作者彙整: Matt Bertz

Exploring The Terrifying Future Of Militarized Drones

Publisher: Ubisoft
Developer: Ubisoft Paris
Release:
Rating: Mature
Platform: PlayStation 4, Xbox One, PC

When Ubisoft debuted Ghost Recon Breakpoint, a fair number of series purists groaned when they saw footage of the Ghosts fighting off legions of killer drones. But if you’ve been paying attention to the cutting edge of the military-industrial complex, that future is already here. 

When brainstorming ways to up the difficulty in Breakpoint and present new cooperative challenges to players, Ubisoft spoke with Matthieu Bonnery, a former operations officer in the French Ministère de la Défense. He told them to take a meeting with Milrem Robotics, a military contractor that’s been making drones since 2013. If you’re unfamiliar with the company, here’s what they’ve been up to recently. 

Click here to watch embedded media

Using this technology as inspiration, Ubisoft felt good about making drones a centerpiece of the adversarial experience in Breakpoint. Drones are the ultimate soldier. They are highly resistant to the environment and can operate on any terrain. They don’t need much downtime, and armed with machine learning, they can adapt to the threats they face. Their modular design means they can be equipped to handle a variety of tasks, and one militarized drone can carry more weapons and ammo than any fleshy super soldier you can name. If a drone is destroyed on the field of battle, you don’t need to send a letter to a grieving family. And perhaps most importantly for the power-hungry, morally questionable leaders in the world, a drone won’t second guess its orders. 

To create some variety, Ubisoft designed more than 20 drones for the world of Breakpoint, each of which has different strengths, weaknesses, and operational objectives. 

The flying drones are a problem no matter where you are. These militarized sentries are used to keep the wilderness and base camps under supervision. They often move in swarms like bees, and their unpredictable flight patterns make them a tricky target. 

The toughest part about fighting the flying drones is they are smart enough to try and preserve line of sight, repositioning when you try to take cover. They also don’t give up pursuit easily. Even if you hop in a vehicle and high tail it out of a fire zone, they will give chase. Either you kill them or you die. 

The ground drones may not have the agility of their aviation-based brethren, but they pack a serious punch. Many of the ground-based drones have multiple mounted guns, which allows them to target multiple players at once. Each of the ground drones carries different weapons, but all are well armored. You need to shoot off protective plates to reveal the glowing heart of these steel beasts. Each also has a glowing eye. If you deal enough damage there you can momentarily stun the drone, opening up a brief window to line up critical shots with heavy payloads like grenade launchers and rocket launchers.

The most dangerous drones of all are the hulking Behemoths, which provide one of the toughest challenges in Breakpoint. At launch, 21 of these monsters will be patrolling secured regions of Auroa, and they require strategy and precision to take down. Ubisoft wants them to feel like a mythological beast that should be feared, and the multiple Gatling guns and burst rocket launchers do a good job of commanding respect. Their rockets can shoot at up to four players at the same time, and when you drain their health enough they start indiscriminately unleashing mortar salvos. 
 

Ghost Recon Breakpoint releases October 4 for PS4, Xbox One, and PC. You can get your hands on the game in advance during the beta that kicks off September 5. To learn more about the game, read our previous coverage: 

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NBA 2K20 Introduces Big Changes For The MyGM And MyLeague Modes

Publisher: 2K Sports
Developer: Visual Concepts
Release:
Rating: Everyone 10+
Platform: PlayStation 4, Xbox One, Switch, PC

Every year as we approach the release of the next entry in the NBA 2K series, we look forward to how Visual Concepts’ franchise team plans to continue its path of innovation. From big changes like creating a story mode in MyGM to subtle improvements like tracking a player’s injuries throughout his career or having veterans mentor younger players, the team always has novel ideas to advance the way franchise modes operate. For NBA 2K20, Visual Concepts has some bold plans for bringing more RPG elements into MyGM and letting users see how they stack up against other GMs across the 2K world. Let’s break down some of the bigger changes coming this year.

Introducing MyGM 2.0

NBA 2K20 gives MyGM such a major overhaul that Visual Concepts calls this the 2.0 version of the mode. So what’s new? A lot. Taking a page from turn-based RPGs, this year introduces the concept of Action Points. Each day, you only have so many Action Points to complete your managerial duties. This means you need to make some savvy choices of how you spend your time. Do you try to build camaraderie throughout the building conversing with some staff and players? Work on a blockbuster trade to transform your roster? Drop directly into the game to play? Each of these costs Action Points. We won’t know if this system feels restrictive or realistic until we spend some time with it, but Visual Concepts says you can change the difficulty if you feel like you’re too starved for AP. 

New Sphere Grid Style Leveling System 

NBA 2K20 introduces a new leveling system and skill tree. You earn XP by winning and completing goals and tasks, which can be given by more than just the team owner this time around. Once you level up, you can pick a new skill from the new Final Fantasy X-style sphere grid.

At level one, you choose which skill you want to make your primary management style. Visual Concepts describes these skills as such:

•    Leadership (L) – A man of the locker room, a leadership-focused GM is better able to build the trust of those around them, gain boosts for playing games, and lower trust loss in press conferences.
•    Diplomacy (D) – A way with words, a diplomatic GM can build trust by having chit-chats with several different groups, can help improve revenue and help sign more big-name free agents.
•    Insight (I) – A deep sense of understanding, an insightful GM can understand what affects the mood and trust of those around him, access the trade finder, or improve scouting.
•    Finance (F) – An eye for the bottom line, a financial GM can improve revenue, sign players for less and gain additional sponsorship slots.
•    Facilities (FC) – A man with the plan, a facility-oriented GM can choose from a specialty facility for a permanent boost to one of five areas, can help boost players on game days or turn high attendance into improved relations with sponsors.

As you level up, you also gain the ability to gain more AP each day, bank AP, and even respec once a month. For instance, maybe it makes sense to reconfigure to a Finance-focused loadout right before a critical free agency period is about to begin so you have more negotiating power.

Relationships Matter More

The MyGM and MyLeague modes have always felt more real than most other franchise modes because you actually have to manage relationships with coaches, players, scouts, and other personnel. NBA 2K20 features revamped morale and chemistry systems, which gives users the ability to have relationships with their entire roster, the team staff, the owner, and even your rivals controlling other NBA franchises. 

Maintaining these relationships will make or break your prospects in very real ways. For instance, you need to develop a strong enough rapport with the head coach if you want to access the coach gameplan menus. You can gain points with players, coaches, and the like by chit-chatting with them, but these conversations may come with new tasks that may not fit with your vision for the team in the long run. You need to navigate these treacherous situations with a deft touch if your ideas don’t jive with the person requesting a certain action, or risk permanently damaging the relationship. 

MyGM Now Keeps Score With Leaderboards

Unless you were playing MyLeague Online, the NBA 2K franchise modes essentially operate in a vacuum. You never had a way to compare your success with that of other users, until NBA 2K20. This year, Visual Concepts tracks your MyGM performance via a new scoring system that rewards points for every action that makes your team better. 

Visual Concepts says scoring is scaled so your success with a stacked roster you inherited doesn’t give you an advantage over someone tackling a more ambitious rebuild. The leaderboard includes filters for tracking your progress against the entire globe, seeing how you stack up against friends and seeing who’s having the most success over the last month. Each difficulty setting tracks a different amount of time: Five years for easy, ten for medium and fifteen for hard. The leaderboards stop tracking after that, but you can still go 80 years deep. We hope there are some deep reports in this system so you can see how exactly someone scored more points than you, because given the different circumstances everyone faces it sounds like they must use some voodoo economics to make it all track.

Better Hand-Holding For New Users

Deep, complex systems are what makes NBA 2K’s franchise modes so amazing, but they can be overwhelming for newcomers. Visual Concepts hopes to better onboard fledgling GMs in NBA 2K20 with a few changes. The new scoring system should give new players a clear sense of whether an action help or hurt the team, and a new Assistant GM panel helps shepherd users through the year, making sure they’ve gotten a grasp on scouting, lineup management, etc.

New Personality Badges For Max Players

Tracking where max players ended up in MyGM and MyLeague has been maddening over the past few years. What incentive would Kevin Durant have to sign with the Orlando Magic, for instance? It made no sense, yet it could still happen. Visual Concepts admits it’s hard to replicate two players plotting to shake up the league to play together like we’ve seen with KD and Kyrie Irving, Paul George and Kawhi Leonard, etc. To better control the flow of star players in free agency, NBA 2K20 introduces a few new badges: 

•    Media Ringmaster – This player thrives in front of the cameras and prefers to play in big markets. Pretty straightforward, you should expect players with this badge to be more likely to sign to a big-market team.
•    Warm Weather Fan – These are for the beachgoers that would rather play in warm, temperate climates and avoid the really cold home teams.
•    Finance Savvy – These are players that factor in the tax rate in where they want to go in the hopes of really making the most out of their money.

Other Smaller Changes

NBA 2K20 includes several other small but notable changes, including a Staff Card that groups all relevant information about your team into one place, improved auto-generated draft classes that more accurately reflect NBA draft classes, improved player DNA management tools that make it easier to find players you want to add to your draft classes, the option for force winners in MyLeague sims, and a new quality of life change that lets you hold LT/RT to scroll quickly when adjusting sliders in the menus (including for contract offers).

So what didn’t 2K address? The big one for me is the server performance for MyLeague Online, which frankly was terrible last year. We hope to hear more about that in the coming weeks. 

To learn more about the changes coming to MyLeague and MyGM, head over to the official 2K post.

NBA 2K20 releases on September 6 for PS4, Xbox One, Switch, and PC. You can play the demo starting August 21 on all platforms besides PC.  

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DICE Talks Battlefield V Crossplay, Hardcore Mode, And Why The Player Count Stays At 64

From its scattershot launch to its unpredictable (and content starved) post-launch strategy and lackluster sales, Battlefield V has had a shaky debut. However, the turbulence hasn’t deterred DICE from trying to get the game on the right trajectory. Before E3, the studio announced an aggressive plan to add six maps to the game in the coming months, and as teased the return of some fan-favorite maps like Operation Metro (reimagined as Operation Underground) and Iwo Jima. 

We recently sat down with creative director Las Gustavsson and senior development director Ryan McArthur to discuss where Battlefield V goes from here, touching on topics like the underdeveloped storefront, the still-missing hardcore mode, the heavy emphasis on infantry maps, and Battlefield’s esports future.

You heard the resounding feedback from the community regarding the dearth of maps, announcing six new maps that will roll out over the course of the next several months. Moving beyond that, is this a cadence we’re going to see more consistently now that you have a lot of the general pieces in place for the game? 
Lars Gustavsson: It’s too early to tell where we’re going when we move into next year, but we wanted to do a big push since that’s what the community has been screaming for. In the future, it might be something else we focus on. That’s the beautiful thing with the live service – we can listen in on our players and see what they want. Of course, there are turnaround times on everything, but for now, this was one of the biggest demands, and we also upped the max rank and announced private games, things really high up on the list from the community. That’s really what we want to address.

Ryan McArthur: What makes these maps slightly different is we put a lot of effort into making them have their own unique experience. What we see with our players is, the new maps create a lot of excitement. It’s the maps that we created that offer different gameplay experiences that they didn’t previously have are the ones that keep them warm, keep them sticky. I think that is what we’re trying to do with these maps, over the next while, is create those new gameplay experiences that as we go throughout the services, adding new maps that will create new gameplay experiences as the team comes up and creates these new ideas. 

Looking at the new maps, two of them have a more traditional Battlefield scope with vehicles and large spaces. Then you have four maps focused more on close quarters infantry. Explain what the balance is between that. Do you feel like the community’s asking for more infantry maps?
RM: Before launch, we didn’t have a plan on the first few maps outside of trying to give each one of them a distinct field that we didn’t have in the game initially. When you look at the first map that came out, Panzerstorm, the goal with that was to create a map that’s awesome to play with the tank and make that the centerpiece of it. That’s what we did. We got some interesting feedback from that map, but I think it nails that feeling. Then with Crete, you’ve got that classic battlefield conquest experience, going a bit more wide open and lots of different opportunities for different play styles. And we were missing head-on infantry clashes, which comes with the Marita map. It was interesting to kind of work our way through that. And then Al Sudan, I don’t want to say it just sort of came out of nowhere, but it was one of those ones where the guys just thought it’d be really fun to make, and they thought they could really make it into something special. 

LG: It reminds me of El Alamein. What I like about it, is it’s a big map with a lot of land, but also a lot of air, and they get quite tightly connected. For an old man like me, it gives you room to think, which is classic Battlefield. It gives room to think, and it gives room to feel that you’re doing smart things. I’m gonna try this since this didn’t work. I really like this. And it’s on a different scale than Marita where it’s tighter. But that one is more of a BF3/Bad Company feel – it’s more of a journey. But I think it’s big enough to not be something you can lock down. It gives the perception you can lock it down. They deliver on very different experiences. And then we have the two uniquely tailored for infantry.

RM: Lofoten islands and Provence. That one is interesting. The introduction of Squad Conquest in Chapter Two, we were expecting it to do okay, but it became something that a group of players really liked. It kind of gives us the opportunity to look at creating some more maps around that tactical experience, that smaller type of gameplay experience. Those two maps are shaped into a way that really fits that kind of gameplay. What we’ve seen from the players is the maps that are designed to fit a certain experience, as opposed to trying to build something that kind of works for everything, are the ones that players like the most. The ones that we’ve tried to make, I guess for lack of better term the “most generic,” are the ones that players don’t really enjoy because they don’t really have something that they can attach to. In the last few months, we’ve tried to figure out what that formula is. Again, there’s still tons for us to learn. But where we’re at today, I think everybody, especially in the studio, is super happy about this kind of nice pace. We’ve got them every month, we’ve got something different to see what players will jump into, and they can come back to that classic Battlefield experience if they really want.

You threw a curveball with the Operation Metro redesign, is it taking place in Vienna?
RM: I don’t think it’s set particularly anywhere, I think it’s been inspired by Berlin, specifically, and then the guys just took a bunch of different pieces and kind of put it together and sort of just homaged it to the subway.

LG: The map is a passion project from the group. They’ve taken inspiration from right to left, everything from how there seem to have their factories underground during the war to influences from cities and so on to create something that feels unique. It’s interesting to see how it kind of clings to the crew when we playtest at home. People are starting to learn to master the universe with new flanking routes and ways of getting around. As you say, it’s not a remaster, it’s reimagined, which kind of liberated the team to take what they like from Operation Metro and see if they can take it one step further.

RM: It’s the first one we did where we didn’t pick a place, we just took a thing and said, “let’s make this experience.” They just kind of pulled together what they wanted to make, and it’s just come out this way. You can see it when we play it in the studio, just how excited they are that they get to make this thing. I think this one’s going to be really special.

I figured the first BFV map throwback you teased would be one of the beloved maps from 1942 like Iwa Jima, Stalingrad, or Wake Island.
LG: We did hint at Iwa Jima on the EA Play stage.

RM: The formula we have looked at is trying to find that right balance between new, never-been-seen before maps, those elements of nostalgia as you said with Iwo Jima and Operation Metro, and then also making sure we respect and honor some of the more classic elements of World War II – the locations we have in Provence, and Arras, and these places that people know. Those are the three levers we want to constantly try to pull. Bring players into the world of history that we’ve created, give them something they don’t expect, but also take them back to a place when they played Battlefield before, that thing that they love.

One of the elements you need to think about when reimaging classic maps is adding fortifications. You chose not to add it to Firestorm. Will all the new maps moving forward support it?
RM: We find it a really powerful feature. From a multiplayer perspective, the goal is to have it in as many places as they possibly can. It also adds a very different dynamic to the way that maps play. It’s never a mandatory, but it’s up to us as a team to find ways to use it to make it interesting. Because it’s one of the things we talked about even back when we revealed the game back in London, one of the most important features of this game is to give players more choice and control over how they can impact the battlefield. The fortification system is one of those tools. For every map we create, we want to try and maximize the use of that as best we can.

Are you happy with like how that system works right now? Are there any planned tweaks?
RM: As a producer, I want as much out of that thing as I can get, and I think there are so many opportunities for that type of stuff that we can do. Lars and I talk about this constantly. But obviously it comes down to what do we do first and when, but I think overall as of today, we’re really happy with the way the feature turned out. Because it turned out so well, you can see the sky’s the limit.

LG: It has a huge potential. I love the fact that with Battlefield, we’ve gone from the static 1942 maps where the dynamic action came from the interplay between the vehicles and soldiers to Frostbite and destruction, weather, and then the fortifications. The battlefield becomes so much more interactive and dynamic.

Is cloud technology going to be the thing that allows you to preserve the same fidelity of destruction but increase the number of fighters in the war? Battlefield has been sitting at 64 for a long time. 
LG: I have the old design documents from 1942 back in the cupboard, and I think it even says 128. Then we settled for 64, and then after that, we introduced the squads, squad spawning, and the different spawn systems. I think the density per meter of soldiers appearing is probably 10 times higher these days than in 1942. We all have dreams of where we want Battlefield to go, whether it’s higher player numbers, bigger worlds, or all of that.

MR: It’s natural to sit there, even for us in the studio, to go “128 is exactly what we need.” I think the most important thing is, does 128 make it more fun? That’s one of the big questions. Sixty-four players in Battlefield today, it’s fun, it’s chaos,  128 – ah it all must be more fun and more chaos. But from a gameplay perspective, I think there are some some challenges there. Naturally we want to constantly push those boundaries, but I don’t think, I don’t know if it’s the technology holding us back in that regard as opposed to making sure that when we make something like that it’s not just a number on the box. Someone needs to play it and say this game is actually better because we have 128 players as opposed to us going, “Look at us, we made a number go up.”

LG: What does it enable you to do? What can I do or experience that I couldn’t before? 128 players in the underground doesn’t necessarily sound like fun.

No, but what about storming the beaches of Normandy?
RM: From a gameplay experience, you look at something like that saying, “For underground, 30 players might be right, but Normandy can you do hundreds,” whatever that would be. What you want to do is create new experiences for players. For us, is it 128 players or 60 tanks? Because that would be crazy as well. We need to figure out the gameplay experience we want to deliver.

How happy are you with the game performance right now and what do you think are the most pressing issues facing the game still?
LG: We’re in a constant hunt for improvements and quality of life. We’re constantly looking into the pacing, since it’s always hard to see the wider community. In certain forums you get the very hardcore community, and then how do you balance it for a wider group? Those are definitely communication discussions. We have in the studio looking at what are the next steps forward. When you launch a game, people adapt to the new world, and they start to learn it for what it is. We’re looking at what are the best ways of trying new things. We sometimes try things and will move away from it if it doesn’t fly. I think we owe it to our players to always listen and dare to try things, not be paralyzed.

RM: We’re happy with where the game is, but we’re never happy enough. The game can always get better. I think the team has really adapted to this new way of thinking where we can always push for better, we can always push for different, we can always try new things. They’re never sitting down and going, “We’re done.” We’re never done. There are some really nice learnings from Firestorm as an example. A lot of Firestorm was trying new things. You’ve got the slower pace of play, you’ve got the tractor and the helicopter, and really interesting surprises. Then we start to look at how do we get that same level of enjoyment and fun and that sandbox experience and those elements into the game we have in the core multiplayer experience. Those learnings have pushed the guys in other areas of the game as well. You see that with Al Sundan, which I think is a good one. Those long travel distances and the different experiences around the map are really going to create some of those lulls in the pace that it’s going to allow players to do things that we didn’t expect. 

Battlefield 2 had a lot of that.
LG: But you still have the village, for example, so if you’re an infantry player, you can still be there. I think it has something for everyone. I always get really happy when the team manages to get kind of that interplay between air and ground so they’re not disconnected. 

Let’s talk about Firestorm. What’s the player split? When you look at the data, are more people playing conventional Battlefield or are more people playing Firestorm?
RM: Firestorm’s built up its own group of players. The great thing for Firestorm is it brought a bunch of players back into the game, giving them something new to try out. It gave us a lot of a lot of opportunities to try things that we wouldn’t have been able to try before with those core multiplayer modes. Firestorm has been really good for us to use as a place to try out new things, to push the boundaries, and to see what the players like. You’ve got a core group of community really dedicated to things like Conquest. Conquest is always king in Battlefield at the moment, but Firestorm is a healthy place for us to try things out, as well as shift players into an experience they haven’t had before.

Looking back, do you feel like it was the right call to launch a battle royale game within a $60 experience when every other competitor in that space is free-to-play and can draw in so many more players from the get-go? 
LG: For us, it’s been a huge learning experience and given us as developers new perspectives on Battlefield. We’ve done conquest 64 players for so many years, and this was something people really wanted to do. We’ve learned a lot from it, which as Ryan mentioned will trickle into everything we do. For me and for many who have been building Battlefield for a long time, it’s about challenging ourselves with new perspectives constantly and getting those new learnings so that we can mix and match and come up with new combinations. As Ryan says, we have players who play nothing but Firestorm, and then we have those to do some Firestorm, some traditional modes. So there’s all types of players.

Speaking of traditional modes, what’s the status of hardcore mode?
RM: Right now, we don’t have anything. We’ve not committed yet to the roadmap of where we’re going to go. But the big thing with the launch of private matches is giving players those tools to sort of create those experiences. We’re always trying to find and pursue those types of things that the players want. As we go into private matches and start to frame out what that initial packaging is, if that’s the way the players want to go, we’ll look at going that way. The great thing with private matches is we set this up as our first community development initiative. We really want to build that feature with the community. If that’s the direction they want to take those features and make sure that the settings are in there, we want to work with them to create that, because the feature really is for them.

LG: To me, that is important, and I think it’s been all through the years. It gives more grassroots building to our community, where people are liberated to do what they want instead of us telling them where to go. It’s important, and I wish we could have done it earlier. But I’m really happy that we do it now. There is no shortage of the things we want to do. 

RM: Yeah, we learned a lot with Battlefield 1. We discussed a lot of this after BF1 around private matches and RSP. The big piece of feedback we got from the community after BF1 was, “When you’re going to build that service for us, it needs to be right.” We took that to heart and decided that if we’re going to do this, we’re going to do it with the features that the community wants, so we’re going to have to take the time to do it properly. We all wish we could have announced it sooner for the community. They’re happy that it’s coming, but also they’re going to be really happy with the result in the end because they’re going to get the service that they wish they’d had since BF1.

Battlefield is a long-running series that has developed several useful features like playtest servers or the rent-a-server programs. But whenever you launch a new game, they’re not there at the beginning. Are you investing in an infrastructure that can be carried over to future experiences so you don’t have to start over with this functionality every game? That way you could avoid the problems you had the first couple months of BFV with over-corrections and recalibrations?
RM: If you look now at how BFV is different from every other game we’ve created from a live service perspective, it’s the investment in the live services. We see a lot more value in those types of experiences – in the CTEs and things like customer private matches. It’s becoming so much more important for us to do these things. Everything we do now is designed in a way that we don’t have to build it, we can keep evolving it. My goal in life is to never make another Battlefield as an example [laughs], to keep Battlefield V rolling and just keep evolving and keep tuning it and building on top of it so players are constantly getting better versions. Keep building so that it lasts forever. That’s the mentality we want [the developers] to take because it’s so easy for people to just decide to move on. With the feature sets we build, with the systems we build, and the services we build, we’ve really got to treat it like it’s the last time you’re ever going to build it. That’s the direction we’ve gone with Battlefield.

One of the areas that seems really underdeveloped in BF V right now is the storefront – you have a lot of things to spend currency on in the company menu, but not the actual store. Are you looking to redesign the storefront to make more items more visible?
RM: The big initial push for the store was to create a place where it’s constantly fresh, constantly rotating, and then players use their company to find deeper dive stuff. We’re constantly trying to figure out what’s the right amount of stuff. There’s a lot of learning in that particular part of the game that we can do, and the team is spending a lot of time figuring out what’s that right experience. The great thing we’re happy to see is the community has a desire to customize themselves more so than we thought initially. It’s become one of those things where we’re starting to invest a lot more time and effort into figuring out what’s the right amount of stuff, because there is demand from the community.

One of the things you teased at the London reveal event was the company system allowing you to create multiple loadouts for roles. For instance, you could save an outfit so you blend in better in the Hamada and equip a bolt action rifle for the medic class to deal with the longer distance skirmishes, and when the map rotates to Twisted Steel I could choose a custom loadout with green camo and a different gun. Are you still working on that technology to allow us to save multiple loadouts?
RM: We can’t commit to when stuff like that’s going to come, but I can say the inventory management and company management are a big part of the game and a big part of the future of Battlefield. We’re going to constantly continue to invest in that. 

Let’s talk about esports. You developed Incursions for BF 1, and it clearly didn’t resonate. Are you looking at any other sort of esports initiative for Battlefield?
LG: We did that one and learned a lot. We’re taking those thoughts and seeing where we go next. It’s not anything we have here today to talk about. But it’s something we’ve followed with sincere interest. 

The 5v5 format seems like a weird fit for Battlefield. Have you ever prototyped a larger-scale mode? Instead of trying to be the basketball esport, go for the football-inspired design where you pit large teams of specialists against each other. One team may have better tank players, but another has air supremacy because of quality of its pilots. Have you thought about opening it up like that so it’s more faithful to the large-scale Battlefield experience?
LG: It’s feedback we get every now and then when the topic comes up. You know, it’s always the difference between the ease of doing tournaments, for example, and traveling with the team compared to being true to the Battlefield experience. So these are questions and conversations we have with people constantly.

Let’s talk about a hot topic in the industry right now – cross-platform play. Fortnite has it. Call of Duty: Modern Warfare plans to add it. Will it come to Battlefield as well?
RM: Crossplay is a game-changer for the industry. Right now we don’t have anything to announce for Battlefield. But again, we’re constantly looking at how we can make the best product we possibly can and looking at every possible opportunity. 

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Breaking Down The 16 Biggest Changes Coming To NHL 20

Publisher: EA Sports
Developer: EA Vancouver
Release:
Rating: Everyone 10+
Platform: PlayStation 4, Xbox One

Sports games have the unenviable task of shoehorning a wealth of changes into an eight-month development cycle in the hopes of satisfying the legions of everyday players, the lapsed community haters who jumped off board in disgust over the years, and newcomers who haven’t been along for the ride to this point. For the past several years, NHL has played catch-up under the ire of its impassioned community, which felt betrayed by the sloppy conversion to current-gen consoles and lack of meaningful changes. NHL 19 was the first year in the generation that felt like a meaningful step forward, introducing a much more dynamic skating system, revamping the largely neglected franchise mode, and revamping its multiplayer with a new player upgrade system and some unconventional modes that celebrate the culture of hockey beyond the NHL rink. Sure, we still have plenty of lackluster features and gameplay shortcomings to complain about, but the progress was encouraging. NHL 20 hopes to continue that forward trajectory with several big changes that enhance the gameplay, presentation, and popular game modes.

In a behind-closed-doors meeting at E3, we sat down with the EA Vancouver team to discuss their aspirations for NHL 20. We covered a lot of ground, so brace yourself for a long read. Here are the biggest changes the team is making for the next hockey season.

Contextual Shot Animations Unleash The Snipers

Outside of adding a few new trick shots, EA hasn’t done much to revolutionize shooting in the NHL franchise over the past several years. This neglected area of gameplay gets a fresh twig in NHL 20 with a renewed investment in adding more contextual shots from all over the ice. 

We’ve all had that awkward moment where we think we’re perfectly positioned for a one-timer across the crease, only to see the player warp into an jarring shooting animation. Or have you ever frustratingly taken a forehand shot when it would be more natural to shoot with a backhand? These problems arose because EA didn’t have the appropriate animation coverage for every direction a pass could come from. To fix this, the new system looks at several different contexts such as your distance to the net, whether you are standing or moving, how much time you have to get off a shot, whether you are receiving a pass or already in possession before it assigns the shot animation. 

“We’ve looked at dozens of these contexts and added literally hundreds of new animations that we did in our motion-capture studio, so you’re going to see a wide variety of shots,” says creative director William Ho.

During our hands-on time, this was the most immediately notable change. Shots taken by snipers had more snapping power, and the players reacted in a variety of new ways to get shots off. Sometimes they drop to their knee to get off a one-timer. Other times they adjust to get a soft redirect shot off when the puck is too close to their body to get their full power behind it. 

“You’re not going to see awkward shovel shots from 40 feet out, you’re not going to see massive wheelhouse one-timers on short passes from three feet out,” Ho says. “You’re going to see the type of shot coverage and the shot selection that our game has now to make all the shots look better and feel better.”

The hope is this eliminates the warping or bad shot selection altogether. Ho also says the changes give you a greater variety of backhand attempts. You need more leverage and power to pull off lunging backhands the further you are away from the net, whereas up close you just need the room to get the wrist movement necessary to raise the roof for a top-shelf snipe.

Signature Shots For NHL Superstars

We’ve complained for years that the NHL series doesn’t do enough to differentiate their star players from the common third-liners. This applied to the ratings gap, lack of player likenesses, and even their animations. NHL 20 takes a small step in the right direction with the introduction of signature shots for a group of select NHL superstars. 

Not every NHL player has a recognizable shot you could pick out of a lineup, but for those that do, expect to see some of these recognizable shots: P.K Subban’s booming slapshot, Alexander Ovechkin’s one-timer from the top of the left faceoff circle, NHL 20 cover athlete Auston Matthews’ half-drag release, Patrik Laine’s pinpoint shot, and Steven Stamkos’ sizzler. 

In all, EA plans to have 10 to 15 signature shots in the game when the game launches and hopes to add more moving forward. 

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Goalies Get Some Love

Like in real life, the goaltenders are a constant target for criticism and derision in the NHL games. The most vexing problems netminders have faced in recent years include letting low-percentage wafflers in from the half-wall and not being able to locate trickling pucks underneath them. EA has a few tricks up its sleeves to turn these sieves into steady shot savers. 

NHL 20 introduces 400 new save animations for goalies to cover a wider range of shots. New glove saves should cut down on the number of soft shots and passes that slip past the netminders, and to prevent those cheap rebounds and secondary chances from ending up in the back of the net, EA introduces chest covers and more deliberate freezes. 

Ho says goalies are also better at identifying secondary threats. If a shot is coming in from one side and another forward is moving into position for a rebound, the goalie will take note of the second attacker and deliberately redirect the puck into a corner and out of danger using their stick or blocker, where the defender has a better chance of gaining possession. 

But what about all those annoying own goals A.I. defenders so frequently put in the back of the net? Ho says that while EA didn’t overhaul the defensive player A.I., the changes to the puck pickup system combined with the more aware goaltenders should cut down on these problems. 

Puck Pickups Get Another Pass

Year in and year out, players curse the frustrating puck pickup logic in the NHL games. Some years it’s the lack of awareness that the puck is at a player’s feet. Other years they just don’t seem to reach out for a biscuit in their stick radius. Though the EA Vancouver team has made some tweaks to improve it over the years, it still has work to do. 

NHL 20 tries to improve the situation leaning on the RPM technology EA used to rebuild the skating in NHL 19. The new InMotion tech takes the RPM skating system from last year and adds more contextual body animations for passing, shooting, and picking up the puck without having to break your stride or revert to a glide to perform these actions.

“In NHL 19 skaters had to stop skating and enter a glide before executing moves like passing, puck pick-ups, and one-timers,” says producer Sean Ramjagsingh “This slowed down the overall play and allows defenders to catch up. In NHL 20, RPM tech is used to blend precise upper body moves with explosive lower-body skating resulting in playmaking and executing at full speed just like NHL superstars.”

We’ve only played a few games of NHL 20, so it’s too early to comment on whether or not this change fixes the pickup problem, but the preservation of speed when receiving the puck was noticeable in certain circumstances. Players charged into headman passes without losing momentum similar to wingers catching up to through balls in FIFA. If this change carries through, we may see a lot more breakaway opportunities when players get a leg on defenders coming through the neutral zone. 

New Team Celebrations

Team celebrations became the rage last year with the Carolina Hurricanes’ Storm Surge post-game antics, which most people enjoyed despite Don Cherry calling them a “bunch of jerks” for having a good time. EA follows suit by adding a handful of team celebrations to NHL 20. Carolina will use them if you’re playing in Play Now or franchise mode, but your EASHL club can also unlock and activate them.   

New Faces In The Broadcasting Booth

As much as we love the legendary commentary team of Doc Emrick and Eddie Olzyck in real life, the duo never found their stride in the EA Sports games. The commentary was often stilted and lacked contextual awareness. EA heard the fan frustration, so it completely rebuilt its broadcasting package for NHL 20. 

“One problem we had before working with Doc and Eddie was that we had to fly to Chicago, and we’d maybe get about 30 hours of recording to try to update thousands of lines of commentary,” Ho says. ”We’re taking a page out of the Madden book and NBA book where they have gone with crews that are actually local.” 

The new duo is local Vancouver radio personality James Cybulski as the play-by-play guy and color commentator Ray Ferraro, who moves from the Pierre McGuire role between the benches into the booth. The new team comes into the EA Vancouver office a couple of times a week, which allows them to develop a rapport, hear their commentary in the game, and constantly revise it. EA also plans to have them in during the season to add more contextual commentary on NHL and EASHL trends. 

The presentation revamp doesn’t stop with new commentators. EA also completely redesigned the broadcast packaging, ditching the NBC license altogether in favor of a new approach. 
    
“We found it’s very limiting when we have to be authentic to a third-party like NBC,” Ho says. “So we’ve developed our own broadcast package where we have a lot more creative latitude. We’re able to speak to new audiences and tailor this presentation to this new generation of YouTubers, streamers, and influencers who want something that is punchier, something that really speaks to their audiences.”

Terms like “YouTuber, streamer, and influencers” may elicit eye rolls over trend-chasing, but the new approach is not without merit. The score clock moves from the top left corner of the screen to the bottom like an ESPN ticker, freeing up more of your screen to keep your eye on the action. The dynamic scoreboard uses motion graphics to catch your eye when a penalty is called or a powerplay is counting down, and EA is also using it to update box score information. 

EA also recorded new goal presentation packages. These huge, full-color takeovers use your team colors and feature a player headshot. The game currently doesn’t support headshots for created players or draft-generated rookies, but Ho says the system will accommodate this in the future. 

EA also looked at highlight packages like Overwatch’s “Play of the Game” for inspiration with its broadcast package. At the end of every period and game, the summary celebrates one player’s accomplishments with a highlight reel and a graphic calling out their gamertag. In HUT, this will also show which card you used to score that goal or make that game-changing play. 

Guest Commentators Also Make Appearances

James Cybulski and Ray Ferraro aren’t the only commentators in NHL 20. Taking a page out of the NBA 2K playbook, some games will feature guest commentators to weigh in on the action. The infographic EA showed us included portraits of hockey personalities like Don Cherry and Wayne Gretzky as well as celebrities like Chance the Rapper and Drake, though none of these entertainers are confirmed to be in the game at this point.

More World Of Chel Customization

Though most of us were sick of being inundated with goalie equipment we never planned to use, overall we liked the player customization items you could earn via hockey bags when leveling up your created player. EA knows this approach resonated, which is why it’s adding 1,100 new customization items to the World of Chel this year. The changes include two new categories – baseball caps and face masks. No, we’re not talking Halloween masks, but the kind of face masks you see people wear at snow parks and ski resorts. EA says there are licensed and original designs for both. 

To keep players coming back for more, NHL 20 also introduces Chel Challenges. These 15 objectives refresh every week and bestow a variety of rewards. Should you complete all 15 over the course of the week, you can earn a rare vanity item. 

HUT Gets Squad Battles

The popular FIFA Ultimate Team mode Squad Battles is coming to NHL this year. Here, you can pit your squad against a weekly featured team designed by influencers, celebrities, or professional athletes. One example we saw was a team created by Los Angeles Kings fan/legendary rapper Snoop Dogg. Some of the players on those rosters may be new faces, as EA added several new legendary NHL players.

New Legendary Card Animations

Way too many people watch streamers open pack after pack of Ultimate Team cards filled with hard-to-get NHL superstars, presumably just so they can feel worse about themselves when they pull a pack with fourth-liners and junior players. To make the act of drawing a legendary card feel that much more exciting (and perhaps compel you to spend more of your hard-earned cash on this game of chance), this year EA redesigned the pack opening to make it more of a spectacle. If you have a legendary card in your pack, before it’s revealed the presentation starts listing stats like how many goals they’ve scored or NHL award trophies they’ve won, so you have a chance to guess which stud is going to take a spot on your top line. 

Four New Outdoor Venues

Outdoor rinks introduced in World of Chel last year were a hit with players. For NHL 20, EA expands the lineup with four new ones. The first is called The Farm, which could be inspired by anywhere in the Midwest (when you see it take note of the old washing machine dinged up by practice pucks). The second new rink, dubbed The Park, is an urban location inspired by Vancouver’s Trout Lake Rink. The Canal is a riff on the world’s largest skating rink in Ottawa, and The Peak is set on a mountaintop glacier. All of these rinks are available for play in Ones, Threes, and EASHL pickup games. 

The Coaching Carousel Comes To NHL 

NHL general managers have legendarily itchy trigger fingers when it comes to canning coaches. Hell, after a slow start this year the Blues fired Mike Yeo and went on to win the Stanley Cup, so who can argue with the results? This dynamic comes to franchise mode for the first time with the introduction of coach carousels. As a GM, you control the fate of eight different coaches in your organization – four in the NHL and four in the AHL. Sadly, none of them are licensed, so don’t expect to see red-faced Bruce Boudreau screaming at players or the Q Stache patrolling the Panthers bench. Instead, EA created 300 different fictitious coaches, all with unique attributes, specialties, and schemes. The coaches affect the morale and performance of your players, and you can have conversations with them over the course of the season to promise or deny them that coveted upgrade they seek for the roster. Like with the scouting system last year (which returns), former players can transition into coaching over time. 

A New Line Chemistry System

After years of experimenting with line chemistry in the early aughts, a while back EA pulled the feature altogether. This year it returns with the inclusion of coaches. In NHL 20, every line is rated on how well it fits your coach’s scheme. Have too many poor fits? Perhaps it’s time to exercise that trigger finger and fire the coach rather than make a flurry of trades. 

NHL 20 Finally Adds A Trade Finder!

If you do decide to trade some players with low chemistry, you’ve got an exciting new tool in NHL 20 that we’ve been requesting for years. Taking another page out of NBA 2K (do you sense the trend here? It’s a good one), NHL 20 features a trade finder. Instead of fighting repeatedly with finicky general managers, now you can put players on the trade block and immediately see a selection of counterproposals. You can accept, decline, or modify these trades right from the menu, which should help lower the friction to midseason roster improvement. 

Ones Gets Couch Play

Last year NHL 19 missed the biggest no-brainer of all – letting us play the Ones mode with our friends offline. Thankfully, NHL 20 makes this course correction, and you can finally set up a local session to see who has the best skills. Unlike the other World of Chel modes, you don’t use your own created characters in Ones Now, which is a bit of a bummer. Instead, you choose from a roster of 16 NHL stars and a few NHL mascots. EA tracks stats over the lifetime of the mode as well as for individual sessions, so you can break down who reigns supreme. 

Battle Royale Comes To NHL – Kind Of

EASHL is still one of the most popular modes in NHL, but EA discovered a lot of these club players also spent significant time in both Ones and Threes last year. After all, these are the perfect modes for killing time when you’re waiting for the rest of your roster to appear online. 

This year, EA doubles down on these modes by taking inspiration from the most popular games on the planet right now for a new spin-off called Eliminator. This pseudo battle royale mode can be played in either Ones or Threes. Solo players can log on to compete in Ones matches at the same time as 81 other players. The first player to win four matches is crowned champion. Each time you are eliminated, you can drop right back into another match in the first of four rinks.

What’s Not In NHL 20?

During our conversation with EA, we learned that a few changes we hoped to see in NHL 20 won’t be in this year’s game. Those pining for a practice mode in EASHL will have to wait at least another year, maybe more. EA is aware of the awful online toxicity that pervades the EASHL, but hasn’t built the reporting tools necessary to help the community fight against it just yet. The team isn’t making any structural changes to player ratings this year and didn’t work on any major overhauls for teammate A.I. or the strategy system. The game should have a few more player likenesses, including a few refreshes for star players, but they weren’t able to address the shortcomings there in any major way. Last but not least, we noticed some gameplay systems that operate largely the same, such as faceoffs and board play. The team is still working on fine-tuning the checking, particularly balancing what should happen when a puck carrier gets pushed from behind. Stay tuned for a lot more info about NHL 20 in the coming weeks. We’ll have a much deeper dive on the franchise mode changes soon.

NHL 20 comes to PlayStation 4 and Xbox One this September. The Play First trial for EA Access members begins September 5. Those who pre-order the Deluxe or Ultimate editions can jump on the ice September 10, and the worldwide launch happens on September 13.

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Just For Kicks

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Everything You Need To Know About Ghost Recon Breakpoint

Publisher: Ubisoft
Developer: Ubisoft Paris
Release:
Rating: Mature
Platform: PlayStation 4, Xbox One, PC

Launched two years ago, Ghost Recon Wildlands catapulted the longtime Tom Clancy series in a new trajectory armed with an expansive (some might say excessive) open-world, untethered cooperative play for up to four players, an evolving experience that is still being updated to this day. The same development team that shipped Wildlands and delivered 19 title updates in the last two years has ballooned to more than 1,000 developers, and the team has some ambitious and surprising plans for their follow-up. Here is everything you need to know about Ghost Recon Breakpoint. 

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Goodbye Real Settings, Hello Fantasy Island

Ghost Recon has always been set in real-world locations during fictitious geopolitical skirmishes. Over the last 17 years, we’ve fought through Eastern Europe, Africa, South America, and even along the United States border. Now, the special operatives are going off the grid to an island that doesn’t really exist. 

Auroa is a sprawling, make-believe island in the Pacific Ocean. This giant, geographically diverse open world’s closest comparison is probably New Zealand, with snowy mountain peaks, sandy beaches, jungles, and volcanos. This picturesque location is home to Skell Technology, a corporation that develops advanced A.I. and drones. Nomad’s team of Ghosts are sent in after the world mysteriously loses communication with the island.

“Creating a fictional setting gives us in measurable license to expand on the world,” says Breakpoint writer Emil Daubon. “We can create a variety of terrain with a variety of physical and social landscapes that you have to navigate, and we can expand on it as we choose. That’s a really exciting aspect.”

You’re Stuck Behind Enemy Lines

When Nomad and company approach the island on helicopters, they encounter an unexpected resistance to their presence and the choppers are shot down. From here, the Ghosts are completely cut off from communication with the outside world. With no overwatch, active intelligence, or capabilities to call in reinforcements or supply drops, it’s up to the Ghosts to map their approach to finding out what’s going on. As you gather intelligence and analyze the situation, you begin to unravel what happened at this remote location. 

Your Enemy Is Your Friend 

The Operation Oracle content update for Ghost Recon Wildlands introduced us to Cole D. Walker, a fellow Ghost operative played by Jon Bernthal (The Punisher, The Walking Dead). In the years that have passed since Wildlands, Walker has radicalized his beliefs and teamed up with another black ops veteran named Stone. The duo has formed a deadly team of former spec ops soldiers called the Wolves. This motley crew of badasses have the same training and capabilities as the Ghosts – think the radicalized American version of Ghost Recon Future Soldier’s Bodark units. 

The Wolves infiltrated the island and took over the many R&D divisions to start producing an alarming number of militarized drones and robotic sentries. Taking back control of the island won’t be easy when swarms of drones constantly descend on your location, but with near-future technology taking center stage expect a lot more diversity in Breakpoint’s combat encounters than we experienced in Wildlands. As you pick away at the Wolves by liberating regions and getting the enslaved engineers and scientists to join your cause, you will gain a better understanding of why Walker went rogue. 

“Walker believes in his causes and conditions, and he believes he’s on the cause of righteousness however jaded or misguided anyone else might view it,” Daubon says. “He believes in what he believes fiercely.”

Responding To Community Feedback, Breakpoint Increases Realism

Adopting a fictitious setting doesn’t mean Ghost Recon Breakpoint is all fantasy. A dedicated subsection of Ghost Recon fans constantly bangs the drum for adding more realism to the tactical experience. For many, regenerating health in Wildlands felt like a bridge too far for a series that once made its heroes glass cannons. Ubisoft has been listening to these calls for a more hardcore military experience. Recalling his own 14-year career as a special forces medical sergeant, Daubon says “hunger, dehydration, injuries, ambiguity, lack of intel, and no supplies can kill you as sure as any bullet.” Ghost Recon Breakpoint doesn’t fully swing in a MilSim roguelike direction with its tactical play, but it wants to surface many of these secondary threats in meaningful ways. 

In Breakpoint, you can no longer sprint down sloped terrain with wild abandon. Like real-world operatives, you must move deliberately or risk injuring yourself in a fall. The new persistent injury system can leave you and your compatriots maimed in battle, affecting things like your mobility or accuracy depending on the injury. You must also keep hydrated and fed. 

The combat tactics also feel more realistic thanks to a few new tools you can exploit during battle. The torch gadget allows you to breach fences, eliminating the need to survey an entire complex to find an advantageous chink in its outer defenses. If you’re out in the open you can go prone and blend with your environment like Arnold Schwarzenegger in Predator at the press of a button, caking yourself with mud. Even if a teammate blows cover and draws attention, a well-camouflaged Ghost won’t be immediately detected. Stealth players will also appreciate the ability to pick up and move bodies of downed enemies to avoid detection. You can even carry fallen teammates behind cover to perform triage from a safe location. 

Other fan-requested improvements include “greatly improved” vehicle handling, a wider variety of heavily armored or armed military vehicles, and a bloody new collection of gruesome, stabby close-quarters takedowns. 

“This is the game the community asked for, and this is the game that they are getting,” says Breakpoint UX & realization director Matthew Tomkinson.

Making Camp Is Critically Important

With no base to call home, the Ghosts have to rough it on Auroa and find shelter on the fly. Whenever you see a smoldering firepit in the open world, you can pitch camp via the new bivouac feature. These locations provide a safe space to plan and prepare your next move. 

Players have several choices at bivouacs. Maimed soldiers can rid themselves of persistent injuries at these camps. A new crafting system allows you to use the items you gathered from around the environment to create useful items like healing syringes, bandages, and rations that can be shared with teammates. If you’re heading into a hairy location, it’s a smart idea to procure a temporary buff by either eating, drinking, or tweaking your gear/weaponry. “Some tasks you perform in the bivouac can only be performed once per bivouac, so players will need to be strategic in their choices,” says creative director Eric Couzian.

Bivouacs also allow you to swap between the four character classes in Breakpoint – the run-and-gun assault class, the ranged specialist sharpshooter, the stealth-oriented panther, and a heavy-hitting class that allows you to use rocket launchers. Similar to the specializations in The Division 2, each class has a persistent skill tree with unique tools. For instance, when the panther class is equipped you can use a smoke bomb to provide cover when moving through open spaces, and the sharpshooter can add three special bullets to their magazine that add extra damage, as well as hold their breath longer than other classes for lining up precision shots.

Once you’ve rested and prepped for the next battle, you choose when to break camp and under what conditions. Infiltrating a heavily guarded base? Maybe it makes more sense to move in under the cover of a rainy night. 

Solo Players Say Goodbye To Squad Support

Wildlands elicited a lot of different opinions, from heavy praise to criticism, but one point nearly everyone agreed on was how annoying your A.I. squad members were. These low I.Q. instruments of war sometimes struggled to get into position for sync shots, rarely seemed to do much damage in a firefight, and filled long drives through the open world with groan-worthy chatter. 

Rather than fix the squad A.I., write better dialogue, and give players more control over their teammates (wouldn’t it be great to man the turret on a drive to the next objective or command split-team operations?) instead Ubisoft chose to go another direction by removing your comrades entirely. 

“The mission statement that we received was we want to create a fantasy that replicates being alone trapped behind enemy lines,” Daubon says. “Ultimately, if you choose to play a solo, you have the option to immerse yourself deeply in that aspect of the fantasy. The A.I. teammates would have taken away from that.”

This means no one will be riding shotgun and returning fire when you draw the attention of enemies on the road, which is a bummer. This is even more disappointing considering Ubi said Breakpoint has 30 vehicles this time around, many of which are heavily armored or armed.

However, you aren’t completely devoid of fire support. Nomad can use drones to perform sync shots and thin the enemy ranks.

If the idea of going solo annoys you, you always have the option of playing with up to three other players cooperatively.

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Storytelling Includes Dialogue Choices

Breakpoint puts a great emphasis on storytelling, using cutscenes and flashbacks to flesh out its story. Some of those cutscenes even have dialogue choices. In the mission we watched, Nomad’s team move on a research building believed to be housing Paula Madiera, an engineer working against her will on weaponizing Skell Technology. When the Ghosts neutralize the threats and reach her, she implores them to blow up the building to prevent the Wolves from further weaponizing the machines. The player is presented with a choice – sabotage the factory at the risk of drawing more hostiles to your position, or say it’s too risky and get the hell out of there. However, don’t expect the game to catalog your decisions and tally them to change the direction of the narrative. “Dialogue choices will give players the opportunity to enhance their role-playing experience by choosing the answers most fitting to their mood, impacting the cutscene in which they make the choice,” Couzian says.

PvP Is included Out of the Gate

Wildlands didn’t receive a competitive multiplayer mode until six months after launch, but Ubisoft has spent the last year and a half fleshing out the PvP suite. Over that time, the developers added new maps, classes, game modes, and a prestige system with in-game rewards. All that work has laid the foundation for Ghost Recon Breakpoint to ship with PvP from day one. We’ll have more details on how Ghost War is changing in the future. 

Progression Tracks Across All Modes

Just like in Wildlands, you create a personalized Nomad by selecting gender, hairstyle, and attire before you start the game in the enhanced CharacterSmith. From here, your character will be used in both the campaign and competitive multiplayer modes, and your progression tracks across both places as well. That means if you find a gun or unlock a skill during the campaign, it can be used in competitive multiplayer and vice versa. 

Post-Launch Support Includes Raids

Ubisoft no longer ships a game and moves on to the next project. Each of its titles receives expanded content well past its release date, and Breakpoint will be no different. Ubisoft has some promising plans to support Breakpoint, including the addition of more story content, seasonal events, new classes, and even endgame cooperative raids. Ubisoft has the ability to tweak the terrain post-launch as well, so it can add new points of interest as it sees fit. The examples I saw included huge research centers, volcanic bases, and oil rigs off the coast.

Ghost Recon Breakpoint releases for PlayStation 4, Xbox One, and PC on October 4. To read more about why Ubisoft chose to set the game in a fictional place, head here.

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Ubisoft Explains Why Ghost Recon Breakpoint Has A Fictional Setting

Since its debut back in 2001, the Ghost Recon series has focused on fictitious geopolitical skirmishes around the globe. Russia, East Africa, North Korea, Columbia, Bolivia – it doesn’t matter where the job is, when U.S. interests need protecting, the clandestine operators who call themselves Ghosts slip behind enemy lines and do the dirty work. 

Not every country hosting the fictitious wet work of this U.S. Special Forces division has been happy about its portrayal. Chagrined by Ghost Recon Wildlands’ depiction of Bolivia as a corrupt country overrun by drug cartels, the nation filed an official complaint with the French embassy in La Paz. The blowback could be seen as the reason Ubisoft set Ghost Recon Breakpoint on a fictional island in the Pacific Ocean, but the developers say they have other justifications for the change as well.

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This time around, the Ghosts drop onto the island of Auroa, a diverse, expansive open world featuring sandy beaches, dense jungles, snowy mountain peaks, and volcanos. This New Zealand facsimile serves as the headquarters of Skell Technology. Free from governmental oversight, innovator Jace Skell has rapidly advanced machine learning and drone technology in the hopes of making the world a better place. But when a group of rogue former special operatives takes over the island and assumed control of the cutting edge technology, the stakes reach the highs we typically expect from a Ghost Recon game. 

When I ask why Ubisoft chose to set this plausible near-future scenario in a fictitious place instead of a real-world location, Breakpoint writer Emil Daubon says the decision was born more out of embracing possibility than any other external factor.

“Creating a fictional setting gives us unmeasurable license to expand on the world,” Daubon says. “We can create a variety of terrain with a variety of physical and social landscapes that you have to navigate, and we can expand on it as we choose. That’s a really exciting aspect.”

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While the location may not play into Ghost Recon conventions, the overarching story should still have that Tom Clancy feel. “While the setting is fictional and the characters are fictional, the question behind the story is still sort of palpably real,” Daubon says. “The freedom to create within the fictional setting was the most appealing aspect, both from a narrative standpoint and from a gameplay mechanics standpoint. The expandability of the world is what’s most exciting narratively because we’re unlimited; we can create anything, and that in order to support the overarching desire to give our players the feeling of being a Ghost. The potential is unlimited there.” 

Ghost Recon Breakpoint releases October 4 on PlayStation 4, Xbox One, and PC. To learn more, read our in-depth dive into the narrative, game mechanics, and more.

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Madden NFL 20 Debuts New Choice-Driven Career Mode – Face of the Franchise

Two years after debuting Longshot, a single-player story mode heavy on cinematics but light on player agency and true Madden gameplay, EA Tiburon went back to the drawing board with its career mode. It was the right call. While well-acted and well-directed, the Longshot story curiously veered too far from the superstar storylines that captivate football fans to instead focus on the trials and tribulations of simply cracking an NFL roster. While it makes for some interesting, honest moments about how hard it is to realize the dream of suiting up on Sunday, this isn’t the power fantasy most people want to experience in a career mode. With Madden NFL 20’s new career mode, Face of the Franchise: QB1, the focus shifts to a football dream fans can better relate with – becoming a dominant starting quarterback.

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Face of the Franchise essentially plays out like the stories in NBA 2K’s popular career mode. Early on, the mode delivers story beats via cinematics in-between actual on-field games where your stick skills define the direction of your career. After the prologue of your NFL career plays out, the narrative focus shifts from a reliance on cinematics to a more dynamic story delivered mostly via branching dialogue. During this phase, the mode looks at your accomplishments (or failures) and builds a story around them. “Choice is so important, and that’s probably the key differentiator between a Longshot and this,” says Madden NFL 20 creative director Mike Young. “This is about personalization.”

Here’s a breakdown of how Face of the Franchise: QB1 plays out: 

Write Your College Legend

Unlike Longshot hero Devin Wade, your journey doesn’t start under the Friday Night Lights. Instead, you are the unheralded backup quarterback of a college powerhouse who gets thrust into a starting role during the College Football Playoff, a similar situation to the one Cardale Jones found himself in with Ohio State during the 2014 season. 

After customizing your face and choosing one of the three voices available for your character, you can pick one of 10 colleges in the game – Clemson, Florida, Florida St., LSU, Miami, Oklahoma, Oregon, Texas, Texas Tech, or USC. Then the hard work of building up your draft grade begins.  

Before your high-pressure debut, reporters pepper you with questions. When they ask which NFL legend you look up to, your choice will lay the foundation for your quarterback archetype. When they ask you how your high-school teammates would describe you, it helps define your personality type.

If you flame out in the first playoff game, you can kiss your dreams of being a first-round pick behind. Lead your program to the national championship with a commanding performance, however, and your draft stock naturally rises. 

Participate In The Underwear Olympics

Once the playoff run is complete, your gunslinger heads to the NFL Combine, where you must perform a series of drills and answer some tough questions from NFL GMs. Combined with your on-field performance, your numbers in the Underwear Olympics and how you conduct yourself with league decision-makers will determine where in the draft you are likely to land. “It’s about immersing you in the 2019 draft class, so we want to make it feel like you are competing right now next to Kyler Murray and Drew Lock,” Young says. “You’ll get cameos from them throughout the story.” 

Your performance in college and the combine will land you anywhere from a high first-rounder, low first-rounder, mid-rounder, or late-round pick. Sorry Kurt Warner fans, you can’t go undrafted. Even if you chuck enough pick-sixes to set the college single-game record and post a Jared Lorenzen-esque 40-time, some wayward team will still see you as a diamond in the rough. Maybe John Elway has you circled on his cheat sheet…

Draft Day Drama

After the combine whirlwind wraps up, it’s time for the NFL draft. If you’re projected to be a high first-round pick, you don your most stylish outfit and head to the NFL Draft. Sorry, fashion aficionados, EA opted against giving you control over your off-field wardrobe à la FIFA’s Alex Hunter, but the good news is you have more gear options than previous years. Sadly, tattoos are still noticeably absent.

During the draft, you will rub shoulders with other highly touted prospects like Joey Bosa on the red carpet. If you aren’t a highly touted pick, you miss the pageantry and watch the draft on TV with your agent by your side.

However your draft day experience plays out, don’t expect to end up on a team that already has an established young star on the roster – you won’t be unseating Patrick Mahomes in Kansas City. “We tried to make it really realistic and reflective of the teams that actually need quarterbacks that might draft you,” Young says.

If you don’t like the team that drafted you, EA said there’s a way to strongarm your way to your ideal team. 

Crack The Starting Lineup

Once you crack an NFL roster, then the journey transitions from a heavy dose of cutscenes to a branching dialogue system similar to NBA Live 19’s The One mode. “Unlike a Longshot, this is meant to be about you getting into the league, and then handing it off to our new Scenario Engine where the story doesn’t stop,” Young says.

Once you’re in the league, the Scenario Engine (which also powers connected franchise mode in Madden 20) takes over to deliver storylines that may be new each week or extend into the season. You interact with a wide assortment of people, from coaches and teammates to trainers and reporters. Not all of your conversations are peachy. If a stud receiver is being starved for touches, he’ll tell you to get him the damn ball next week. You get to decide the number of touches you promise for the next week, and if you don’t meet that threshold, his morale will take a hit. If it drops enough, depending on his personality he may request a trade. This is just one example of the types of storylines that can play out. 

“During the whole first season, it’s going to feel like there is a storyline, and the hope is that everyone will feel like they had a different storyline, both by how they played in Face of the Franchise mode, or just the different decisions, and their record, and who is on their team will trigger different events throughout the season,” Young says.

Other players may challenge you to rise to their level during the course of your career as well, which could allow you to earn one of their superstar abilities, a new feature in Madden NFL 20. Think of these like interchangeable skill powers you can swap in and out depending on the game scenario. Some give you straight up ability, like the Bazooka skill that lets you throw up to 80 yards in the air when you’re in the zone. Others are more about being a savvy field general, like the Hot Route Master skill that gives you four additional hot routes to choose while making pre-play adjustments. You can earn up to seven superstar abilities in Face of the Franchise, allowing you to experiment with the skills that best match your play style. 

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“It’s not about getting to 99 [OVR] anymore, it’s about trying different loadouts,” Young says. “It’s a lot more like an action/adventure game where you’re unlocking different abilities and maybe this one suits the way you play more and it’s what you like.”

Occasionally during your career, you will be asked tough questions from reporters. Coming off a loss, an ink-stained wretch may ask, “who let you down tonight, your coach or offensive line?” If you take the Aaron Rodgers route and criticize your coach. your coach will lose confidence in you but your line will get a boost for the next game. If you take the Jay Cutler route and throw the line under the bus, they’ll play worse the next game but your relationship with your coach may improve. 

Overcome these seasonal obstacles and put up strong numbers, and you may earn a spot in the Pro Bowl, which finally returns to Madden this year. Since the career mode runs on the Connected Franchise Mode system, you can play up to 15 seasons and write your NFL legacy, with new scenarios popping up throughout your career. 

If you aren’t interested in being a signal caller and would rather play another position, Madden NFL 20 makes that option available to you as well. You won’t have the college, combine, or draft day experience going that route, but the Scenario Engine will still sprinkle story threads throughout your career.

Madden NFL 20 ships for PS4, Xbox One, and PC on August 2. To learn more about the game, read our in-depth breakdown of the superstar abilities, proposed fixes to gameplay issues, and franchise mode changes.

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Madden NFL 20 Makes A Recommitment To Franchise Mode

This console generation hasn’t been a great one for fans of sports franchise modes. While the dominant NBA 2K series continues to explore meaningful innovations in the space with new concepts like a GM story mode, persistent injury systems, and deep customization tools for MyLeague, the rest of the sports games have largely sat idle with decaying, dated systems. Madden has been one of the guiltiest parties when it comes to stagnation. Outside of a few scouting and progression updates, EA Tiburon has been largely content to let this mode idle while committing more resources to the lucrative Ultimate Team mode and prestige Longshot story mode. For NFL fans longing for major leap forward in franchise play, if it executes on its concepts Madden NFL 20 could be the first step toward realizing that dream. 

“It’s the most interesting year-round sport in my opinion,” says Madden NFL 20 creative director Mike Young. “We care about it all year long, and there are phases of it. [With Madden NFL 20] we want to bring to life the ability to have decisions that can impact your franchise based on how you handle personnel, morale, teammates, and employees. That just wasn’t in Madden at all. It felt like a stats management game only.”

To dig Madden’s franchise mode out of its self-dug rut and realize this ambition, Tiburon has brought a group of franchise mode enthusiasts from the community on board, like Franchise Nation’s Andre Weingarten. This strike team works not only to freshen up pre-existing systems like trade logic, free agency, and scouting, but also to help develop the Scenario Engine, Madden 20’s instrument for recreating the dramatic storylines that drive headlines all year round in the NFL.

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Introducing The Scenario Engine

Creating an impactful narrative experience in a franchise mode isn’t as easy as writing a linear story. Though you can use that format to great effect for a shorter experience, franchise modes are dynamic systems that deliver dramatically different results based on the decisions the user makes. You can’t predict what players are going to do, but if you identify the individual elements for a good story, you could conceivably develop a software underpinning that mix and match these elements to generate a series of moments that feel in line with the stories that emerge out of the NFL every week. 

“When we looked all year at storylines like Le’Veon Bell’s holdout or Antonio Brown demanding a trade, we really didn’t have anything in Madden right now to bring leadership and managing the locker room, and personalities, and cohesiveness that’s needed on a football team either from a player perspective or a coaching perspective,” Young says. “The Scenario Engine is intended to create dynamic storylines week to week based on how you’re playing, who you are, your record, your stats, and the personalities around you. It fires off stories that could be one-week stories, but there are also several storylines that are branching.”

To achieve this goal, EA Tiburon essentially reverse engineered major and minor storylines from the last seven years, finding compelling scenarios that could challenge players and looking at the inputs that would be necessary to trigger these circumstances in a franchise playthrough. If a star player found out he was placed on the trade block, how would he react? If you cut ties with a future Hall of Famer in favor of a hotshot rookie, what would that do to the locker room? 

Recreating these scenarios required the creation of a personality system that gives the players some degree of agency. Team players like Julian Edelman may be more likely to take roster disruptions and drops in their usage rate in stride, but more volatile personalities may trigger crises that coaches/general managers need to resolve. Some of these may be gameplay based. If a talented receiver like Martavis Bryant is frozen out for three games, he may demand you get him the damn ball. If you don’t, maybe he demands a trade. 

The offseason presents dynamic obstacles to overcome as well. “If you franchise tag a guy, there should be a risk that he’ll just retire or demand a trade,” Young says. “You should feel that weight when you are making these choices instead of sorting a spreadsheet and going, ‘eh, he’s not that good.’ There’s got to be a risk/reward to this stuff to really make you feel the immersion of it.” If you’re the type of GM who doesn’t like surprises, this may affect how you approach drafting. Maybe you’ll pass on a temperamental player with more potential upside just for the peace of mind knowing that your pick won’t lead a revolt against your leadership.

Madden NFL 20 has several scenarios like that that can arise on the fly and give you player boosts or small goals with meaningful rewards. If your team is struggling, perhaps a locker room leader calls a player’s only meeting that gives a boost to the position group you think needs the most help. If your team has a short week, you can decide to push them to practice to earn some more XP, or give them time off to boost morale. If a young player has a good game, you may trigger a “breakout player scenario” that issues a specific goal for the next game. If you meet it, then the player could earn a dev trait increase mid-season, jumping his trait status from normal to star. 

The Scenario Engine is flexible enough to incorporate more variables as Tiburon sees fit. “One thing we’re really excited about is planning to add content throughout the year,” Young says. “This will be the first time we’ve ever done updates to franchise throughout the season.”

Scheme Fit System Changes

Last year’s major new franchise mode feature was the scheme fit system, a crude and ultimately unsuccessful attempt to replicate the idea that certain players perform and develop better in certain offensive and defensive schemes. Aspiring to capture this dynamic in franchise mode was admirable, but the execution left a lot to be desired. Not all the schemes and their required archetypes were reflective of the real-life teams, and you couldn’t alter the archetypes for specific positions to better fit the scheme you wanted to employ. Making matters worse, star players who were dynamic enough to excel in several schemes wouldn’t receive the scheme fit XP boost if their top-rated skill wasn’t scheme-fit appropriate. This system isn’t going away in Madden NFL 20, but EA Tiburon hopes to smooth over the roughest patches. 

The development team revisited the archetypes associated with schemes from Madden 19 in hopes of providing more flexibility in how teams can be built, and the reduced the XP bonus associated with scheme fits. If a player is not a scheme fit, then their progression will be slightly slower but it will “no longer feel crippling.” I’m not sure this addresses the underlying issue with the system, but we won’t know for sure until we spend more time with it. 

Madden NFL 20 finally brings run-pass option to the game, which also necessitates the creation of some new scheme types. This year’s game introduces three new offensive schemes to the mix. The West Coast Spread is all about keeping defenses on their toes with quick-strike horizontal passes. This attack also opens up running lanes for quarterbacks. The Pistol is a shotgun-based formation that allows attackers to target the weak side of the field with runs or passes. Air Raid is a pass-heavy no-huddle system that requires the quarterback to make quick adjustments at the line of scrimmage. 

Madden 20 also tries to inject more variety into the defensive systems with four new schemes. Coaches who want to slow down attacking offenses can employ the 4-3 Cover 3, which is designed to only allow small gains. Teams who want to pressure the quarterback can try out the 3-4 Storm scheme provided they have speed up front and linebackers who can jump passing routes. Another counter to spread offenses is the 4-3 Quarters, better known as Cover-4. The last new scheme is 3-4 Disguise, which is predicated on confusing the quarterback with symmetrical lineups and disguised concepts. 

Superstar Abilities Embolden The CPU Competition

For too many years, there has been too little player differentiation when playing CPU opponents. Whether you were squaring off against a future hall-of-fame quarterback or a shell-shocked rookie, chances are they would complete a high percentage of short yardage passes and rarely do anything that mimicked the ability of their real-world counterparts. 

“I feel like with franchise, a lot of people just like to play against the CPU and try to crank out Super Bowls and get to the draft and they don’t enjoy playing other people, but it felt like week-to-week there wasn’t a difference between who you played,” Young admits. “You weren’t really that scared about playing Tom Brady and the Patriots.”

This could change with the addition of superstar skills and X-Factor players, which we explore in great depth with this feature. This new pool of more than 70 new abilities isn’t meant to make Madden play like NFL Hitz, but rather accentuate the unique capabilities of the league’s star players. Patrick Mahomes now has unique animations that let him escape the pocket more quickly than his counterparts, as well as new abilities that raise his accuracy throwing on the run and across his body. Tom Brady can diagnose the defense quickly and find the first open target much faster than other quarterbacks. Ben Roethlisberger has a deadly pump-fake that can disrupt your coverages and spring his receivers open. 

The same goes for the other side of the ball. If EA Tiburon succeeds in its goals with this new system, you won’t be able to simply ignore studs like Khalil Mack or Aaron Donald anymore.

The Future of Franchise Mode

Though I still have questions about the scheme fit system, the Scenario Engine and superstar abilities sound like promising steps in the right direction. But will EA Sports continue down this path moving forward, or reverse course and chase a different feature set next year? That danger always exists with sports titles, but Young says he has no plans to neglect franchise mode next year.

“Franchise has come back to being a big focus on the game and it will continue to be,” Young says. “We just want to add this rich depth and immersion to it so we’re starting to think about it more like a sports RPG.”

Madden NFL 20 ships for PS4, Xbox One, and PC on August 2. To learn more about the game, read our in-depth breakdowns of the superstar skills, our discussion about how EA plans to clean up the gameplay bugs from last year, and the new Face of the Franchise career mode.

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Project Wight Reemerges As Darkborn

Publisher: TBA
Developer: The Outsiders
Release: TBA
Rating: Rating Pending
Platform: PlayStation 4, Xbox One, PC

Back in 2016, The Outsiders gave us our first glimpse of Project Wight, an action-fantasy game where the tables are flipped and players assume the role of a Grendel-like creature being hunted by humans. After a few years of relative silence outside the announcement of a publisher relationship that has since fizzled, the studio is ready to share the game’s real title: Darkborn.

In Darkborn, you play a fearsome beast capable of wanton brutality, but you’re not necessarily the predator. From the outset, The Outsiders wanted to reverse the power fantasy and make you the marginalized hunted rather than the hunter. “We always center our experience in our own perspectives,” says creative director David Goldfarb. “I thought it would be interesting to look at it from the position of a monster who is, in this case, innocent and not the typical threat. What would happen if you were the one being persecuted and the people were the ones who were ruining your habitat and murdering your family? What would that mean and what’s that journey like? That to me is really interesting.”

Darkborn puts you in the role of one of these creatures being senselessly slaughtered by The Pale Enemy. This band of Viking-like marauders hunt down the Darkborn, torture them, and perform blood rituals with their corpses. Over the course of the game, you play multiple generations of these Darkborn as you learn the motivations for their bloodshed and exact revenge on those who have harmed your kin.

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As you can see from the 16 minutes of game footage above, Darkborn drips with atmosphere, tension, and the blood of bludgeoned enemies. The art aesthetic and sound design give the game an ominous vibe, not unlike moody titles like Hellblade: Senua’s Sacrifice.

Over the course of the demo, we see the Darkborn evolve from a young whelp that needs to act stealthily and limit encounters to a fearsome gaunt capable of taking on multiple enemies at once. The game gives you control of Darkborn in three different stages of life – the young whelp, the warrior-like gaunt, and the towering ylder. Over the course of your journey, The Outsiders use various reasons to force transformations. Sometimes you get bigger by drinking the blood of your enemies; other times you may return to the whelp form after your Darkborn meets its untimely demise.

The Darkborn may not deserve persecution, but judging by their bloodthirsty battle skills, you can see why the humans fear them. In the few fights we see in this demo, the Darkborn exact revenge on The Pale by eye-gouging, severing limbs, grisly decapitations, and even a ripping a still-beating heart from the ribcage of one unfortunate grunt. Many of these gruesome attacks are earned via Darkborn’s “death gift” system.

No matter which age your Darkborn may be, you can earn new death gifts by interacting with the dying kin you encounter in the world. In this demo, we see a few of them in action. Deep Sight operates like an investigative mode that highlights your path forward and any enemies in the vicinity. Stealth Bite gives the whelp a powerful stealth takedown. Thorn Throw gives the Darkborn a ranged attack, and the Whip Attack is an effective tool for stunning enemies before going in for the kill.

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The final fight in the demo features a one-on-one battle between a named enemy that may give you flashbacks to Middle-earth: Shadow of Mordor’s Nemesis system. Before the Darkborn squares off with Alsvartr the Ravenous, a stat screen appears that briefly breaks down the enemy’s abilities. “Ours is authored as opposed to being procedural,” Goldfarb says. “It’s a much shorter game, so it’s not as systemic as Mordor’s system was, but they have a set of variable attributes.” These named enemies will sometimes reappear as the narrative unfolds, but for the most part, these screens are there to give you some strategic suggestions before engaging in the fight.

Darkborn’s approach of putting you in control of a mythic monster gives the game a unique sensibility that sets it apart from the sea of power fantasies flooding the market right now. Right now the game has no set release date, though we hope that changes in the near future.

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