[ad_1]
The post Towerborne Developer Diary: Fights, Friends and Fat Loot appeared first on Xbox Wire.
[ad_2]
Joe Skrebels, Xbox Wire Editor-in-Chief
Source link

[ad_1]
The post Towerborne Developer Diary: Fights, Friends and Fat Loot appeared first on Xbox Wire.
[ad_2]
Joe Skrebels, Xbox Wire Editor-in-Chief
Source link

[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.
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?

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

[ad_1]
We’re now halfway through the life-cycle of the PlayStation 5 and Xbox Series X/S, but Call of Duty doesn’t appear to be giving up on the last-gen consoles that preceded them yet. A leak out of GameStop suggests that Call of Duty: Black Ops 6 will still come to PS4 and Xbox One, but continue to cost the same as the $70 “next-gen” versions.
An apparent photograph circulated by CharlieIntel shows the SKUs and prices for 2024’s Call of Duty in GameStop’s inventory system. The image lists Xbox Series X/S, PS5, and PS4, with a $70 price tag for each, and the Xbox One version seemingly included via Smart Delivery. Insider Gaming reports that it’s been able to independently verify that the data in the image is real, and two GameStop employees Kotaku spoke with corroborated the claim as well, confirming that pre-order SKUs are currently live in their system.
If made official, this would be the longest that Call of Duty has ever remained cross-gen. When the series originally made the jump to PS4 and Xbox One back in 2013 with Call of Duty: Ghosts, it remained on PS3 and Xbox 360 for two years after that until Activision ditched the older consoles with Call of Duty: Infinite Warfare. With Black Ops 6, PS4 and Xbox One will have continued receiving last-gen versions for a surprising five years in a row.
If you’re wondering why this might be the case, look no further than the fact that roughly half of PlayStation users are still playing on a PS4. The last-gen install base remains huge, and cutting it off from one of the most expensive games to make would be leaving a ton of money on the table. PS5 exclusives like Spider-Man 2 and Final Fantasy VII Rebirth already appear to have suffered poorer sales as a result of that.
Of course, Xbox players aren’t likely to notice the price hike anyway since most of them will be able to play Black Ops 6 with a paid Game Pass subscription. Microsoft is reportedly planning to bring the series to the Netflix-like library later this year, though there are also rumors that it might raise the monthly service’s price once it does.
Activision declined to comment.
Update 5/24/2024 5:45 p.m. ET: Added Kotaku’s own sourcing and independent corroboration.
[ad_2]
Ethan Gach
Source link

[ad_1]
Earlier this week, Xbox announced that it would be shuttering several studios it had attained as part of its $7.5 billion purchase of Bethesda, including Arkane Austin, Tango Gameworks, Alpha Dog Games, and Roundhouse Studios, the last of which is being absorbed into another team. Collectively, the studios’ produced games like Dishonored, Prey, Redfall, Mighty Doom, Hi-Fi Rush, and more. These studios, and some of the more innovative titles that they developed, seemed at one point to be the future of Xbox’s floundering brand. After a downturn in many of Xbox’s large key franchises due to mismanagement, the shifting priorities of its audience, and the Xbox’s dwindling image across the world, titles like the ones these teams were developing seemed like the start of a promising new era for Xbox, one that might be marked by more creative, sustainably made games that weren’t designed to bleed its audience dry. – Moises Taveras Read More
[ad_2]
Kotaku Staff
Source link

[ad_1]
After shutting down multiple Bethesda studios, Xbox and Bethesda leadership held a town hall meeting with staff to discuss the closures, explaining that the company’s studios had been spread too thin and that it wanted to focus on fewer projects moving forward.
On May 7, Xbox announced that it was closing three studios—Tango Gameworks (Hi-Fi Rush), Arkane Austin (Redfall), and Alpha Dog Games (Mighty Doom)—with a fourth support studio, Roundhouse Studios, being absorbed by the team behind Elder Scrolls Online. According to a new report, on May 8, in the aftermath of these surprising shutdowns, Xbox President Matt Booty and Zenimax head Jill Braff held a large meeting with staff and laid out the reasoning behind the cuts.
As reported by Bloomberg, during the meeting Booty praised Hi-Fi Rush, but wouldn’t go into specific details on why the studio behind the colorful action game had been shut down.
Speaking more broadly about the closings, Booty reportedly explained that Xbox and Bethesda’s studios had become spread too thin, like “peanut butter on bread,” and that team leaders felt understaffed. The idea being that by closing studios, Xbox would free up resources elsewhere within the company. Booty also told staff at the meeting that Akrane Austin’s closing had nothing to do with Redfall flopping with fans and critics.
Reportedly both Tango and Arkane Austin had pitched games to work on next, including a Hi-Fi Rush sequel and possibly a new Dishonored or similar single-player immersive sim-like game. Those likely won’t happen.
Braff allegedly said that she hoped the closing of some studios would allow Bethesda/Zenimax to focus on fewer projects in the future.
“It’s hard to support nine studios all across the world with a lean central team with an ever-growing plate of things to do,” she said, according to a recording Bloomberg reviewed. “I think we were about to topple over.”
Tango and Arkane were trying to hire more people while pitching new games, and both Braff and Booty reportedly suggested that the long, expensive road those teams faced before being able to release something new was the main reason for closing the studios, implying that it was just bad timing as Microsoft looks to trim down costs and overhead. It’s reported that more cuts are likely for Xbox, according to people who spoke to Bloomberg.
It’s also reported that ever since the massive $69 billion Activision Blizzard acquisition in 2023, Microsoft leaders have been ramping up their scrutiny of the Xbox division. The Verge reported on Wednesday that executives at Microsoft and Xbox had discussed not adding Call of Duty games to Game Pass, and raising the price of Game Pass Ultimate. However, nothing is concrete yet.
Microsoft’s leaders taking a bigger interest in Xbox might help explain why Booty and others are looking to cut costs. Either way, it’s likely more folks at Xbox will lose their jobs in the future.
.
[ad_2]
Zack Zwiezen
Source link

[ad_1]
Dragon’s Dogma 2 is one of the biggest games to come out in 2024, but it’s not the only open world RPG of its kind. Today, we’re looking at the best games like Dragon’s Dogma 2.
Following the adventures of Geralt of Rivia, The Witcher 3 is a large and living world in some of the same ways that Dragon’s Dogma 2 is. You play as a Witcher, an enhanced human that hunts monsters and creatures with swords and magic at your disposal. The combat is fast, fluid, and responsive as you dodge enemy attacks, follow up with some of your own, and then blast them with a wave of fire.
Additionally, The Witcher 3’s world is truly massive, maybe even more so than Dragon’s Dogma 2’s, and it’s full of interesting side quests with spectacular storytelling.

Unlike the other games on this list, Kingdom Come takes place in the realistic middle ages without any sort of magic. Instead, the game tries to nail that feeling of realism. The complex directional attack system meshes well with stamina management in a way that makes combat challenging and rewarding. In Kingdom Come, winning battles is more about placement and knowing what to do at the right time as opposed to how high your stats are.
The world is big too, clocking in at roughly 16 kilometers squared. While that’s not the biggest, that fact won’t matter as you travel around on foot and horseback.

You’ve got magic, swordplay, and guns while fighting humans and monsters alike in GreedFall. While you do get to fight alongside a couple NPC allies like in Dragon’s Dogma 2, GreedFall is far from a normal open-world action RPG. Case in point, instead of a giant open world to enjoy, the world is broken up into smaller zones.
What GreedFall lacks in an enormous world, it excels in telling stories with characters that are far from black and white. Moral ambiguity amidst fantasy politics is the name of each quest with characters that will challenge your sense of justice in ways you may not be ready for. And while GreedFall has some bugs, the RPG systems, skill checks, and passive skill trees are a treat to play around with.

Elden Ring is FromSoftware’s take on an open-world action RPG with a Dark-Souls twist. If Dragon’s Dogma 2 doesn’t hold your hand, then it is accurate to say that Elden Ring doesn’t either. So you beat Elden Ring? Then it is likely there are quests you missed or ended before you reached their true end through your actions or inaction. Even if you’re a veteran of the developer’s previous titles, Elden Ring will truly test your abilities as one of the hardest games in their catalog.
In the same vein as Dragon’s Dogma, Elden Ring’s vast world is smartly designed in a way to constantly reward your curiosity as you comb through every nook and cranny. The classes, weapons, spells, enemy design and variety, and bosses all deserve to be experienced. This is especially true of the Shadow of the Erdtree expansion coming soon.

Outward is one of the more eccentric open-world games on this list. The game’s story isn’t the focus, nor are the quests. However, the open-ended nature of the role-playing mechanics and systems are the reason you’ll be exploring the game’s four large zones. There is a survival hook to Outward that makes eating and drinking vital to survival and combat success.
Still, combat is tactical and measured since you have to deal with stamina management. Thankfully, if you’re the kind that likes to prepare, then you will find preparing traps with magic and technology very effective. Through the jank, Outward exists as a compelling action RPG alternative that doesn’t hold your hand or appeal to the more casual gamer. Finally, what this RPG has that others on this list doesn’t is split-screen co-op. Issues aside, this one is worth trying.
For more articles like this, check out our piece on the longest video games of all time
[ad_2]
Ali Taha
Source link

[ad_1]
Palworld first announced itself to the world two years ago with a reveal trailer that definitely caught people everywhere off-guard. It wasn’t just your run-of-the-mill survival crafting game, it featured the ability to find a wide variety of adorable creatures known simply as Pals and capture them inside, well, ‘Pal Spheres’.
It vigorously rang a bell inside many of our heads alongside echoes of a certain Pokemon jingle, and then blindsided us yet again with both humans and Pals wielding what looked to be actual guns. This cutely animated world with collectible creatures and destructive explosions prompted two questions: What in the world were we witnessing, and how long would it be before Nintendo brought down the gavel to legally erase this eccentric concept from existence?
The so-called “Pokemon with guns” game known as Palworld showed off what looked like an incredibly colorful and fun experience in a world full of giant castles, rolling green hills, crystal blue lakes, and most importantly Pals of every make and color. From the small Lamball to the gigantic Jormuntide, they weren’t just there to look cute and cool, they could be used for all manner of tasks and adventures.
Clips in the initial trailer featured Direhowls pulling wagons of supplies, Mozzarinas harvesting wheat, Pengullets stacked atop each other to haul up lumber for a house, Teafant and Kelpsea watering crops, all of them helping the player’s character build a sanctuary and survive in this mysterious land.
Of course, a factor of that survival comes in the form of…surprisingly realistic artillery. Handguns, rocket launchers, miniguns, you name it. This was perhaps what helped Palworld differ itself just enough from its Pocket Monster cousin, because you certainly never found adolescent-age trainers brandishing a glock in one hand and a Pokeball in the other.
Palworld was the new kid on the block to put a bold new spin on the ‘creature capture’ genre that has long been dominated by, well, one very famous entity. Despite the universal presumption that this new game would get legally shot down before even releasing, people were still genuinely curious about it and seemed to want to try it.
Two years passed with nothing but crickets from Nintendo’s corner, and thus that curiosity from the player community grew dramatically leading up to Palworld’s anticipated release in mid-January. The game leaped up into the top five most wishlisted games on Steam, and that wouldn’t even turn out to be remotely the most impressive statistic.
On January 19th, Palworld rolled out the Early Access welcome mat for everyone for a very modest price of $30 USD, and what transpired would end up rattling the entire industry to its core.

Palworld’s servers, which were well-prepared for a decent enough crowd, instead became absolutely overwhelmed in a matter of minutes by not just thousands, but hundreds of thousands of players. While those going on solo adventures faired better in terms of server stability, those who wanted to embark on one with friends faced bigger challenges.
Multiplayer instances crashed repeatedly, leaving a number of players barely able to play the game at all. Thus began the true test for the team at Pocketpair, who themselves likely underestimated how wild and ambitious Palworld would truly become.
As the hours passed, the player count went higher and higher, with many in Palworld’s blossoming community surprisingly patient and assured that the gameplay experience would smooth out. That faith would pay off in spades, as Pocketpair worked resolutely around the clock to stabilize the server infrastructure and polish several bug issues, providing consistent updates on such via their official Discord.
Not only that, they also marked some truly incredible milestones, first announcing that the game had sold over one million copies in just 8 hours. Palworld’s concurrent player count on Steam peaked at a staggering all-time high of 2.1 million players, surpassing every other game on the platform for a time including the likes of Counter-Strike 2 and Baldur’s Gate 3.
By the end of the month, in just under two weeks, Palworld achieved over 19 million players who have wholeheartedly embraced this astonishingly fun new addition to the creature-capture niche.

With the game now about to be a month old (definitely feels longer than that by now), some players have been taking the time to reflect on the roller coaster experience they’ve had with Palworld thus far. One person going by the name of ‘Unhappy_Panic_1875’ took to Reddit to put a spotlight on how surprisingly different the game turned out to be, at least by comparison to the very first trailer that appeared in 2022.
In fact, all of the screenshots we’ve shared so far are from that trailer. The Early Access version of Palworld we’ve gotten deviated substantially from the original aesthetic, changed the look of some Pals while others we haven’t even seen (yet?), and either did away with certain Pal mechanics entirely or changed/refined them.

For instance, the game’s overall environment changed from a sort of alternate medieval setting with castles and villages everywhere to a diverse island archipelago known as Palpagos, filled with mysterious ruins and very simplistic villages built with wood and metal instead of stonework. Palworld also migrated from Unity to Unreal Engine 4 during development, which opened up new doors for the team to make a more immersive, engaging, and modern experience.
It likely made traversing the entire world map without loading screens (save for dungeons) possible. Pals like Teafant and Mozzarina saw their designs changed (better, honestly), and various crafting mechanics like farming saw impressive upgrades.
Meanwhile, other things noticeably dropped off the development conveyor belt, such as Direhowls pulling carriage carts (seen above), Lamballs being shaved for wool instead of shaking it off in a Ranch pen, flying Pals transporting cages full of smaller Pals, lassoing Pals to capture them, space rocket building (for what??), more advanced syndicate hideouts, fishing with Pals as bait, ship travel, gigantic base locales, and more.
The concept of Pals wielding and manufacturing weapons even got uplifted from its initial, red-hued dystopian vibe to a more lively, action-packed one, with Pals eager to fight alongside you rather than looking more apathetic than Depresso.

It goes without saying that the Palworld we have now is very different than the prototype we saw two years ago, but that obviously didn’t shake anyone’s opinion in the game’s rock-solid community one bit. It soared astronomically past all expectations, broke Steam records left and right, had famous streamers far and wide broadcasting their experiences, and above all, it excelled beyond the scrutiny of its aforementioned moniker as “Pokemon with guns”.
The long-winded discourse of its undeniable similarities to the Pocket Monster universe has since gradually deflated. People know, but frankly, they honestly don’t care. If anything, the game has become a proverbial soap box to give Nintendo a very loud wake-up call about what players actually want.
The next big question is whether some of these differences and changes to the game will emerge in future updates. On top of doubling the current Pal count, we know for certain that Pocketpair wants to integrate more interactive content such as PvP, a Pal battle arena (which was featured in the original trailer), expand Pal trading between players, more new island areas, bosses, and more. They’re also putting serious amounts of money into their server infrastructure, to ensure that no more crash-laden catastrophes happen.
They’re definitely in it for the long haul, and we can’t help but wonder if perhaps other things we saw two years ago will make a comeback. Some things like bizarrely building rocket ships and hauling distressed Pals in cages were definitely left behind with good reason, and with the ability to mount Pals and fast travel to various locales, having Direhowls haul carriages seems pointless. The ability to give them belly rubs however would be an adorable touch.

At this point, Palworld’s future is exceptionally bright, and millions of players are anxiously waiting to continue their adventures with more new content. Whether Nintendo will follow up with any sort of tangible response to its first-ever true competitor remains to be seen, but regardless of what happens, Palworld has made its rousing mark on the gaming world.
It’s outstandingly achieved what other, far larger companies have seldom done, all without battle passes, microtransactions, or bait-and-switch gimmicks. Pocketpair has given us so much for a price that’s frankly too low, but nevertheless, it speaks volumes when a team creates something genuine, with all the heart and soul you could ever ask for.
[ad_2]
Stephanie Watel
Source link

[ad_1]
As part of Microsoft’s “Updates on the Xbox Business” podcast that aired on February 15th, Phil Spencer outlined Xbox’s future exclusivity goals. The exaggerated rumors about Xbox completely abandoning exclusivity have been dispelled. More specifically, Spencer confirms that Starfield and Indiana Jones are not coming to PS5 just yet.
The main topic during the start of the Official Xbox Podcast business conversation was four Xbox exclusives going multiplatform. The interviewer asks, “can we say if any of those titles are Starfield or Indiana Jones?” To which Phil Spencer responds, “they are not Starfield or Indiana Jones.”
This means that at least for the next fiscal year or so, Starfield is not coming to other platforms outside the Xbox family. But Spencer doesn’t outright rule out a future where Starfield and Indiana Jones are on PlayStation. Later in the podcast, Spencer says, “I don’t think we should as an industry ever rule out a game going to any other platform.”
What we do know is that four games will lose their Xbox exclusivity and will come to PS5 and potentially Nintendo consoles. These four games aren’t named specifically, but it’s not hard to narrow down the possibilities based on what was said in the Xbox podcast.
Phil Spencer says, “they’re over a year old,” and that “a couple of the games are community-driven games…first iterations of a franchise.”
So, we know these four games are over a year old and at least two of them are live service multiplayer experiences. To narrow it down further, these games are not part of an ongoing franchise. Here are our guesses as to what these four games are based on the above criteria:
During the Xbox podcast, Phil Spencer clarified that “there’s really no fundamental change to how we think about exclusivity.” But then, goes on to say,
“I do have a fundamental belief that over the next five or ten years exclusive games, games that are exclusive to one piece of hardware, are going to be a smaller and smaller part of the game industry,”
My takeaway from this Xbox business podcast is that Xbox desperately wants to let go of its exclusivity to bring a wider audience to its studio’s games, but at the same time wants to hold out a little longer. They’re dipping their toes in the waters of multi-platform and testing to see how it pans out with a selection of four games to start. Whether we’ll see Starfield and Indiana Jones on PS5 in the next couple of years is anybody’s guess, but Xbox is certainly shifting their tune on exclusivity from their E3 days.
[ad_2]
Matthew Carmosino
Source link

[ad_1]
Palworld has inarguably become one of the most fascinatingly astounding successes in the gaming industry, toppling all expectations and scrutinies a hundred times over with 19 million Pal adventurers and counting, all in less than a month.
It’s broken multiple Steam records and captured headlines with its staggering concurrent player counts, and of course, all of that is thanks to the tireless work of the team at Pocketpair. Having come a long way since the yesteryears of Craftopia, they’ve done everything in their power to ensure that Palworld’s experience is as enjoyable, shamelessly addicting, and streamlined as possible for everyone.
That’s come in the form of multiple hefty patches that have helped remedy several issues the game initially faced after release, particularly with server stability, which was understandably buckling under very unexpected pressure. However, thanks to its incredibly swift financial success, Pocketpair was able to implement the necessary infrastructure fixes in impressively short order.
Not long after, it was publicly disclosed by Pocketpair CEO Takuro Mizobe that the actual server costs just for February would be just shy of $500,000 USD, all to ensure that the Palworld servers never “degrade” or go down at any point whatsoever. That unflinching dedication has put a shiny Penking feather in their cap, and proved that they’re in this for the long haul.
As their work continues, players on the game’s official Discord and beyond have continued to express what they hope to see going forward, and one particular, unresolved issue that keeps popping up in conversations is the inability to recover misthrown Pal Spheres.
As discussed recently by Reddit user ‘Rikashey’, one of the most frustrating things that continues to bother players everywhere is whenever you hurl a Pal Sphere at a wild Pal with the intent to capture it and it decides to dodge right as you throw it, it effectively sends that Sphere to the digital trash can forever. It feels less painful with regular blue Pal Spheres that become nearly useless anyway later in the game, not to mention you can buy them in bulk from any Wandering Merchant or find them lying on the ground just about everywhere.
However, when it comes to the higher tier spheres, essentially from Giga all the way up to Legendary, each botched throw feels like a proverbial punch in the gut. That lost sphere is also lost effort in gathering the resources for things like Refined Ingots, Paldium, and Cement, which take considerable time to craft before even getting to craft the spheres themselves. Furthermore, that’s still not even accounting for the crafted ammo and other items you use to weaken the Pal itself for capture.

Say you only have five Ultra Spheres on hand to go and pursue a Pal in one of the higher level areas like Mount Obsidian or the Land of Absolute Zero. You make the trek there, whether it’s by flying in bursts or teleporting if you’re lucky, and soon enough you find your target.
You catch its attention with a bullet or a grenade perhaps, and it immediately starts bombarding you with attacks. You’re forced to dodge roll to and fro, and after pouring more than enough artillery in to better your odds, you make the fateful throw. The Pal zips to the side unexpectedly, you lose one Ultra Sphere.
In a panic, you immediately toss another and it bounces off, another gone. That leaves you with just three spheres to seal the deal. It breaks free of two of them, and you’re left wondering if it was even worth it as you throw your last chance. Either you luck out or you sulk away empty-handed, forced to go all the way back to your base to make more.

Sometimes it’s not even that type of scenario. Perhaps you just want to summon a Pal you already have from your party, and in a classic derp moment you fumble the wrong button and toss a Hyper or Ultra Sphere instead. Even when it was not meant to be used, down the drain it goes at the cost of your hubris.
It’s undeniable that many of us have faced this never-ending toil, and it begs the question of how viable it would be to be able to recover at least some Pal Spheres tossed in error. Have them tumble to the ground nearby, and remain interactable for a certain period of time before they disappear. That could even provide a unique twist to the challenge of capturing a high-level Pal, giving you another chance in the moment where you might have been left with none.

Even in the event of still losing out to an overly stubborn Pal, you would have at least had the opportunity to flex your maneuverability skills, and it would make the battle feel even more dramatic and well-earned. Most importantly, being able to recover those meticulously crafted Pal Spheres would help stretch them out at least somewhat further, reducing the amount of time you otherwise have to spend recouping your stores at the assembly line.
Best of all, in those terrible moments where a sphere tumbles out of your inventory by accident while you’re trying to do something else, you could go hastily retrieve it and salvage the embarrassment. Sorry but that fickle, last-second ‘Cancel’ button just isn’t enough.
So Pocketpair, as you continue making this game even more amazing than it already is, please throw us this one…bone. Let us keep our spheres a modicum of our dignity, at least so our Pals don’t mutiny over having to craft more objects of ethical-ish imprisonment and burn down our bases while we sleep.
[ad_2]
Stephanie Watel
Source link

[ad_1]
NPC companions are one of The Elder Scrolls Online’s best additions over the years. These helpful AI-controlled pals all feature unique dialogue, voiceovers, and quests. However, not every companion is made equal. Here are The Elder Scrolls Online companions, ranked.
Mirri was actually my first companion when I chose to start playing ESO again. Unfortunately, I had no idea she was one of the least capable companions. As a Dark Elf Nightblade, Mirri excels at dealing magical damage and even has a powerful execute that can be used on enemies under 25%. She also has a pretty interesting ultimate that makes an enemy take 20% more damage for 3 seconds before she deals massive damage to them. Sadly, there isn’t much else in her kit that lets her do more, or be more than a damage dealer.
For example, her ‘Soul Thief’ skill line has three different skills that grants heals, but they either only heal her or you, don’t heal enough, or have too long of a cooldown without any kind of built-in activation if you or her go below 75% HP like many other companion healing skills have. This usually results in her healing you and then dying herself. Which isn’t made any better when her ‘Living Shade’ skills fail to effectively keep her alive compared to other companions that can summon shields with better damage mitigation.
Being my first though, she’ll always have a special place in my heart. Especially since her companion ability gave chests a 30% chance to have additional loot found in hidden compartments. This always made exploring with her a bit more fun at the very least, even if she’d end up on the floor far too often.

Bastian is one of the original companions from the Blackwood chapter and is an Imperial Dragonknight. As such, his kit is a good mix of offensive abilities, damage reduction with shields, and a smattering of healing. You would think that such a balanced mix would make him the ideal companion. Unfortunately, because he doesn’t excel at damage, healing, or tanking, he isn’t really good at any one of those playstyles even when focused build-wise.
Bastian’s ‘Ardent Warrior’ skill line does decent damage and can set enemies off balance, but that’s about it. Meanwhile, his ‘Radiating Heart’ skill line can grant you and him some shields while increasing healing done, but when the other healing ability only lets him heal you or himself, that kind of buff feels a little flat. At least he can increase the damage of your light and heavy attacks by 15% for 8 seconds, but that’s all that skill does. He can just feel rudderless sometimes.
His ‘Draconic Armor’ skill line doesn’t fare much better either when one move allows him to immobilize enemies but the other lets him pull enemies to them but only when they can move. There just isn’t any synergy there. At least his ‘Drake’s Blood’ ability is a pretty decent self-heal as long as you build him for max HP.

At the #4 spot comes Ember, a Khajiit Sorcerer from the High Isle Chapter. As a companion, Ember excels at dealing damage in large chunks using executes. She can protect herself and heal herself some, but she is not the best for any kind of support. The reason for this is because of her ‘Playful Schemer’ skill line having heals that heal either her or you. While her damage shield spell protects you and her on top of healing some, it is simply not enough.
Then there is her ‘Mischievous Caster’ skill line. The skills in this line allow Ember to stun an enemy for 3 seconds, immobilize enemies in an area while healing herself over 8 seconds, and the last skill does slight damage over time while reducing her damage taken by 20%. Beyond her powerful damaging skills in the ‘Lightning Caller’ skill lines, her defensive and healing skills don’t elevate her beyond the #4 spot. Still, her consistent damage allows her to live up to the title of battlemage.
At least her companion perk gives you a chance to find hidden wallets that contain extra gold when you go pick-pocketing.

Hailing from the same chapter as Azandar, the Argonian companion, Sharp-as-Night is the other Necrom companion. Like Azandar, Sharp operates as one of ESO’s latest classes, a Warden, and is quite capable of healing and damage because of that. When it comes to combat and damage, Sharp is viable with a variety of AoE attacks and a long-range spell that sets enemies off balance. Additionally, his Ultimate is a powerful execute that stuns enemies for 3 seconds while dealing 150% of its already impressive damage to enemies under 25% HP.
As far as heals goes, Sharp-as-Night is very proficient at casting area of effect heals whenever someone is below 75% HP. He even has a healing spell that restores health whenever group members use light attacks, which is perfect for builds that weaves in light attacks between abilities. Beyond Sharp’s heals, his defensive spells aren’t as useful since they don’t grant barriers of any kind and instead focus on increasing resistances, immobilizing enemies with ice, and healing only himself.
If Sharp had better group or even self-protective abilities, or a bear companion (since he’s a Warden) he would surely be higher on the list. But even with what he has, he can still be quite fun to explore with, especially if you like to fish.

Azandar is one of ESO’s newest companions from the Necrom Chapter. He’s a Redguard Arcanist that uses some of that class’ best abilities to deal damage, buff enemies damage taken, and heal. His ‘Quill Knight’ skill line is effective at taunting enemies, fearing them, and dealing damage from a summoned damage shield. While his ‘Revitalizing Researcher’ skill line is highly effective at, again, creating a damage shield for themselves and you while the other skills allow for healing multiple targets and granting recovery.
Finally, his ‘Scholar of Apocrypha’ skill line is what you’ll be interested in if you want some damage. But more importantly, this skill line features two skills that act as amazing buffs and debuffs. ‘Fate Omen’s Inspiration’ charges your and his weapons, applying ‘Minor Berserk’ that increases damage done by 5% for 8 seconds. While the other skill ‘Tendrils of the Colorless Sea’ deals AoE damage and applies ‘Minor Vulnerability’ that makes enemies take 5% more damage.
Azandar’s Ultimate does considerable area of effect damage and stuns enemies for 3 seconds. That on top of causing them to take 10% more damage for 4 seconds, it is easy to see how Azandar can be fantastic all-around support.

Isobel is a Breton and Templar from the High Isle Chapter that will tank and support you like no other. However, where Isobel shines (and the reason she’s in the #1 spot) is her damage mitigation and healing abilities. One of her most effective defensive ‘Brilliant Shield’ abilities is ‘Solar Ward’, where she reduces her damage taken by 20% and gets a shield worth 12.5% of her max health for 6 seconds on a 7.8 second cooldown.
Meanwhile, all three of her healing abilities either heal on low cooldowns, deal damage while healing, or both. All while being area of effect heals for herself, you, or other teammates nearby. Isobel also does some amazing damage over time while boosting the damage of your next light or heavy attack. Her execute ability, used on low health enemies, does massive amounts of damage too. Additionally, her damaging abilities go beyond just being limited to a single target.
Finally, Isobel’s companion perk ability grants a chance to find packs containing extra loot after beating a world boss. This companion’s heavy armor also helps make her the perfect support tank. It’s these facts that make Isobel a companion that can do it all.
At the end of the day, any one of these companions could be worth using depending on how they synergize with your chosen class and build. Besides, if you’re like me, you’ll eventually level all of them anyway just to discover their story and interesting dialogue bits.
[ad_2]
Ali Taha
Source link

[ad_1]
It’s no secret by now that Palworld has become one of the most fascinatingly unexpected phenomenons in modern gaming.
Its devoted player base, which in less than two weeks has now grown to a staggering 19 million players and counting, has been embarking on an exciting (and very addicting) survival adventure across the strange world of Palpagos, collecting every Pal there is to find and building bases to suit every need.
A huge factor that has helped make Palworld‘s experience all the more enjoyable is the tireless efforts of the team at Pocketpair, who have been releasing patches for the game virtually non-stop since release day. They’ve definitely done a lot to help smooth over various aspects of Palworld’s gameplay, from addressing crash issues to bringing much-needed server stability, and of course refinements to Pal behavior, particularly those crafting and hauling at bases. I think many of us can relate to the bemused aggravation of our base Pals getting stuck in every imaginable spot and glitching in ways that look like they’re literally losing their minds, or ‘sanity’ if you will.
Though as many of us know by now, when it comes to patches for any considerably big game, there’s often a tradeoff of some kind where one problem gets fixed and subsequently a new one appears. Sometimes it’s something annoying that can throw a wrench in your character’s routine, other times it’s something so unexpectedly hilarious that it only adds to the game’s charm.
That turned out to be the case with Palworld’s latest patch (1.4.0), which was released just a couple of days ago and provided a long list of eagerly welcomed improvements that were noted on their official Discord server. The biggest section pertained to various fixes for ‘Base Issues’, and while the decreased range and speed of fire spread on wooden structures undoubtedly stood out as a huge relief for many players (especially beginners), the biggest comical relief came as more of a surprise.
Several issues with base Pal behavior were addressed, but thanks to a bewildered player that saw fit to share their experience on Reddit, it seems a new one has now popped up. Going by the name ‘ashrensnow’, they posted a picture of what looked to be a Blazamut sleeping on their character’s bed rather than on a designated Pal bed. The nerve.

‘Pathing issues’ are a problem that’s been ongoing in Palworld, as players have gotten exceptionally creative with their base construction skills, but often they have to adapt their designs because Pals of all sizes have issues navigating certain things like stairs, doorways, and many versions of multi-tiered structures with production points built in them. Keeping things relatively simple is the common solution to get Pals to behave and stay on task, but even then, sometimes they still take matters into their own hands…or paws.
Whether this happened to be a one-time fluke or an actual newfound bug, we’re not exactly sure yet, but it certainly is nonetheless entertaining. Thankfully, sleeping (ironically) isn’t imperative to your character’s survival in Palworld; as long as you at least have a pile of berries to endlessly munch on day and night, you’re set.
However, in light of this discovery, we can only imagine those who happen to have a Lovander or two at their base are going to be watching their sleeping quarters vigilantly, for better or worse.
[ad_2]
Stephanie Watel
Source link

[ad_1]
Pocketpair’s Palworld is certainly a successful mashup of many different design decisions. Some Arc, some Rust, lots of creature catching Pokemon, but even with all those well-working pieces, the world and exploration itself could be stronger on its own. So, here’s 10 ways Pocketpair could improve Palworld’s sense of exploration.
It was a really good call for Pocketpair to launch Palworld with over 100 Pals that also includes legendary Pals. They also deserve some brownie points for having an equivalent to shiny Pokemon with larger lucky Pals. However, while it feels great to find and capture these special glowing Pals, Palworld is the perfect kind of game to introduce even more varied kinds of Pals. Especially when Pal evolution isn’t much of a thing.
Filling the open world with other kinds of lucky Pals that might have different color schemes beyond just being large and that also come with special intrinsic properties seems like a win/win for better exploration.

This is probably one of the most requested features that players want as it harkens back to the old days of Pokemon battles. All where exploring the world would let you encounter NPCs with bits of interesting dialogue and creature team compositions that could cause anxious tension depending on your own team’s lineup. In Palworld, this kind of feature is missing from its open world and really only exists when fighting against the five gym leaders in their towers.
By adding wandering NPC Pal trainers, Palworld exploration could be much more engaging.

While Palworld’s day and night cycle is appreciated, there is a distinct lack of weather effects like rain, snow, fog, and others that we, as humans, have come to expect from real life regularly. Knowing that Unreal Engine 5 is more than capable of producing these effects has given me the idea that Pals in the wild could change when weather happens.
For example, it would be neat if during the rain, fire type Pals become easier to catch and fight, while water types are harder to deal with or move faster and attack faster. Bonus points if these weathers are localized to different islands in Palworld’s open world.

As you explore Palworld, you may find small human settlements that are either home to a few humans and some merchants, or small camps of enemy human factions. These small human camps in particular allow you to fight the humans and rescue the Pal that they have captured. That said, how much fun would it be for these faction’s camps to slowly increase in size, complexity, and difficulty?
Much like how you and your friends increase your own base, these humans could do the same with theirs, and when you finally raid them, they could have multiple Pals needing rescue or rarer/stronger Pals based on how advanced their camp is.

Aside from the few main bosses in Palworld, the open world bosses in Palworld are thankfully varied and plentiful thanks to them being bigger, stronger versions of normal Pals. It was also a nice touch for Pocketpair to let us catch said bosses. So that got me thinking. Wouldn’t it be a good idea to allow for alternate open world bosses based on time of day or weather? Maybe during the night, Chillet and Penking decide to change places.
Alternatively, maybe at night, a Pal boss like Katress could have a color change with added perks and properties. A change like this would only add variety and agency to players from my point of view, because time of day and even weather would be more meaningful other than “Oh, it’s dark now.”

An interesting idea for a kind of extra difficult end game content could come in the form of randomly generated floating islands. These sky islands could slowly float above the open world and be reachable by flying pals (or by gliding from tall places). Inside of them could be special temporary, and quite high leveled, Pals, bosses, and even dungeons.
Then, say, after 24 in-game hours, these floating islands would have traveled from one side of the map and disappear. To then be replaced by another new island with its own random encounters. Such a system could help bolster the endgame experience with more engaging difficult encounters that require certain flying Pals.

As you play Palworld, you may come across some Pals naturally fighting other Pals, and that can be exciting to witness as you decide whether to just watch or engage and catch both parties. What would be neat is if there were rare spinoff events of this kind of natural interaction where the Pal that wins the fight continues to seek out and fight other Pals. By beating and consuming its opponents, the winning Pal could level, become stronger, gain abilities, perks, and even potentially change color.
As this continues over time, an icon could be added on the map where this cannibalistic Pal becomes a pseudo boss that you can catch. Allowing you to reap the rewards from owning a Pal who’s gained new strength from its rage-induced battles.

The human NPC settlements that I mentioned earlier could be overhauled with some new features that would make sense for Palworld’s world. It makes sense to me to allow for these settlements to ship and trade resources between one another by a caravan system. Pocketpair would likely have to add some more advanced pathing to make this a thing, but such a new feature could create new emergent gameplay that would let players attack or defend these caravans with appropriate repercussions and rewards.
Seeing these trading routes attacked by enemy human factions and groups of wild Pals could help make Palworld’s open world and exploration feel more alive.

Palworld features some fairly interesting boss trainer encounters via towers across the landscape. However, once beaten, there isn’t too much to interact with. So how wild would it be if these trainers decided to occasionally seek you out and your base(s) one you’ve beaten them? Much like how groups of wild Pals and enemy human factions attack your base periodically, these vengeful gym leader bosses could do something similar.
If you’re able to fight off these invading gym leader bosses, maybe you could catch the Pal that they are using and those Pals could have special properties that you can’t get anywhere else.

Palworld’s expansive and eventually more dynamic open world could also benefit from utilizing the crime system a bit more. Pocketpair could accomplish this by introducing small, but dynamic, zones where friendly human factions guard the pals of that area. If you decide to fight and capture pals in these protected zones then that would be a crime and the humans would fight back.
One reason you might want to do this though, is that the Pals in this area may have a higher chance of being rare or lucky. Or there could be other special Pal spawns that normally don’t happen in that location.
Ultimately, these 10 suggestions would bolster Palworld’s open world and exploration by making the world feel more alive thanks to further mechanics, discoverable emergent gameplay opportunities, and more varied and difficult content.
[ad_2]
Ali Taha
Source link

[ad_1]
Thursday’s Xbox showcase included some big games that I can’t wait to play. But if you tuned it right when the action started you might have missed the best part of the show: a series of fun pop-up facts and trivia about various Xbox-owned studios.
On January 18, Xbox posted its latest Developer Direct, showing off gameplay from a few big titles coming to Xbox and PC later this year and letting the people making these games talk about them in detail. (Hey, Geoff, take note.) It was a solid showcase and that new Indiana Jones game looks wonderful. But perhaps my favorite part of the event happened before all the trailers and gameplay. During a countdown before the Developer Direct started, Xbox flashed numerous fun facts about studios like MachineGames, Oxide, and Obsidian Entertainment.
I didn’t see a lot of people talking about these neat little pieces of trivia, so I wanted to take a moment and highlight some of them so we can all enjoy them after the fact. I love stuff like this. I also loved Pop-Up Video on VH1 back in the day. Anyway, to the facts!
[ad_2]
Zack Zwiezen
Source link

[ad_1]
Pocketpair’s Palworld has since become one of the most highly anticipated sandbox-style games to start 2024 off with, and a lot of that definitely has to do with the incredible public intrigue around its concept. From the first teaser trailer that hit the internet two years ago, the gaming community has affirmatively dubbed it “Pokemon with guns”, which is a conversation starter on its own.
From the variety of adorable creatures that are undeniably reminiscent of classic Pocket Monsters, to the fact that some of them are indeed capable of wielding firearms among other weirdly human skills, it almost seems like an eccentrically cute satirical take on the phenomenon many of us grew up with. It’s equal parts fascinating and perplexing, but more than anything by far too cute to ignore, so I took the plunge with gusto.
While I hadn’t necessarily played a lot of different Pokemon games through the years, my childhood was deeply ingrained in the prime of its culture in the late 90’s, and it’s as beloved as it ever was to me. Of course, that would end up being a big factor that inevitably and magnetically drew me to Palworld (as it surely will for many), and so far I am actually quite impressed at this daring and whimsically cheeky conceptual mish-mosh.
By that, I’m referring to this game being an open world, sandbox survival-of-the-fittest adventure (yes, the Minecraft vibes are there, too) that’s filled to the brim with a vast array of adorably animated creatures called Pals that are ripe for collecting in a place known as, you guessed it, Palpagos. Don’t worry, the silly and clever word play doesn’t stop there whatsoever.
When I booted up the game for the first time, I took notice of a ‘Survival Guide’ right in the Main Menu, and boy is it full of very helpful information. It was a clear, first-hand indicator that Palworld was going to be more complex than I initially anticipated, and that had me both excited and understandably nervous. Nonetheless, I commend the choice of putting this right at the start for new players.
In true sandbox fashion, the game has you create your own instanced ‘world’ to start your adventure in, either by yourself or with friends. I opted to be a solo… ex-pal-orer (sorry, I had to try), and there’s also the option to adjust the overall difficulty of your experience. I chose ‘Casual’ with no shame, because who wants to lose their precious Pals after an innocent stumble into the wrong area? If you want to sweat it out though, there is the ‘Normal’ and ‘Hard’ options that will have you essentially starting from square one if you slip up.

I then got to the character creator. Keeping in line with the anime-inspired aesthetic, the customizations are all varying degrees of cute-meets-cool. For an Early Access launch, the variety of options is pretty good, and for how certain physical aspects can be adjusted, let’s just say people are definitely going to hopefully not get too carried away.
The beginning sees your character mysteriously washed up onto the shores of Palpagos, clad in some prehistoric-looking garb and little else. Nearby in the sand is a tablet that beckons you with a cryptic message to seek out towers and a giant tree on the island. Despite the giant proverbial question mark over my head about how I ended up here and who happened to leave that tablet just for me, I ventured forth.

I soon came face-to-face with the game’s true open-world, and even at a first glimpse it honestly does not disappoint. The environmental diversity is vibrant and well-constructed, stretches literally as far as the eye can see, and after several hours of exploration I found myself just wanting to keep going and going. As integral as that is to this type of game, they definitely hit that nail on the head so far.
To backpedal a bit, Palworld starts you off with a practical tutorial that takes you through many of the game’s fundamentals, from learning how to build a base with tools, weapons, and shelter structures, to solving hunger issues, and of course figuring out how to find and collect Pals, the true endgame we all care about. They certainly aren’t hard to find starting out as they are literally everywhere.

To start building your collection, you’ll need plenty of Pal Spheres and at least something to bonk them on the head with. A Pal has to be sufficiently weakened before you can capture it, and the process is easy to pick up after just a few throws. A flashy, modern HUD depicts the percentage chance of a capture, and before I knew it I was knee-deep in Lamballs and Cattivas. You can have a party of 5 Pals at anytime with you, while the rest go to the aptly named Palbox, and categorized in your Paldex (yes yes, we know).
While the fluffy little creatures you encounter in the beginning don’t pose too much of a threat, the further you progress across Palpagos, the bigger and more formidable they get. Not only can they hurl natural attacks per their given element, they can follow it up with bullets, from an actual gun. Where they learned such a skill is perhaps the biggest, most glaring mystery I’ve found so far.
Thankfully, I’ve yet to see a Pal actually brandish a Glock at me, but the ability seems to be one primarily aimed at base defense. You can have a set number of Pals housed at your base, and some will actually embark on productive tasks like wood-chopping, stone-milling, tending to crops, and even helping you craft items. Not only that, they’ll also act as a line of defense against raids, which can include ambushes of predatory Pals that want you for lunch. Survival of the fittest after all.

From what I’ve played so far, the game honestly handles itself quite well. For such a huge open map full of active characters, I can’t recall a moment where I actually experienced any amount of lag, frame-rate drop, or bugs of any kind. The game never froze or crashed once, and for Early Access that’s a job well done in my opinion. Granted, I am on a well-furnished PC and running a solo excursion, so I can’t speak to the multiplayer experience just yet. That may yield its own challenges.
For quips I do have, things I feel could still be improved, the main one is probably the crafting mechanics. Given that it’s something absolutely integral to a day-to-day survival adventure, this particular aspect of the gameplay should be as polished as possible.
The mechanics themselves are not bad at all. They’re pretty easy to understand, the resources required are often in relative abundance, and all you need is the right workbench to get things going. However, most of the items have weirdly different crafting speeds, and some are agonizingly slow. Not only that, you have to sit and hold the same button nonstop until you’ve finished that slow craft. It feels cumbersome and inefficient, even at beginner levels. I’d hope to see it refined in some regard.

Aside from that, my other quips are primarily exploration-related. Climbing is a thing in the game, but it’s surprisingly not covered in the otherwise fantastic Survival Guide, and it’s very, very finicky. There isn’t a button for you to press to do it, rather it’s automatic when you approach a climbable surface. However, there’s no indicated way to show what’s climbable and what’s not, so it can make for some awkward slips. Thankfully, fall damage in the game seems to surprisingly be at a minimum (in my experience, at least).
Your character can also swim through water, to great relief, but the action as a whole is… again, a bit awkward. The water physics unfortunately leave much to be desired, with my character sometimes just wading through a semi-transparent floor until a few very small ripples render on a delay. The audible feedback from it is also…egh. It could definitely be better, but I wouldn’t call it a game-breaking immersion issue. It’s Early Access so it’s certainly forgivable right now.
From my dozen or so hours into the game so far, the whole experience of Palworld has feverishly tickled my curiosity in some of the best ways. Pocketpair has brought forth a uniquely daring IP, given its rather obvious inspirations, and it fuses genres in a way that shouldn’t work as well as it does, and yet players everywhere are beyond anxious and eager to see it for themselves.
It’s proven to be one of the most fascinating experimentations in gaming to observe, and as my journey across Palpagos continues, we’ll see if it survives the stigma and lives up to the hype.
[ad_2]
Stephanie Watel
Source link

[ad_1]
Between Monster Hunter: World and Monster Hunter: Rise you would think that World, the much older title, wouldn’t have such a resurgence. And yet, here may be why Monster Hunter: World is currently 4x more popular than Rise.
Monster Hunter: Rise is the currently latest released game in the Monster Hunter series. As a Monster Hunter game that was designed for the Switch, it doesn’t have the graphical quality of Worlds or Iceborn but what it lacked in fidelity it had in style. However, Rise elevated the classic Monster Hunter gameplay through several quality-of-life updates. New ways to play like the Palamute ridable dog, wire-bugs, wyvern riding, and the Rampage mode were mostly appreciated new features.
Meanwhile, Rise’s single expansion, Sunbreak, overhauled the wire-bug system, giving even more ability choices and gameplay flexibility to players. On top of a revamped companion system that allowed you to bring some of the game’s NPC characters with you during hunts. So why is it then that after the announcement of Monster Hunter: Wilds that Rise peaks at 25k players while World has grown to peak at 110k?
There are a few reasons that come to mind, but the biggest I feel is that Wilds is more likely to represent World than it is Rise. This is because of World’s intentionally slower pace and bigger size is something the MH community enjoys more on a whole over Rise’s quicker, more arcade-esque Monster encounters.
This is punctuated by the fact that in Monster Hunter: World you are actually hunting the monster through a process of finding its tracks and pinning down its location on the map. Which many find more involved and immersive to Monster Hunter: Rise’s streamlined “hunting” process of seeing the monster on the map and quickly traversing to it. Thankfully, it seems some aspects of Rise are making their way to Wilds, like how the Wilds trailer showcased a ridable mount very much like Rise’s Palamute.
Then, there are the visuals of World that are leaps and bounds ahead of the newer, released Rise. Even with expanded visuals for the PC port, the way the game was made for the Nintendo Switch’s aging hardware made Rise already visually dated on release. Wilds looks to be a return to graphical form for the Monster Hunter series with wide open expanses of traversable land that looks more open world than ever before.
Many players also found the wire bug mechanic of Rise to be too forgiving in the ways that the mechanic could help you immediately get out of harm’s way. This had the likely unintended consequence of making Rise one of the easiest Monster Hunter titles. And what is Monster Hunter without difficulty after all? The players have spoken, and they want the less forgiving, more punishing gameplay of World.

However, even I am surprised at how most prefer World when its co-op multiplayer was significantly less accessible. This is because World had cutscenes and missions that could only be experienced by yourself. So, if you had a friend who wasn’t as experienced with the game, and you wanted to help them, they had to get fairly deep into the overall story where these solo missions largely vanished. Luckily, I would bet that a lot of World’s returning players have already gotten far past those points of co-op limitation.
Ultimately, Monster Hunter: World exhibits more of what players want from a mainline Monster Hunter title. Capcom would be wise to notice this trend and develop Monster Hunter: Wilds to better cater to the majority of players who have shown what’s important to them with their collective time spent.
[ad_2]
Ali Taha
Source link

[ad_1]
The many EPs of the Sims universe continue to keep the franchise alive, incorporating more content with each passing year. But with so many add-ons out there, it can be challenging to keep up with them all, especially when deciding on a new EP. So, to get the complete package, we’re here to rank all The Sims 4 expansion packs from worst to best.
Although Snowy Escape is at the bottom of the list, it is by no means a bad Sims 4 expansion pack. One of its best qualities is the many decorative objects you can utilize in almost any world, showcasing a Japanese-inspired furniture collection. The pack is also just plain fun to explore, where you can take a trip down the snowy mountains and relax in the cozy rock garden.
But what makes Snowy Escape fall short is the fact that it feels more like a vacation spot rather than an actual expansion in gameplay. Yes, it can be perfect for those family outings, yet it doesn’t quite have any necessary attributes that others do.

Eco Lifestyle promotes a positive message of keeping the world clean, using craftable projects and communal living. That means Simmers can establish their own electricity and water systems while planning out missions during the Neighborhood Action Plan events.
It can certainly be exciting to watch how the town evolves from a desolate land to an immaculate, energy-saving neighborhood. However, Eco Lifestyle feels more like a one-stop shop; it can be fun to play the pack the first time around, but there’s nothing much else to do outside of that. I personally haven’t used much of the Build Mode items in other worlds either, so it’s more or less catered to its designated world alone.

In hindsight, Island Living can feel like another vacation spot world, yet it’s so much more than that with its conservationist career and mermaid lifestyle. As a conservationist, you’ll be able to keep the beaches clean and study the wonders of the water. Or, if you are interested in another pathway, you can sink into fishing, diving, or even a lifeguard career.
Not to mention the enriching culture surrounding Sulani, where you can learn about the local folklore with the island ancestors. The expansion pack, unfortunately, doesn’t have much replay value beyond these factors due to its lack of content. Nevertheless, it can still provide you with some fun activities when you want to change up the pace.

Discover University was our first introduction to the college lifestyle in The Sims 4. Thus, instead of jumping into a career right away in the Young Adult stage, you’ll have the option to further your knowledge in a specific field of interest. On top of that, the world of Britechester just feels like any real-life college town, bringing in party-filled events and clubs for extracurricular activities.
But as much as I wanted to like the entirety of the Discover University pack, you can’t actually go into class (a concept that wasn’t introduced until High School Years.) It can also be extremely tough to handle a full-time schedule, forcing you to settle for a select few activities to avoid being overwhelmed. I understand that it’s meant to reflect the real world, but having that high amount of homework and studying deters you from everything else in the EP.

You may be surprised to see Cats and Dogs so low on this Sims 4 expansion pack ranking (especially since I’m a huge pet lover myself.) However, the gameplay side of the add-on can be pretty exhausting with the consistent needs of the animals. On some occasions, it made me feel like a terrible pet owner, where they’d get taken away just because I didn’t tend to them 24/7.
Don’t get me wrong; the Cats and Dogs expansion pack is still a necessary pack that I believe every animal lover should get. The EP brings out some of the most meaningful and heartfelt moments, whether it be through training sessions or simple family downtimes. Though, I suggest not going overboard with cats and dogs within the household so you can refrain from pulling your hair out with their constant need for attention.

Compared to Cats and Dogs, I had a much easier time taking care of horses since they can, for the most part, tend to their needs in dire situations. It doesn’t require as much of that 24/7 attention with cats and dogs, so it feels a lot less hectic. Even more so, I truly enjoyed living on the land as a rancher, in which you craft Nectar recipes and look after small animals.
I would say that Horse Ranch feels more like a game pack than an expansion pack. It only does a little in terms of gameplay, with horses being the only main selling point. The world is also relatively smaller than other Sims 4 expansion packs despite having a new traveling system with horses.

Although Get to Work can sometimes have a bad rap in the Sims community with its bugs and performance issues, it still is the first introduction to immersive jobs in the franchise. In previous games, careers only offered rabbithole activities, requiring you to wait around for your Sims to come home. That is until Get to Work finally allowed players to dive into their character’s work life as a Detective, Doctor, or Scientist.
Then, you can dabble in the pack’s retail side, featuring bookstores, boutiques, and bakeries. Get to Work has a lot to offer, and even if you don’t always go for those new career paths, it’s there for you to try out whenever you’re tired of those less-interactive jobs.

City Living is another excellent Sims 4 expansion pack that ushers in apartments for this particular entry. Most worlds lean on a residential approach, but this EP can change up this dynamic with its upscale buildings and ongoing events. There’s always something to do in San Myshuno, from karaoke nights to cultural festivals.
When it’s time to go home, you’ll have to deal with everyday problems like leaky pipes or bug outbreaks, adding to The Sims 4’s realistic value. The only thing I will say is that the newest For Rent offers more of an apartment-style of living due to its multi-units, which was neglected in City Living.

Like Get to Work, High School Years finally brought an interactive experience specifically for the younger generation. Now, Simmers can get some insight into what the educational system is actually like while also having more control over their studies. Build Mode takes on a new form at the same time, creating expansive schools with a classroom-themed collection.
Teenagers in past Sim installments have been relatively neglected in content, so it’s nice to see them get more opportunities with prom and graduation. Plus, High School Years showcases a new social media system as a Simfluencer, where you can rise in popularity through the Trendi app.

Many Sims 4 expansion packs have come and gone over the years, and one that you may have forgotten is the communitive Get Together add-on. Although it has been quite some time since it was released, it proves its value as one of the largest worlds in the game. In comparison, the pack’s Windenburg features upwards of over 20 lots, while the latest For Rent only has 9.
Group activities make the pack feel much more meaningful, setting up hangouts and establishing clubs to meet new Sims. The franchise has always been about togetherness, and that’s exactly where this EP shines. Almost every part of this world has something going on, including battling it out on the dance floor and having a splash in the pool.

Even though I love the realistic side of the Sims universe, it’s exciting to take a dip into a lavish lifestyle. Fortunately, the Get Famous expansion pack indulges in this way of living, making you feel like a true celebrity. You’ll see Sims fawning over your character and unlock a sparkling effect around them to enhance your affluence more.
The acting career can also be fun to play through, and it will gradually get better the more you rise to fame. By the end of it, you’ll find yourself being the king or queen of the town where everyone wants to know your name.

The newest Sims 4 expansion pack, For Rent, introduced a much-awaited feature almost every Sim has asked for with multi-unit living. In all these years, homes have been restricted with a family-size limit, and now, you’ll be able to make a whole town using a single lot alone (maybe it’ll be squished together, but at least it’s possible.)
Tenants and Property Owners have joined alongside this new gameplay system, giving you more tasks to do around the house. We also can’t forget about the Southeast Asian-inspired content that For Rent brought to the table as the franchise expands to more cultures in an incredibly unique way.

Everything from the Get Together pack was taken a step further in the Growing Together expansion, creating social dynamics within the family. Rather than having a strictly positive or negative relationship with someone, you’ll be able to trigger different companionships, such as Jokester, Close, and Strict.
In particular, if your Sims share a Jokester dyanimic, they’ll goof around whenever they are near each other, creating much more impactful moments between the household. Compatibilities and more social interactions were also added to the game for even more realism, which could either lead to a sentimental conversation or chaotic fight.

Seasons has basically become a must-have expansion pack that every Simmer needs. If you’ve solely played the base game, you’ll notice that many things stays the same, with the exception of Sim aging. On the other hand, Seasons changes the world around you regarding to weather, holiday content, and seasonal activities.
It’s much more satisfying when time moves along in this depiction, as opposed to the somewhat stand-still version in the base game. The pack will give you something to look forward to throughout the Sim years, and it also provides you with a Gardening career if you’ve got a green thumb.

If there’s one expansion pack that every Simmer agrees on, it would definitely be Cottage Living. It’s the true embodiment of living off the land using all the natural resources around Henford-on-Bagley. Coupled with that, the aesthetic of the world and the Build Mode items complement the environment very well, upping the coziness factor that the Sims franchise is known for.
Not only will you get lost in customization, but there’s also so much to do with the wide variety of content. Simmers will undoubtedly have more than enough to explore, from stitching to jam-making to gardening, especially when your hard work pays off.
But just when you think that’s all, Cottage Living has another bonus of animal care, adding in llamas, cows, and chickens. With all this in mind, you can see why it’s a stand-out pack through its abundance of content.
[ad_2]
Haley MacLean
Source link