Tuesday, August 11, 2020

As Konami hopes to avoid past console transition mistakes, PES 2022 is under pressure to deliver • Eurogamer.net

I turned to the dark side. Not of the Force – of video game football.

I’m sure I was not alone. I am of the generation raised on Pro Evolution Soccer, what was once the best, most popular football game on these shores. On PSone and PS2, it was the football game. A few two-versus-two games to get warmed up before a big night out, a sip of a drink every time the ball went out of play. And of course we’re running late – we had to have a rematch, and another, and another…

And then Konami completely messed things up. The transition to the PS3 and Xbox 360 generation was a disaster for PES, as EA Sports’ rival FIFA series took hold. PES, you could argue, has yet to recover from that own goal. I moved over to FIFA along with a huge number of PES players, and didn’t look back.

As we approach the start of a new console transition, Konami is desperate to avoid past mistakes. And in order to make sure it hits the PS5 and Xbox Series X running, PES is, effectively, taking a year off. PES 2021 is a stop-gap game, a season update, and it is cheaper as a result. I was shocked to hear the news. PES hasn’t done anything like this ever, really. I doubt EA would ever consider such a thing.

Some are wondering if this now points to a new way. Could we see Konami issue cheaper season update games in between mainline entries? I think there are plenty in the community who would like to see that kind of model. And what can we expect from the series next year, when Konami is under pressure to make a big splash with PES 2022, all singing and all dancing on the Unreal engine? Can Konami loosen EA’s vice-like grip on the UK?

I had a chat with PES’ Lennart Bobzien, the European brand manager for the franchise, to ask about Konami’s master plan. Bobzien is someone I’ve spoken to before about PES and he’s always been refreshingly candid about the challenges Konami faces. There was much he couldn’t say during our recent chat, but plenty I think is interesting.

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I think it’s fair to say it was a surprising decision not to release a full, brand new version of PES this year, and instead go with the season route. What’s the thinking behind that?

Lennart Bobzien: If you look into what we’re planning for next year, our team decided they just need more development time to basically make the transition from current-gen to next-gen. And instead of delivering a product, which maybe will not meet the expectations from our users, our team in Japan, they’re really high-quality driven. PES is a really high-quality product. Our team want to make sure that when we are launching on the next-gen next year, we want to deliver a product which meets the expectations. Therefore we’ve decided to make this step that this year, basically releasing the season update, and then the team can now fully focus on the future of PES.

I don’t think I’ve ever seen this before. But I do know Konami has had issues with PES making console transitions before. Did that experience help inform this decision?

Lennart Bobzien: As you said, we had some challenges in the past, and I think the team has learned from that. Instead of forcing it and releasing a product on next-gen and then not delivering on the expectations, the team just decided for this year to take a step back, and then to make sure the product next year is a fully embraced next-gen title.

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People have reacted positively to this. Annualised sports game have suffered criticism in the past for being little more than roster updates, and not always justifying a completely new game at full-price. People are now wondering whether this is the way to do things in the future, or is it a one-off?

Lennart Bobzien: We’ve seen people really appreciated our decision. Annual titles, they have a challenge. You release one product, and then within the next 12 months, you have to release another product. So the development time is really tight for making big new changes. We saw after our announcement that loads of people really appreciated our decision.

If this will now become something regular, I cannot really comment on that. All I can say is we’ve made that decision for PES 2021 now, and we have to evaluate once the product life-cycle for PES 2021 is over. Then we need to see whether our decision was the right one. Or maybe there were some pros, some cons, some things went well, some things maybe we should improve. This is something Konami will discuss internally to see how the good things can be applied in the future.

Obviously PES 2021 is going to be a roster update, but are there any gameplay tweaks at all?

PES 2021 is a season update game – a first for the long-running series.

Lennart Bobzien: The gameplay will be the same as PES 2020. Whether there will be any tweaks in the future, I cannot comment on that right now.

Okay, but in terms of what Konami would typically do post-launch with a mainline PES game, I’m talking myClub stuff, gameplay updates, is this stuff that will all happen with PES 2021, or will it be different?

Lennart Bobzien: Put it this way, we will still release data pack updates with new content. There will be new kits released. And also the same with myClub. Last year we introduced the Iconic Moment Series. That’s something we will still run for PES 2021. We also have the Euros added right from launch. So there will be some Euro-related content happening in myClub, but also in matchday at a later stage. So there is new content coming to the product.

Speaking of the Euros, the current plan is the real tournament will take place in 2021. How will it work in PES?

Lennart Bobzien: I’m not working for Uefa, so I can’t comment on the Euros. We’re just relying on the information that’s publicly available. Right now, the current plan is the Euros will take place next year. Whether it will be played behind-closed-doors or not, no-one really knows how football will work out next season. I would say the situation is still quite serious.

For PES 2021, we have the Euros in the game from launch, so people can experience the tournament right from launch. Looking at the content calendar regarding MyClub, I’m sure there will be content around the Euros happening in myClub, when it comes closer to the tournament.

I recently spoke with EA Sports about their plans regarding reflecting real-world football. You’re both making sims, both striving for realism and authenticity. FIFA 21 is completely ignoring coronavirus. Do you have any plans to reflect the changing nature of real-world football in either PES 2021 or beyond?

Lennart Bobzien: PES 2021, we will not have any massive changes. Are you referring to having empty stadiums?

That would be one of the changes, yes.

Lennart Bobzien: This will not happen for 2021. 2021 will be similar to 2020. Whatever happens in the future, I can’t comment on that. But the coronavirus situation slowed down things. It did not stop us from developing or from running campaigns, but it slowed down things. And it made it difficult for us, for example, to get access to clubs or the staff. Usually around that time we’d do some campaigns with the clubs, but now with all the restrictions, it is still possible but it is a challenge. But the good thing is we are working with our partner clubs very closely, and they are trying to support us as much as possible so we can get content done, which we then can use for the future.

You recently announced PES has lost the official licence for Inter Milan and AC Milan. What message do you have for fans this year who are concerned about licenses for PES 2021 as well as the future, given we haven’t had any high-profile announcements from Konami on gained licenses this year?

Lennart Bobzien: Just to comment on AC and Inter, it came to an end. Working with both clubs was amazing over the last couple of years. But unfortunately it came to an end. At the end of June we made the announcement on our website where we informed people, look, this is happening, because we just want to be transparent. That’s the thing we want to do with PES 2021, to be transparent right from the beginning with the product, but also with the content of the product.

Obviously, our competitor, they’ve announced their new partnerships. I cannot comment on anything, but all I can say, similar to when we spoke two years ago, we are always exploring opportunities. How can we get new leagues or clubs or tournaments on board, like what we did last year with the Euros? This is something we’ve done for the last couple of months. We’ve spoken to various clubs, and there will be announcements coming soon.

Are you losing anything else?

Lennart Bobzien: Again, I cannot comment on that. But what I can say is PES 2021 will have more or less the same type of licenses as in PES 2020. The only difference will be, you have clubs which have been relegated from certain leagues, so some clubs we will lose just because they have been relegated. But overall the licence portfolio will be very similar to PES 2020.

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So you’ve still got Juventus, then?

Lennart Bobzien: Yes. With Juventus it was a long-term deal. It’s not short-term, like a one-year contract. That’s what we do with all our partner clubs. We’re not going into details, like for how many years we are signing clubs, but every time we sign an agreement or partnership with a club, we’re always thinking long-term. A one-year deal doesn’t really make sense because you can’t really achieve something. We want to do a long story with all those clubs.

Yes, but the Juventus one is different isn’t it? Because it’s not just that you’re partnering with Juventus. You’ve got the exclusive rights to their name, which forced EA to change the name of the club in FIFA. I was surprised at that. PES getting such a high-profile genuine exclusive was a hell of a coup, I thought. Is that something we can expect more of from Konami in the future, or was it a special case?

Lennart Bobzien: It depends from discussion to discussion. It also depends on the clubs and their restrictions. Every time we talk to a club we explore the possibility of exclusivity, but with some clubs it literally doesn’t work because they still have agreements with their domestic league, for example. But if there’s an option to go into exclusivity, we definitely want to explore that. In the end, it’s a case-by-case scenario.

If you look at our clubs in South America, we have some exclusives there. If there’s a chance to sign a club exclusively, then we would look to do that.

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I’d like to talk about Nintendo Switch. EA puts out a half-arsed version of FIFA on Switch. Isn’t there a big opportunity on Switch for a really good version of PES that isn’t just a crap version of the main games? Will Konami step into the breach and save Switch owners who are looking for that experience?

Lennart Bobzien: I have a Switch at home. I love the Switch as a console. But I can just comment about PES 2021, and this will just be available on the current console generation, which means PS4, Xbox One, and PC via Steam. There will be no Switch version for this year.

Two years ago we talked about how PES was doing. Now, how is the game doing generally?

Lennart Bobzien: I cannot go into specific numbers, but PES has definitely grown overall globally. Last year we had a really big year with our new partner clubs, and there was new content coming to the game with matchday and Iconic Moment Series. We had loads of new stuff coming to the product. As you can imagine, the Juventus announcement had a big impact on our Italian market. The product quality helped us to grow the PES brand globally, but also within Europe we’ve definitely noticed an increase of sales digital especially, but also for physical as well.

Can you say anything about how PES is doing in the UK? When we last spoke we were talking about how tough it it in comparison to FIFA here.

Lennart Bobzien: Again, I can’t go into sales figures. The UK is still tough. It’s a tough market. The UK is a market dominated by our competitor. It’s not a secret. We are growing, but I would say in the UK we are growing slightly slower than in other countries, just based on the dominance of our competitor. The partnerships we have with United and Arsenal help us massively to help make people aware of our product, to showcase our product. We 3D scanned both partner clubs in the past, and that just helps us show the quality to their fans.

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All eyes on PES 2022 and Konami’s next-gen efforts.

Everyone’s talking about PS5 and Xbox Series X. Will PES 2021 work on next-gen in terms of backwards compatibility?

Lennart Bobzien: In terms of backwards compatibility, we’re really leaning on the first-parties and their messaging in terms of what they’re saying will and won’t work. We’re doing testing at the moment in Japan. Microsoft has been very clear that virtually all games going way back to Xbox will run on Xbox Series X. We’re not putting out too much publicly because we want to do that testing first ourselves. But we’re confident at launch you will be able to play PES 2021 on these new consoles. But it’s a question of optimisation and what will and won’t be so good. That’s why we’re hesitant at the moment. We’re doing all that testing, and then we can put out some clear messaging as to what the advantages will be by playing on these new consoles.

So it will work, basically.

Lennart Bobzien: From what we’ve seen from Microsoft. We’re still waiting on Sony’s public messaging with regards to backwards compatibility. We’re doing that testing at the moment. And there will be more public-facing messages that we’ll put out hopefully before launch.

You’ve decided to change game engine for PES 2022 on next-gen, switching to Unreal. Why did you decide to do that?

Lennart Bobzien: Our development team in Japan tried it out, and they’ve seen they have so much more opportunity to do different things on the pitch when it comes down to gameplay visual effects. When they played around with the Unreal engine, they just decided this was the engine they wanted to use to make the step into the next-console generation. The Unreal engine is the base for the future of the PES series. The teaser, even though it’s just a snippet, it shows the beginning of the future of the PES series.

You’re doing standalone PES 2021 club editions for Arsenal, United, Barcelona, Juventus and Bayern. Konami has said they come with bespoke content. What is it, exactly?

Lennart Bobzien: It’s something the clubs are asking for. They want to distinguish themselves. Two years ago, for PES 2019, we had Coutinho. From a cover or artwork point of view, it just makes it difficult for our other partner clubs to promote this edition. But with club editions, we can work closely with our clubs, and they can push it out to their fans as well. The clubs want to offer out some unique content to their fans, which you can only get with the Manchester United edition, you can only get the Iconic Moment Series player Beckham if you buy that edition. If you go with the Juventus one you get Ronaldo. And so on.

What if you want some of this exclusive content but you don’t want to buy multiple copies of the game?

Lennart Bobzien: If you take United as an example, it’s not the case this Beckham version is only available if you buy the United edition. Beckham will be available at a later stage in the myClub campaign. The only full uniqueness are the themes we’re giving away, for the PlayStation for example. Also we’re giving away a digital retro kit. Those two items are fully exclusive to those club editions. But the other content, such as Iconic Moment Series players, they will be available at a later point. But to be fair, if you are a Bayern fan, you would look into getting the Bayern edition with the Bayern retro kit. Obviously if you love football you would love to have all those retro kits, but in the end it’s up to the user. They have to make the decision.



source https://entergamingxp.com/2020/08/as-konami-hopes-to-avoid-past-console-transition-mistakes-pes-2022-is-under-pressure-to-deliver-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=as-konami-hopes-to-avoid-past-console-transition-mistakes-pes-2022-is-under-pressure-to-deliver-%25e2%2580%25a2-eurogamer-net

Fall Guys Update Announced – Adds New Level Into Rotation

Jump Showdown becomes the latest level to add to the carnage.

A day wouldn’t be complete without at least a couple of Fall Guys news stories. Earlier today we reported that the Fall Guys developers were going to be offering players an “in-game reward” to make up for the server issues that have played a part in the game since launch. Now, the official Fall Guys Twitter account has just confirmed that a patch is inbound, and it includes a new level.

The new level, which was included in the beta tests, is Jump Showdown. The level, which is very similar to the Jump Club game, sees players avoiding two spinning poles as the ground falls from underneath them.

The patch, which drops tomorrow, also makes a few smaller changes to different game modes. The full patch notes can be found below:

  • Lowered the weighting for Royal Fumble to add more final round variation
  • Fixed crash at launch with certain regional calendars set in the operating system
  • Improved messaging for matchmaking and server errors
  • Fixed physics behaving erratically at high framerate on levels like Tip Toe
  • Fixed crown in Fall Mountain not being grabbable in rare situations
  • Addressed some collisions in Block Party allowing players to bypass the blocks
  • Fixed Parties sometimes failing due to too many requests
  • Addressed some special characters causing display issues in player names
  • Fixed Big Tease Achievement not unlocking in specific regions
  • PC only – Fixed certain game controller models not being detected on PC

The tweet which announces the update also confirms that “More new levels will be coming soon – along with new features & costumes”, something that has been teased before.

Although the game has only been out a week, it’s achieved some incredibly impressive numbers – hitting 1.5 million players in the first 24 hours and selling 2 million copies on Steam already. It’s great to see developers Mediatonic getting right behind the game and adding new levels already. How many crowns do you have now?



source https://entergamingxp.com/2020/08/fall-guys-update-announced-adds-new-level-into-rotation/?utm_source=rss&utm_medium=rss&utm_campaign=fall-guys-update-announced-adds-new-level-into-rotation

Sniper Elite is being turned into a board game • Eurogamer.net

£60 version includes “teste-kill” figurine.

A board game version of British stealth shooter series Sniper Elite is in production.

It’s being put together by Rebellion Unplugged, the new tabletop arm of the Sniper Elite developer, and will be available first via Kickstarter.

Designed for up to four players, the Sniper Elite board game sees one person plays as a sniper while the others play as a squad of German soldiers attempting to defend their base. A single-player offering will also be included.

A basic version of the game costs £40, a version with a Specialist Upgrade Kit add-on costs £60, or you can pay £80 to add in the game’s additional Eagle’s Nest expansions.

Pay at least £60 and you’ll get a “teste-kill” figurine version of Adolf Hitler being shot in the testicles.

It’s worth noting that shipping is not included, and will come to £12 in the UK, or up to $18 for the US.

As of writing, nearly £5k out of the board game’s £22k target has been achieved in around an hour. Here’s a look at it in action:

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source https://entergamingxp.com/2020/08/sniper-elite-is-being-turned-into-a-board-game-%e2%80%a2-eurogamer-net/?utm_source=rss&utm_medium=rss&utm_campaign=sniper-elite-is-being-turned-into-a-board-game-%25e2%2580%25a2-eurogamer-net

Sword Art Online Alicization Lycoris Review — Fails to Fully Actualize its Ambitions

Sword Art Online Alicization Lycoris attempts to revamp the franchise and breathe new life into it, with very polarizing results.

Sword Art Online Alicization Lycoris starts players off with a bang, and for fans of the anime, it’s quite different from how the series starts. After a very basic tutorial that introduces the block, attack, and Sword Skills, you’re thrown in the season’s final battle against the all-powerful Administrator. The fight itself is impossible to lose, as nothing happens if Kirito’s (the protagonist) HP is depleted.

The mechanics of combat are simple and don’t require much effort to learn. However, the controls for combat are rather subpar. Somehow, the controls are both slippery and floaty, meaning it’s difficult to maneuver Kirito without him sliding around and completely missing the enemy. There is an upside to this opening battle and combat in general, at least — it feels incredibly satisfying when you land a skill. At this point in Sword Art Online Alicization Lycoris, there are tons of skills to choose from and they all have that nice anime flashiness to them, not to mention the substantial damage they hit for.

Once the Administrator’s health dips below a certain amount, her and Kirito engage in a final heated clash of swords.

After a bright flash of light, Sword Art Online Alicization Lycoris‘s main story actually begins with a de-powered Kirito who’s been thrown into a mysterious but somewhat familiar virtual world known as “Underworld.” He soon meets a young man named Eugeo who helps him get accustomed to the village and the world at large. As Kirito explores more, he realizes what makes Underworld so special: the A.I. that populates the world behave just like humans and are completely unaware of their status as fictional beings.

Under the belief that Kirito is essentially a chosen one who is dropped into his world by the gods, Eugeo tours Kirito around his village and shows him the Gigas Cedar, a giant tree that drains energy from his village. It is his Calling — a special goal given to each villager to work towards each day or die trying — to cut down this tree with a power axe. Kirito tries to help but discovers how daunting the task is. Eugeo then reveals that his family line has been working toward this goal for 300 years now.

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As Kirito and Eugeo work and train (with the former’s goal of figuring out how to complete the latter’s goal quickly so he can be escorted into the main capital) we also find out about Eugeo’s younger sister, Alice, and how she was taken away by an Integrity Knight for violating the taboos of the land. The plot switches its focus to saving her and it continues from there, following the general story beats of the anime with the exception of a new female character named Medina who joins the roster a bit later on.

The plot develops slowly, and I mean at an absolute crawl at times, as Kirito uncovers more of the secrets permeating the world. Though the pacing is off, I enjoyed watching their relationship mature and Kirito get to know each major villager. And because Sword Art Online Alicization Lycoris has far more breathing room to spend on developing the characters, they feel more fleshed out and it’s much easier to become invested in their world and growth. Eugeo, of course, benefits from this fleshing out the most, unlike in the anime where they barely have enough time to get a sprinkling of chemistry before the story whisks them along.

Alicization Lycoris, Aquria, Bandai Namco, PC, PS4, ReoNa, ReoNa Sword Art Online, SAOAL, steam, Sword Art Online Alicization Lycoris, Sword Art Online Alicization Lycoris update, Xbox One, Yousuke Futami

Alicization Lycoris still features the classic mechanics of the series, such as building Renown. By either speaking with NPCs or by completing quests, you can increase this stat which determines how people perceive you. This also affects your Affinity with them as well. It’s similar to the stat found in other Sword Art Online titles, which has the same effect of allowing the player to recruit more party members.

This is also an important feature for the usual dating sim mechanic that is present in any SAO game. By answering questions correctly in the heart-to-heart minigame for each eligible bachelorette, you increase their Affinity toward Kirito, which can unlock a special ending and scenes with them. As usual, if you’re invested in that sort of thing, it’s there, but if you elect to ignore it, there’s no penalty against you.

Kirito and other party members possess several stats: System Control Authority, Weapon Type, Ex Skills, Persona, Anima, and their current Affinity with Kirito. There’s also Proficiency, which correlates with how often you use a weapon. Raising this stat, or its Bond, is important for mastering certain abilities. Requiring Kirito to essentially level up his weapon usage is a visceral way to earn his power and skill, and it matches perfectly with the more organic fantasy setting of Alicization Lycoris that rewards a hard work ethic.

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You can also affix equippable abilities, called Attachments, to armor which can have a range of passive effects. More powerful Attachments tend to also have a temporary usage period to mitigate any overuse. Although these stats suffer from the same issues as other SAO titles, in that they’re often convoluted and not very useful, it has been far more streamlined in Alicization Lycoris. The UI is also much less cluttered and easier to navigate which is a refreshing improvement.

Combat consists of controlling Kirito as you give directions to your normally AI-controlled party during any given sorte. Your team can perform special team-up skills as well, which are vital for some of the stronger foes. And while the combat has been completely overhauled and simplified to allow for a seemingly more accessible experience, it is not very good. As stated before, the controls are often floaty and imprecise, despite the decent lock-on mechanics. And though skills are satisfying when integrated with normal combos to devastating effect, landing those skills can often be an exercise in frustration thanks to said skills having little weight and impact, as well as being difficult to time in the first place.

Alicization Lycoris, Aquria, Bandai Namco, PC, PS4, ReoNa, ReoNa Sword Art Online, SAOAL, steam, Sword Art Online Alicization Lycoris, Sword Art Online Alicization Lycoris update, Xbox One, Yousuke Futami

Sword Art Online Alicization Lycoris is an experimental title to be sure. It eschews the tried and true conventions of the franchise and instead attempts to create a more unique experience. The beginning, despite its glacial pacing, is also refreshing in its focus of drawing out the personalities of both Kirito and Eugeo while creating a charming world that you slowly become invested in. Even the inclusion of Medina is interesting since she’s the first herald of how the story will alter from the second half of the anime. Her character itself is intriguing and I found myself wanting to learn more about her and her importance to the plot.

The biggest roadblock with the plot, though, is the same as in the animated version. Once you hit the Sword Mastery Academy, the plot takes a noticeable nosedive. The newly introduced characters are bland window dressing solely there to service Kirito’s (and to a point Eugeo) own arc.

Though I will admit that once again the title’s slower pace makes the characters a little more endearing in this incarnation, there is no excuse, however, for this game to still have the infamous sexual assault scene from the anime. And while it doesn’t graphically depict said scene, this would have been a perfect opportunity to completely remove it and create an entirely new scene that serves the same character arc purposes, since it’s already established that this game will be diverging from the original story.

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Alicization Lycoris‘s best feature is its multiplayer, which you unlock after clearing the first chapter. It features a pretty competent character creator (decent options that are standard in any SAO title) to go along with the enjoyable mission and side quest-based gameplay that’s often a welcome break from the occasional monotony of the main game. It’s a shame that such a fun part of the game is hidden behind over 12 hours of initial gameplay.

However, neither the single or multiplayer can hide the technical and graphical issues. It’s important to clarify that these are easily the best-looking graphics to date in a Sword Art Online game. The environments are uniquely designed, vibrant, colorful, and sometimes even pretty. But there are plenty of poorly rendered textures and the pop-in is extremely noticeable. Even worse are the frame rate issues, which for a turn-based JRPG would be forgivable, but are absolutely unthinkable in an action JRPG where timing is vital and slowdown can cost you a hefty chunk of dealt damage. Fixes have been coming to at least improve the abysmal FPS, so hopefully, those who already purchased the title will have a better experience moving forward.

Overall, credit is due to Sword Art Online Alicization Lycoris for trying to change up the far too familiar formula of the franchise and offer both veteran and new players a brand new experience. But the problems in the plotline, gameplay, graphics, and technical issues impact it significantly. Although it’s not a bad game at all, it’s also not a very good one and becomes difficult to recommend to anyone outside of series fans.



source https://entergamingxp.com/2020/08/sword-art-online-alicization-lycoris-review-fails-to-fully-actualize-its-ambitions/?utm_source=rss&utm_medium=rss&utm_campaign=sword-art-online-alicization-lycoris-review-fails-to-fully-actualize-its-ambitions

miHoYo (Genshin Impact) Reveals Itself as Lumi’s Developer

miHoYo, the developers of Genshin Impact and Honkai Impact 3rd, turned out to be the developers of beautifully animated Virtual YouTuber YoYo Lumi.

YoYo Lumi, the super smoothly animated Vtuber using motion capture we introduced back in July, turned out to be a project by miHoYo, the company behind Honkai Impact 3rd and Genshin Impact.

On August 4, the download link for an animated desktop was shared by Lumi’s account on her official Discord. That’s when everyone there realized the connection with miHoYo, as the program is hosted on their servers and is miHoYo copyrighted. The program was later published on Twitter as well:

I was personally sure miHoYo was linked to Lumi somehow as it was too much of a coincidence for a miHoYo staff member and a certain artist who already worked for the company to be on Lumi’s official Discord. The way Lumi’s name is stylized, YoYo Lumi, like miHoYo, was a hint too. This is part of why I wrote about Lumi in the first place as I expected such an interesting development.

We now also learned that N0VA Desktop stands for “Number 0 Virtual Actress Desktop”, the actress being Lumi.

Once you’ve installed the program, it adds Lumi to your desktop, where she’ll sleep if you switch focus to a window, but wake up and play on her swing if you look at the desktop. her animations are extremily smooth as usual and she’s super cute. Though you’ll just think it’s creepy if you aren’t an anime otaku.

Some of Lumi’s dance videos can also be played as an animated desktop, and more behavior patterns should be added later on; it’s highly possible more characters will be coming in hte long run. Seeing Lumi is the “Number 0 Virtual Actress” of the project.

miHoYo also launched a survey to ask how did you first hear about Lumi’s videos. I’m personally not sure anymore where did I first see them, probably on Twitter. Be sure to mention DualShockers if you’ve discovered Lumi with us.

A new video has also been released. miHoyo publishes the YoYo Lumi videos on Chinese site bilibili with Chinese subs, and later on, YouTube with English subs. Lumi is still obscure on the English scene, and her biggest audience by far is in China, with her bilibli account having more than 91K followers. The BGM used in Episode 7 wasn’t well received by some bilibili watchers, which prompted Lumi to promise to do a Chika Fujiwara Dance video one week later.

Personally speaking, I’m interested in the animation itself and didn’t pay much mind to the music, but it’s nice the staff listens to the fans. As for the animated desktop program, while I’m a huge anime otaku since birth, I’ve never been too much into thinking 2D characters are real and the like. I won’t be one of those claiming “it’s like Lumi is real and watching you” and all that, but the desketop program is definitely an interesting idea.

I hope this different and original VTuber project and miHoYo’s hard work will get recognized, and looking forward to future updates. Though I’m sure miHoYo is focusing on Genshin right now as it’ll launch before September on PC and mobile, and in Fall on PS4.

Note that we recently participated in Genshin Impact‘s latest Closed Beta, and we’ll be sharing our impressions on the game soon. Spoilers: It’s pretty good.



source https://entergamingxp.com/2020/08/mihoyo-genshin-impact-reveals-itself-as-lumis-developer/?utm_source=rss&utm_medium=rss&utm_campaign=mihoyo-genshin-impact-reveals-itself-as-lumis-developer

Def Jam Records May be Teasing a New Game

“The streets saying we need a new Def Jam game.”

It’s been 13 years since the last true Def Jam game. 13 years too long. It seems like Def Jam Recordings — or at least the person behind their Twitter account — agrees. Monday night, the official Def Jam Records Twitter account posted a screenshot of the Def Jam: Fight For NY character select screen with the caption, “The streets saying we need a new Def Jam game.”

The next day, they followed up on their Tweet, saying, “Once our twitter hits 1M, we have a special announcement for y’all!” with a game controller at the end, implying that they had an announcement related to their fan-favorite franchise. Considering they were sitting at around 980,000 followers when they posted it, and then a few hours later they were only six thousand followers away, we’re sure to see a big announcement from them soon.

EA has made it abundantly clear that they’re interested in and working on a number of remasters of their legacy content, as well as bringing a lot of it to platforms they’ve previously left bare, like Steam and Nintendo Switch. While the likelihood of a remaster or re-release is pretty high, it’s also entirely possible that Def Jam will partner up with EA or another publisher to bring forth a wholly new game with a new — or at least updated — roster.

Considering rap, along with the music scene, in general, has changed quite a bit in the last 13 years, they’re certain to add in a few new faces if the game is a remaster or remake. A sequel or entirely new game in the franchise would also make sense since the prolific recording label teased a new game back in 2018 by asking fans who they’d like to see on the cover of a new Def Jam game.



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Dirt 5 current-gen release delayed slightly • Eurogamer.net

The current-gen and PC versions of Dirt 5 will now launch slightly later than planned, on 16th October.

Pony up for the Amplified Edition and you’ll still be getting three days’ early access, but now from 13th October.

These dates apply to the PC via Steam, PlayStation 4 and Xbox One editions of the game. PlayStation 5 and Xbox Series X versions are also on the way, but will launch at a later date.

Dirt 5 is the latest in Codemasters’ long-running rally racing series. This time around, it includes a story mode with characters voiced by… Nolan North and Troy Baker.

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Memory and perspective converge in I Am Dead • Eurogamer.net

There’s that lovely expression for a certain kind of thinking: I’m just turning it over in my head. The good cliches have a sort of power of youth to them – they remain unbanished, unbanishable. Just turning it over. The millionth time you hear it it’s as pleasing as the first time. Why? A sense of cooking, of laundry perhaps, of rocks spattering around inside the cool tube of a polisher on their way to becoming smooth. But also, the hands are invoked: thinking about something, focussing on it, turning it back and forth through the air, seeing how it feels with the fingers, noticing how it catches the light, testing the weight of the thing. Thinking with hands, with eyes.

Anyway: I Am Dead, which is coming soonish to Switch and PC, announces itself as a game about being dead. You play someone who’s dead and who encounters a lot of other dead people on a quest to uncover the secret that threatens the island where they all used to live. There’s even a pet dog in it who’s also dead. Sparky, he’s called, which may or may not be a Peanuts reference. I certainly hope so.

But I Am Dead’s actually a game about turning things over, about looking at things from different angles. It’s about memory and perspective, and it’s also about the pieces that games are made of and, I think, perhaps the tools that make those pieces. And it’s about the pieces that people are made of. Dead people sometimes. And their dogs.

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It didn’t make much sense when I first saw it. I Am Dead is made by the people behind Hohokum and – more recently – Wilmot’s Warehouse. These are both enigmatic toy-like affairs that use striking design to lure the player into worlds where a lot of the interpretation is left up to them. I Am Dead first presented itself to me as an island, a beautiful island with a lighthouse and shops on the seafront. It looked gorgeous in its Mr Men, Clarice Cliff colours and friendly chunkiness, but it also… how to put it… had Hohokum suddenly gone 3D and open-world?

A recent demo over Discord put any worries aside. We start inside the lighthouse, and the lighthouse is more toy than location. Or rather it’s both, a location built by developers who see the whole world and everything in it as a toy. The whole world and everything in it! Remember that bit.

So you can turn each floor of the lighthouse on its central spindle, and drop down floors to see what’s going on elsewhere. The lighthouse has been repurposed as a yoga spa and – I wasn’t taking scrupulous notes – it’s now run by robots. Don’t worry about any of that. What follows, as the developers suggested to me, is a sort of hidden object adventure.

And the objects are hidden in part in people’s memories. Playing as a recently deceased man and his dog, your job is to connect with various ghosts on the island. You do this, beautifully, by exploring the living people who knew them. So in the lighthouse we dive inside someone’s head as they are doing yoga practice. We have to first interrogate the memory and then search in the real world for the object that the memory focused on.

Interrogating the memory is perfect. You get a disk of blurred colour, and you use the triggers, left and right, to warp and shimmy the colours until images come into focus. There’s a wonderfully mechanical aspect to all of this – not cogs and gears, but lenses, splitting the colours, orbing the light until it spins through various wine-bottle ripples and finally resolves. This is memory: there’s something there, a flash of colour, go deeper! Go deeper! Turn it over a little in your mind. Got it!

I was not taking scrupulous notes but the memory leads to the notion that we have to go and find a medal. A medal somewhere in the lighthouse. So the object hunt begins. But it’s not quite like a typical hidden object game.

Instead, you can select any of the world’s objects and look inside it. This requires a bit of explanation. As a ghost, right, you have X-ray eyes. But X-rays aren’t quite the right metaphor. As I watched the various objects – houseplants, wrenches, a cloudy bottle – undergo the X-ray process, it’s like they’ve been put in an MRI. You get to move through them in sections. The developers told me they’d been inspired by watching gifs of a banana in an MRI – who isn’t inspired by gifs of a banana in an MRI, not even joking – and it makes sense. There is something so pleasing about turning an object over and then slicing clean through it, watching the shapes change. Plants ooze into Rorschach blotches as you spill through their leaves. The straight lines of tools have an almost laser-like quality as you move from one end to another. Everything has an inside! A radio will have bright electronics, a light bulb will have the cold twist of a filament, a grapefruit tree – I laughed with delight – reveals the separating flesh of individual segments. A fern on a wall becomes a seismograph of dancing wood – there is a fierce musicality to moving through an object in cross-section. Even the most familiar of items is suddenly playful and slightly alien.

We found the medal eventually, inside a medal case of course, and then wandered from the lighthouse into town. Stories are everywhere here, awakened by the items you find and the memories you draw out of their mottled chaos. But they’re in the environment too. Two shops in town are made from sections of the same boat. Hiding inside the hull of a ship some repairmen are secretly – oh, I shouldn’t say. Just as I shouldn’t say what’s lurking in the water tower. This is the game, I think. You progress through the puzzles, you read the memories and find the objects, but you also have to have a feel for the pleasure of slicing and scanning, peeling away layers. MRI-viewing a world of impedimenta.

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The developers admit that they make games from their own enthusiasms: chandleries, sousaphones, crustaceans, monstera deliciosa. And there’s something in the MRI scanning, in the handling of delicately chunky 3D assets that makes me think that there is a pleasure in sculpting digital objects, in actually making the elements of a game using rendering tools, that the developers are trying to pass on, to share with the player. There’s a secondary layer of challenges that gives you a cross-section and then sends you out into the world to hunt for it. It should be too tricky, but it feels like it fits into the kind of thing you’ll want to be doing anyway – pulling everything to pieces, very non-invasively, gently teasing out the internal truths of scattered objects.

And just as Hohokum never really told you who you were or what you were doing, just as nobody told Wilmot how to organise that warehouse, there is the bold inclusion of a place for the player right at the centre of I Am Dead. Even over the course of a half-hour demo, it raises interesting thoughts about the relationship between people and the stuff they own and the stuff they leave in their wake. I don’t want to say it left me with questions, because it would never be that leading, that overbearing, but there’s a nice warm bubbling brewed in the brain for sure. A lot of spirituality contains a certain disdain for things of the physical world. But when people are gone, a lot of their stuff suddenly really matters to the people left behind. You want to turn it over, in your head and in your hands.



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Xbox Game Pass Ultimate subscribers can try Android xCloud streaming today • Eurogamer.net

Xbox Game Pass Ultimate subscribers can today start streaming games to their Android phones via xCloud – a month earlier than previously announced.

This “limited beta test” will, according to Microsoft, allow a smoother transition for the service ahead of its previously advertised full roll-out to Ultimate subscribers on 15th September (thanks, The Verge).

The limitation here does not appear to be a cap on player numbers. Rather, it sounds like this test will offer a smaller catalogue of games to stream – around 30 in total.

Microsoft has promised more than 100 games will be available when xCloud officially joins Xbox Game Pass Ultimate next month.

Again, this is for Android phones only. Microsoft had previously planned an xCloud launch for iPhones as well, but has been blocked by Apple’s decision not to allow any game-streaming apps on its own store.

Apple has claimed its move is about ensuring its App Store remains “a safe and trusted place for customers to discover and download apps, and a great business oppurtunity for all developers”.

Microsoft, meanwhile, has branded Apple as standing “alone as the only general purpose platform to deny consumers from cloud gaming and game subscription services like Xbox Game Pass”.

Regardless, Android owners, you’ll simply need the Xbox Game Pass app and to have an Ultimate subscription to give xCloud a go.

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Over the Alps coming to Switch this month • Eurogamer.net

Over the Alps – released on Apple Arcade and Steam earlier in the year – is coming to Nintendo Switch on August 25th.

The narrative adventure follows a spy as they race across Switzerland on the eve of World War 2, and comes with an alluring postcard-style aesthetic and multiple endings based on your choices.

The Switch version can be played docked, or in handheld mode with touch screen support, and will receive the same free updates as other versions – including the recent King of the Mountain storyline, and a third, final episode coming soon.

Over the Alps is the debut release of Stave Studios, and is penned by Jon Ingold – known for his work on the brilliant 80 Days and Heaven’s Vault – and was a hit with Christian Donlan in our Over the Alps review.

“Some games have you from the start screen. So it is with Over the Alps, a narrative adventure from a team that’s had experience at both Inkle and Failbetter, so knows quite a bit about this narrative adventure stuff by now.”

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Oceanhorn 2 Switch Release Announced for This Fall

Oceanhorn 2: Knights of the Lost Realm sets sail for Nintendo Switch, leaving Apple Arcade exclusivity behind.

Oceanhorn 2: Knights of the Lost Realm is a follow up to the original Oceanhorn, Oceanhorn: Monster of Uncharted Seas. The original game was released on iOS back in 2013 and was later ported to Android, Nintendo Switch, PC, PS4, PS Vita and Xbox One.

It was well documented that the original game was very much a Zelda clone and our reviewer agreed, saying: “I’d respect Oceanhorn more if it was an ode to the Zelda series with its own aesthetic, story, or literally anything that would make it feel less like a clone.”

The sequel was released last September and has been available exclusively via Apple’s subscription service, Apple Arcade. The developers Cornfox & Bros. have been dropping hints via email newsletters and Twitter however that the exclusivity would be ending very soon, a notion which they confirmed today with a new video.

The new trailer shows off the game and it’s once again, unabashedly, taking more than just inspiration from The Legend of Zelda series.

While the similarities between the two games are there, the developers say:

“I don’t mind when people make comparisons with Skyward’s Sword or Breath of the Wild, it means we’re giving out the right vibes. If you compare screenshots from Call of Duty and Battlefield it might not always be obvious which one is which, but when you get to play, these games feel quite different. The same is true if you compare Oceanhorn to Zelda or Xenoblade Chronicles – they provide similar experiences but each in its own unique way.”

The developers also say that the narrative of the game more closely resembles that of a Final Fantasy game than anything else.

A console port of Oceanhorn 2 was inevitable, as porting the first game to Switch gave the series a massive surge in sales. The game hits Switch this fall and is “optimized to make the best out of Nintendo’s exceptional console and will include all the improvements seen on other platforms.”



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Playstation and Funko Collaborate for Second Wave of Figures

Ratchet, Clank, Joel, Sam Porter Bridges and Sweet Tooth are the next Sony characters to be given the Funko treatment.

Less than a month ago, Sony and figure manufacturer Funko announced a collaboration that included three of the most recognisable Playstation characters. These included Kratos with the Blades of Chaos from God of War, The Hunter from Bloodborne and Jin Sakai from recently released Ghost of Tsushima.

Now, following the first line, the two companies have confirmed that a second set of figures is due for release, containing even more of our favourite characters.

This time, the pair announced four brand new figures, again sharing a link to US Retailer GameStop where all four of the collectables will be exclusive. Each of the Playstation Funko’s are available to pre-order from the website right now.

The designs feature more of Sony’s most beloved characters from past and present. First up is a grizzled looking Joel from The Last of Us. Then, entering the line of Pop! Rides is the first crossover between Funko and PS1 classic Twisted Metal. The figure shows everyone’s favourite murderous clown, Sweet Tooth, hanging out of his ice cream truck brandishing a knife.

The collaboration offers up a double pack next with one of Sony’s most popular duos, Ratchet and Clank, who are returning soon on the PS5. Finally, and still waiting for final approvals, presumably from Kojima Productions, is Sam Porter Bridges, the protagonist from last year’s Death Stranding. The figure shows Bridges in his traditional outfit, holding a Bridge Baby.

These latest figures join a huge range of gaming characters to be immortalised in Funko form. The company recently revealed a line of Pop! Figures from Cyberpunk 2077, that include both male and female versions of the player character V and Keanu Reeve’s character Johnny Silverhand. Cyberpunk recently had the second Night City Wire event, which revealed plenty of new details about the game – including details on the three lifepaths and a variety of new weapons.



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Cyberpunk 2077 Devs Still Working on Melee Combat

Melee combat in Cyberpunk 2077 didn’t seem quite interesting for those who played the recent closed beta, but it will be improved.

The latest episode of Night City Wire delivered some new gameplay footage from highly-anticipated Cyberpunk 2077, including a new look at ranged and melee weapons in the game. The gunplay of the game looks solid and satisfying, but the development team is hard at work to bring the same level of quality to melee weapons as well.

In a recent interview with VG247, Pawel Kapala, senior gameplay designer behind Cyberpunk 2077, talked about various features of the game including melee combat. According to him, the melee combat in the game is now much better than the beta build of the game and it will still receive more improvements to be perfect at launch. Kapala said:

We’re still a couple of months before release, and I’m actually right now working on melee. We’re spending a lot of time trying to perfect that, and we basically, we’re not 100 percent happy, mostly with visual feedback on the hits, on the melee. So, we’re still working on it.

I’m happy to say that, even right now, it’s much better than it was. And it’s going to get even better. And we acknowledge that this is something that we need to perfect, basically. But as you said, melee in a first-person game is extremely difficult, from the get-go. So, it wasn’t an easy task, since we basically come from a pedigree of creating third-person perspective games. It was also a big part of our development to actually figure out, how do you do melee in a first-person perspective? We’re working on it.

I haven’t got the chance to play Cyberpunk 2077 yet but it seems the game features quite a simple combat mode when it comes to melee weapons as it’s not so easy to bring more complicated options for melee battles in first-person games compared to the third-person ones. That said, I would love to have the ability to perform various combos with a Thermal Katana if gameplay could just reach such a level.

Cyberpunk 2077 will be out on November 19 for Xbox One, PS4, and PC. Xbox Series X and PS5 versions will be available on a later date.



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You can get 15% off at The Game Collection this week • Eurogamer.net

Includes offers on Doom Eternal, Madden 21, Kingdoms of Amalur: Re-Reckoning and more!

Thanks to yet another voucher code, you can save 15 per cent off a whole host of new and upcoming releases at The Game Collection on eBay until 14th August.

I’ve chosen to highlight The Game Collection as it’s bound to be of most interest. Although, there are various other familiar sellers taking part in the promotion once again. Tech retailers Hughes Direct, Box, and Crampton and Moore are there. You’ll also find a handful of clothing, homewares and sporting goods sellers if you want to pick up a bargain elsewhere in the eBay sale.

To get the discount, all you need to do is add the code ‘PACKUP15’ at the checkout. You’ll need to spend a minimum of £20 to be eligible to use the voucher and the maximum saving you can get is £60. The code applies to your entire basket as well, so make sure you’ve got everything in there before hitting the buy button.

Anyway, onto the games!

In terms of recent releases, the standout offers are on Doom Eternal and Death Stranding for under £30. With the first DLC on the way for the former, now’s a good time to get ripping and tearing. Any others worth a look I’ve dropped in below.

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Looking a little further ahead, there are some good offers on a number of this year’s upcoming games – especially for fans of the sports sim. Sadly, there doesn’t seem to be a discount on FIFA, but the latest iterations of Madden and UFC are both reduced handsomely.




Many more PS4 and Xbox One bargains await over at Jelly Deals. Looking to upgrade your console storage? Well, you can find our pick for the best PS4 external hard drive and best external hard drive for Xbox One to solve that problem. We’ve also got all the cheapest PS Plus offers and where to find the best deal for Xbox Game Pass Ultimate should you need to top up your subscription time.


As we’ve seen from these eBay offers in the past, stock can come and go quite quickly so don’t miss your opportunity for a bargain. If any new games are added or relisted throughout the week I’ll be sure to keep this page updated.



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After years of development, the GoldenEye 25 fan remake just got lawyered • Eurogamer.net

Back in 2018, we reported on one fan’s ambitious project to remake the entire N64 GoldenEye 007 campaign in Unreal Engine 4. The aim was to release a polished version of the ancient single-player mode in time for the game’s 25th anniversary in 2022.

It seemed like a lot of work but, a year later, GoldenEye 25 creator Ben Colcough seemed to be making good progress. Now, two years in, the project should have been halfway to the finish line.

Step up 2020. Last night, the game’s Twitter account posted to say it had been “kindly asked by the IP holder (MGM/Danjaq) to cease development of GoldenEye 25.

“This was always in the back of our heads as a possibility but we’ve tried our best to keep going. Of course we will comply and want to thank you for your ongoing support.

“We cannot do a Bond game but we can still do a great game with all the beloved aspects of our favourite 90’s action shooter. If you are still interested in following us, please come over to @projectianus where we will share development of our new game.

“This account will be deleted by Friday at the latest.”

So, GoldenEye 25 is dead, but the project lives on. Writing on the new Project Ianus account, Colcough confirmed development will continue on this “original game” without using the names or likenesses of James Bond characters.

On the upside, stripping the game of its Bond references means the project can now release on Steam, as well as potentially on consoles.

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We’ll keep a golden eye on any future updates – and while it lasts, here’s a look at the project in action from a year ago:

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Fall Guys To Offer In-Game Reward As Apology For Server Issues

Mediatonic to thank players for their understanding with a currently unknown in-game item.

If you’ve not heard of Fall Guys yet you’ve definitely been living under a rock. The game has become an absolute phenomenon on Twitter with players sharing hilarious videos, creating their own skins for the “Beans” and watching on in the hope that Mediatonic manages to pull off some awesome collaborations.

It’s not only Twitter where Fall Guys has been a success either. The game smashed 1.5 million players within the first 24 hours and has already clocked up 2 million sales on Steam, despite being free this month on Playstation Plus.

The huge number of players hasn’t come without issues however. On launch day the servers struggled so much that some players decided to review bomb the game on Steam, despite calls from the developers requesting they don’t. Since then, the game has been down for server maintenance on a regular basis.

Despite this however, and ignoring the minority who decided to review bomb the game, fans have been very understanding, an act that hasn’t gone unnoticed by the developers. In a post on Steam, they said:

“As an apology to you all, and a thank you for bearing with us, we’d like to give you an in-game reward. We’re still working out what this will be exactly, and the technical side of gifting it to you all, but we’ll have more details on that soon.”

A nice gesture from Mediatonic for those who have been supporting the game over the past week. It will be interesting to see what they decide to dish out.

Fall Guys is likely a game that’s going to rely heavily on cosmetic items, with some awesome collaborations already out and some fun items that have already hit the in-game store. Players who pre-ordered the game on Steam received a Gordon Freeman outfit from Valve’s Half-Life Series and since then there’s been another crossover with Half-Life, this time Alyx, and Hotline Miami.

Fall Guys is out now on both PC and PS4 and you can read our review of the game right now.



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Stilstand Touches on Mental Health Themes, Due to Launch This Month

The game is based on Ida Hartmann’s hand-drawn comics and personal writings.

A stylistic looking game called Stilstand has been announced today and is due to be launching this month on PC and mobile devices. The game looks to touch on mental health themes and has hand-drawn elements.

Developed by Niila Games, Stilstand is based on Ida Hartmann’s hand-drawn comics and personal writings. The game deals with the concept of loneliness when your world is falling apart and trying to find yourself. It’s said to be a darkly comedic interactive graphic novel that follows a woman struggling with anxiety and loneliness while in Copenhagen. To help her, a shadow monster lives in her apartment. The protagonist also searches for love and adventure through the use of text messages and social media.

Players can expect to experience a story about high expectations and fragile emotional life that many young people struggle with. And it seems to show real-life observations through weird and mystical moments. Apparently players can flip through the pages and interact with said pages with mini-games. A trailer showing the comedic nature of the gameplay and serious tones is above.

The gameplay appears to be rather simplistic and fun which also looks like it’s a good fit for mobile devices. However, it’s also due to be heading to PC on Steam. The art-style is certainly interesting and dark.

Stilstand will launch on August 27 for PC, iOS, and Android.



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