Author: John Edelmann

Resident Evil 7: biohazard DLCs ‘End of Zoe’ and ‘Not a Hero’ Trailer

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A new trailer and screens from the upcoming DLC for Resident Evil 7 biohazard are available for download, including a look at the upcoming third DLC release End of Zoe and the free Not a Hero DLC content.

The trailer and screens introduce some new glimpses into End of Zoe, featuring a mysterious outdoorsman named Joe who lives along the bank of the marshes and has a chance encounter with Zoe that sets both their fates in motion.

The new assets also showcase the free Not a Hero DLC, featuring the return of Resident Evil fan favorite and veteran BSAA soldier Chris Redfield. Taking place after the horrific events that befell Ethan Winters in Resident Evil 7 biohazard, Chris is on the hunt for Lucas Baker to bring an end to the Baker tragedy once and for all. BSAA agents had tried to take on Lucas previously, but were unsuccessful and themselves became captives of the menacing trickster. Can Chris save the team while also tracking down Lucas through perilous poison gas filled dungeons?

God Eater 3 Officially Announced

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Leading videogame publisher and developer Bandai Namco Entertainment America announces that it will be bringing God Eater 3, the latest iteration of its popular monster-slaying Action RPG series, to the Americas for home consoles. Team up with other God Eaters equipped with the latest God Arc weapons to take down monstrous new Aragami tearing apart locations around the globe.

Earth no longer resembles the home we know of now. The Aragami, terrifying beasts that live only to consume, are carving a path of destruction and misery wherever they are encountered. To combat this threat an elite group of heroes known as God Eaters are called upon to save humanity. God Eaters are individuals who have been bestowed upon them the ability to wield powerful new God Arcs, special weapons powered by Oracle Cells and the only known weapons capable of destroying the monstrous Aragami. However, another mission is coming into focus; something is happening to the God Eaters and the line between light and dark has never been so thin. It’s time to start breaking free from the cursed shackles that bind the souls of the God Eaters as the battle rages on around them.

Star Wars Battlefront II Single Player Story Scene

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The death of the Emperor wasn’t the end of the Empire. While the fall of the nefarious leader sewed confusion among the ranks, the surviving officers of the Imperial navy still wield influence over vast fleets and powerful forces. But even from beyond the grave, the Emperor’s destructive control holds sway over the galaxy… not just over his enemies, but also over the servants who failed to protect his life.

Part of that vengeance is enacted by Messenger droids, one of which plays a key role in the single-player story of Star Wars Battlefront II.

Messengers are agents of the Contingency – the Emperor’s sinister plan put into effect in the event of his untimely demise. Outlined in Star Wars Shattered Empire and Star Wars Aftermath, the Contingency punishes Empire and Rebellion alike.

Messengers are foreboding droids. They bear the visage of the dead Palpatine, and some are equipped to enforce his will not just with words, but with violent action. Early in Star Wars Battlefront II, a Messenger tasks Iden and her father, Garrick Versio, with terrifying instructions. We don’t want to reveal much more about this critical sequence, but its pretty clear that Iden’s “unusual” mission will place her on a collision course with the last wishes of the fallen Emperor.

The Messenger is just one of many story connections to the broader Star Wars galaxy revealed in the new single-player campaign. You’ll be learning much more about Iden, her teammates Del and Hask, and many of your favorite Star Wars characters in Star Wars Battlefront II, launching November 17.

However, you won’t have to wait until then to go hands-on with the game. The Star Wars Battlefront II multiplayer beta is coming October 6 (or October 4 if you pre-order).

Middle-earth: Shadow of War Mobile Out Now for iOS and Android

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Warner Bros. Interactive Entertainment today announced the worldwide launch of Middle-earth: Shadow of War mobile on the App Store for iPhone and iPad and on Google Play for Android devices. Co-created by IUGO Mobile Entertainment, WB Games San Francisco and Monolith Productions, Middle-earth: Shadow of War mobile is an epic free-to-play strategy RPG that continues Talion’s journey through Mordor and unites Middle-earth’s greatest Champions together with the fiercest of Orcs in a quest to defeat the Dark Lord, Sauron.

In Middle-earth: Shadow of War mobile, Celebrimbor, the master ring-maker, has forged all new Rings of Power, calling out to Champions across Middle-earth to join in the Shadow War against Sauron’s armies. With every ring given, players can sharpen and hone their characters’ special skills to strategize their way through Mordor and defeat Sauron and his army.

Players take part in real-time battles by creating their own personal armies from a hefty roster of iconic Champions, including Talion, Celebrimbor, and Shelob from the upcoming Middle-earth: Shadow of War console game, as well as beloved characters from The Lord of the Rings, including Gimli, Gandalf and many others.

“We’re thrilled to have collaborated with the incredible team at IUGO whose passion and innovation were paramount in creating an authentic Middle-earth adventure on mobile that lives up to players’ expectations,” said Jonathan Knight, VP, Studio Head at WB Games San Francisco. “Together we’ve brought to life Middle-earth’s greatest Champions and combined that with the award-winning Nemesis System, setting the stage for an epic battle against Sauron and his armies to take back Middle-earth.”

The award-winning Nemesis System is coming direct to players’ fingertips in Middle-earth: Shadow of War mobile, where each Orc enemy faced remembers all past encounters and battles, creating wholly unique experiences from player to player. The choice is then in the player’s hand to recruit different Orcs to either fight on their behalf or to execute them in exchange for rewards that upgrade character abilities.

South Park The Fractured But Whole Has Gone Gold

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South Park: The Fractured But Whole has gone gold and is almost here. Get ready for release on October 17th 2017!

This highly anticipated sequel features more than twice the amount of content than South Park: The Stick of Truth. Created, written, voiced, and directed by Trey Parker and Matt Stone, South Park: The Fractured But Whole is authentic, interactive South Park at its finest – hilarious, outrageous, and a whole lot of fun. Everything is bigger, longer, and goes deeper than before. Come on down to South Park and have yourself a time.

Review: Planet Coaster

To start off, I have never played another roller coaster park management game in the past, so I don’t have nostalgia goggles or anything like that. I just found that this game is well polished, intuitive and fun.
When it comes to making your park, you never really feel like something is getting in the way of making it how you really want it to be, which is quite important.

One example would be placing objects on the terrain. You can put anything you want in most places. I put a bathroom ontop of a giant tower in my video, that none of my visitors could reach. And if say, you can’t place a ride somewhere because it’s not flat or there isn’t space, you can simply lift the ride above ground and it will automatically generate pillars. Finally, you can also morph the ground to your liking. Dig holes, build hills, flatten ground, which gives you a lot of options when it comes to placing stuff down or simply making the environment look nice.

When it comes to building rollercoasters. You can choose the cart/train type, can switch between multiple railing types, each with different attributes. For example, you need a chain lift railing to lift the cart upwards if it doesn’t have enough speed at that point, or you can place a rail which will stop the cart in place, to allow another cart on the same track to move to safety if you wish to have more than one per track.

Directing the track is also very easy. You can extend each section, lift it up or down, move it side to side or twist it by simply dragging it the way you want it to go. Finally, when you’ve completed the main path you want for your rollercoaster, and don’t feel like building the rest back to the finish, you can click “autocomplete” which will just finish the rest of the track off for you. A great option to save time!

A small detail that I really love, is if you modify a ride’s movement sequence, or create a roller coaster track, you will have to test it before opening it to the public. Dummies will be placed in the seats, and you need to make sure it is safe for humans. If say your rollercoaster is missing a track somewhere, they will fall of the rails and crash. Or if it doesn’t have enough speed to go up a slope, the cart will lose momentum and slowly drift back. It’s all physics based, which is a lot of fun when it comes to watching where you messed up as opposed to the game just popping up a text box saying “Unsafe track, try again” or something like that.

Something that will be very useful for people that will build intricate coasters, will be the use of triggers. You can place triggers along your track, which as soon as your cart will pass by, will trigger whatever object you have attached to that point. An example would be “As soon as the cart passed point A, make this thing explode and have it play this note out of this speaker”. I have seen some really great examples from talented creators of some awesome looking coasters because of this.

Other rides allow you to customize things too. Stuff like carousels will give you the option to change certain colours, modify the music that plays within the ride or change the entry price of the ride.

One of my favourite features is you can choose to watch your coasters or rides from multiple cameras. A cinematic mode, a mode that looks at the expressions of people riding it (So you can see the fear in their eyes or their nausea), or a camera from the point of view of the people riding it. You can choose which specific cart and seat you sit in, and just enjoy your rides as if you were on them. It’s great!

Putting rides down is very simple and intuitive. When you place it down you will be given a clickable checklist that gets you ready to easily put down whatever the ride requires, wherever you want. One example being “Place the ride exit”.

Paths are great in this game. They are necessary for your visitors to be able to go to everything in the park, so you must have a main path going through the entire park, and that main path must also connect to each ride. The good news is you can make paths look nice. You have a wide array of choices when it comes to the textures, but are also free to make the paths twist however you want. They can be perfect straight, curve, or even become stairs and go up or down.

Those are the basics when it comes to customizing the park. Management is the other half of the game.

You will get feedback on what people think of your park. Obviously everything costs money, so you have the option to change the park entry fee, but if you choose to make it free, then more people will be willing to visit the park in the first place. Sometimes people puke after coming out of a ride, so you will need to hire janitors to keep the place clean, but of course you need to pay them too.

Rides will break down and need mechanics, you can hire costumed entertainers to keep people happy.
People will be waiting in queues a lot, so it’s you responsibility to keep them happy while doing so. You can try shorten queue times, or place nice decorations around the queue so people have nicer scenery to look at while waiting. All of these small details really make the world come to life.

You have tonnes of financial statistics if you want to see what exactly is causing you to lose money, and what is bringing in the most income to efficiently manage your park. You can choose to market your park to a specific demographic, eg. teens or adults, and choose the platform to do it with, eg. posters.

Finally, to unlock more rides or buildings, you’ll need to research that facility. So if you choose to research family rides, when it completes you might now unlock a teacup ride. You also can choose how much of your income per month to allocate into researching it.

I want to quickly mention that the game has a few modes you can choose from in the main menu. Career mode puts you in an already existing park, with certain objectives to complete. (Like attract 800 guests). The interesting part comes more with the actual park you’re given. They each have unique themes and stories behind the parks. For example, the 2nd scenario places you in a canyon where a mysterious monolith causes all of your rides to break down more often. So for that scenario you will be required to hire more mechanics than usual. It’s a nice option for players that want to be given direction when playing the game.

You also have the option to play sandbox mode, which gives you unlimited funds and a huge environment, with which you can build absolutely whatever you want.

Challenge mode is a bit of a mixture. It allows you to build whatever park you want, so you aren’t given a scenario or existing park, but are given small challenges to try to accomplish.

Overall, I think the game is super fun. It’s very important that the creation is intuitive and easy. You can build awesome looking stuff without worrying about annoying obstacles. I love the aesthetic of the game. All of the models are quite nicely detailed, and you can choose to zoom in right up to them if you choose to.
The soundtrack is absolutely amazing, and the main theme got stuck in my head for days!
Additionally, you can download stuff from the Steam workshop and just plop them into your parks, which is a great option, and I’m happy to see that the developers seem to be very involved with the community. They take feedback and update the game often, and hopefully that will continue as the game grows older.
If you like the look of the game, I would recommend you pick it up.

Visual Novel Chaos; Child Release Date Unveiled

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PQube has announced that Mages and 5pb’s acclaimed visual novel, Chaos; Child, will be coming to Europe on October 13, 2017, and North America on October 24, 2017 for PlayStation 4 and PlayStation Vita.

Part of the Science Adventure Series that spawned the wildly successful visual novel, Steins; Gate, the haunting and grisly mystery tale of Chaos; Child tells the story of Takuru Miyashiro.

After losing his parents in a tragic accident during an earthquake years ago, he’s now living with a foster family and trying to make his way through school. When a series of bizarre deaths take place in Shibuya, Takuru notices that the dates of the incidents match up with a series of murders that happened shortly before the fateful earthquake that changed his life years earlier.

Takuru and his friends from the school newspaper begin to investigate the case and become involved in a dangerous mystery that will irrevocably change his life once again…

Nintendo Increases Inventory of Super NES Classic Edition

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Due to incredible demand for the upcoming Super Nintendo Entertainment System: Super NES Classic Edition system, Nintendo plans to ship the retro-inspired product into 2018. Originally, shipments were announced to cease at the end of this calendar year.

In addition, more units of Super NES Classic Edition will ship on its Sept. 29 launch day in the U.S. than were shipped of NES Classic Edition all last year, with subsequent shipments arriving in stores regularly. Fans have shown their unbridled enthusiasm for these Classic Edition systems, so Nintendo is working to put many more of them on store shelves.

The Super NES Classic Edition system features 21 legendary Super NES games such as Super Mario World, The Legend of Zelda: A Link to the Past and Super Metroid. Launching on Sept. 29 at a suggested retail price of only $79.99, Super NES Classic Edition plugs directly into the TV using the provided HDMI cable, and comes with two wired controllers.

Next summer, Nintendo will also bring back the Nintendo Entertainment System: NES Classic Edition system with new shipments. More information about the timing of the return of NES Classic Edition will be announced in the future.

Review: Karnage Chronicles (VR)

Karnage Chronicles is a beautiful looking adventure game set in a cool Trine-esque fantasy universe.
At the moment, you have 2 classes to choose from:
The first is the warrior. You are given a shield, longsword and crossbow.
As the archer, you have a longbow, and dual daggers.
Both differ enough to make them feel unique in their own rights. Although with both you have close and long range weaponry, they both specialize in different categories.

At the moment, combat feels a little bit janky and difficult. I’m all for difficulty, but it feels too frustrating after a certain point. The devs have said that the speed at which you slash/stab an enemy reflects the amount of damage you inflict, which is definitely a neat feature. It stops you from wiggling your sword in an enemy like you do in other VR games. However, it isn’t as clear as it could be, when I can or am blocking attacks from opponents when I’m in a melee fight. The sound and visual cues aren’t obvious enough in my opinion, and the game doesn’t seem to have any sort of countering mechanism. It would be cool to see some sort of staggering when you block an enemy’s attack.

Long-range combat needs a slight buff I think. Both bows feel like they shoot too low. So you need to aim much higher than you would expect. When I got to the first boss, bows also felt a bit powerless.
Although, there are some nice details about the combat, like how arrows can stick into you shield or body. You then have the option to cut them off using your sword, or pull them out with your bare hands. I don’t believe the arrows pose any further threat once they’re inside you, other than maybe blocking your vision, but it feels very cool and immersive to pull them out after a hard battle.

That’s the main negative with the game. The combat just needs some more work. And that’s what it’s in Early Access for.
At the moment I can’t see a strong reason to go exploring other than finding some scrolls that play an audio-reading of lore. It’s cool that it’s there for people who are into story, but if you are looking for loot, upgrades or health potions, you won’t find any of it. The devs have said they plan to add more RPG elements like that though, which is something I’m looking forward to very much. I think it will add a lot to the game and keep the pacing from getting stale as it does here. Since there’s no loot to grab, you’re just going from enemy to enemy and fighting. And since the combat isn’t amazing, it can get old.

I should also mention there’s no indicator for your health. And you don’t seem to heal over time or through the use of any items. So after 1 minute of no combat, you might walk into a room, get shot by one arrow and die.

The game looks absolutely beautiful though. There is so much attention to detail in the environment and models. The enemies look so cool, and your weapons and outfits look great.
One other neat detail is the ability to get rid of arrows. If an arrow impales your body or shield, you can cut them in half with you sword or pull them out with your hands. It’s a really nice detail that helps immerse you in the world.

Although the ability for free locomotion movement exists, I think it’s not very natural feeling. You need to hold the grip button while then choosing the direction on the trackpad. It puts your hand in an awkward position, and also moves too fast for comfort for me. I’m sure some VR veterans won’t get motion sick from it, but I prefer to stick to the teleport method.

Overall, even though the game has a lot of flaws, it’s quite a nice experience. Looking at the world is great, and you really do feel immersed. Once the devs start ironing out some of these combat problems, maybe lowering the difficulty and giving you a feeling of progression through loot or XP, I think the game will really shape up to be something special.

Wolfenstein II: The New Colossus – Blitzmensch TV Clip

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A superhero for the ages? Or the subversion of a heroic American archetype – twisted into putrid propaganda to fit the needs of the nefarious Nazi regime? For BJ Blazkowicz, the answer is easy. Blitzmensch might be masquerading as family-friendly fun, but it won’t fool the resistance, which Blazkowicz is rallying to repel the repulsive Nazis from his homeland. Watch this episode of Blitzmensch, plucked straight from the world of Wolfenstein II: The New Colossus.

Holterdiepolter! It’s official – Blitzmensch is a blast! General Engel’s favorite TV show is getting bigger and better each year! Päng! Blitzmensch and his partner Fräulein Fox save the world from capitalism, communism, and degenerates every day in this amazing show celebrating die Überlegenheit – the superiority – of the Reich and the Aryan race. Ach, nee! Who will be this week’s baddie? The evil Money Grubber? The notorious Proletariat-Man? The vicious Mr. Yankee Monkey? Don’t miss a single episode of Blitzmensch!

Produced in partnership with MachineGames and Bethesda Softworks, these videos will appear throughout the game as part of the world-building in Wolfenstein II.