity and new customization options, the in-game cosmetics shop is still rubbing fans the wrong way. A recent skin intended to be a tribute to the very first Halo game, 2001’s Halo: Combat Evolved, is drawing a bit of attention not for its looks, but because it’s currently twice the cost of the entirety of Halo: Combat Evolved (see on Amazon).

    Though The Master Chief Collection played around with free, live-service quirks like seasons and battle passes, Halo Infinite marked the series’ first full shift, with a free-to-play multiplayer augmented by microtransactions and season passes, to a live service title. That shift, among other things, hasn’t been very popular with the community, particularly where it concerns pricing of in-game cosmetics. That discomfort continues with the Mark V Halo: Combat Evolved skin, which feature Master Chief’s original armor design and colors.

    Read More: Halo Infinite May Have Just Begun Its Renaissance
    Buy Halo: Combat Evolved: AmazonGameStop

    “For half of the price of the new bundle” a Reddit thread on r/Halo starts, “you can buy the entirety of [Halo: Combat Evolved], the game it’s from, on Steam.” The bundle costs 2,200 in-game credits. That boils down to about $20. As you can buy Halo: CE for just $10 a la carte on Steam, that’s more than double the cost of Master Chief’s premiere game.

    So in theory you could buy two copies of Halo: Combat Evolved on Steam, one for you and another for a friend to play cooperatively in one of the most influential first-person shooters of the 21st century. I assure you, that’ll be a lot more fun than a skin.

    But the price isn’t the only thing that’s annoying. Were it so easy.

    In Halo Infinite, player skins are divided up into “cores,” each core representing a certain style of armor from the Halo universe; the “Mark V [B],” for example, is based on the design from 2010’s Halo Reach. Each core has its own set of helmets, chest plates, shoulders, armor colors (referred to as armor “coatings” in-game), and more.

    Frustratingly, you can’t customize the individual parts across different cores. That changed a little bit with season five; you can now use helmets, visor colors, and some coatings across different cores. The problem is that the Mark V suit isn’t a core, but rather an armor “kit” for the Mark VII core; you’re far more restricted in how you can customize the set. You can’t even stick the helmet on other designs. The gold visor is cross-core compatible though, as well as green coating—though about that…

    While the Mark V’s specific armor coating is usable across cores, some players are pointing out that the certain shade of green is almost identical to the free green coating that comes with the game. Yes, the “Cadet Sage” armor is ever so slightly darker, but at the pace of action Halo Infinite usually goes, it’s not like this looks wildly different during gameplay.

    So yeah, go play Halo: Combat Evolved if you haven’t. The gameplay is aging a bit, but it’s an essential first-person shooter campaign of the modern era if there ever was one.

    [ad_2]

    Claire Jackson

    Source link

  • Forza Motorsport Feels So Damn Good

    Forza Motorsport Feels So Damn Good

    [ad_1]

    I love racing games, but I’m not really a racing game kind of guy. What that means is I enjoy getting beyond the wheel of a flashy car, whether it’s a half-million-dollar Ferrari or a souped-up Subaru hatchback, and trying to hug turns while grazing past the competition. What I don’t particularly care about is getting…

    Read more…

    [ad_2]

    Ethan Gach

    Source link

  • Microsoft Explains Why You’re Waiting So Long For Those Xbox Exclusives

    Microsoft Explains Why You’re Waiting So Long For Those Xbox Exclusives

    [ad_1]

    Microsoft revealed some exciting new first-party games like InExile’s Clockwork Revolution and Compulsion Games South of Midnight at its June 11 Xbox Showcase. But others like Fable and Avowed were first teased years ago and still don’t have clear release dates. What’s taking so long?

    Xbox Game Studios head Matt Booty recently said in interviews with Axios and IGN that the industry is still catching up to a new reality that major projects are simply more complex due to new hardware and rising audience expectations. 4K graphics, ray-tracing and other graphical improvements have made development harder and more expensive, while Microsoft itself had to manage a transition period beginning in 2018 when it snatched up tons of new studios, including those under the Zenimax acquisition like Bethesda, id Software, and Machine Games.

    “I think that the industry and the fans were a little behind the curve on sort of a reset to understand that games aren’t two or three years anymore,” Booty told Axios. “There are higher expectations. The level of fidelity that we’re able to deliver just goes up.”

    “One, gen 9 hardware is awesome—ray tracing, all the stuff we can do,” he told IGN. “But that trickles down through everything through how the assets are build. Like in Forza Motorsport, how the cars have to be built, how the lighting’s got to be done, how the track’s got to be set up, all the detail. The expectation is very high. Games are just getting more complex in terms of the interactions that are expected.”

    There are plenty of examples that back up Booty’s point about games taking longer. Ghost of Tsushima took Sucker Punch six years, the longest the studio had ever spent on making a single game. Final Fantasy XVI is in a similar boat, arriving seven years after the last game in the storied fantasy-RPG franchise. Exceptions like Star Wars Jedi: Survivor, a dense 35 hour action adventure and game of the year contender made in just three years, only undermine how rare that turn around time has become.

    At the same time, it’s clear Microsoft in particular has struggled to iron things out in its post-acquisition production processes. Halo Infinite’s anemic post-launch support and the poor state of Redfall at release have shown that even when a big game finally arrives, it’s not without problems. Microsoft founded The Initiative back in 2018 but we’ve yet to see anything vaguely tangible out of Perfect Dark. Instead, it’s now reportedly relying on a partnership with Crystal Dynamics to push development forward on the game.

    While games like State of Decay 3, Gears 6, and Everwild were all missing from the Xbox Showcase, Microsoft is hinting that they could make an appearance at other events throughout the year like Gamescom or The Game Awards. Even so, it’s not clear their re-emergence will include substantial gameplay reveals or definitive release dates versus CGI trailers. In the meantime, fans finally have Starfield and Forza Motorsport to round out the year. And if Booty’s right, a parade of hits will begin to follow shortly after.


                               

    [ad_2]

    Ethan Gach

    Source link

  • Wow, Bungie’s Marathon Is The Coolest-Looking Shooter In Years

    Wow, Bungie’s Marathon Is The Coolest-Looking Shooter In Years

    [ad_1]

    Rarely do I watch a trailer for a video game more than once. Yet with Bungie’s Marathon reboot/sequel/whatever, I’ve found myself looping its slick and stylish announcement trailer. It’s not just because the trailer slaps, but because Bungie is teasing looks to be one of the coolest shooters released in years.

    On March 24, shortly before a Spider-Man 2 trailer would set off a whole new “puddlegate,” Bungie (Halo, Destiny) revealed its next big first-person shooter: Marathon. If that name sounds familiar, that’s because this is actually Bungie returning to one of its oldest franchises, the Mac-only shooter trilogy, Marathon. You can read more about those old games, their beloved lore, and how it connects to Halo and modern extraction shooters in this piece from our very own Claire Jackson.

    However, I’m not here to talk about Marathon’s lore, history, fandom, or anything involving the Bungie mythos. No, instead, I want to just gush for a few paragraphs about how damn refreshing and awesome this game’s look and announcement trailer are compared to most other shooters and games out there today. And I don’t seem to be alone in loving this trailer as it has hit 18 million views on YouTube already.

    PlayStation / Bungie

    Marathon has one of the best game trailers of 2023

    From the moment the trailer’s intense electronic music kicks in at the start, I was engaged. Then we see someone in a rad-looking sci-fi-fi outfit running through a tunnel, all while shots of vibrant-colored robot bugs create intricate android-like beings. What’s happening here? I don’t know, but did you just hear that sick bit in the music?

    Anyway, the running character breaks out of the darker tunnels and enters an incredibly bright world where we see that they are also rocking vibrant colors, including a bright, neon-pink helmet. The music builds as the camera zooms in closer and closer to the runner. Things feel tense as the music builds into a digital mess and then BAM! That’s all she wrote for this runner as they are sniped from afar by a slick-looking and white-as-paper android. Our runner, now dead, is seen collapsing in slow motion into what appears to be a milk-like substance, their blue-inky blood mixing and swirling into the water around their corpse. As the robot sniper rips out something from the dead runner the music builds again, glitches out, and BAM! Bungie reveals that this vibrant trailer was for a new Marathon.

    “Vibrant” is really the keyword here. Everything in this trailer pops in a way that I’ve not seen in most other shooters released in recent years. A lot of modern shooters seem focused on realism, which can look lovely, but also a bit drab. The popular color scheme we typically see on shooters also starts to make shooters like Call of Duty and Battlefield blend together. Or they all look a bit too much like Fortnite, which while colorful, isn’t visually distinct anymore. I enjoy a lot of these modern shooters regardless. But with Marathon, things are different.

    Actually, it’s beyond colorful. It’s almost garish with all of its pinks, yellows, greens, and blues clashing in nearly every frame. Yet it’s all balanced by hyper-realistic lighting, materials, textures, and models. The color palettes are incredible to look at and a few of us at Kotaku couldn’t stop gawking at the trailer.

    Marathon’s new art style is fresh and bold

    Bungie calls Marathon’s art style “graphic realism,” as mentioned in a recent behind-the-scenes video about the rebooted shooter. Bungie dev Emily Katske further elaborates on the game’s art, saying it’s “bold, colorful [and] stylized.”

    The game’s director, Christopher Barret, in the same video, also says that the team wanted the art to be “beautiful” and “vibrant”, “mysterious” and “familiar,” “but also, strange.”

    Bungie

    Normally, I’d roll my eyes a bit at this kind of talk, but after seeing the trailer and concept art of this new take on Marathon, yeah, I get it. Balance is key, though. Bungie has to carefully balance when and where to “dial [things] up to 11” and when to pull back a bit so folks don’t get overwhelmed while trying to play.

    It’s a risky option, taking a beloved franchise and reworking it into something bold. It’s also quite a departure from the original Marathon games, which featured more subdued or grimy textures and Doom-like sprites. I’ve already spotted some longtime Marathon fans upset about this new, more colorful, and stylized direction. And until we actually play the final game, we won’t know if any of this will actually work out. Was this a big, expensive mistake? Or a huge gamble that lands perfectly? No idea!

    But Marathon’s trailer, concept art, and overall style has me more excited than I expected to play this upcoming extraction shooter. I’m not even a fan of that genre of online FPS, but I want to see more of Marathon so badly that I’ll give it a shot. As long as I can waddle around Bungie’s new incredible-looking world for a few minutes before getting killed, I’ll be happy to play and explore Marathon whenever it comes out.

    [ad_2]

    Zack Zwiezen

    Source link

  • Minecraft Legends: The Kotaku Review

    Minecraft Legends: The Kotaku Review

    [ad_1]

    The writer O. Henry is alleged to have said of New York City, “It’ll be a great place if they ever finish it.” I have a very similar feeling about Minecraft Legends. Its mix of real-time strategy and third-person action seems like it could be a splendid game, should Mojang ever get around to completing it.

    Legends is an ambitious concept. As Minecraft Dungeons is to the action-RPG, Minecraft Legends is to the strategy game, another spin-off from the almighty franchise that attempts to make a complicated genre more immediately palatable to a family audience. However, where Dungeons is a roaring success, a delightful game to sit and blast through, Legends is a bemusing and messy creation that runs out of ideas before it runs out of tutorial.

    How Minecraft Legends Becomes Strategic

    Screenshot: Mojang / Kotaku

    It’s peculiar, reviewing something in the Minecraft milieu. It doesn’t matter a bit what I or anyone else has to say about it, because it’s predestined to be a phenomenon. My local department store is already filled with tie-in promotional products, from toys to t-shirts, a week before it’s even released. “Friends & Allies” reads one such kids’ shirt, showing the traditional Minecraft enemies stood alongside a heroic Steve-like, capturing the game’s USP: This time you fight alongside the Creepers, Zombies, Skeletons and so on, in a united front against a Piglin invasion of the Overworld.

    In a large map (growing in size depending upon your difficulty level) that’s randomly arranged at the start of a single-player campaign, you are selected by three somewhat celestial beings, Knowledge, Action, and Foresight to repel the piggy invasion. These porcine pests are determined to take over the villages of the franchise’s erstwhile Villagers, building their own encampments, and despoiling the very ground beneath them. To fight against this, you play in third-person controlling your hero, accompanied by a team of golems that you create via spawners, who (are supposed to) follow you wherever you go, and follow your issued orders during on-the-fly battles.

    Some naughty Piglins.

    Screenshot: Mojang / Kotaku

    It all begins pretty well. Knowledge, Action, and Foresight are all brilliant characters, excellently voiced and welcoming to new players. They are there to explain the basics of the game, as new concepts are introduced in the initial stages of play. You learn how to gather resources, starting off with wood and stone. Then how to build spawners, generate golems (and later Skeletons, Creepers, Zombies, etc), beginning with two types, a ranged arrow-firing block-like creature, and a melee rock-type, that furiously punches at enemies and enemy structures. Once this is established, Minecraft Legends lets you get into scraps with the Piglins, then you find a village, and get a rundown on the basics of protecting each location’s central well, done by building walls and defensive structures.

    You roam the beautiful world on the back of one of four mount types (one’s a beetle that’s great at climbing, another’s a bird that can glide from heights without taking damage), all used to negotiate those familiar Minecraft biomes, mountains, and seas. But you can also build in this world by holding down the left trigger, then placing objects RTS-style around you, or drag-dropping lengths of wall into place on the ground near your character.

    With all of these gameplay elements put in place, Minecraft Legends then just sets you free with almost none of the most important mechanics properly explained, while blathering new information at you while you’re trying to come to grips with what a complete mess the controls are. Devolving entirely into “tell, don’t show,” I was left struggling to work out how I was supposed to improve my tools, as it keeps demanding you should. Via trial and error, I eventually figured out it’s about building new structures at a central location, using materials it hasn’t told me how to get yet, and oh good Lord.

    Why Minecraft Legends Is So Frustrating

    Creepers are on our side in Minecraft Legends!

    Screenshot: Mojang / Kotaku

    Eventually, I figure all Minecraft Legends’ mechanics out. I get there. But it’s such aa frustrating experience, only to learn that one whole mess—of placing special towers that can variously improve the amounts of resources you can carry, the numbers of golems you can have in your army, the ability to have your alleys gather new resource types, and even the ability to gather other tower types—would have been far better as a skill tree in the menus. Then it would be clear, visibly understandable, and much better communicated to players.

    But communication is Legends greatest failure. There’s just so much that’s so peculiarly missing here, not least when it comes to the game’s map. It allows you to fast travel between discovered villages, and also shows the location of different biomes, mount types, potential allies (the Skeletons, Creepers, etc), and the Piglin encampments. Hover over many of these and one of the characters will—after a weirdly long delay—tell you some information. Perhaps this Piglin camp is planning to create a new site tonight, or that this village is intended for attack by the Piglins and needs your help defending itself.

    But what it absolutely doesn’t tell you, neither in the pop-up text nor the voice over, is whether a Piglin camp is possible to attack. To find that out, you have to run vast distances across the terrain to reach its borders, where either a (splendid) cutscene will play introducing that battle, or a text box will pop up saying you’re not yet ready to attack it. Again, get close enough and its difficulty level will appear on screen—1 to 4—giving you an idea of the challenge ahead. But that information isn’t on the map, either before or after you’ve learned it elsewhere. Why not? This is such basic stuff. The amount of time I wasted running toward battles I couldn’t play is galling, and could so easily have been prevented.

    A beautiful sunrise view of Legends' world.

    Screenshot: Mojang / Kotaku

    And when Minecraft Legends does give you valuable on-screen information, it’s often obfuscated and unexplained. I eventually work out which unlabeled number represents how many characters I currently have following me anywhere, and which represents how many of my total possible golems currently exist in the world. The two can’t usefully be matched up, because the former contains any random animals you might have picked up on your travels, given the only way to select units around you is to hit X, and grab the attention of anyone in a very small circle. Which means, yes, there’s literally no way to call your units to you when exploring or battling without going up to their immediate vicinity and hitting X. Instruct them to attack that structure over there, and they’ll rush off to do so, and then when it’s done, stand there. Forever. You have to run to them, and meticulously select them all, to issue another instruction. Which is bewildering.

    It gets significantly worse because of the atrocious pathfinding. Most of the Piglin bases are on raised platforms, requiring you to build ramps for your troops to ascend between the rocky plateaus. But none of them can cope with the narrow paths and enemy structures that bounce them off the platform, meaning you constantly lose your units to the ground below. Down there, rather than make their way back to you, they’ll instead just stand there, uselessly, not even defending themselves from attacks. If you’re five platforms up, trying to fight an enormous Piglin elephant-thing, while attempting to destroy enemy towers that are raining fire on you, at the same time as thirty Piglins are fighting you from all sides, you are forced to jump all the way down, gather your stragglers, guide them all the way back up to the battle, and then watch them idiotically walk off the sides again. Over and over and over.

    Lose your troops entirely, as you often will, and you need to run away from the battle site to the nearest spawners you’ve placed to generate some fighters. In a traditional RTS game, this would involve zooming out from your godlike view of the map, clicking on facilities that generate new units, then commanding them to head toward your fight. But in Legends, it involves riding your purple tiger away from the hundreds of enemies all attacking you, bounding across the terrain to your nearest spawners (only possible to place on non-enemy terrain, hence the journey), create new ones, then manically gather them to follow you because they’ll just stand there if you don’t get every single one within your tiny X-circle, then run with them all back to the battle, up all your ramps again, into the fray, likely to see half of them immediately killed by a massive fireball, and the other half throw themselves off the sides to get lost in the ground below.

    How Minecraft Legends Buries Its Fun

    My character riding a donkey by a fountain.

    Screenshot: Mojang / Kotaku

    I’ve described the above at such meticulous lengths, because that’s the majority of the experience of playing Minecraft Legends. It’s about painstakingly guiding these gormless troops via punishingly poor interaction into distant battles, over and over until you’ve finally whittled away at things enough to destroy the central portal. And all the time, you can see the fun you should be having, the solid family-friendly game that hides beneath all this clumsy crap, but you can never quite touch it.

    Everything is so opaque. New structures are added with no fanfare, no notice, and are only discovered when you remember that there’s an in-game book-thing that lets you rearrange your UI. As the game progresses, you end up with the farcical issue of having about 15 different structures you want to have access to at any time, but a UI that only lets you select eight of them at a time. You’re supposed to endlessly juggle them about, which would be massively annoying if it weren’t for the next huge issue: you can’t sodding pause.

    Because the game has been designed with co-op or combative multiplayer in mind, the single-player campaign that it presents as its main mode is forced to be an always-online experience. So when you hit pause to answer the front door, or deal with the kids, Minecraft Legends just carries on playing almost invisibly behind the apparent pause menu, killing your troops, and advancing time so the Piglin bases expand unchecked, villages are attacked, and allies lose faith in your support. The same is true when you’re opening the ‘book’ to try to rearrange your UI, so you can build the attacking structure you need to defend a village, but have your units wiped out while forced to fight with these menus. Idiotic.

    An 8-Year-Old’s Review Of Minecraft Legends

    Sadly taking damage adds an irritating red border to the entire game.

    Screenshot: Mojang / Kotaku

    All these frustrations aside, the game beneath them sadly all also falls short. Once you’ve defended a bunch of villages, and attacked a bunch of Piglin bases, it very quickly becomes apparent that you’ve seen all it has to offer. And unlike Dungeons, where replaying the same dungeons lets you make progress in your armor, equipment, etc, there’s nothing like that in Minecraft Legends. You get access to more golem types and more structures, but once they’re all in place there’s no carrot remaining to motivate continued play.

    Of course, this is all based on the single-player game—my many hours with it were spent before release, and as such, before there was anyone else to cooperate or compete with. However, given the mad mess of awful unit controls, dreadful pathfinding and AI, and a lack of variety in what you get to do, I struggle to see how things could be dramatically improved by subjecting someone else. And it’s crucially important to note that unlike Dungeons, there’s no couch co-op here, and never will be, which is disastrous.

    However, and this is a very significant however, I’m not the only one in my house who played Minecraft Legends. I was accompanied for much of my time by my 8-year-old son, currently on his school vacations, and he’s spent a good deal of time playing it for himself. His view is different. In fact, I commissioned him to write about them (paying him from my fee for this review, I stress). His view, from a much more relaxed approach to playing, just muddling about and not focused on attempting to make strong progress, was far more positive. Here’s Toby’s review:

    I much prefer Minecraft Legends than normal Minecraft but Legends has bad things about it,too. Like for instance, I much prefer animals in normal Minecraft than in Legends though, I do quite like the Piglins so mixed feelings. I prefer mining in normal Minecraft and I prefer how you level up and beat the game in normal Minecraft. Minecraft Legends brings fights to another level. The Piglin bases are fun to fight, challenging and not too challenging. Also defending villages is super fun because of building defenses and attacking the mobs. I prefer building in normal Minecraft but that’s no big deal. So overall I think that Minecraft Legends is great and I really like it. THE END!!!

    A Piglin portal you need to destroy.

    Screenshot: Mojang / Kotaku

    So there you have it. As I said at the beginning, a 45-year-old games journalist’s views on Minecraft Legends are close to irrelevant. It’s going to be on Game Pass (along with the grimly inevitable in-app purchases for skins and cosmetic nonsense). It seamlessly transfers between your PC and your Xbox (we played the game on both, picking up downstairs where we left off upstairs), meaning it’ll be there on the couch or on your laptop. And perhaps most significantly, it’s going to be in every toy store, supermarket, and bus stop for the foreseeable future.

    That it’s not a very good game, and one that desperately needed a lot more development before this seemingly premature release, will matter almost not at all. It’s stunningly pretty, it lets you make friends with the Creepers, and the cutscenes are brilliant. And it matches those new pyjamas. Should they ever finish Minecraft Legends, allowing you to instantly gather your spawned troops from anywhere, fixing the atrocious UI, giving your units some vestiges of pathfinding, and hugely increasing the mission variation, I think it could be a great place.

    [ad_2]

    John Walker

    Source link

  • What To Expect From Xbox In 2023

    What To Expect From Xbox In 2023

    [ad_1]

    Image: Bethesda

    Easily the most anticipated title on this list, Starfield is notable for two reasons: It’s gaming’s next big sci-fi RPG epic and its the next evolution in Bethesda’s open-world formula. Bethesda is no stranger to science fiction, having a number of Fallout games under its belt. But from everything we know about Starfield right now, it’s aiming for an unprecedented scale, featuring over 1,000 worlds for you to explore.

    Though we haven’t seen a whole lot of Starfield gameplay, the reveal last summer showed a bit of what we can expect. Here’s your hype fuel for Starfield before its expected release this year:

    • “Hard science fiction” setting with 1,000 explorable planets
    • A mix of “handcrafted content” and procedurally-generated environments
    • More than 250,000 lines of dialogue in classic “Bethesda-style,” and a “persuasion system”
    • Complex character creation system with various backgrounds and traits that let you tailor your aesthetics and stats
    • Simplified survival mechanics
    • The classic Bethesda mix of first-person combat, exploration, and roleplaying

    Bethesda

    It’s hard not to get excited about a game like this. While the commonly voiced concern that such a high number of planets may mean we’re in for some serious “quantity over quality” is a fair one, I’d argue that’s always been the case with Bethesda games: Unprecedented scale, unprecedented jank. Despite all of that, Bethesda games of this sort usually cohere to form a unified experience that’s hard to get anywhere else. The question for Starfield will be: Do enough aspects of this epic space sim work well enough to create an intense level of immersion for, oh I dunno, hundreds of hours? I mean, I still don’t feel like I saw everything in Fallout 3 and 4.

    [ad_2]

    Claire Jackson

    Source link

  • Phil Spencer Says Halo Studio Remains ‘Critical’ To Xbox Despite Cuts

    Phil Spencer Says Halo Studio Remains ‘Critical’ To Xbox Despite Cuts

    [ad_1]

    Image: 343 Industries / Microsoft

    Things haven’t been going great for Xbox recently. Microsoft is facing stiff resistance in its attempt to acquire Activision Blizzard. It released hardly any big exclusive blockbusters last year. And it just cut over 10,000 jobs last week, including many senior developers at Halo Infinite studio 343 Industries. Microsoft Gaming CEO Phil Spencer tried to remain upbeat and do damage control on each of these points and more in a new interview with IGN.

    “Every year is critical,” he said. “I don’t find this year to be more or less critical. I feel good about our momentum. Obviously, we’re going through some adjustments right now that are painful, but I think necessary, but it’s really to set us up and the teams for long-term success.”

    This week captured both the peril and promise facing Xbox right now. On Tuesday, Microsoft announced a drop in net-income of 12 percent for the most recent fiscal quarter compared to the prior year. Xbox gaming hardware and software were down by similar percentages, and Microsoft said nothing about how many new subscribers its Game Pass service had gained since it crossed the 25 million mark exactly a year ago.

    Then on Wednesday Microsoft provided a sleek and streamlined look at its upcoming games in a Developer Direct livestream copied right from the Nintendo playbook. Forza Motorsport was seemingly quietly delayed to the second half of the year, but looked like a beautiful and impressive racing sim showpiece. Arkane’s co-op sandbox vampire shooter Redfall got a May 2 release date. Real-time strategy spin-off Minecraft Legends will hit in April. And to cap things off Tango Gameworks, maker of The Evil Within, shadow-dropped Hi-Fi Rush on Game Pass, a colorful rhythm-action game from left field that’s already become the first undisputed gaming hit of 2023.

    Hi-Fi Rush's hero jumps through a colorful city skyline.

    Screenshot: Tango Gameworks / Bethesda

    “2022 was too light on games,” Spencer confessed in his IGN interview. 2023 shouldn’t be thanks to Redfall and Starfield, Bethesda’s much-anticipated answer to the question, “What if Skyrim but space?” But both of those games were technically supposed to come out last year. Meanwhile, Hi-Fi Rush, like Obsidian’s Pentiment before it, is shaping up to be a critically acclaimed Game Pass release that still might be too small to move the needle on Xbox’s larger fortunes.

    Spencer remained vague when asked how successful these games were or their impact on Game Pass, whose growth has reportedly stalled on console. “I think that the creative diversity expands for us when we have different ways for people to kind of pay for the games that they’re playing, and the subscription definitely helps there,” he said.

    Hi-Fi Rush, Redfall, Starfield, and a new The Elder Scrolls Online expansion due out in June are also all from Bethesda, which Microsoft finished acquiring in 2021. The older Microsoft first-party game studios have either remained relatively quiet in recent years while working on their next big projects, or, in the case of 343 Industries, were recently hit with a surprising number of layoffs.

    Following news of the cuts last week, rumors and speculation began to swirl that 343 Industries—which shipped a well-received Halo Infinite single-player campaign in 2021, but struggled with seasonal updates for the multiplayer component in the months since—was being benched. The studio put out a brief statement over the weekend saying Halo was here to stay and that it would continue developing it.

    A shift from Starfield waits for the game's new release date.

    Image: Bethesda / Microsoft

    Spencer doubled down on that in his interview with IGN, but provided little insight into the reasoning behind the layoffs or what its plans were for the franchise moving forward. “What we’re doing now is we want to make sure that leadership team is set up with the flexibility to build the plan that they need to go build,” he said. “And Halo will remain critically important to what Xbox is doing, and 343 is critically important to the success of Halo.”

    Where Halo Infinite’s previously touted “10-year” plan fits into that, however, remains unclear. “They’ve got some other things, some rumored, some announced, that they’ll be working on,” Spencer said. And on the future of the series as a whole he simply said, “I expect that we’ll be continuing to support and grow Halo for as long as the Xbox is a platform for people to play.” It’s hard to imagine Nintendo talking about Mario with a similar-sounding lack of conviction.

    It’s possible Microsoft’s continued struggles with some of its internal projects is partly why it’s so focused on looking outside the company for help. Currently that means trying to acquire Activision Blizzard for $69 billion and fighting off an antitrust lawsuit by the Federal trade Commission in the process. Microsoft had originally promised the deal to get Call of Duty, Diablo, World of Warcraft, and Candy Crush would be wrapped up before the end of summer 2023. That deadline’s coming up quickly, even as the company continues offering compromises, like reportedly giving Sony the option to continue paying to have Activision’s games on its rival Game Pass subscription service, PS Plus.

    Spencer told IGN he remains bullish on closing the deal, despite claiming to have known nothing about the logistics of doing so when he started a year ago. “Given a year ago, for me, I didn’t know anything about the process of doing an acquisition like this,” he said. “The fact that I have more insight, more knowledge about what it means to work with the different regulatory boards, I’m more confident now than I was a year ago, simply based on the information I have and the discussions that we’ve been having.”

    [ad_2]

    Ethan Gach

    Source link

  • Everything We Saw At Today’s Xbox Developer Direct

    Everything We Saw At Today’s Xbox Developer Direct

    [ad_1]

    Screenshot: Tango Gameworks / Kotaku

    Today Microsoft held its Developer Direct presentation, focusing on a number of new games coming to Xbox, PC, and Game Pass. We got a fresh look at some anticipated titles, as well as a neat little rhythmic surprise from the developers of The Evil Within. But enough chatter, let’s get into what Microsoft showed off today.


    Minecraft Legends

    We first learned of Minecraft Legends last year. A spin-off of the ultra-popular sandbox survival game, Legends is, perhaps unexpectedly, a multiplayer action-strategy game. Legends will have both a narrative co-op mode, as well as a PvP mode with procedurally generated environments, which is much of what we saw today. Check it out here:

    Microsoft


    Forza Motorsport

    The folks over at Turn 10 showed off some wildly pretty footage of the upcoming Forza Motorsport, which is expected to arrive this year. This presentation focused on the finer details of Motorsport’s visual flair, including highly detailed dirt, damage, and “battle scars” that’ll build up on your digital cars, as well as extra detail added to the game’s dynamic time of day and trackside vegetation. Cars are also expected to get more realistic physical behaviors, with improvements to the suspension and exhaust.

    Read More: This Racing Game Promises The Best Dirty Video Game Cars You’ve Ever Seen

    Forza Motorsport – Developer Game Overview

    Hi-Fi Rush

    Surely we’ve all thought “why can’t we take down corporate overlords in a brightly colored action game with rhythmic action cues? Oh, and made by the folks who did The Evil Within.” Well think no more: Hi-Fi Rush was today’s biggest surprise, putting players in the role of an aspiring rock star with a rhythmic robot arm who kicks butt on the beat with a flying V guitar…which makes sense as that’s about all a flying V is good for. It looks like good fun, and by the way, it’s coming out today! On Game Pass, even.

    Read More: Horror Devs Surprise World With Bright Action Game, On Game Pass Tonight

    Hi-Fi Rush – Launch Trailer

    Redfall

    Arkane, the studio that brought us Dishonored, Prey 2017, and Deathloop is currently working on Redfall, an open-world, sandbox FPS with four-player co-op. With some friends, you’ll wield appropriately gothic firearms to take down oodles of blood-sucking vampires. Arkane describes the setting as its largest world yet. While it does look very much like Left 4 Dead with vampires, today’s gameplay dive showed off Arkane’s immersive sim strengths, meaning there are a variety of ways to take on foes and objectives, with some uncertain outcomes. Redfall is expected on May 2 of this year.

    Microsoft / Bethesda


    The Elder Scrolls Online: Necrom

    ESO continues on with a new expansion: Necrom. Expect a brand new class, the Arcanist, and some terrestrial and extraplanar adventures as there’s a new peninsula to explore in the mushroom kingdom of Morrowind. You’ll also get to go for a jog in Apocrypha, one of the Elder Scrolls’ lovely hellish realms. Coming on June 5 and June 20 for PC and consoles, respectively.

    Microsoft / Bethesda


    While last year was a little lacking in terms of exclusives for Xbox and Game Pass, with High On Life being perhaps the most notable, 2023 is certainly looking a bit more action packed. Bethesda’s much-hyped, much-delayed Starfield is also supposed out, in June no less. Think they’re gonna stick it this time?

    [ad_2]

    Claire Jackson

    Source link

  • Halo Infinite Devs Use Fan’s Pokémon Map To Help With Game’s Aiming Issues

    Halo Infinite Devs Use Fan’s Pokémon Map To Help With Game’s Aiming Issues

    [ad_1]

    Image: The Pokemon Company / 343 Industries / Kotaku

    Halo has a long tradition of community-made maps and game modes that range everywhere from serious to silly. Recently, one map and mode combo that’s more on the playful and fun side of things caught the attention of 343 Industries as an opportunity to fix long-standing shooting issues. Named after a certain Pokémon notorious for digging and jumping out of holes, this community creation is now being used to pinpoint and fix aiming and shot registration woes, as they’ve plagued Halo Infinite since it launched just over a year ago.

    Halo Infinite, the latest entry in the long-running and often critically acclaimed first person shooter series, only recently received an update that included a beta version of its in-game map creator: Forge. First premiering in Halo 3, Forge has been a staple of the series ever since 2007, allowing anyone to create a map of their own design with the tools necessary to create custom games for it, be those party and minigames or more traditional takes on the franchise’s well-known modes, like Slayer or Capture the Flag. One such community-created game, that takes its name from the Diglett Pokémon, seems to have caught 343’s eye as an opportunity to test drive fixes to the game’s core mechanics.

    Read More: Someone Recreated The Entire Halo 1 Warthog Finale In Halo Infinite

    With community Forge maps popping up on a regular basis these days, 343 Industries’ senior community manager John Junyszek put out a tweet asking for the community’s favorite Forge minigames so far. When competitive Halo player Linz shouted out Digletts, a game where players pop out of holes to take sniper shots at one another, Junyszek followed up with an interesting bit of behind-the-scenes trivia:

    Kotaku has reached out to 343 Industries for more information.

    As many Halo fans have known, while Infinite’s core mechanics are solid and work well, there have been issues around aiming, with many players suspecting that the game seems particularly off when trying to line up precision shots with a sniper rifle, either descoped or while aiming down sights. Whether this is due to the game’s auto-aim function that eases controller aim (and exists on most modern shooters that take controller inputs), bullet magnetism, or the notorious desync issues many players have had with Infinite isn’t totally certain. Since Diglet is a game that only features aiming and shooting, it’s a pretty perfect test environment for studying aiming behavior. Junyszek said that the “minigame has recently helped our team further test and investigate various shot registration situations, especially in regards to latency and networking. Since it’s a curated environment without many variables, it’s helped us investigate specific scenarios.”

    Check out the the Diglett game mode in action here:

    343 Industries / iSpiteful

    Who knew RPing as a Diglet armed with a legendary anti-materiel rifle could be so productive?

    [ad_2]

    Claire Jackson

    Source link

  • A Fireside Chat with Unity’s Marc Whitten

    A Fireside Chat with Unity’s Marc Whitten

    [ad_1]

    In August, we shared the news that Unity, our longtime partner and a global leader in real-time 3D technology, had selected Azure as its cloud partner for building and operating real-time 3D (RT3D) experiences from the Unity engine. This strengthening of our partnership builds on our shared commitment to expanding the creation and distribution of 3D content, to bringing relevant tools and technologies to a wider range of developers, and to making it easier than ever to bring games to players.

    Recently, Microsoft Game Dev Editorial Director N’Gai Croal had the opportunity to virtually sit down with Marc Whitten, the Senior Vice President and General Manager of Unity Create Solutions, to talk about how we’re working together to make it easier than ever for game creators around the world to publish to Xbox consoles and PC so they can better reach their existing communities and build new ones. You can watch the full video of the chat below or
    view it here on YouTube.

     

    The discussion was wide-ranging, touching on everything from the ways that the game industry and Hollywood are alike (and how they differ) to Unity’s addition of Weta Digital and Ziva Dynamics to the Unity Create Solutions toolset. Naturally, the lion’s share of the chat revolved around how the movement to the cloud has changed game development and how Unity’s partnership with Azure will allow them to provide developers with even more impactful tools and greater flexibility.

    Here are some relevant quotes from the discussion, lightly edited for clarity.


    Marc Whitten on whether games or movies put a bigger demand on technology:


    I believe that game creators and game players have typically been on the leading edge of pushing what is possible with any technology forward, and then that typically filters back in through a lot of other use cases. I think as humans we like to be entertained and we like to play games. And so, if you give any piece of technology to a creator, they’re going to make a game out of it. And if you give that to a player, they’re going to ask that creator to make it a little bit better.


    Marc Whitten on the importance of making cloud-native game development tools:


    Undeniably, in a hybrid world, creators themselves, when they’re in teams, are going to be more and more in different locations. So making it easy for them to collaborate together, to work on assets that are in the cloud, to be able to access hardware regardless of where that hardware is, is pretty critical to the creation experience.


    Marc Whitten on why Unity chose Azure as its cloud partner:


    In talking to Azure’s leadership and some senior engineering talent, we saw a shared vision. They were very helpful in helping us understand some potential blind spots and were as excited as we were about the potential of the partnership. They’re a great partner for us as we look at how to accelerate how we can add value through the cloud and increase the impact of products and technologies like this.

    [ad_2]

    Source link