作者彙整: Ben Reeves

Diablo IV Druid Skills And Abilities

Druids are one with nature – and that nature is deadly. Over the course of a single combat encounter, the… 閱讀全文

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Super Powered: Charting The Lasting Legacy Of The Super NES

In the ‘80s, Nintendo saved the video game industry with the release of the NES. That console ushered in a renewed enthusiasm for interactive entertainment and established a series of brands, such as Mario, Zelda, and Metroid, which remain relevant today. Over the course of only a few years, Nintendo’s name became virtually synonymous with video games, and its characters grew so popular that they worked their way into breakfast cereals, lunch boxes, and Saturday morning cartoons.

However, by the early ‘90s, Nintendo’s chokehold on the industry had started to slip. More powerful 16-bit consoles like the Sega Genesis and the TurboGrafx-16 had begun to challenge Nintendo’s dominance. To stay relevant, Nintendo needed to update its hardware.

A skunkworks team inside Nintendo’s research and development department began crafting a successor to the NES. The system would be surprisingly underpowered, but it would contain several modern gaming concepts and ultimately help cement Nintendo’s place in the industry. That console was the Super Nintendo Entertainment System, and many consider it to be one of Nintendo’s crowning achievements.

The Japanese design for the SNES (called the Super Famicom) was much boxier. Nintendo of America felt it looked too much like a toy and redesigned the system for U.S. release

Suping Up The NES

Masayuki Uemura was an engineer working for the Sharp Corporation when Nintendo approached him about making video game consoles. At Sharp, Uemura had built photosensitive cell technology, and Nintendo wanted to use this technology to build a light gun that could interact with televisions. Not only did Uemura help build Nintendo’s light gun, but he went on to design the original NES console that it was bundled with. Over the years, Uemura produced games like Donkey Kong, Mario Bros., and Ice Climber before finally moving on to work on Nintendo’s next big console. However, designing the SNES would prove to be more complicated than Nintendo’s ­original ­console.

Uemura centered the SNES architecture on a custom-built 3.58-MHz CPU. Even for the day, this wasn’t incredibly impressive. Sega’s Genesis console, which released more than two years prior to the SNES, housed a faster processor. However, Uemura designed the SNES’s chipset for maximum visual and audio performance, which helped disguise its lack of horsepower. For example, while the Sega Genesis could only display 512 different colors on a television screen, the SNES had a color palette of over 32,000 colors and could display more than 128 ­sprites ­simultaneously.

The Super Nintendo’s lack of power likely came from Nintendo’s original desire to allow the SNES to be backward compatible with NES cartridges. The NES was the most popular video game console on the market, and it had amassed an impressive library of titles, so allowing the SNES to run all of the NES’s software would have given Nintendo’s new console an impressive head start. Unfortunately, this feature was axed as the system progressed ­toward ­launch.

Fortunately, the SNES had a few unique graphical effects up its sleeve, which made it worth the upgrade. Nintendo designed the SNES to allow for seven different graphical display modes, but only one of these modes reach widespread acclaim. Before the system’s release, Nintendo’s marketing department began trumpeting the graphical feats of Mode 7, a display setting that allowed developers to rotate and scale background layers in their games. This faux 3D effect – seen in games like Super Mario Kart, Pilotwings, and Super Castlevania – became one of the SNES’ distinguishing features and helped set the console apart from its competitors.

Mode 7 – seen in games like Super Mario Kart, Pilotwings, and Super Castlevania – became one of the SNES’ distinguishing features and helped set the console apart from its competitors.”

After establishing the SNES’s internal guts, Nintendo began to think about how its new system should look and feel. Early in the concept phase, Uemura thought that the SNES might function a bit more like a personal computer. In Japan, the NES was called the Famicom, a portmanteau of family and computer. Uemura felt that he might expand on this family computer concept by giving the system a keyboard and card reader, but these input devices eventually fell away in favor of a more traditional video game controller. However, Nintendo’s new controller received a drastic remodel, and the studio design a more ergonomic controller that players could hold comfortably ­for ­hours.

Further inspiration for the SNES controller came from an unlikely source. Fighting games were incredibly popular in arcades at the time, and Nintendo felt that it needed six button inputs on its controller to accommodate console ports for games like Street Fighter II. During focus testing, however, Nintendo discovered that players were easily confused by six face buttons. Four face buttons, tilted into a diamond shape, were much easier for thumbs to navigate, so Nintendo shifted two of its face buttons to the controller’s shoulders. The SNES featured several major innovations, but this controller design, which has been the basis for nearly every controller since, may have been the SNES’ biggest contribution to ­the ­industry.

Super Mario World was one of the first games released for the SNES, but it is still heralded as one of the best. Speed runners have been able to finish the game in less than ten minutes

Coming To America

In Japan, the SNES (called the Super Famicom) had a plain, square design and rounded edges. However, before shipping the console overseas, Nintendo of America believed it need to redesign the case for the western market. Nintendo of American passed the project to an in-house designer named Lance Barr, who felt that the Japanese design was too toy-like.

“The Super Famicom was maybe okay for the market in Japan,” Barr told Nintendojo back in 2007. “For the U.S., I felt that it was too soft and had no edge. We were always looking at future modular components (even the NES had a connector on the bottom), so you had to design with the idea of stacking on top of other components. I thought the Super Famicom didn’t look good when stacked and even by itself, had a kind of ‘bag of ­bread’ ­look.”

The American redesign was also a reaction to feedback on Nintendo’s previous console. The original NES was a relatively simple gray box, and Nintendo of America had received several complaints from NES owner who had placed drinks or bowls of cereal on top of their consoles only to spill liquid into the vent at the top of the unit. To prevent SNES owners from the same fate, Barr made sure that the U.S. version of the SNES had an uneven surface. Barr also gave the console a more muted color scheme, and changed the controller’s X and Y buttons so they had a concave curvature, which offered a better haptic distinction between all four ­face ­buttons.

Metroid never sold very well in Japan. Super Metroid had a troubled development and was almost cancelled at several points during development. Thankfully, it wasn’t

Now You’re Playing With Super Power

When Nintendo released its original NES, the video game market was in the middle of a large-scale recession, and Nintendo had to trick retailers into putting its new console on their shelves by marketing it as a toy. Five years later, those roles had reversed, and retailers were begging Nintendo for larger shipments of the ­Super ­NES.

More than 1.5 million fans rushed out to pre-order the system before it launched, and Nintendo’s initial shipments sold out in about two hours. In Japan, the Super Nintendo was such a hot commodity that the consoles were reportedly shipped to stores secretly and under the cover of night, for fear that the Yakuza might rob retailers. The SNES’s launch day became an international media circus as thousands of people lined up in front of electronics stores hoping to get their hands on ­a ­console.

“Many parents called in sick to work so that they could join the lines of waiting shoppers,” wrote Steven L. Kent in his book The Ultimate History of Video Games. “All of Tokyo was slowed down by the crowds, and a frenzy began when news spread that Nintendo had shipped only 300,000 consoles. The pushing and shoving were so chaotic that the Japanese government later asked Nintendo and other video game companies to restrict future hardware releases ­to ­weekends.”

All of Tokyo was slowed down by the crowds, and a frenzy began when news spread that Nintendo had shipped only 300,000 consoles.”

The fervor over Nintendo’s new console is even more surprising in light of the fact that the console only had two launch titles in Japan: F-Zero and Super Mario World. For the U.S. release, the following year, Nintendo added the amateur flight simulator Pilotwings to that lineup. Three games might seem paltry today, but Shigeru Miyamoto and his team of designers were only given 15 months to design and code the entire launch library from the time they saw the first ­machine ­designs.

Over the years the Super NES amassed a library far more impressive than any of the system’s technical specifications (see sidebar for our favorites). Nintendo continued to support its console with some of its most beloved products, such as The Legend of Zelda: A Link to the Past, Super Metroid, and Super Mario Kart. Meanwhile the world’s most prolific development studios, such as Square, Capcom, and Konami, rushed to release their titles on Nintendo’s new hardware. Even near the end of its lifespan, the Super Nintendo was turning out graphical powerhouses like Donkey Kong Country, Star Fox, and Super Mario World 2: Yoshi’s Island, which seemed to push the limits of the hardware to ­new ­heights.

The Super Nintendo proved that Nintendo wasn’t a one-hit wonder, and it cemented the company’s place in the video game industry. Much of the nostalgia surrounding Nintendo’s brands was built up during the SNES’s lifespan as its meager launch lineup grew into a library containing some of the most beloved games of all time. The Super NES was never the most powerful system on the market, but Nintendo understood that developers didn’t need to possess the most powerful hardware to be a market leader. The Super Nintendo helped shaped the industry like few consoles have before or since, and it created a foundation for our modern ­gaming ­landscape.


This article originally appeared in the November 2017 issue of Game Informer.

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Why Do We Play Games?

Click here to watch embedded media Researchers around the world have spent decades measuring the effects games… 閱讀全文

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Get Ready For A Bloody Harvest In Upcoming Borderlands 3 Event

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Gearbox hosted a Halloween-themed Bloody Harvest event for Borderlands 2, and the the company has revealed that this celebrations is returning in Borderlands 3. The event takes place from October 24 through December 5.

During Bloody Harvest, players discover a new crew member named Maurice. Players can also travel to a new location, called Heck, where they can take on new challenges and acquire new seasonal loot. The event is free, so get ready to trick or treat. Mostly trick.

For more on Borderlands 3, read our review of here, or read this journal about some of the game’s best guns.

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How Two Developers Made A Living With Awful Games

Mobile games were supposed to be an indie developer nirvana. When the iPhone debuted in 2007, Apple pitched consumers on the promise of an endless stream of tiny creative games and other productivity applications. Indie developers immediately recognized the market’s potential: A small team of developers could release their experimental projects to millions of users at a low price and reap large rewards. Early mobile hits like Words with Friends, Fruit Ninja, and Temple Run seemed to confirm this notion, and those titles helped their developers amass significant nest eggs.

Then the gold rush happened, and the mobile market metastasized into something ugly. App stores overflowed with ad-driven, free-to-play games that catered to the lowest common denominator. Mobile game development became financially unsustainable for many. In the midst of this mobile “indiepocalypse,” two friends found success in an unlikely place. Their secret: Make a thousand bad games.

Ziba Scott and Alex Schwartz at a GDC party in 2013, around the time they came up with the idea for Slots

THE BROKEN DREAMS OF GAME DEVELOPERS

In 2013, Alex Schwartz and Ziba Scott joined a shared workspace co-op in Boston while independently pursuing careers in game development. Both designers had shifted to the mobile space with the dream of making their big break in the industry. After their first meeting, they quickly bonded over the struggle to realize that dream.

Schwartz had attended college for game design before landing a job at Seven45 Studios working on a failed Rock Band clone called Power Gig: Rise of the SixString. After its release, Schwartz set off on his own and formed Owlchemy Labs, the indie studio that released the racing smuggler game Snuggle Truck as well as the early VR standout Job Simulator.

Scott, on the other hand, worked for seven years as a Linux consultant and web developer when he decided that making games was more fulfilling. After earning a master’s degree in serious game design from Michigan State University, Scott secured a publishing deal with Adult Swim Games for his puzzle game Girls like Robots. By the time Schwartz and Scott met, they had both signed contracts with big publishers and released creative indie titles to favorable reviews. And yet, both designers still struggled to make ends meet.

“We always felt like if we could do something that was creatively fulfilling, and we made enough money on game number one to fund game number two, then that was top-tier success,” Schwartz says. “We played the multiplatform hustle, where if you make something in Unity you can put it anywhere, and it wasn’t working. The dream wasn’t ‘Oh man, I hope we can be kings of mobile.’ We were just chasing platforms, and we were watching the concept that people would spend three dollars on a premium mobile game nosedive super hard.”

We played the multiplatform hustle, where if you make something in Unity you can put it anywhere, and it wasn’t working…”

“It was 2013 when it became clear that that premium mobile market was dying,” Scott adds. “It was becoming a strange beast. Even now, you can’t follow the successes from two years ago. You can’t follow those rules because the industry is constantly changing. That was something we were learning. I think both of us felt like we were a year or two too late to release a three-dollar game or even a five-dollar game on iOS that would even make its money back.”

Half a decade after the release of the iPhone, the mobile market was awash with clones, reskins, and other low-effort shovelware. In some cases, the clones were actually making more money than the originals, which famously happened to number-based puzzle game Threes in 2014. Schwartz and Scott felt that it was nearly impossible for the average game developer to get noticed without a million-dollar marketing budget. As young indie developers struggling to pay the rent, Schwartz and Scott were growing disillusioned.

Then they had a crazy idea. If the system had stopped working for them, maybe they could just work the system.

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QUANTITY OVER QUALITY

Every January, MIT helps host the Global Game Jam, the world’s largest game jam, which takes place at multiple locations around the world. While teams of programmers and artists beat their heads trying to come up with one “perfect idea,” Schwartz and Scott giggled in a corner and asked themselves, “How can we do worse?”

The two developers had often joked about how they could reskin and clone their own games and flood the mobile marketplace. Now they were ready to actually do it. But first, they needed to make a game that was incredibly simple and easy to clone. Schwartz and Scott never intended to spend a lot of time or effort on a project like this. Cutting corners was not only encouraged, it was a mantra. Ultimately, the designers decided that they didn’t even need to make the game themselves – they could just download and repackage some prebuilt program off the Unity Asset Store. Reskinning and cloning a game they hadn’t even made felt like one gigantic corner to cut. It was perfect. Schwartz and Scott hopped online and bought a slot-machine game for $14.99. The duo didn’t know it yet, but they would eventually see a massive return on that investment.

“Slot-machine games seemed like the perfect fit, because they have such a low barrier to entry,” Scott says. “There aren’t many games simpler than pressing a button that says good or bad. You can hardly abstract the concept of a game any further -than -that.”
“Slot-machines are the one world where there is already an entire industry built around reskins, and no one gives a s—,” Schwartz adds. “Walking through Vegas, you see hundreds of different slot-machines. You walk past Cleopatra slots and then Wheel of Fortune slots, there are even Fruit Ninja slots. It’s such a weird world that we didn’t understand, but we knew that humans seem drawn to them in some way.”

Once Schwartz and Scott had a working game, they set to work making copies. They added new background images, in-game “about” descriptions, and a custom theme song. Their slot games were of admittedly low quality, but they had taken less than an afternoon to cobble together. Future clones would take only a fraction of that time.

Scott wrote a Unity editor script that automatically grabbed images off the web, swiped an about blurb from Wikipedia, and then used a text-to-speech program to generate new lyrics to their electronic theme song. At this point, all Schwartz and Scott had to do was type a theme into their Unity editor and the program would spit out a new slot-machine. Before long, they had dozens of slot games with titles as absurd as Lobster Slots, Richard III Slots, and Harlem Shake Slots.

The designers then took the hundred-plus games they had made and published them onto the Google Play store. They marveled at the fact that a few people actually downloaded them and laughed over the smattering of bad reviews. At this point, Schwartz and Scott’s silly experiment seemed like a success. They didn’t know what it proved, but releasing a glut of low-quality games onto Google’s marketplace felt like a snarky middle finger to the industry and its rising tide of low-quality content that was drowning out premium mobile products dedicated developers had poured their blood, sweat, and tears into. Their curiosity satisfied, Schwartz and Scott walked away and forgot about their little experiment.

Over the next several months, while quietly unobserved, their games continued to accrue downloads.

DOUBLING DOWN

After the Christmas break of 2013, Schwartz and Scott returned to check up on their slot-machine experiment. They were startled by their discovery. All of Schwartz and Scott’s games were free to download, but like most free games, these slot games featured integrated advertising. It was almost a joke. One of the most annoying aspects of the mobile market were the “gacha” free-to-play games that roped players into watching one ad after another for another spin at the wheel. Schwartz and Scott were trying to mock those types of games; they hardly expected to make money on the ads in their own crappy games.

“A lot of times app stores have a bump over the holidays and we wondered what happened,” Schwartz says. “We saw that our downloads had gone way up, but then we checked our ad network backend and saw that in January and throughout the holidays we were making over $200 a day.”

“It’s hard not to look at a few hundred bucks a day that took no work and not draw a line from $200 to millions twinkling in our eyes somewhere,” Scott says.

Schwartz and Scott didn’t need any more encouragement to fire up their automated workshop again. But this time, they were ready to take things to the next level, so they incorporated under the name Signal to Noise. The pair even came up with a cutesy tagline, “We are the noise.”

Making slot games was a snap, but there were a few speed bumps to Schwartz and Scott’s automated system. It took several minutes to fill out all the forms to submit a game for publishing on Google’s App store, and the pair still had to sit down and brainstorm new themes for future slot games. Sure, typing in a new theme took seconds, but they felt that even this process could be automated.

To solve the first problem of submitting games for publishing, Scott used a web-automation tool that played back browser-based interactions. This allowed him to record the inputs for filling out the developer agreements needed to submit a game to Google’s Play Store. To solve the second problem of generating ideas, Schwartz and Scott had Google Trends feed their system relevant news and celebrity gossip, which resulted in games likes Deer Antler Spray Slots and John Boehner Slots. Next, they downloaded massive lists of words and coded a formula that took random adjectives and paired them with random nouns. This program spit out a stream of nonsensical slot-machine ideas like Stupid Pumpkin Slots, Tremendous Face Pain Slots, and Inexperienced Great Horned Owl Slots. “We had reduced the gap between conceiving a game to publishing it to market to typing a single word and hitting enter,” Scott says.

After a few months of tinkering, Schwartz and Scott had developed an automated system that could be accessed via Wi-Fi from any country in the world. They had visions of sipping drinks on the beach while periodically checking in on their slot-machine empire. The duo nicknamed their system The Goose, as in the fabled bird that laid golden eggs. Before long, The Goose was churning out and publishing games at an insane clip. In fact, Schwartz and Scott were amassing more games than they could ever publish; Google actually restricts developers from publishing more than 15 games a day. But even with this artificial restriction, after its first year Signal to Noise had already submitted nearly 750 games to the Google Play Store. Most games only got a few hundred to a thousand downloads, but even the least successful slot-machines contributed to Signal to Noises’ overall downloads, and ultimately ad impressions.

We had reduced the gap between conceiving a game to publishing it to market to typing a single word and hitting enter,” Scott says.

“One month, we looked at the drip income of Owlchemy’s entire portfolio,” Schwartz says. “I remember that Slots, this low-effort garbage pile, was somehow bringing in more money than the past four years of my creative endeavors. That was a real laugh-while-crying kinda moment. I went, ‘What the f— are we doing with our lives if this joke has started to supersede true effort?’ … I almost didn’t want it to make money, because it proved that it’s more effort to make games the right way. There was a feeling of it shouldn’t be this easy, because it proves that, as a society, people are not as discerning with quality as we had hoped.”

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WALKING AWAY FROM A WINNING HAND

On a good month, Schwartz and Scott wouldn’t even interact with The Goose and they could watch the ad revenue roll in. But eventually, The Goose always needed attention. Schwartz and Scott had built a fragile scaffolding with several points of failure. Their entire automated system relied on over a dozen different online services, from Google to Wikipedia to small web-based freeware. When Google Images caused problems for their automated system, they had to switch over to Bing’s image search. When Google Play required game submissions to include high-res images, they had to update their photo capture system. When Unity changed its privacy policy, a country altered its laws on gambling apps, or a checkbox on Google’s publishing forms shifted even 10 pixels to the left, The Goose would grind to a halt and the system had to be updated. Fixing these problems was rarely complicated, but The Goose needed the-occasional greasing.

The bigger issue was that Signal to Noise had started as a joke, but it had grown into something larger – something unfulfilling. “I was constantly torn between pride and amusement and a sense that I should be doing something else,” Scott says.
“There was a joke here, where if the mobile market was more sustainable for premium content, then we wouldn’t have had to lower ourselves to following through on this joke idea,” Schwartz adds.

When Google started to implement systems that made it difficult for cloners like Signal to Noise, Schwartz and Scott ultimately decided to walk away from their project. On March 19, 2017, after more than four years, 1,500 slot-machine games, and over 1.6 million downloads, Signal to Noise published its last game: 3D Astronomer Slots – Free.

To be clear, Schwartz and Scott didn’t shut down their automated system, they just stopped updating it and let The Goose die a slow death. They left the keys in the car and let it slowly roll into a ditch. Surprisingly, The Goose lived far longer than either Schwartz or Scott had expected. Today, Signal to Noise’s entire portfolio of games has been suspended by Google for failure to keep up with the latest updates. Even so, as of this printing, Schwartz and Scott are still scraping in a small amount of ad revenue from users who occasionally fire up the apps still lingering on their phones.

BIG PAYOUT

Fortunately, these days, Schwartz and Scott don’t have to play the slot game to make money, and both developers have found some of the indie development success they yearned for. In 2016, Scott used Fig to successfully crowdfund Make Sail, a physics-based construction adventure, and the game is currently in early access. Meanwhile, in 2017, Schwartz’s company Owlchemy Labs was purchased by Google, and Schwartz has spun off once again to form another, currently unnamed, indie game company.

Both Schwartz and Scott say Google has made it more difficult for developers to flood the market with the types of automated clones that they released, but that doesn’t mean the mobile market has become more friendly to developers, or users for that matter. App stores are still brimming with clones and ad-driven shovelware that make it hard for premium titles to be discovered. This problem isn’t localized to the mobile space, either. As online stores like Steam continue to open up and make it easier for anyone with a computer to publish software to the platform, developers will continue to find ways to exploit those systems.

“It’s interesting how this experiment tied into my ideas on curation,” Schwartz says. “This is the logical outcome to a completely open, uncurated platform. Quality goes down, people think of various schemes to flood the market, and consumers are left with a low-quality experience overall. I feel very passionately that consumers should have a curated experience. So this was us jumping over the tiniest of tiny fences to go muck around in an open ecosystem to show people how bad things are, and how bad they can be.”

If Schwartz is to be believed, then maybe the problem isn’t with the kinds of developers who churn out endless clones and other low quality software. And the problem might not be the consumers who find themselves lost in a sea of likeminded apps that constantly demand their eyeballs. The problem is likely the systems platform holders have built that allow for this level of exploitation. Some developers are trying to stem this tide. Valve has taken a player-driven approach to discoverability, allowing user reviews and trends to drive many of Steam’s algorithms, but as more new games flood the market, developers continue to complain about getting lost in the sea. Online stores are full of garbage, but who’s cleaning up the trash?

This was us jumping over the tiniest of tiny fences to go muck around in an open ecosystem to show people how bad things are…”

If anything, experiments like Signal to Noise expose the inefficacies of our current online markets, and offer a peek into one potential future where automation spirals out of control.

Today, the internet is crawling with automated bots that do everything from sending emails to leaving consumer reviews to responding to Twitter comments. It’s easy to get lost in the cacophony. Tomorrow, bots are already learning how to make, publish, and even promote games. What happens next is still up to us.

This article originally appeared in the June 2019 issue of Game Informer.

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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

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The Four Biggest Takeaways From Playing Last Of Us Part II

Publisher: Sony Interactive Entertainment
Developer: Naughty Dog
Release:
Rating: Rating Pending
Platform: PlayStation 4

Naughty Dog says that The Last of Us Part II is its biggest and most ambitious title to date. Recently, we got a small (two hour) taste of this ambitious project, but we walked away incredibly satisfied. It almost goes without saying that The Last of Us fans should be excited for the game’s launch on February 21, but here are four other big takeaways from our time with the game.

Prepare to feel rage

The original Last of Us explored a child/parent relationship between Joel and Ellie. Naughty Dog says that if the first game was about exploring that kind of love, then the sequel explores a completely different kind of emotion: rage.

Ellie grew up in a broken world – a planet where a fungal outbreak transformed most of humanity into zombie-like monsters. However, by the end of the first game, Ellie reaches a safe haven where it seems that she might have the chance to build a new life and experience some of the joys that many of us take for granted. As Part II opens, Ellie lives inside a relatively safe community of people and she even has the chance to explore a romantic relationship with another young girl named Dina.

However, at some point in the game, Ellie faces a tragedy that completely changes her outlook. Naughty Dog remains tight-lipped about the nature of this tragedy, but the event sets Ellie off on a quest for revenge. In The Last of Us Part II, we’ll get to see how Ellie behaves after she’s had the safety of a “normal” life ripped from her – we’ll get to see the lengths with which Ellie will go to punish those who have hurt her. You can see the pain etched into the lines in Ellie’s face every time she sneaks up behind an enemy and slides her knife into their throat. The Last of Us Part II isn’t a game for the squeamish.

Movement is key to survival

Like the first The Last of Us, Naughty Dog’s action feels grounded and brutal. Enemies coordinate their attacks and even call to each other by name. Ellie’s luck can quickly run out of she is surrounded and outnumbered. One of the best strategies remains to stay hidden for as long as possible and pick off your foes one-by-one. Fortunately, environments are large enough that I found it easy to run and find a hiding spot to catch my breath. Still, enemies won’t forget that they saw you and are constantly on your heels, which adds a lot of tension to the action. I felt like I was constantly on the move – taking a few sections to loot a room or craft an item before I had to hide again from a roaming patrol.

Unlike Joel, Ellie now has a jump button, so she can scamper and climb all over the environment. Climbing over things is sometimes a great way to avoid your captures, but it can also make you easier to spot. I found that it was often better to go low. Ellie can both crouch or go prone. Laying down in tall grass makes Ellie harder to spot, but as enemies get closer they will be more likely to see you. In The Last of Us Part II, you’re never completely hidden or safe.

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New enemies help heat up the action

The Last of Us Part II’s enemies are smarter than ever. Not only will human foes coordinate their attacks, they have a few new tools to use while hunting you. One of those tools is actually man’s best friend. Humans now employ hunting dogs, and they will use them to sniff you out. Using Ellie’s hunter’s vision, you can see your own scent trail and watch these animals slowly follow that trail to your current position. Dogs are a challenge to stealth kill because they can sense you coming, so you need to take them down from a distance with a bow and arrow or some other silent weapon. Unfortunately, you will feel like a monster every time you kill a dog. At one point, a sniped a dog’s master, and the pup started to whine and paw at his master’s feet. I didn’t have the heart to kill the dog, which may have been a mistake, because the animal eventually caught my scent and hounded me until its teeth were in my throat.

Another new enemy is a version of infected called the Shambler. These lumbering brutes aren’t too fast, but they are tanks who can’t be stealth killed and will force you to burn through a lot of ammo. At one point, I smashed the glass of a vending machine to get at the goodies inside and I inadvertently alerted a Shambler who was next door. The beast charged into my room and startled me. I tried hacking at the monster with a hatchet, but the creature released a toxic plume of gas that sent Ellie coughing her way to an early grave. Shamblers are dangerous creatures, and you should feel no shame in avoiding a fight with these horror shows.  

Crafting is still king

Crafting was an important element of the first game, and it remains a huge focus in the sequel. As you explore these dilapidated cities, you can scavenge old homes and commercial districts for ingredients to make new weapons and other supplies. As in the first game, the same ingredients can be used to make a health pack or a molotov cocktail, forcing players to make a strategic choice: do you heal up or give yourself another offensive tool to help clear out the next room? This strategic pattern is repeated multiple times in the crafting menu for The Last of Us Part II. You won’t always be able to make everything you want, but you’ll have plenty of opportunities to make something good.

One of the new gadgets I crafted is a trap bomb that can be strategically placed throughout the environment and triggers automatically like a landmine. I used these bombs occasionally to cover my tracks and they became a handy early warning system, alerting me whenever I was being followed.

Some crafting items will be locked behind the upgrade menu. As with the first game, Ellie finds pills throughout the environment, which she can use to upgrade her skills. I used some pills to allow Ellie to crawl faster and gain a larger boost from health packs, but you probably won’t find enough pills to upgrade Ellie completely. In fact, at one point, I found a hunting magazine that unlocked an entirely new upgrade branch filled with things like reduced weapon sway and faster movement speed while aiming. So, it’s possible that some players won’t even unlock or discover certain upgrades during their playthrough.


For more about The Last of Us Part II, be sure to watch the most recent trailer or catch up on the first game by reading our review.

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Control Review – A Heady Power Trip

Publisher: 505 Games
Developer: Remedy Entertainment
Release:
Rating: Mature
Reviewed on: Xbox One
Also on:
PlayStation 4, PC

When Jesse Faden walks into the Federal Bureau of Control and picks up the director’s handgun, she inadvertently assumes authority over the enigmatic government organization. The director’s gun is a powerful and versatile tool, but it’s also a deception; Jesse’s greatest weapon isn’t the one in her hand, it’s the one in her head. Control gives players access to a host of powerful psychic abilities that are as satisfying to use as they are to watch. So Jesse has the gun, but she doesn’t need the gun. Jesse is the gun.

With games like Max Payne and Alan Wake, Remedy has always put care into telling stories through kinetic action. Control perfectly fits that mold, and it especially excels in its atmosphere. Remedy delivers an eerie, dreamlike experience that is hard to shake off even after you stop playing, and I loved being transported to this bizarrely fascinating world. As you explore the shifting, brutalist architecture inside the Federal Bureau of Control, you encounter an odd cast of amusing characters and interact with several seemingly ordinary objects that hold immense power, such as a mirror that sucks you into an inverted universe or a refrigerator that hurts people when no one is looking at it.

But powerful things are also very dangerous. An aggressive, multidimensional species known as the Hiss are trying to invade our world, and like a champagne cork, the Federal Bureau of Control is the only thing preventing these creatures from spewing into our reality. As you work against the Hiss, you learn more about Jesse’s place in this world, and I enjoyed the slow reveal of her backstory. Unfortunately, the motives of the rest of the cast remain incredibly vague, which leads to a few awkward and confusing plot points. Some of these moments are papered over by the overall strangeness of the Federal Bureau of Control, but they did ultimately pull me out of an otherwise expertly crafted world.

Click here to watch embedded media

As mentioned previously, the director’s handgun is an incredibly powerful tool in your battle against the Hiss. This weapon can shift forms, becoming everything from a long-range sniping tool to a crowd-control shotgun. Remedy’s gunplay remains as tight and precise as ever, but the director’s handgun does have one idiosyncrasy: It can’t be manually reloaded. It taps into an unlimited well of ammunition, but every time a magazine runs dry (or if you stop firing for a bit) it takes a few seconds to reload itself. It took me a while to get used to this rhythm in combat, but as Jesse acquires new abilities, managing ammo became less of an issue.

In the end, Jesse’s weapon feels like a secondary tool in combat. Her greatest means of offense is her suite of psychic powers – especially her ability to toss objects around the room. Remedy nailed the feel of telekinesis; picking up objects with Jesse’s mind and launching them at foes packs a satisfying punch. I never grew tired of pulling chunks of cement out of the ground or snatching missiles from the air and sending them back at a group of foes. Almost every object in the environment can become a bullet, and even in the heat of battle, finding something to launch is easy. In fact, you don’t even have to target objects to pick them up. If you hold down the telekinesis button, Jesse grabs the nearest object automatically, which makes using the power effortless and intuitive.

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Jesse has a few other useful abilities in her psychic toolbelt, such as grabbing nearby junk to shield herself from frontal attacks. This shield can even be upgraded to propel debris at enemies. Another neat power lets Jesse mind-control enemies, converting hurt foes into allies. These additional powers are fun to play with, but they pale in comparison to the telekinetic launch, and I had few reasons to return to them over and over again. Additionally, upgrading these abilities is rarely satisfying. While each new power provides a wider toolset in combat, most of the upgrades simply increase your damage output, meaning there were no new combat strategies for me to explore in the late game.

Despite a few drawn-out battles near the end, Control is a complete rush. With the power at Jesse’s fingertips, I walked into every room ready for an amazing fight. When I walked out, it often looked like a tornado had torn through the building. The Federal Bureau of Control is a fascinating place to explore, and I loved every bizarre encounter inside its creaking hallways.

Score: 8.75

Summary: Your greatest weapon isn’t the one in your hand. It’s the one in your head.

Concept: A secret government agency is being overrun by mysterious creatures from another dimension. Good thing you can move things with your mind

Graphics: Character models and animations look a bit generic, but the visual effects on display are -top –notch

Sound: An eerie, hyperactive soundtrack helps establish an unsettling mood

Playability: Remedy’s games have always felt good, and Control is no exception. Throwing objects around the environment never grows old

Entertainment: Control’s intense firefights are fun, but they don’t evolve much in the second half. Fortunately, its unsettling mood and explosive moments more than balance the scales

Replay: Moderately High

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An Expanded Look At Death Stranding’s Gameplay

Publisher: Sony Interactive Entertainment
Developer: Kojima Productions
Release:
Rating: Rating Pending
Platform: PlayStation 4

We all know that Death Stranding is part of the strand genre, but there are still a few mysteries surrounding Hideo Kojima’s next title.

During the Gamescom 2019 opening presentation, we got another look at Death Stranding in action. The game is visual stunning, and the gameplay seems to involve a lot of walking through an open world where you will deliver goods and reconnect the people who live in a fractured America.

Click here to watch embedded media

Players can scan the environment and use a variety of tools to explore/traverse an unforgiving terrain. If you fall down you might agitate the baby you carry, which would be bad. When this happens, players must cuddle and bounce the baby to make him feel better. Players will rock the baby by physically moving the PS4 controllers, using its motion controls. However, if you shake too hard the baby will get angry. And angry babies are bad!

We also got a look at another odd mechanic, which lets players pee. I’m sorry, did we say odd? We meant incredible. We don’t know much about this mechanic, but it might be tied to the game’s survival systems, and Kojima said that players would be able to use this pee as a weapon somehow. Additionally, if people continue to pee on the same spot in the world, “Something good will happen.” We don’t know what that means, but during the demo, Sam’s pee made a mushroom grow.

Also, game industry journalist Geoff Keighley is an NPC in the game.

Death Stranding hits the PS4 on November 8, but we should see a lot more next month at TGS. You can watch just the gameplay above, or watch Kojima’s full presentation below.

Click here to watch embedded media

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Age of Wonders: Planetfall Review – An Empire Forged In War

Publisher: Paradox Interactive
Developer: Triumph Studios
Release:
Rating: Teen
Reviewed on: PC
Also on:
PlayStation 4, Xbox One

Age of Wonders is a long-running strategy franchise, but new entries only release every other blue moon. Age of Wonders III released in 2014. Before that, Age of Wonders: Shadow Magic dropped in 2003. Fortunately, these long gestations give Triumph Studios plenty of time to refine the strategy and pack a lot of tiny features into its robust combat system, and that is evident in Planetfall. This new Age of Wonders isn’t perfect, but its unique strategy-driven battles were worth the wait.  

Previously, the Age of Wonders series dropped players into epic wars set within fantasy worlds full of elven courts and warring dragons. Planetfall warps you into the future; you awaken from cryogenic sleep to build a new empire on a variety of alien landscapes. The setting might be different, but the future remains full of colorful characters. I was impressed by the creativity expressed in every alien faction. The Syndicate is a purple-skinned race of intergalactic traders and merchants who possess powerful psionic attacks. The Assembly is an army of nearly undead cyborgs who see every planet as an organ bank ready for harvesting. And, the genetically engineered Amazons are stealthy warriors who ride dinosaurs into battle. Planetfall’s factions are so interesting that I almost had trouble settling on one at the start of the game.

No matter which faction you choose, you must plant your nation’s flag in the dirt and slowly push your boundary markers across the planet. As with other 4X games (like Civilization), this involves researching advanced technologies, constructing new buildings, and managing your population’s happiness. Sadly, this top-level strategy is a bit stale in Planetfall, and I was rarely faced with interesting choices for what to build or research.

Click here to watch embedded media

As you explore your world, you meet other races who send you on missions, which keeps you busy while your citizens churn through your production queue. However, your diplomatic options are limited, and I found it hard to keep the peace. No matter how many favors I ran for other nations or how often I traded with my neighbors, my relations always deteriorated, and I was forced to call in my army. This makes these interactions feel more like you’re only delaying the inevitable conflict, rather than engaging in political negotiations.

Combat is where Planetfall shines. The early turn-based battles are slow, but you can always auto-resolve a combat, which is a great way to skip low-risk encounters that don’t deserve your attention. Once I had built up a sizeable army, I had the most fun getting my hands dirty, issuing orders on the battlefield. Each faction has their own unique set of units and offers their own twist on the action. For example, the dwarf-like Dvar are fond of explosives and heavy tanks, while the Assembly rush at their enemies in hordes and can even resurrect their fallen comrades. And, since you can have multiple armies join a single battle, some of my biggest encounters felt truly legendary with over 40 units ducking in and out of cover.

Your armies develop complicated team synergies. The insectoid Kir’Ko have a hive mind that gives them defensive buffs when they are positioned near each other. Other hero units are collected by completing various missions, and these specialized commanders are some of your most stalwart soldiers. As they fight, they level up, allowing you to pick from a range of upgrades that boost their ranged attacks and give them special immunities.

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Basic units don’t have hero upgrades, but they can be equipped with mods that do everything from apply status effects to their attacks, let them to heal other units, or even allow them to phase through obstacles. I love the freedom this provides and how two identical unit types can be spec’d for different specialties. This flexibility gave me an endless number of choices on the battlefield so I never felt short of tactical options to work my way out of a jam.

Age of Wonders: Planetfall takes several turns to get moving, and newcomers might feel overwhelmed until they gain their bearings, but Triumph Studios’ newest strategy offering is full of fun, creative ideas and each faction is worth taking for a spin at least once. Building a sustainable empire and managing a happy populous takes some grunt work, but they are really just stepping stones to Age of Wonders: Planetfall’s epic firefights.

Score: 8

Summary: Planetfall’s strategy systems are complex and routine, but managing your armies is the fun kind of complex.

Concept: Turn the fantasy-themed 4X series into a sci-fi romp with stellar action

Graphics: These alien creature designs are fun and the overworld map looks great, but the randomly generated battle environments are repetitive

Sound: The sweeping soundtrack is generic and the stilted voice acting detracts from Planetfall’s otherwise interesting worldbuilding

Playability: Planetfall’s strategy systems are complex and routine, but managing your armies is the fun kind of complex

Entertainment: Overworld missions keep the action moving, but the XCOM-like turn-based combat is the real star

Replay: High

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