標籤彙整:Xbox 360

3 SCARY GAMES #30

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Fortnite’s Map Blows Up And Entire Game Gets Sucked Into A Black Hole

Epic Games is no stranger to using viral events to promote the next season of its popular game Fortnite, but the newest way of hinting at what’s next puts the strange purple cube from last year to shame. 

This morning, rockets flew through the map, then converged with a meteor to destroy the game’s world. The event sent every player skyward, then a black hole appeared, consuming the entire game. Now, when you attempt to play Fortnite, you cannot access Save the World or Creative, but when you select Battle Royale from the menu, it tells you a technical error has occurred before the menu is sucked into the same black hole that consumed players earlier today.

You can check out what happened just before the emergence of the black hole through a clip from popular streamer Dr. Lupo.

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Once at the black hole screen, you have one option: exit. However, many players have opted to watch the black hole for clues. Every once in a while, the lighting of the screen changes to reveal numbers, but not much else is happening. If you get bored while watching, you can enter the Konami code to unlock an elementary top-down space shooter arcade minigame.

In addition to taking the game offline for now, the Fortnite Twitter account has also deleted all of its tweets aside from its most recent, which is just a livestream of the current game state. As of this writing, the official Fortnite account has over 100,000 viewers as the community attempts to find out what’s next. Additionally, throughout the day, Fortnite has been a top trending topic on Twitter.

You can monitor the current state of Fortnite by checking out its Twitch account below.

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BLAIR WITCH Part 6 — (ending)

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GI Show – PlayStation 5 News, John Wick Hex, Destiny 2: Shadowkeep

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Welcome back to The Game Informer Show! On this week’s show, we talk about Wired’s big reveal of even more information on the PlayStation 5. Then we unpack our full thoughts on Indivisible, John Wick Hex, and What the Golf. After some wonderful community emails, we dive in deep on Bungie’s Destiny 2: Shadowkeep with Andy McNamara, Matt Miller, and Dan Tack.

You can watch the video above, subscribe and listen to the audio on iTunes or Google Playlisten on SoundCloudstream it on Spotify, or download the MP3 at the bottom of the page. Also, be sure to send your questions to podcast@gameinformer.com for a chance to have them answered on the show.

Our thanks to the talented Super Marcato Bros. for The Game Informer Show’s intro song. You can hear more of their original tunes and awesome video game music podcast at their website.

To jump to a particular point in the discussion, check out the time stamps below.

2:25 – Ghost Recon Breakpoint
4:30 – PlayStation 5 news
20:00 – Indivisible
30:55 – John Wick Hex
36:15 – What the Golf?
38:00 – Untitled Goose Game
40:40 – Community emails
1:43:40 – Destiny 2: Shadowkeep

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BIGFOOT… UP CLOSE and PERSONAL

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The Division 2’s Largest Content Update Is Set To Launch October 15

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Washington D.C. is still under siege, and fans of The Division 2 are getting a huge content update sooner rather than later. Ubisoft announced today that the next wave of paid downloadable content for The Division 2 will be launching next week, October 15, for players who’ve purchased the Year 1 Pass.

Title Update 6 includes two new story and Classified Assignments missions, a new character specialization, a player-versus-player mode and multiplayer map, along with other cosmetics and in-game fixes.

The Division 2’s story mission, Pentagon: The Last Castle, centers around the agents’ mission to take back the iconic building from Black Tusk terrorists and stop them from further spreading the lethal outbreak. On top of the story missions, pass holders can also delve into the exclusive Classified Assignments side missions to thwart the attempts of the Outcasts from gaining a greater foothold in the United States Capitol.

Each piece of new content provides the perfect playground for players to test out the new Technician Specialization, which comes fully equipped with EMP Grenades, a new skill variant, the Maxim 9 sidearm, and the P-017 Launcher, which targets up to six enemies before blowing them away with a devastating missile barrage.

Unfortunately, it’s not all good news for Division 2 fans, as it was also announced that the game’s second raid would be delayed, giving developers more time to polish the endgame event. As of now, Ubisoft has yet to announce when the raid will become available other than to say it’s coming in 2020.

If players are interested in the new content but don’t have the Year 1 Pass, fear not, as each piece of content will become available to everyone (outside of the Classified Assignments) a week later on October 22. And for players who haven’t yet picked up the game, Ubisoft also announced that it is hosting a free-to-play weekend across all platforms later this month, along with a sale of the game.

[Source: Ubisoft]

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Game Freak Explains Everything About Scorbunny From Pokémon Sword And Shield

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We’re continuing to roll out exclusive content throughout the month for Pokémon Sword and Shield, and today’s feature is all about the new fire starter Scorbunny. While visiting Game Freak, we sat down with the game’s director Shigeru Ohmori, producer Junichi Masuda, and art director James Turner to learn who’s the right trainer for a Pokémon like Scorbunny and why there are bandaids on its face. In case you missed it, yesterday we debuted a video focusing on Grookey and on Wednesday we’ll be airing one on Sobble.

Click on the banner below to enter our constantly updating hub of exclusive content.

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John Wick Hex Review – A Slow-Motion Ballet Of Blood

Publisher: Good Shepherd Entertainment
Developer: Mike Bithell Games
Release:
Rating: Mature
Reviewed on: Mac
Also on:
PC

John Wick walks into the room. Like a clockwork automaton, his movements are precise. His eyes effortlessly scan for danger. The gun in his hand snaps forward like the head of a serpent, spitting bullets like venom. Even more than most action heroes, John Wick exudes stone-cold confidence, and Bithell Games’ strategy adaptation perfectly captures that style. I’ve rarely felt like such a capable assassin than while playing John Wick Hex. Even after a few repetitive encounters and an aggressive enemy A.I. tried to cut my ego back down to size, they couldn’t diminish the overall high I felt playing Hex.

The John Wick franchise is all about speed and nonstop action, so Hex’s choice to distill battles down to one-second chunks seems a bit odd. Fortunately, it works. In Hex, you navigate John Wick through a series of seedy underbellies as he takes down a seemingly endless stream of mob thugs. Each time a new enemy enters Wick’s field of view, the action stops and you have the opportunity to issue a new command. John Wick isn’t a turned-based strategy game, but it offers some of that slow-paced, contemplative action. Yet magically, these slow-mo firefights feel as tense and hyperkinetic as a real-time shooter.

Most of my time with Hex was spent calculating the length of time it took for John Wick to complete each order. Firing a pistol takes a full 1.5 seconds, while shoving a nearby enemy takes 1.3 seconds, and parrying an attack takes only .5 seconds. Those time difference might sound relatively insignificant, but the difference between life and death is measured in nanoseconds. Some weapons also take longer to fire than others; lining up a shot with a shotgun consumes more time than the standard pistol, but it does significantly more damage. Fortunately, Hex does a fantastic job laying out the timeline for upcoming attacks, and I always knew what my foes were planning and how much time I had to retaliate. Wick is almost always faster than his enemies, but when three goons burst through a door, managing enemy timelines becomes an exciting juggling act.

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I regularly felt outmanned and outgunned, but overcoming the odds feels amazing. In the span of only a few seconds I could parry one attack, then – while one foe was stunned – initiate a grappling takedown of another enemy, which would place me behind cover and allow Wick to narrowly avoiding incoming gunfire. Finding a few seconds to squeeze off your own attack is often harrowing, but stepping over a room full of fallen foes is incredibly satisfying.

Some of Wick’s best attacks and defensive moves cost focus. For example, the dodge roll makes Wick incredibly hard to hit and allows him to quickly traverse the length of a room. Every time I ran out of focus mid-battle, I felt handicapped; much like reloading, finding time to replenish Wick’s focus is tricky, but this adds a welcome wrinkle to the strategy.

Wick begins the game as a highly capable assassin, which means he doesn’t have much room to grow. The tactics and strategies I used at the end of the game were the same ones I learned during the opening levels. Before each mission, you have the opportunity to purchase upgrades that improve your hit percentages or lower the focus cost for some moves, but these are temporary buffs and I often found it more useful to spend my coins on extra bandages and weapons instead.

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Most of the challenge in the later levels comes from throwing more thugs your way or introducing more resilient enemies. When I did get overwhelmed, I was forced to start each level over from the beginning. Fortunately, these levels are relatively short, but I was frustrated to have to play through a level’s early encounters repeatedly when I kept getting hung up near the end.

The narrative doesn’t bring anything new to the table. Hex is set in a period before the films, when John Wick still works for The High Table and recounts a mission where he must hunt down and kill the lieutenants of a villain named Hex. This plot largely serves only to introduce a number of marks for John Wick to hunt down, and doesn’t contribute much to the franchise’s wider lore.

Despite those frustrations, I continually returned to John Wick Hex because the core mechanics are incredibly tight. Thanks to Hex’s clever time management systems I always felt one step ahead of my enemies and capable of constructing the kinds of sophisticated close-quarters gunfights that make the films so exciting. John Wick Hex might hit the same note over and over again, but it’s one incredible note.

Score: 8

Summary: A few repetitive encounters and aggressive A.I. don’t diminish the overall highs Hex offers.

Concept: Slow down John Wick’s hyper-violent gunfights to create a series of tense strategic encounters

Graphics: This dark, comic book aesthetic fits the tone of the universe. Sadly, a few jerky animations don’t do this hitman justice

Sound: Actors Ian McShane and Lance Reddick reprise their characters from the films, which adds some authenticity to the experience. John Wick is played as a silent hero, so no Keanu Reeves

Playability: Hex expertly breaks down John Wick-style fights into a series of puzzle-like encounters, but your combat options don’t expand much over the course of the game

Entertainment: At its best, John Wick Hex makes you feel like a trained assassin, but those moments are interrupted by strings of repetitive action

Replay: Moderate

Click to Purchase

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Doom Eternal Delayed To March 2020

On the official Doom twitter account today, id Software announced a delay to the upcoming Doom Eternal. The game is now expected to launch on March 20, 2020 on Xbox One, PS4, and PC. The Switch version is slated for a future release with no specific date and time given.

An update on DOOM Eternal: pic.twitter.com/2LWrfh6e4Z

— DOOM (@DOOM) October 8, 2019

In addition to the delay news, the account stated that Invasion mode is going to be a free update shortly after launch. Invasion mode lets players hop into other people’s games as a demon, so that should be interesting!

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Ghost Recon Breakpoint Review – The Soul Of A Drone

Publisher: Ubisoft
Developer: Ubisoft Paris
Release:
Rating: Mature
Reviewed on: Xbox One
Also on:
PlayStation 4, PC

Ghost Recon Breakpoint is a conflicted mess of an open-world experience. It is unreliable in almost everything it offers, from tactical firefights and enemy intelligence to open-world exploration and mission flow. Developer Ubisoft Paris also didn’t solve the issue of repetition that plagued Ghost Recon Wildlands – it’s even worse this time around. Flashes of brilliance are scattered amid the turmoil, but no matter how much you try to latch onto them, the game finds another way to pull you down and upend your progress.

When Breakpoint works as intended, it delivers thrilling four-player cooperative strategy. This includes satisfying stealth, fun drone surveillance, heavy firearms that kick like mules, plenty of useful loot, and maybe even a gripping story sequence that makes you look forward to the next mission. When things don’t go as planned (which is more often the case) Breakpoint is broken. Bosses come back to life, teammates respawn over a mile away, your character is inexplicably unable to aim over a barrier, and enemies stop dead in their tracks right in front of you. In some of my play sessions, a mission would go off without a hitch. In others, my squad couldn’t do anything without some kind of glitch (like one of us falling through the world geometry) throwing a kink in our strategies.

The game’s set up is quite good: You and a small group of Ghosts have been deployed to Auroa to handle a terrorist threat that just happens to have a connection to your past. Cole Walker, a former Ghost who you ran with back in the day, wants to weaponize the island’s innovative drone technology. You need to stop him. From Far Cry to Assassin’s Creed, Ubisoft often struggles to deliver interesting villains, but not with Walker. He is immediately imposing, and brought to life exceptionally well by actor Jon Bernthal. Walker holds your interest, but the story doesn’t deliver much to grasp onto other than him, and ends up hitting the same dull note repeatedly. The side stories, of which there are many, also don’t have much of a pulse, even with some moments offering player choice. Breakpoint’s story is better than Wildlands’, but that isn’t saying much. The scenes with Walker are usually captivating in disturbing ways, but that’s about all the narrative successfully delivers.

Ubisoft’s decision to create a fictional place is a success that pays dividends from start to finish. Auroa is an island where the brightest minds in technology congregate to improve the world. Aurora’s scenic mountains, valleys, swamps, and tundra, feature pockets of sci-fi like industrialization. Many buildings look like artistic sculptures, and the people who work here live like royalty in homes with open views of the stunning landscapes. Helicopter rides give players a chance to fully appreciate this beautifully realized world, which is filled with side missions, random points of interest that hold loot and collectibles, and some areas are even used for fun 4v4 PvP Ghost War battles.

The belief that you are a part of a thriving world is more defined than in Wildlands thanks in part to the introduction of a social hub called Erewhon, a small village tucked inside of a mountain cavern. Erewhon, as interesting as it is for the fiction, is sadly used as a mission destination too often, forcing players to fast travel excessively. Why can’t we just call the mission giver on the phone to get a 10-second update before having to head out again?

Outside of this unwanted pitstop, mission setups are usually interesting, giving players numerous interaction points, including some that require a little detective work, like tracking down a document or interrogating a high-ranking official to learn where a dangerous target is. As varied as the mission setup and objectives are, the act of completing these tasks is repetitive, and you are rarely challenged in different ways. Ubisoft’s other open-world shooter, The Division 2, did a fantastic job with mission flow, taking players to through long and well-conceived areas. Breakpoint is the exact opposite, pushing players to either aggressively or stealthily reach a point of interest and then move on to the next. As empowering as it is to enter a location however you want, the lack of structure makes every mission feel routine. With few enemy types to confront over the course of the entire game, most assaults usually end up feeling the same, too. Being able to spawn a helicopter from any bonfire means you don’t really ever need to use any of the other vehicles to explore the world. The best path to success is doing the same things over and over again.

That said, stealth in Breakpoint is handled admirably. The auto-stick cover system creates damning problems for shooting over obstacles, but it works fairly well for sneaking, and the enemy observation meter fills slowly enough to allow for quick course correction should you get stuck on the wrong side of a wall. If the enemies are alerted to your position, they attack with everything they have and can kill you and your squad quickly. However, they don’t stand a chance if you hunker down in a protected spot. They are too aggressive, and will funnel to you one by one until their entire division is wiped out, making most missions fairly easy if you can find such a location. Most areas are filled with rooms you can use to exploit the A.I. Guns feel great and are varied, but what you use them against rarely puts up a good fight.

Enemies drop plenty of loot, and Ubisoft does a nice job of making most of it meaningful. As you progress, you slowly advance in rank (with 150 being the ultimate goal to topple the final mission, which you can access from the beginning). The loot is awesome in how bountiful and varied it is, but none of it makes much sense. Yes, a +7 gun is better than a +2 gun, but you also find a low green-ranked baseball cap offers more protection than a rare gold-ranked helmet. The rags-to-riches path of making your character look cooler as the game goes on isn’t here, and instead seems to be completely random as to what the most powerful items in the game are. My final form consisted of a stocking cap and plastic surgeon gloves.

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The most telling moment in Breakpoint came during the final mission. My team successfully took down the final boss, and then hacked a computer to end a crisis. My character nodded approvingly and smiled awkwardly, and then, just when it seemed like the credits would roll, my squad reappeared in the world, and the boss was back. This time around, he was invincible, and ended up wiping us out with ease. When we respawned, the mission had reset to its first step. It was an unfortunate bug that wiped out a good hour of work.

This final moment with Breakpoint sums up the game perfectly. There was a sense of victory, and then it all fell apart and became a maddening mess. I had some fun playing with friends, but constantly found myself wondering how this follow-up could go so wrong.

Score: 6

Summary: Ubisoft’s newest open-world experience struggles to deliver reliable combat and interesting things to do.

Concept: A sloppy open-world experience that offers plenty to do, but hardly any of it is executed in clever or stable ways

Graphics: Auroa is the best part of the game – an island filled with beautiful forests, mountains, and cleverly designed near-future settlements

Sound: The noisy pop of the guns is satisfying, but isn’t enough to compensate for the awful dialogue

Playability: The guns feel great and allow players to line up shots from great distances. Enemy A.I. is hilariously bad and can be exploited for easy victories. Your character can’t walk on most inclines without falling, which is odd

Entertainment: Playing with friends can be fun, especially when stealth is working. But whether the game “works” is the key question at all times

Replay: Moderate

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