作者彙整: Blake Woog

Cyberpunk Tabletop Creator Will Have A Role In Cyberpunk 2077

Mike Pondsmith, the creator of the original Cyberpunk tabletop game, has been very active in the development of the highly-anticipated game based on his work. There is a lot of material to adapt and a lot of work to be done; however, the world of Cyberpunk 2077 won’t just be adapting its creator’s mind. 

Cyberpunk 2077 confirmed at E3 this year that Keanu Reeves will be playing Johnny Silverhand, a ghost rockstar who helps the main character on their Cyberpunk journey. In a recent interview with Official Xbox Magazine, Mike Pondsmith confirmed that he does have a role in the game, and that it may include playing bass alongside Johnny. 

“I have a role. I actually recorded for one role, but they came up with a different one for me, but I can’t tell you much more than that. And I’m telling you that because there are a lot of fans who are going, ‘He better be in the game somewhere.’ So I’m in the game. I’m figuring what happens is, you know, at some point, [Johnny Silverhand] is playing his guitar and I’ll come out and play my bass [laughs].” 

Hopefully this is not a joke, and we can expect a performance from Keanu and Mike somewhere in the game. Cyberpunk 2077 releases on PlayStation 4, Xbox One, and PC on April 16.

[Source: Official Xbox Magazine via Prima Games]

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FL4K The Beastmaster Joins The Hunt In New Borderlands 3 Trailer

Click here to watch embedded media

Publisher: 2K Games
Developer: Gearbox Software
Release:
Platform: PlayStation 4, Xbox One, PC

The final trailer for the last of the four new Vault Hunters has arrived, and FL4K the Beastmaster and their three loyal and fearsome pets are ready to kill. Meet the pack in the newest character trailer.  

FL4K has three pets of different varieties, each with its own abilities. First is a Spiderant in the Hunter skill tree with a drill for a leg and a penchant for killing. The Jabber, of the Stalker skill tree, is eager to please. The Skag, in the Master skill tree, is a deadly beast who just wants to have fun. On top of these three pets, FL4K can also summon Rakks to fly into battle after expanding the Hunter tree. 

FL4K, a marksman, is an emergent A.I. on a never-ending hunt. What exactly are they hunting for? You’ll have to wait for Borderlands 3 to find out. Borderlands 3 is coming to PlayStation 4, Xbox One, and PC on September 13. For the other hunter trailers follow the links for Zane, Amara, and Moze.

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20 Characters We Want To Play As In Marvel Ultimate Alliance 3

Marvel Ultimate Alliance 3: The Black Order has no shortage of heroes. With over 30 characters pre-loaded and DLC on the way, Marvel fans should at least have one character they’re excited to play. That said, we’re never satisfied. Nintendo confirmed that the DLC from this point on will pull from the Marvel Knights, Fantastic Four, and the X-Men. Those are some pretty deep wells, so we have some ideas for characters from those groups (and others) that we would like to see join the alliance. Here’s the list of characters we’d like to see playable in Marvel Ultimate Alliance 3. 

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Three RPG Features That Pokémon Sword And Shield Should Expand Upon

To say RPGs are popular is to massively understate the power of the huge genre. RPGs, far from being just games with turn-based combat or character customization, have begun to permeate other genres as well. RPG mechanics like leveling up, wizards, or dialogue options have been applied to many games, from Assassin’s Creed Odyssey to NBA 2K. The RPG genre is far reaching and ever spreading, and some of the most popular and highest-selling games to fall under this umbrella are the Pokémon games, which embrace as well as avoid a cavalcade of RPG mechanics and features. 

However, the core tenets of the RPG could be developed further in the Pokémon franchise. It certainly embraced the turn-based combat, but the main characters usually provide very few meaningful ways to make the player and the character feel connected outside of recent character-customization options. You don’t make choices for your trainer, you don’t interact with others as your trainer; world interaction begins and ends with wild pokémon, leaving no exploration or impact truly valuable to the journey aside from pokémon collection. Every time I finish exploring a new region, I have to wonder what could have been changed around to make each route and town feel like more lived-in, more real. The Pokémon games have assuredly amassed a following due to the formula that they have created, but to fully engage with its world, it could lean even more into RPG territory. To examine that idea a little further, here is an exploration into what RPG mechanics the Pokémon franchise has already adopted, and which it should expand upon.

Sidequesting

Ways It’s Done Well

The world of Pokémon is full of interesting characters and unique locations, but the side stories that exist within them are not particularly compelling. That’s not to say Pokémon games have no good sidequests at all, but they are far and few between. One that stands out is The Poké Doll sidequest from Generation I and II, as it does a great job of expanding the region and showing the real impact of your characters. 

The Poké Doll quest starts in Red and Blue, when a young girl nicknamed Copycat gives you the TM for the move Mimic in return for a Clefairy doll. When you return to Kanto in Gold and Silver with a new character, you learn Copycat’s house was replaced with the Magnet Train, causing Copycat and her family to move. Speaking to her, you learn that in the three years between Gen I and II, Copycat lost the doll Red had traded to her. Finding it and returning it to her nets you a Magnet Train pass, but it also grants the player a lot more insight into the way the Pokémon world works. Seeing that the world has changed and grown between games is exciting, and the effect of the player is still felt from game to game. 

Unfortunately, sidequests like this are in the minority throughout the series. Many sidequests amount to little more than fetch quests or trades, adding nothing to the characters or the world of the game except for the contents of your pack. Unfortunately, a lot of the fleshed-out sidequest content is saved for post-game. For example, ace detective Looker and his questlines are some of the most involved and interesting quests in the game, but they are saved for the very, very end. The story of helping Looker care for a homeless child or learning how he lost his partner in pursuit of the Ultra Beasts helps actually make the Pokémon regions feel inhabited by real people, but in terms of story positioning, are far from player’s minds as they journey to become champion. 

Ways It Could Be Improved

Other RPGs have extensive, engrossing sidequests that do more than pad the player’s wallets. One Breath of the Wild sidequest tells the story of blackmail and betrayal in Kakariko Village. Final Fantasy XV lets you fight a mountain. In The Witcher 3, Geralt can convince a dumpling roller to return to his old sword-forging ways. The beauty of sidequests is that they are optional; you choose to devote your time to something other than completing the game, and the game, in turn, must provide a compelling reason to split your time in that way. They could expand the world, tell a unique and self-contained story, grant unique items, or have a distinct idea that’s just fun to play.  

For an entirely fictional example, let’s combine the Looker concept with the Copycat quest. Imagine a sidequest in the Galar region in which you encounter a youngster who we will name Joey, after no Pokémon Gold and Silver character in particular. Joey, being young, doesn’t have a pokémon but dreams of finding a partner of his own. Unfortunately, Joey is a little picky, and has seen a Rattata running around that caught his eye. You can then take the time out of your journey to escort Joey to the right place (who can’t walk through tall grass on his own without a pokémon), which then could lead to a special area that you couldn’t have found without Joey’s help. This area could have some items, maybe even a few rarer pokémon, and Joey can finally catch his Rattata. This quest could come to a head after you become regional Champion when – similarly to the challenger system in Sun and Moon – Joey will challenge you with a team of Pokémon that he caught all because you gave him the courage and help to become a trainer. 

So, what does this sidequest accomplish? It expands the world, both literally by opening a new area, and figuratively, by introducing you to new characters and their personalities. The quest had impact, as Joey can go on to become one of the more powerful trainers in the region, eventually defeating the Elite Four himself. It grants items and new Pokémon – two of the most precious commodities of the series – in the new area as well. While this specific sidequest doesn’t need to be added to the game, a couple sidequests throughout the main story that amount to more than “Do you have X item or Pokémon?” could seriously improve the personality of the region.

Relationship Building

Ways It’s Done Well

Remember characters like Cheryl, Marley, or Buck? These characters could be found in precarious situations in various locations across the Gen IV Sinnoh region. Due to their situations, the player character joins up with them to get through certain dungeons. These characters, each with their own personalities, Pokémon, and stat specialties, battle alongside you until you reach the end of the dungeon. Once the dungeon is completed, you part ways with your partner, but they can be found again to battle alongside you in the post-game Battle Tower. 

This is a unique and fun idea for the Pokémon games, but terribly underused. There are five characters like these in Diamond and Pearl, but few in any other game. The excitement of fighting alongside these new characters, learning what Pokémon they use and how you can build a synergy with them in battle is great, and should be explored further.  

In Pokémon Gold and Silver, for example, the rival character Silver has one of the game’s most powerful arcs, and the player has direct control over the arc. Fans of Gold and Silver know Silver is an incredibly mean-spirited and abusive character, both toward you and his own Pokémon, viewing kindness as weakness and seeing pokémon as tools for power. However, over the course of the game, Silver sees, through you and other trainers, that friendship with pokémon can also be powerful. He mellows out and begins to train, softening his rude demeanor. The full change can be seen through his Pokémon; his Golbat evolves into Crobat, a feat only possible through high friendship. The game shows instead of tells that he has finally learned to care for his Pokémon, and if you don’t go back to battle him seven times after becoming Champion, you could miss the arc. 

Ways It Could Be Improved

Rivals and partner characters like the ones mentioned above are a great place to start forming meaningful relationships throughout the Pokémon franchise. Imagine a Persona or Fallout-style series of quests centered on these side characters in which the results net you in-game benefits with them. A simple set of quests involving some battles, people, or exploration for a specific character could allow you to customize the moves the partners’ pokémon might have, or which pokémon they throw out first, letting you customize what kind of strategy your team utilizes. These partners could then be used in certain areas of the game world, making their quests meaningful and useful.  

The rivals could have relevant rewards on top of their character arcs. After helping them out, they could possibly be repeatedly challenged to train against, or have useful information or items based on their personalities. What if their parents are geologists, so after you’ve helped them in their quest line, they could give you information on where to find valuable evolutionary stones or fossils? They could continue to be a major fixture in the main story, challenging you along the way, but could also have rewards or features like this based on putting in the time with them. 

World Impact

Ways It’s Done Well

The Pokémon games have a decent understanding of how to approach affecting the in-game worlds. Examples of this include everything from the classic Snorlax in Red and Blue asleep on the path to the blackout in Lumiose City in X and Y. It extends even further into smaller aspects that pay off, like the Team Grunts remembering you after a battle or recognizing you based on reputation, or the way the games interact across generations, like the battle with Red in Gold and Silver or the battle with Cynthia in Black 2 and White 2.

These interactions could immensely help make the world feel like more than simple outlets for pokémon collection. The Poké Gear helps with this as well, reinforcing the idea that people are going on doing their thing while you continue your journey. However, more often than not, the world impact is restrictive instead of additive; the Snorlax and a power outage serve to prohibit the player’s access to certain areas before they were supposed to get there. You can impact the world only so far as to remove a restriction, not to add something new. 

Ways It Could Be Improved

Instead of removing these roadblocks, we add road around it. Based on player interaction, whether it be, for example, helping a character in a dungeon or battling a certain number of grunts from the evil team, new areas or items can become available. They are not confining; these additions are not necessary to complete the game. They serve merely as rewards for engaging with the world instead of grinding from point A to B. 

World impact is normally based on player interaction, but world impact, even based on the main storyline, could be improved. Characters acknowledging the actions of the enemy team or your feats thus far, even acknowledging that they saw you interviewed on TV could be enough. In X and Y, a giant weapon sprouts out of the backyard of a poor man in Geosenge Town, and he doesn’t say a word about it! Instead he repeats the dialogue he used before the weapon destroyed his property. When world change isn’t reflected in the characters that inhabit the world, the immersion can be damaged. Seeing the events of the story, or even your actions, affect the people around you could go a long way in presenting a living world. 


To make Pokémon a more engaging RPG, the core formula doesn’t need to change; the loop of training and befriending your own pokémon is enough to make it one of the highest-selling franchises of all time. However, a few smaller changes here and there could make the world of Pokémon that much more exciting to explore. I hope the Galar region of Pokémon Sword and Shield make for a thrilling and innovative region for both new and old fans. 

For more on Pokémon, check out our breakdown of two new pokémon or our wish list for some new Pokémon.

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Why It’s Time For A New Medal Of Honor

In the early 2000s, World War II shooters were hugely popular. Franchises like Battlefield 1942, Call of Duty, Wolfenstein, and Medal of Honor all delivered multiple successful titles during this span. Eventually, so many WWII shooters flooded the market that in order to stand out, these franchises had to start changing up their templates. Call of Duty 4: Modern Warfare and Battlefield Vietnam took those series out of the past and into the present. The Medal of Honor franchise, on the other hand, was slower to adapt to the changing marketplace. Ultimately, Medal of Honor was unable to keep pace with its competitors and fell off the map.

In recent years, however, the trend has reversed, and World War II has reemerged as a shooter setting. Many of the major players in the genre have returned to the past, starting with Call of Duty: WWII. Battlefield went back even further in Battlefield 1, and eventually returned to World War II with Battlefield V. The Wolfenstein franchise has also seen a recent surge in popularity with its alternate history take on the global conflict. With the WWII shooter experiencing a renaissance of sorts, perhaps it’s time for Medal of Honor to make a comeback. 


Why Medal of Honor Mattered (And Why It Died)

Medal of Honor is one of the more underappreciated and influential franchises in the military-shooter genre. The original game was the brainchild of director Steven Spielberg, who aimed to educate and entertain a generation too young to see Saving Private Ryan and learn about the heroic efforts of the war. After Spielberg sold the license to EA, Medal of Honor continued to see success on both console and PC. In 2002, a small studio called 2015 Games developed the third entry, Medal of Honor: Allied Assault, which released on PC to critical acclaim. 

Allied Assault was a major pioneer in the advancement of cinematic first-person shooters. It borrowed scenes from Saving Private Ryan almost shot for shot, which added a level of tension and humanity to an already engrossing game. It’s innovative A.I., slick and intuitive gameplay, and incredible sound design set a benchmark for military shooters. Released just a year after Allied Assault, Medal of Honor: Frontline – developed by EA Los Angeles – built off many of the ideas developed by Allied Assault to create the best-selling entry in the series to date. Several developers from 2015 Games, including Jason West and Vincent Zampella, later went on to found Infinity Ward, the original studio behind the Call of Duty franchise, and continued to explore ideas they developed in Allied Assault. 

While competing shooter franchises diverged into other historical periods, Medal of Honor stuck with the World War II theme, developing titles that took players into the Pacific Theater, the African campaign, Airborne divisions, and more in pursuit of keeping the games unique and interesting. When these games struggled critically and financially, EA finally decided to move into the modern era.

Medal of Honor’s attempt to modernize was marred with controversy, and the franchise was eventually buried by the success of its competitors. To start, the franchise made the leap too late; Call of Duty went modern in 2007, Battlefield took place in the present day as early as Battlefield 2 in 2005. By the time Medal of Honor jumped to the present in 2010, their straightforward, generic single-player campaign and forgettable multiplayer left the series financially and critically behind the competition. After Medal of Honor (2010) and Medal of Honor: Warfighter in 2012 underperformed, EA put the series to rest and dissolved the developer behind the single-player, Danger Close Games. 

After the seven-year hiatus, the Medal of Honor tradition of innovation and cinematic roots could refresh the WWII shooter market and pave the way for the franchise’s return. Yes, EA already publishes a major military shooter; the Battlefield franchise is still a financial pillar for the company. However, there are gaps in the military-shooter model that Medal of Honor is perfectly suited to fill. A new Medal of Honor could construct new mechanics and formats for major multiplayer experiences that run parallel to the sweeping battles of Battlefield V instead of being in direct competition. It could also lay the foundation for an explosive and iconic single-player campaign. EA could bring in a studio with a strong background in the genre and return the franchise to the heights of games like Allied Assault and Frontline. 


Enlisting The Right Studio

So, who should make this Medal of Honor revamp? As it turns out, some of the core designers who originally worked on Medal of Honor: Allied Assault are once again already working with EA. After leaving 2015 to form Infinity Ward and develop Call of Duty, West and Zampella eventually had a falling out with Activision. The duo left and founded Respawn Entertainment, the studio behind the Titanfall series and Apex Legends, both of which are published by EA. While West is no longer with Respawn, several former Medal of Honor developers are still at the studio. Steve Fukuda, for example, went from an assistant on Medal of Honor to lead designer on the Titanfall series. With the spirit of Medal of Honor living on at Respawn, it’s perfectly positioned to resurrect the franchise. The Titanfall series serves well as an indicator of Respawn’s ability to develop first-person shooter campaigns. The level design in Titanfall 2 and the ideas developed through each individual mission are perfect for the multiple theaters of war the new Medal of Honor could feature. Apex Legends also stands as proof that Respawn can tackle modern multiplayer trends with grace and ease, rounding out its sterling resumé. 


Building A Better Single Player

Often, shooters have the player embody different soldiers throughout the conflict, with the individual stories playing off each other to present the full scope of the war. Medal of Honor, on the other hand, used the Office of Strategic Services to frame sending a single soldier into different zones of combat. As this soldier, often with small groups of support soldiers, players travel from country to country, theater to theater, to accomplish a variety of goals for the Allied forces. In this aspect, Medal of Honor can differ from other shooter campaigns and represent holistic new environments across the major battlefields of the war with a single contained story rather than breaking the action up between separate, forgettable player characters. Gone are the days of bottleneck, point-to-point shooter missions. Battlefields are wild, open, and chaotic, and they should be represented as such. 

The early Medal of Honor games were ambitious, yet unfortunately limited. Hardware restrictions meant that D-Day was rather empty, and the jungles of the Pacific theater were barren and uninteresting. However, with current hardware advancements, these major battles can be re-represented through new mechanics and a dynamic environment. New techniques like photogrammetry and ray tracing can create a dynamic and living play space that supports an environment that matches its vibrant soundscape. Light diffusing through the leaves and the soft flow of a stream can go a long way to making an environment feel real. 

Image: Uncharted: Lost Legacy

Imagine the Battle of Guadalcanal, a major turning point in the Pacific theater. You, as a soldier, are briefed on the state of the island, walked through the battle strategy, and then dropped onto a lush, tropical battlefield with instructions to retake the island. The D-Day invasions in Medal of Honor: Allied Assault and Medal of Honor: Frontline tried to pull this type of battle off in the early 2000s and were successful for the time. With what consoles are capable of today, these new battles could be the embodiment of the original Medal of Honor philosophy without making any sacrifices. 

Medal of Honor’s early installments featured incredible enemy A.I. and tense moments. Scored by Star Trek and The Incredibles composer Michael Giacchino, the early Medal of Honor sequences in which you’re trapped behind enemy lines hold many elements that could inspire new installments. In the first Medal of Honor, the player is tasked with infiltrating a German base and destroying a railgun threatening the Allied invasion. What makes this mission memorable is the disguise you wear; instead of wielding a gun, you wield your identification papers. Both items are necessary for survival, but the identification papers brought a level of gravity and tension to a shooter that, at the time, was rare. Games aren’t only about shooting people, Medal of Honor said. These tense, story-driven moments aren’t limited to the Medal of Honor series; Call of Duty: WWII’s ‘Liberation’ mission tackles something similar. Injecting these moments throughout instead of dedicating a single mission to the idea, however, is more in line with Medal of Honor tradition.

This mixture of massive set-piece warfare and tense sequences behind enemy territory is Medal of Honor’s tried-and-true method. A dedication to the setting as much as the gameplay could solidify the resurgence of the old series. 


Image: Hunt: Showdown

A New Kind Of WWII Multiplayer

Franchises like Battlefield and Call of Duty have already cornered the market on WWII competitive multiplayer. To stand out from the crowd, Medal of Honor should take a different approach. Since we’ve already embraced the aspects of the early Medal of Honor titles to build the single player, we could adapt that format to multiplayer as well. Remember the proposed Guadalcanal mission I mentioned earlier? EA could take inspiration from The Division’s Survival mode or Hunt: Showdown and use that environment (and others from the campaign) to create player-versus-player-versus-environment battles behind enemy lines. 

With several goals, the least of which being survival, soldiers could be airdropped into an environment (as in Medal of Honor: Airborne) and given the opportunity to work with or against their fellow soldiers to accomplish different objectives decided before the match. Players working alone or in a squad could be tasked with any number of Medal of Honor objectives, such as scuttling the submarine, stealing the documents, conducting search and rescue missions, or attempting assassinations. With each group or individual operating under the umbrella of an elite unit like the OSS, Spetsnaz, or British Commandos, they all could be given the same task, making it a frantic race to complete the objective before the other team. Units could choose to team up to overcome impossible odds or backstab each other to be the only squad to bask in the glory.  

With a veritable army of A.I. soldiers hunting for agents infiltrating their base, online players would take the role of the hunter or hunted in a tense, unique multiplayer experience. There could even be side objectives for the players, making the environment feel like a real battlefield. Teams could infiltrate and extract information, or recon teams could gather information on enemy movements. Survival isn’t as easy as point-and-shoot given the enemy’s overwhelming numbers, so strategy must be employed to come out on top. Outposts could hold valuable information or weaponry, increasing the value of exploration. The multiplayer could be constantly rebuilt through procedurally generated environments, providing an imminently replayable (or streamable) battle mode unlike any military shooter on the market.


After seven long years, the market and audience are ready for a new entry in the Medal of Honor series. If EA chooses to make a new one, it may be wildly different than our proposal, but this influential and beloved franchise should not be left for dead. In the meantime, we can dream about this game, a fantasy Medal of Honor that would have us falling in love all over again. 

If you need more first-person shooter in your life, check out our interview with Dice on Battlefield V’s newest updates or the news of Call of Duty: Modern Warfare crossplay.

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Celebrate Apollo 11’s 50th Anniversary On The Moon In These Games

In 1969, humankind took a giant leap (assisted by less gravity) by planting a flag on the surface of the moon. The human fascination with the moon has been strong throughout our history, and over the course of this week 50 years ago, we conquered the space rock with nothing but hundreds of years of science, a rocket ship, and a flag. To this day, only 12 people have walked on the surface of the moon, and we haven’t returned to it since 1972. That is, real people haven’t gone back. We, on the other hand, have reached the moon many times, all in virtual worlds. Here are 10 games to spend the 50th Anniversary of Apollo 11 with on the moon. 

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The Bard’s Tale IV Is Coming To Console Later This Year

Publisher: Deep Silver
Developer: inXile Entertainment
Release:
Rating: Teen
Platform: PlayStation 4, Xbox One, PC

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When The Bard’s Tale IV, a successor to the original 80s RPG trilogy, was released in 2018, it stood as a love letter to the old RPG classics of earlier days. In a few short months, you can play that love letter in its expanded and improved form. 

The Director’s Cut is coming fully stocked with more enemies, weapons, and character customization options, a new end-game chapter to the story, additional difficulty settings, and a whole host of improvements to the game’s balance and interface. 

While The Bard’s Tale IV originally only released on PC, The Bard’s Tale IV: Director’s Cut will release digitally on Xbox Game Pass, PlayStation 4, and PC on August 27. Physical copies of the game for PlayStation 4 and Xbox One will release on September 6. If you already on the base game on PC, you will receive the Director’s Cut as a free update. 

For more on Bard’s Tale IV, check out our review of the original version of the game here.

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10 Emotional Sidequests In Zelda Games

The Zelda franchise is full of fun and exciting adventures for you and Link to embark on. From a cartoonish crusade over the high seas to a journey between realms to save the land, Link’s escapades are always full of memorable characters and unforgettable moments. However, after the reveal of a Breath of the Wild sequel, we couldn’t help but notice how it seemed to embrace a bleak, more somber tone. Zelda series director Eiji Aonuma has gone on record saying the game will be darker, and upon further inspection, this isn’t wholly out of the ordinary for a Zelda game. Hidden between the lines in even some of the franchise’s most upbeat and exciting adventures lie tragic, emotional stories. Here are 10 sidequests in which the Zelda franchise got surprisingly grim. 

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Persona 5 Royal Trailer Shows Off Ryuji’s Team-Up Attack And Persona Evolution

Publisher: Atlus
Developer: Atlus
Release: 2020
Platform: PlayStation 4

Fans of Ryuji Sakamoto can rejoice, as a new Ryuji-focused trailer for the upcoming Persona 5 Royal showed off a bunch of changes in the upcoming game. 

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The new trailer shows a bunch of exciting new changes for the protagonist’s best bud, starting with a new Persona evolution. In Persona 5, Ryuji’s Persona Captain Kidd evolves into Seiten Taisei after bonding with the protagonist. However, the new trailer shows Captain Kidd and Seiten Taisei fusing together to create a new evolution named William. 

The trailer closes out by showing a new team-up attack between Ryuji and Yusuke, with a full animation featuring a beef bowl and lots of explosions. The awesome new animation comes on the back of several other announcements, including a new battle track and elemental bullets

Persona 5 Royal launches for PS4 this year in Japan with a Western 2020 release window. 

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Crytek’s Hunt: Showdown Now Available On Xbox Game Preview

Those excited for Crytek’s Hunt: Showdown no longer have to wait. Following its recent announcement that the game will be made available in Spring 2019, Hunt: Showdown has been released on Xbox Game Preview for $30. Crytek announced their partnership with Microsoft last summer, and aim to use Game Preview to involve the community in the game’s development.

“We continue to want Hunt: Showdown’s development to be community-driven, and an Xbox Game Preview release allows us to base further development work on community feedback as we test and refine new features, equipment, cast and settings,” wrote Crytek producer Fatih Özbayram on Xbox Wire. “The dialogue between the Hunt community and Hunt developers will be important in creating a fun experience.”

While the game is still a work-in-progress, Xbox Game Preview allows players to play it in its current state with regular updates leading to the game’s eventual release. 

Hunt: Showdown is a multiplayer first-person shooter set in Louisiana, where the player must collect bounties on creatures and monsters across the countryside. Once you bag your prize, however, you become the hunted as other players try to steal your bounty. For more on Hunt: Showdown, here are five reasons why it could be the next big survival hit

[Source: Xbox Wire via Polygon]

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