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Saturday, December 3, 2016

First Gameplay Trailer Revealed For Crash Bandicoot Remastered Collection


Earlier this year at E3, we found out that Crash Bandicoot was making a comeback in a remastered collection on PS4. Today at PlayStation Experience, we got a glimpse of its first gameplay trailer. The collection, called the N. Sane Trilogy, will include remastered editions of Crash Bandicoot 1, 2, and 3.


The collection is described as a remaster plus, as it will include new features as well. Game director of Vicarious Visions Dan Tanguay explains on the PlayStation blog that these new versions will have unified checkpointing and game save systems, such as both manual and auto saves. It will also have a new pause menu and time trials in all three games.
Tanguay says that, "Using the original level geometry from Naughty Dog as a guide, we rebuilt the Crash gameplay from scratch, capturing its simplicity and precision. As the levels began to take shape, we layered in our own lush and zany art, animation, and audio." All levels, cinematics, and characters were rebuilt based off the original designs. 
You can read our previous coverage of the remaster when it was first announced by heading here. The remastered collection will release in 2017.


http://www.gameinformer.com/b/news/archive/2016/12/03/first-gameplay-trailer-revealed-for-crash-bandicoot-remastered-collection.aspx

Friday, December 2, 2016

The Game Awards 2016 – Winners, News, And Reveals


The Game Awards presentation continues to grow and evolve, even in it's third year. This year’s ceremony included a memorial segment for Hideo Kojima, multiple game reveals, hot new trailers, and of course, an opportunity to honor game developers.
We’ve gathered up the night’s stories and all the award winners (in bold).
2016 Industry Icon Award
Metal Gear Solid creator Hideo Kojima
Game of the Year
    Winner: Overwatch (Blizzard Entertainment)    Doom (id Software/Bethesda Softworks)
    Inside (Playdead)
    Titanfall 2 (Respawn Entertainment/Electronic Arts)
    Uncharted 4: A Thief’s End (Naughty Dog/Sony Interactive Entertainment)
Best Game Direction
    Winner: Blizzard Entertainment (for Overwatch)
    EA DICE (for Battlefield 1)
    id Software (for Doom)
    Naughty Dog (for Uncharted 4: A Thief’s End)
    Respawn Entertainment (for Titanfall 2)
Best Narrative
    Winner: Uncharted 4: A Thief’s End (Naughty Dog)    Firewatch (Campo Santo)
    Inside (Playdead)
    Mafia 3 (Hangar 13/2K Games)
    Oxenfree (Night School Studio)
Best Art Direction
    Winner: Inside (Playdead)    Abzu (Giant Squid/505 Games)
    Firewatch (Campo Santo)
    Overwatch (Blizzard Entertainment)
    Uncharted 4: A Thief’s End (Naughty Dog)
Best Music/Sound Design
    Winner: Doom (id Software/Bethesda Softworks)    Battlefield 1 (EA DICE/Electronic Arts)
    Inside (Playdead)
    Rez Infinite (Enhance Games)
    Thumper (Drool)
Best Performance
    Winner: Nolan North as Nathan Drake, Uncharted 4: A Thief’s End    Alex Hernandez as Lincoln Clay, Mafia 3
    Cissy Jones as Delilah, Firewatch
    Emily Rose as Elena, Uncharted 4: A Thief’s End
    Rich Sommer as Henry, Firewatch
    Troy Baker as Sam Drake, Uncharted 4: A Thief’s End
Games for Impact
    Winner: That Dragon, Cancer (Numinous Games)    1979 Revolution: Black Friday (Ink Stories)
    Block’hood (Plethora Project/Devolver Digital)
    Orwell (Osmotic Studios/Surprise Attack)
    Sea Hero Quest (Glitchers)
Best Independent Game
    Winner: Inside (Playdead)    Firewatch (Campo Santo)
    Hyper Light Drifter (Heart Machine)
    Stardew Valley (ConcernedApe/Chucklefish Games)
    The Witness (Thekla Inc.)
Best Mobile/Handheld
    Winner: Pokémon Go (Niantic Labs)    Clash Royale (Supercell)
    Fire Emblem Fates (Intelligent Systems/Nintendo)
    Monster Hunter Generations (Capcom)
    Severed (DrinkBox Studios)
Best VR Game
    Winner: Rez Infinite (Enhance Games)    Batman: Arkham VR (Rocksteady Studios/Warner Bros. Interactive Entertainment)
    Eve: Valkyrie (CCP Games)
    Job Simulator (Owlchemy Labs)
    Thumper (Drool)
Best Action Game
    Winner: Doom (id Software/Bethesda Softworks)    Battlefield 1 (EA DICE/Electronic Arts)
    Gears of War 4 (The Coalition/Microsoft Studios)
    Overwatch (Blizzard Entertainment)
    Titanfall 2 (Respawn Entertainment/Electronic Arts)
Best Action/Adventure Game
    Winner: Dishonored 2 (Arkane Studios/Bethesda Softworks)
    Hitman (IO Interactive/Square Enix)
    Hyper Light Drifter (Heart Machine)
    Ratchet & Clank (Insomniac Games/Sony Interactive Entertainment)
    Uncharted 4: A Thief’s End (Naughty Dog/Sony Interactive Entertainment)
Best RPG
    Winner: The Witcher 3: Wild Hunt - Blood and Wine (CD Projekt Red)    Dark Souls 3 (FromSoftware/Bandai Namco Entertainment)
    Deus Ex: Mankind Divided (Eidos Montreal/Square Enix)
    World of Warcraft: Legion (Blizzard Entertainment)
    Xenoblade Chronicles X (Monolith Soft/Nintendo)
Best Fighting Game
    Winner: Street Fighter 5 (Capcom)    Killer Instinct Season 3 (Iron Galaxy Studios/Microsoft Studios)
    The King of Fighters 14 (SNK/Atlus USA)
    Pokkén Tournament (Bandai Namco Studios/The Pokémon Co. International)
Best Strategy Game
    Winner: Civilization 6 (Firaxis Games/2K Games)
    Fire Emblem Fates (Intelligent Systems/Nintendo)
    The Banner Saga 2 (Stoic Studio/Versus Evil)
    Total War: Warhammer (The Creative Assembly/Sega)
    XCOM 2 (Firaxis Games/2K Games)
Best Family Game
    Winner: Pokémon Go (Niantic Labs)    Dragon Quest Builders (Square Enix)
    Lego Star Wars: The Force Awakens (TT Fusion/Warner Bros. Interactive Entertainment)
    Ratchet & Clank (Insomniac Games/Sony Interactive Entertainment)
    Skylanders Imaginators (Toy for Bob/Activision)
Best Sports/Racing
    Winner: Forza Horizon 3 (Playground Games/Microsoft Studios)    FIFA 17 (EA Vancouver/Electronic Arts)
    MLB The Show 16 (SIE San Diego Studio/Sony Interactive Entertainment)
    NBA 2K17 (Visual Concepts/2K Sports)
    Pro Evolution Soccer 2017 (PES Productions/Konami)
Best Multiplayer
    Winner: Overcooked (Ghost Town Games/Team17)    Battlefield 1 (EA DICE/Electronic Arts)
    Gears of War 4 (The Coalition/Microsoft Studios)
    Overwatch (Blizzard Entertainment)
    Titanfall 2 (Respawn Entertainment/Electronic Arts)
    Tom Clancy's Rainbow Six Siege (Ubisoft Montreal/Ubisoft)
Most Anticipated Game
    Winner: The Legend of Zelda: Breath of the Wild (Nintendo)    God of War (SIE Santa Monica Studio/Sony Interactive Entertainment)
    Horizon Zero Dawn (Guerrilla Games/Sony Interactive Entertainment)
    Mass Effect: Andromeda (BioWare/Electronic Arts)
    Red Dead Redemption 2 (Rockstar Studios/Rockstar Games)

Trending Gamer
    Winner: Boogie2988    AngryJoeShow
    Danny O’Dwyer
    JackSepticEye
    Lirik
Best Esports Player
    Winner: Coldzera – Marcelo David (SK Gaming, Counter-Strike: Global Offensive)    Faker – Lee Sang-hyeok (SK Telecom T1, League of Legends)
    ByuN – Hyun Woo (Starcraft 2)
    Infiltrator – Lee Seon-woo (Team Razer, Street Fighter 5)
    Hungrybox – Juan Debiedma (Team Liquid, Super Smash Bros.)
Best Esports Team
    Winner: Cloud 9    SK Telecom T1 (League of Legends)
    Wings Gaming (Dota 2)
    SK Gaming
    ROX Tigers (League of Legends)
Best Esports Game
    Winner: Overwatch (Blizzard Entertainment)    Counter-Strike: Global Offensive (Valve)
    Dota 2 (Valve)
    League of Legends (Riot Games)
    Street Fighter 5 (Capcom)

Sell Expensive Cars In Latest GTA: Online DLC



 The mayhem keeps rolling in the latest update for Grand Theft Auto: Online due out later this month. 
Import/Export builds upon the other expansion Further Adventures of Finance and Felony, allowing players to use the supply chains they created to sell exotic cars.
Once you're living in the lap of luxury from selling stolen vehicles, you can upgrade your garage to show off up to 60 cars, along with a custom auto body shop.
http://www.gameinformer.com/b/news/archive/2016/12/02/sell-expensive-cars-in-latest-gta-online-dlc.aspx

Resident Evil 7: Biohazard


Capcom has been very secretive about Resident Evil 7. We've seen short teasers and demos, but nothing substantial from the game itself. We finally got a look at some of Resident Evil 7's mysteries when Capcom's Tim Turi came by Game Informer to give us a lengthy demo of their new horror game.
In this segment of the Game Informer Show, watch as Ben Hanson, Tim Turi, Ben Reeves, and I share our thoughts on what we played from Resident Evil 7.





Three Of Prey’s Biggest Mysteries


Last night, we revealed that Arkane Studios’ Prey is the cover game for our January issue. As always, we have an in-depth feature in the magazine, featuring extensive, exclusive information on the sci-fi adventure. We also have a month of additional coverage planned, highlighting even more of the game. Still, there’s a lot that we don’t know about Prey, even after spending several days with the developers at their Austin studio. Sometimes, what they aren’t willing to talk about tells a story, too.
1. We Don’t Know How You Communicate
In Prey, you play as Morgan Yu. You’re a scientist on the space station Talos I, which has been overrun by a species of hostile aliens known as the Typhon. That setup lends itself to a lot of intrigue, but we ran into our first roadblock with what seemed like a simple question: It’s a first-person game, like Dishonored. Does Yu speak?
“In a way,” is the response. What? “It’s probably one of the rare questions that we won’t answer, just because it’s very linked to the intrigue of the game,” adds Raphael Colantonio, Arkane co-founder and creative director. We receive a similar response when we ask if you’d see Yu in the game, aside from a paper-doll style shot in one of the menu screens.
Does that mean that you’re communicating telepathically? When you begin the game, your body has already been manipulated by scientists at the corporation that runs the station, TranStar. “Figuring out who you are is actually really part of the surprise of the game,” Colantonio says. “The only thing that we can say is that you are part of an experiment somehow, and that’s pretty much all you know when things go wrong in the station. There’s no backstory. You’re a scientist.”

2. Is There A Groundhog Day Kind Of Thing Going On Here?
In the game’s E3 trailer, we see Yu repeating the same day over and over again, as part of some kind of weird routine. Was this a stylistic decision for the trailer, and not anything that’s actually represented in the game? Or could this be what Arkane is talking about when they mention an experiment?
“That’s the second question we can’t answer,” Colantonio says. Well then.
Lead designer Ricardo Bare adds that Yu has been on the station longer than you might think, however, which leads credence to the notion that what we saw in that early teaser is somehow a display of a time loop or some other kind of weird anomaly. Beyond that, we’ll have to wait. 
3. You’re Not A Clone. But…
During one of our gameplay demos, we are guided on a mission by a mysterious figure named January, whose face is obscured on the communications system. Knowing that Yu has been on the station for quite some time, and also going off that earlier trailer, we think we are onto something. Aha! That character is a cloned version of Yu, and the name is a direct reference to when the clone was first baked.
“I can say no,” Bare says, when we present our super-smart hypothesis. “What I can tell you is that it’s not like the movie Moon, where I’m going to open a freezer somewhere and find a stack of Yus. You’re definitely onto something that there’s more than meets the eye.” Even if they’re not clones, that does leave open the possibility that you’re interacting with different versions of yourself from different points in time or alternate dimensions.
Though they’re not willing to further elaborate, one thing is clear: There’s some serious funny business on Talos I. How exactly that informs the game’s story – and its multiple endings – is one thing that we’re going to have to wait until spring to learn.

January Cover Revealed – Prey


Arkane built a name for itself over the years delivering games where player decisions intersect with carefully crafted worlds. If you played the Dishonored games and appreciated the way that the creators anticipated and rewarded your own unique way of playing, you know what we’re talking about. Today, we’re excited to announce that the studio’s latest game, Prey, is on our January cover. There’s only so much you can highlight during a stage demo – and there’s a lot to talk about when it comes to this exciting new sci-fi title. We’ve got the most up-to-date information based on exclusive interviews and access to the team and the game. If you haven’t paid attention to Arkane yet, this could be the game that changes that.
While all players start their adventure in Prey the same way – waking up on a space station overrun by bizarre aliens – the amount of choices available allow them to take on the threat how they see fit. Will you craft your version of protagonist Morgan Yu to battle the shapeshifting Typhon using traditional weapons? Would you prefer pushing your mind and body to its human limits with Neuromods, giving you superior strength and endurance as you work to reclaim Talos I? Or does the idea of taking alien abilities and turning them against your enemies seem like the way to go – even at the risk of making you a greater target from both survivors and the aliens? All these choices and more are viable options, similarly to how player decisions are rewarded in the Dishonored series.
In our cover story, we break down nearly everything we know about the game, including in-depth looks at the Talos I station, Morgan Yu, and the mysterious aliens that threaten everything. We also fully explore the game’s alternate history, in which the space race was a joint effort between the Soviet Union and the United States that led to massive advances in technology – and unforeseen consequences. And, of course, we explain why you might want to turn into a coffee cup in the first place.
There are two covers for this issue, featuring the male and female versions of Yu.



Prey is coming to PlayStation 4 and Xbox One in 2017. To learn more about what we have planned for our upcoming online coverage and to get a peek at what we saw during our visit to Austin, take a look at our Prey coverage trailer below or watch and share it on YouTube.




The January issue has many other great features, as well. Capcom has been quiet about how, exactly, Resident Evil 7: Biohazard plays, and we have an extensive preview based on hours of hands-on time with the game. We also have an exclusive early look at Sniper Elite 4, showing off a new level in its Mediterranean setting. History buffs will get a kick out of our interview with Mortal Kombat co-creator Ed Boon, in which he reminisces about his decades in the games industry. And Elise Favis dives into some of the interesting ways game developers have been telling rich stories without the benefit of spoken or written dialogue.
Our exclusive Prey coverage goes on throughout December, so keep checking our hub all month for features that dive into Arkane’s bold new game. We’ll take a look at some of the game’s biggest mysteries, go in-depth on the weapons and powers that Morgan Yu can access, and reveal a ton of exclusive art and screens from the game. We also have extensive interviews and video features from our studio visit, giving you the next best thing to a trip to Arkane’s Austin offices. Click the banner below to visit our hub, and be sure to check back regularly.







Thursday, December 1, 2016

Should You Come Back For No Man’s Sky: Foundation?


No Man’s Sky is one of the most talked about games of 2016. Leading up to its release, many had established astronomical expectations about the title. At launch, the game fulfilled some of those expectations with a massive galaxy to explore, but left many disappointed in other regards, including the absence of a meaningful late-game loop, the inability to explore true multiplayer experiences, and several other lackluster game elements. For myself, my original review in August expressed wonder at the massive procedurally-generated alien universe, but bemoaned the focus on resource gathering, inventory management, and a lack of crafted content. 
Hello Games has remained mostly silent since the No Man’s Sky’s contentious launch, and a few days ago it responded to the gaming community not with words, but instead with a hefty free update called Foundation. The update adds a significant number of new gameplay features, and I spent the last few days acquainting myself with its revised gameplay.
Foundation is a broad-reaching update that includes gameplay changes (new scanning and stacking options), new modes (survival and creative), extensive crafting options (base-building and farming), and graphical improvements (motion blur and improved terrain), among numerous other additions. A remarkable number of game aspects are improved, and I give enormous credit to the developers for implementing such a significant update just a few months after launch. If you’re considering a play of the new content, I’d strongly recommend perusing the official patch notes, which do an admirable job of highlighting the many improvements. While most of this new content doesn’t dramatically change my opinion of the game, these new features establish a firm foundation of systems on which the game can continue to build with subsequent updates. 
When launching No Man’s Sky, players are now presented with three distinct modes. Normal offers a “chill exploration experience,” and is essentially an enhanced continuation of the original. Survival is challenging mode of limited resources and punishing enemies. Finally, Creative mode borrows from Minecraft’s similar structure, and lets you play the game with unlimited health, free building costs for any structure, upgrade, or product, and no need for resource management. Players can maintain a save game on each of the three modes.


In Normal mode, if you have an existing No Man’s Sky save, your character and possessions remain untouched, but you now have extensive new options for crafting, freighter purchases, and several other features. After an absence of a few months, it took me a while to remember the rhythms of what minerals I needed for space fuel, how to prepare for a warp to a new system, and even how to best navigate my spaceship, but most everything comes back after the first hour of play. 
Several quality-of-life changes are immediately apparent. Planets can now be scanned from orbit to determine what major resources can be found there. Quick access menus allow refueling without pausing out of the action. Craftable products can now be stacked, a much needed addition as the game moves into deeper crafting mechanics. In each case, these changes streamline play and keep the focus on exploration and discovery.
The base building and freighter purchase options in Normal mode are both meaningful ways to let a player invest in the No Man’s Sky universe, and provide a sense of ownership. There’s also a wonderful new feature that lets you teleport between your home base and various space stations you have visited, which greatly eases the challenge of getting around. In particular, I like the base crafting UI, which makes it easy to assemble a sprawling planetside home, presuming you have the resources on hand to fund such an endeavor.
Unfortunately, the price in time and in-game money to engage with this system is very high. Bases have a slowly unfolding arc of yet more new resources to gather, and just like before, it can be a laborious process to find a location in the universe that has the resources you need. For instance, I might require minerals from another system to build the science terminal in my base, but once it’s built, I need to find and hire a scientist to operate that terminal. They only appear on certain space stations, and I have no apparent way to track where those stations might be found, unless I happen to remember a previous location that included that alien race.  
Similarly, freighters are a great way to give players increased inventory space, not to mention an awesome giant ship to call their own. But the price of acquiring a freighter is high, and requires significant unit farming for all but the richest in-game avatars. 
Survival mode may be a great addition for some players, but I found its focus on resource gathering missions and frequent death to be tedious. Missions start with multiple suit and ship systems already damaged, and then drops your character on an inhospitable planet. All of my time in this mode was spent taking desperate trips outside of a shelter, gathering a few minerals as my character started to freeze, and then rushing back to safety. This process must be repeated again and again; some may find joy in the rote work, but it didn’t work for me.
Creative mode is an appealing way to try out many of the game’s new elements, especially building out a base without first needing to find the necessary resources. In most ways, this Creative mode is breezy and simple, but I was confounded by the need to still hunt through solar system after solar system to find specialists to man my base’s specialist terminals. 


In my original review, I noted my eagerness to see Hello Games create more crafted content to fill up the massive and impressive universe that No Man’s Sky has to offer. Even after several hours of time with the Foundation update, I still have a lot to see. For instance, the update promises significant changes to space battles, but I never encountered those changes during my hours of play. 
Nonetheless, the new additions to No Man’s Sky do little to address my own most pressing need within the game. The endless search for new resources to gather is what ultimately pushed me away from the game, and Foundation does little to change that. If anything, it doubles down on the strategy. Why am I building this base in the middle of a desolate planet? Who or what might antagonize me, beyond random sentinel robots and ticked-off fauna? How is the universe changing and growing in response to my actions as a player? In the absence of answers to these questions, I’m left with little purpose behind the monumental effort involved in crafting and investing in the game universe.
I realize that No Man’s Sky is a freeform experience that, by its nature, seeks to defy traditional structures. I am perhaps old-fashioned in my gaming tastes because I want more structure, but one way or the other, Foundation leaves me with two strong impressions. One, Hello Games is doing excellent work to flesh out New Man Sky’s focus on freeform play. And two, until there’s a deeper reason for me to engage with that content, the game still leaves me with similar feelings that I had at launch. I marvel at the sci-fi grandeur of this universe, but can’t escape the sensation that my role is in fulfilling a never-ending stream of secondary objectives.