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  News - Feature: One Year In, What do the Pros Think of Super Smash Bros. Ultimate?
Posted by: xSicKxBot - 12-28-2019, 02:34 PM - Forum: Nintendo Discussion - No Replies

Feature: One Year In, What do the Pros Think of Super Smash Bros. Ultimate?


Traditionally, a one year anniversary is celebrated with paper. That definitely won’t be a problem for Super Smash Bros. Ultimate’s own one year anniversary; with a couple of months to spare, Nintendo’s mascot fighting game is already the best selling fighting video game of all time.

Nintendo sold as many copies of Smash Bros. Ultimate (15.71 million) in nine months than Street Fighter II (15.5 million) and its countless iterations have sold over 28 years. Ultimate has sold more copies than Nintendo sold Wii U consoles in that machine’s entire lifetime on the market. Ultimate can almost claim a ridiculous 1:3 adoption rate among people who own a Nintendo Switch.

So alright already, we get it – you all like to play Smash Bros. a lot. But today, we’re not focusing on all 15.71 million of you. Instead, we wanted to see how the ‘best of the best’ feel about the game after they’ve had a year to settle down with its ‘Everyone-Is-Here’ approach.

How are professional Smash players feeling about Ultimate, one year later?

Last year, Nintendo Life spoke to a select handful of professional players, tournament organizers, and eSports announcers to get a gauge on how they were preparing for the premiere of Nintendo’s then-unreleased fighting game. To mark the one year anniversary of Ultimate, we returned to many of those same players (plus a few new ones) and followed up on many of the original questions, including their reactions to Nintendo’s support of their scene, who they think is the best player, as well as the best characters going into 2020.

Here’s what they said.

How Are Pros Playing Smash?



Guess what? Smashers like to stream themselves playing Smash Bros. Ultimate.

Before Ultimate was released, it was an easy prediction that streaming and content creation were both going to ramp up for this first Smash Bros. game released during the modern internet era. The real question is, how well has the streaming and content creation all come along?

Well, the view isn’t terrible from the top. But one year in, the competitive community at large still has an appreciable amount of ground to cover, if you’re judging it by other eSport or gaming standards.

Last time, we used Twitch followers as a metric to see how Smash for Wii U (Smash 4) compared to its contemporaries, and by that measure – at least on Twitch – Smash Ultimate is just about the king of the fighting genre.

Here are the follower counts for ten relevant fighting titles on Twitch, as of this publication:

  1. Super Smash Bros. Ultimate – 1.6 million
  2. Dragon Ball FighterZ – 1.6 million
  3. Street Fighter V – 1.4 million
  4. Tekken 7 – 1.2 million
  5. Super Smash Bros. Melee – 1 million
  6. Mortal Kombat 11 – 682k
  7. Injustice 2 – 535k
  8. EA Sports UFC 3 – 361k
  9. Jump Force – 113k
  10. Soul Calibur VI – 96k

(Note that while Dragon Ball FighterZ and Ultimate share an overhead tie for number of followers, Ultimate tends to beat it out when it comes to average number of streamers, and is likely to outlast it overall, at least if Super Smash Bros. Melee’s existence on this list is any indication.)

Even though these are nowhere near the numbers of games like Fortnite (50.3 million), Counter-Strike: GO (19.3 million), or League of Legends (22.2 million), it’s pretty clear that the general public has a taste for Ultimate, pushing the game well beyond what Smash 4 accomplished in a far shorter time. This is in no small part due to the Switch’s larger install base. “You can go on Twitch any time and see a few smashers with 100-plus viewers on stream, sometimes even more than 1,000. Many people have had their Twitter following double, or even triple,” says Samuel “Dabuz” Buzby to Nintendo Life about Ultimate’s accomplishment.

Smash enjoys a decent presence over on YouTube as well, where many of the top individual competitors enjoy subscription amounts ranging roughly between 100-200k at the high end. Not bad!

A notable, major outlier, however, is Gonzalo “ZeRo” Barrios, the undisputed best Smash 4 player who today currently enjoys 819k subscribers, despite opting to hardly compete in the Ultimate professional circuit. That he has found success without competing highlights the glaring change in how the pros are playing Smash since Ultimate’s release.


Smash players are en masse no longer in the business of pushing tournament-level play. They’ve largely moved on to patch and DLC reaction videos, character highlights, playing non-Smash games, and just-plain memeing. That’s where the ad revenue money is, and they’re now in competition with non-Smash Bros. focused channels who post about Smash Bros. on the side. Perennial Smash contender Jason “Mew2King” Zimmerman agrees with this change in philosophy. “If, say, Mr. Game & Watch wins a big tournament or performs very well… it might be a good idea to look into that character, research it, and make a video on it.” He adds, “At (the) game’s release, many people want to do content such as World of Light or other one-player modes… I personally did a World of Light run without using Spirits to make it more challenging and fun.”

The 23-year-old “ZeRo” Barrios is so successful at this new approach one year into Ultimate, Facebook just signed him to an exclusivity streaming deal.


And it’s apparently working out pretty well.


And this is the road that will continue to be taken, because headline players like “ZeRo”, who has entered a “whopping” two Ultimate tournaments to date, correctly realize they literally can make far more money streaming themselves watching a tournament than they can playing in a tournament. (Barrios himself did not respond for comment.)

And that brings us to the next major headline about the Smash pro scene one year in.

Where’s The Money?



Literally every single person interviewed for this piece brought up this same sentiment without provocation: the first year of Smash Ultimate has done very little to change the relatively tiny pots for Super Smash Bros. tournaments.

esportsearnings.com lists Smash Ultimate at $1,089,813.75 overall earnings from mainline tournaments in 2019. It sounds like a lot, right? It’s not. That total is good for a ridiculously low 55th place, despite almost 1,000 separate tournaments and several thousands of registered players, which dwarfs most other titles. If you click to see the list for yourself, you might be shocked to see some of the decades-old titles that are bringing in more money with typically a fraction of the amount of mindshare.

“The payout for Smash Ultimate is downright embarrassing,” says Juan “Hungrybox” DeBiedma to Nintendo Life, the world’s best Super Smash Bros. Melee player. “It is tragic how little money the top players make for competing at events compared to the viewership and the impressions that this game gets on a social basis. It is a travesty. This needs to change.”

Some players were quick to cite some improvements over the pools from previous games in the series, however. “The payout of the tournaments have been better than Smash 4… but I still think it’s too bad compared to other fighting games,” tells us Leonardo “MKLeo” Lopez Perez, the top-ranked Ultimate player one year in. “Many people make more than I made in 14 years, by just winning or placing high at one single event,” laments Zimmerman.

So sure, things are better than the miserly monetary support of Smash 64, Melee (back then), and Brawl. But the money still isn’t great.

If there is any credit to throw Nintendo’s way regarding how it’s handled this problem, it’s this: after Ultimate, the company is both more aware of and involved with the professional gaming scene today than at any other point in its long existence. It runs an official eSports Twitter account where it shouts out highlight plays from top players across multiple games. It has put on intermittent online tournaments in America, Europe, and Japan. Nintendo hosted a glitzy, competitive event to coincide with the gaming industry’s flagship E3 expo, albeit to mixed results. And in the so-close-but-yet-so-far department, Nintendo is an official sponsor for major fighting game tournaments, including the flagship fighting game EVO series. This year it was, in fact, Ultimate that broke all-time EVO viewership records with 279,000 people tuning in to watch the final set.

But the majority of all of that stuff, specifically the part where the big, red Nintendo logo is officially broadcast onto 279,000 monitors, tablets, and smartphones, should not be mistaken as full-on support. It’s smart marketing. And to the surprise of nobody, Ultimate’s release has not helped birth an equivalent to The Capcom Cup, with its prize pool of $250,000, let alone the Starcraft World Championship Series with $600,000 or the Fortnite World Cup’s out of this world $30 million.

And even though they’re not shocked, the pros are still hurt.

”Only the top [players] make enough money from events to attend more,” explains Buzby. Buzby describes the range of 7th-13th place, let alone bottom 32 or beyond, as monetarily worthless. “These are the placings where you’re breaking even or even losing money for attending the events.” Thinking of going out there and trying yourself? Well, it’s extremely difficult to make top 16 even in a tournament of 50 participants, let alone hundreds or thousands of participants. Many of those interviewed suggest that in 2019, the only way to exist as a “professional Smash player” is through content making and sponsorship, not placement alone.


Are sponsorship opportunities picking up any slack? On the topic of sponsorship, Victoria “VikkiKitty” Pérez, professional announcer for various Smash Bros. tournaments and events, has seen an expanded interest. “We have Cloud9, TSM, Liquid, NRG, eUnited and so many other talented players joining large orgs.” This has extended into the Melee scene as well, despite the fact that Smash players are at an overall disadvantage compared to streamers who can be sponsored by more traditional PC and controller makers.

Yet regardless of what they hold in their hands or wear on their shirts, the skill level needed to be watched by a well over a quarter of a million people, and therefore be sponsored, remains upper-echelon. Sponsored or not, these smashers are bringing in tons of ad revenue for lots of people. It’s just not an achievement Nintendo wants to sponsor, unlike other gaming companies.

“It’s the only company that really isn’t putting money into pot bonuses, even though they very, very easily could,” “Hungrybox” DeBiedma emphasizes.

One year in, little has changed from the past regarding Smash’s ongoing professional prospects, institutionally speaking.

Is The Gameplay Good?



Ultimate’s overall gameplay is seen as a net positive by the pros.

This year has seen this latest Smash game develop in ways largely similar to the game that preceded it, with all its improvements not easily felt by most casual observers. But its subtle refinements to its pacing and internal logic have been strongly felt and appreciated by the pro community.

“It’s been a year since Smash Ultimate came out and I don’t feel disappointed, this is the best smash game in my opinion,” says “MKLeo” Lopez Perez.

“I absolutely love this game both as an organizer, player, and a fan,” says Bassem “Bear” Dahdouh, eSports Manager of Esports Arena Las Vegas and co-organizer for Genesis, EVO, and more. “I enjoy the vast amount of characters part of the lineup along with the various top-level play that can be watched among the professional players. The game has surpassed my expectations.”

Dahdouh adds that he also appreciates the changes in the functionality of the game, not just its gameplay. “In an organizational aspect, it’s leaps easier to host events for the game, given the versatile nature of the game along with multiple ways to ensure all characters are unlocked if a mass amount of setups are needed.”

With (mostly) only the smallest of quibbles here and there, like wistful hopes for additional modes or a fix to the character Hero by making his on-screen menu move legible in all languages, every person interviewed was in agreement that the meat of Smash Ultimate makes for not just an acceptable competitive game, but an exceptional one.

And in case you are wondering, yeah, all the pros said they use the GameCube controller – exclusively.

How’s The Online Mode?



If there is one major complaint the pros have about Ultimate one year into its existence beyond monetary support, it was expressed loud and clear: the online functionality needs improvement.

“This is my biggest gripe with Ultimate,” begins “Dabuz” Buzby, “Online is hard to use for practice because the native input delay in Ultimate, plus the minimum input delay for netplay, ruins execution and skews tier lists hard. I have really good internet and even when I play someone else with good internet living near me, it’s noticeably different [than local play].” Adds “VikkiKitty” Perez, “It’s very common to run into players with unstable internet connections, which allows them to cheat and farm wins off of other players.”

In addition to complaints about the lack of native servers and better netcode and therefore the lack of stability, there were qualms with the functionality of the online mode, as well.

Buzby adds, “The lack of a true ranking is a bit underwhelming, GSP isn’t a good substitute, and I wish there were more matchmaking modes, like items only, ‘crazy’ stages only, (free for all) only, etc., instead of having to set your own rules and hope you get a match with them. And since we only have ranked play or arenas, there’s no fun casual mode, something Smash 4 had.”

Which Character Is the Best?



Are you only reading this article to figure out which character will help you beat all of your friends?

Well, pro Smash players aren’t exactly sure who the very best character is, if such a thing can exist among a roster of 75. But they have a pretty good idea who can help you out.

The most common responses we heard when asking for the best character were Joker, Pikachu, and Peach. Some of the other characters most frequently name-dropped include Snake, Palutena, Zero Suit Samus, and newcomer Terry Bogard.

Who does “MKLeo” Lopez Perez, the top-ranked Ultimate player who predominantly plays as Joker, feel is the best character?

“I personally think Pikachu and Peach are the best characters. I remember that I used to think Link was the best…so I would say my opinion and metagame changed a lot from the beginning.”

This speaks to the malleable nature of Smash Ultimate and its character balance. The game has seen no fewer than 13 patches, and is also already within striking distance of the release of a fifth downloadable character.

“Nintendo’s patches have continued to be very conservative compared to any other fighting game or eSport – always a half step forward, zero steps back.” explains Kyle “Thinkaman” Brockman, a Smashboards moderator and meta contributor.

“Patch 3.1 was the most notable – the development team gave modest nerfs to five characters, who happened to be exactly the top five characters according to aggregate pro player opinions at that point (i.e., Wolf, Pichu, Peach, Olimar, and Lucina). Each of these characters (are) still performing very well, but now more in-line with the other top characters.” In this way, he describes Nintendo’s approach as attentive, but slow-but-steady. “They have focused on giving medium-sized sets of buffs to only six or so characters at a time. We’ve usually seen small but obvious jumps in tournament performance from this, but never anything destabilizing.”

That Nintendo is adjusting characters in response to actual tournament results is a revelation to many players who had grown accustomed to balance changes for seemingly random characters in the Smash games previous. And the fact that Ultimate has done such a great job at being balanced with such a huge roster is frankly, a feat never been done before in a fighting game before it.

“Despite 75 unique characters – 75 chances to screw up the balance – things are pretty good. In the last year, 59 characters have been played in the top 8 of national tournaments; 67 if you include large regionals and medium-sized countries like Australia. These are frankly incredible numbers,” adds Brockman.

There do exist tier lists for Ultimate, of course. But if you’re good enough with a character, odds are you might be able to go out there and change the tier list … maybe single-handedly. Go for it.

Who Are The Top Players?



Has the personnel changed much from Smash 4 into Ultimate? Among the survey questions, we asked the top players who among them they felt were the best.

Buzby summarizes the overall scene like this, “The rankings between the end of Smash 4 and Ultimate are largely the same among American players, but very different for the international players.”

On who is ranking specifically, “While ordering is different, players that transitioned well into Ultimate are MKLeo, Nairo, Tweek, Marss, Samsora, Cosmos, Void, Esam, (and myself). The people that became less impactful on the rankings sadly are Mr.R , Larry, Komorikiri, and KEN. Finally, new names or people that experienced a big boost in results between games are Zackray, Gluttony, Shuton, Maister, and Dark Wizzy.”

“Hungrybox” DeBiedma echoes much of these sentiments while surveying the scene that has seen some players like ZeRo leaving for content creation over playing competitively. “Japan is still very, very powerful. MKLeo is still the god of both games. Nairo is a top player. Tweek now (is) one of the top ones. The only thing (I think) that isn’t going to change (going forward)…is MKLeo being the best and Samsora being top three.”

What About Melee?



The question that always persists between Smash titles is whether or not Super Smash Bros. Melee – the longstanding, hyper-competitive game released in 2001 – will finally be put to rest by the newest version.

Well, if you were waiting on it, it’s not happening. One year into Ultimate, Melee isn’t going anywhere. In some ways, it’s bigger than ever. And unlike times in the past, the players seem pretty happy with this coexistence.

“[The release of Ultimate] has been only good [for Melee], I think,” says “Hungrybox” DeBiedma, still the top Melee player on the scene. “The focus on tournaments happening is more geared towards Ultimate, but Melee has peacefully coexisted with Ultimate for awhile. And at many events, Melee has not only matched viewership, in some cases, it’s actually had a higher viewership… which is really, really interesting to see.”

Many players said they played one of Ultimate or Melee casually, though only one surveyed said they continued to play both games at a high level.

“I decided to stop playing Melee for a year to play Ultimate since I wanted to do something different and new. However, sometimes I find that switching the games can be difficult, as I often do different types of ‘survival DI’ in each game…which can negatively affect me in tournaments since it changes my recent muscle memory and habits.” says “Mew2King” Zimmerman, a frequent competitor to both games at a high level. He describes the biggest hurdle towards being a dual competitor as the technological difference between the titles.

“The hardest part for me between switching Smash games is the difference in input delay. Melee has very minimal input delay, whereas Ultimate has many frames of input delay, and I find this difficult, personally.”

Still, more and more players from the Melee community are making the jump. Says “MKLeo” Lopez Perez on this symbiosis, “Melee has been always a pleasure to watch and I’m glad people like Leffen, Armada and Plup are in the Ultimate community now.”

This is the landscape DeBiedma foresees for all Smash scenes going forward. “I think for the remainder of time, as long as there is no re-release, or HD (version), or any true sequel to Melee, Smash majors will always have Melee and ‘insert newest Smash title here’. We take pride in the games that are special.”

What’s Next For Ultimate’s Pros?



One year in, the pros continue to learn, play, and adapt. In a wild year that has seen this fighting game take off financially in unprecedented fashion, curious futurists can simply take every single section of this article and multiply it. It’s not rocket science.

There will be more content made on YouTube and Twitch, Ultimate will be featured at more big-name tournaments, there will be more tier lists, and there will be much more DLC. Nintendo has already announced more characters beyond the five more already promised, in fact.

The only things not guaranteed in 2020 and beyond are the other things Nintendo themselves control: iteration on online functionality, and the financial impetus for enthusiasts to keep on attending tournaments and competing, unless they are also part-time or full-time content creators or announcers.

“We need developer support. I can’t stress this enough,” says ”Hungrybox” DeBiedma. “Nintendo, given the resources that they have and given what every other company who creates fighting games (have) done – whether it’s Capcom for the Capcom Cup, for instance, or any of the huge Mortal Kombat Cups that are run, we need developer support.”

Some players have suggested a professionally-sponsored circuit would bring in the needed organization, sponsorship, and structure these players and commentators need. There is no indication that is on the horizon.

Overall, the pros are playing the same game you are, and they seem to be loving it and pushing it as far as the game can go. It’s just that when they boot up the game, they say they’re concerned with figuring out how to parlay their unmatched skills at playing, talking about, and organizing Smash Bros. within an economic landscape that is increasingly rewarding them for their dedication, yet alongside a developer that continues to keep them at arm’s length.

And so this is what’s on the mind of professional Smash players these days: going into 2020, Nintendo is now the owner of the most popular fighting game of all time. What are they going to do with it?


We’d like to give a massive thank you to Robert Paul for allowing us to use his incredible photos to illustrate this piece, as well as all the participants who shared their thoughts for this piece.



https://www.sickgaming.net/blog/2019/12/...-ultimate/

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  News - Silent Hills Hacker Finds Their Way Into The Town In The P.T. Demo
Posted by: xSicKxBot - 12-28-2019, 02:34 PM - Forum: Lounge - No Replies

Silent Hills Hacker Finds Their Way Into The Town In The P.T. Demo

Silent Hills, despite having been cancelled back in 2015, continues to serve up new mysteries and reveals years later thanks to the work of one enterprising YouTuber. The town of Silent Hill appears briefly in the final cutscene of the game's demo, P.T. (short for playable teaser,) and game hacker Lance McDonald has found a way to walk through director Hideo Kojima's version of it.

McDonald, who previously revealed that Lisa follows you throughout the game and that you're playing as Norman Reedus the whole time, was able to connect the map for the town to a doorway from early in the demo, but there was an initial problem--because the town was not designed for the player to walk through, there's no collision, and you fall through the ground immediately.

Incredibly, Lisa pops up and grabs you if this happens, allowing the game to reset any player who manages to clip through the environment (which also gives the video below a proper jump scare.)

To counteract this, McDonald had to patch the game to make the player float slightly above the ground, which allows him to explore the town without issue.

If you've finished P.T., you'll recognize the trail of blood on the ground--McDonald follows it, but it doesn't lead anywhere too exciting. In fact, Silent Hill, quite eerily, feels like a regular town in many ways. There are a lot of low-poly assets, but also lots of attention to detail--the air conditioners and staircases have been hand-placed on each building to avoid repetition, for instance, and potted plants are placed realistically.

As McDonald notes, the town feels simultaneously under construction and abandoned, which is a hallmark of the Silent Hill series. It also stretches back quite far, and features a mysterious bridge that you can walk under right in the middle of the street at the edge of the map.

There are no major revelations or reveals here, but it's a very interesting look at how Silent Hill itself might have looked if the game was ever completed. Instead, Kojima and Norman Reedus went on to create Death Stranding.

Kojima has recently hinted at a return to horror, and while we won't be seeing him work on the Silent Hill franchise any time soon, it's possible that he'll return to some of his ideas for the game in the future.


https://www.gamespot.com/articles/silent...0-6472413/

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  News - A Xenosaga Collection Was Scrapped Due To Profitability Concerns
Posted by: xSicKxBot - 12-28-2019, 07:03 AM - Forum: Nintendo Discussion - No Replies

A Xenosaga Collection Was Scrapped Due To Profitability Concerns

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A collection of games in the “Xeno” series was canned because Bandai Namco was concerned it wouldn’t sell in the numbers required to turn a profit, according to general manager Katsuhiro Harada.

The series – which began life on the PlayStation in 1998 with Xenogears and includes six entries on the PlayStation 2 – laid the foundations for Xenoblade Chronicles, Xenoblade Chronicles X and Xenoblade Chronicles 2, all of which are Nintendo exclusives.

Given the interest in the franchise, you’d think it would be a dead cert as far as a collection was concerned, but that’s not the case, says Harada – although some work was carried out before the plug was pulled:

This actually progressed to the remaster’s plan, but failed in a profitable market analysis. Sorry guys, This plan will be difficult to resurface…

To be fair, not all of the Xenosaga games made it to the west so any collection would involve a considerable amount of localisation work.

Would you have bought this collection if it had happened? Let us know with a comment.



https://www.sickgaming.net/blog/2019/12/...-concerns/

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  News - Talking Point: Switch Lite Expanded The Console’s Reach In 2019
Posted by: xSicKxBot - 12-28-2019, 07:03 AM - Forum: Nintendo Discussion - No Replies

Talking Point: Switch Lite Expanded The Console’s Reach In 2019


Switch Lite© Nintendo Life

In this series of end-of-year features, we’re summing up some of 2019’s biggest talking points.


2019’s biggest talking point from a pure hardware perspective was the release of the Switch Lite, Nintendo’s first major revision of the popular Switch system. While it removes some of the console’s core features – such as the ability to ‘switch’ between portable and home console modes – its solid design and lower price will make it a very appealing prospect for parents with young children.

Indeed, the Switch Lite is expected to fill the void left by the departing 3DS range, which will surely see the end of the line in 2020. While seasoned Switch players will no doubt be waiting for the arrival of the inevitable ‘Pro’ model, the Lite offers the ideal entry point for newcomers – and those dedicated enough to need a second Switch console for long trips.

There were some who doubted the sense in creating a Switch which can’t switch, but the sales figures justify Nintendo’s approach; the Switch Lite has sold strongly, as has the original model, throughout 2019. The introduction of a second SKU alongside an already decent selling platform means Nintendo may well achieve the goal of beating the Wii’s lifetime sales – although the DS may be out of reach.

Did you pick up a Switch Lite in 2019, or do you still think it’s a pointless console, given that it can’t toggle between handheld and docked modes? Let us know with a comment.



https://www.sickgaming.net/blog/2019/12/...h-in-2019/

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  AppleInsider - Apple to donate to Australian brush fire relief efforts
Posted by: xSicKxBot - 12-28-2019, 12:31 AM - Forum: Apples Mac and OS X - No Replies

Apple to donate to Australian brush fire relief efforts

 

Apple will donate funds to ongoing relief efforts in Australia, where a dangerous combination of record temperatures, high winds and drought over the past two months set the stage for dozens of devastating brush fires.

Australia Brush Fire

Source: AP via NPR

Apple CEO Tim Cook in a tweet on Thursday extended sympathy to Australians impacted by the more than 100 fires that pock mark the landscape in New South Wales, Queensland and South Australia.

“Our hearts are with those impacted by the Australian bushfires and with the courageous volunteer force fighting the unprecedented blazes across the country—please stay safe,” Cook said in a tweet. “Apple will be donating to support relief efforts.”

Cook did not specify how Apple will contribute, though the company has in the past donated funds to local non-profits and emergency service organizations during similar situations.

Australian firefighting agencies are currently battling a series of blazes across multiple states, a collective conflagration thought to be among the worst on record. The fires, sparked by extreme seasonal weather conditions, have destroyed towns, millions of acres of land and claimed the lives of at least nine people.

Australia’s brush fires are taking a toll on local fauna, with recent reports estimating the decimation of some 30% of NSW’s koala population.

The country declared a national emergency last week. Federal and state firefighters from the U.S. were sent to Australia to assist in quelling the wild fires this week.

Apple commonly responds to catastrophes and natural disasters with financial aid. In 2018 the company provided $1 million contributions for victims of the Kerala floods in India, relief efforts following the Sulawesi earthquake and tsunami in Indonesia, and Red Cross activity after the California wild fires and Hurricane Florence. Apple last donated to an emergency relief effort during this year’s bout of California wild fires in October.



https://www.sickgaming.net/blog/2019/12/...f-efforts/

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  Fedora - Top articles of 2019: For desktop users
Posted by: xSicKxBot - 12-28-2019, 12:31 AM - Forum: Linux, FreeBSD, and Unix types - No Replies

Top articles of 2019: For desktop users

It’s this time of the year again — the time to reflect, and look back at some Fedora Magazine’s most popular articles in 2019. This time it’s all about desktop users. Let’s highlight a few of the many articles written by our great contributors in 2019, focusing on Fedora as a desktop OS.

Dash to Dock extension for Workstation


When you’re serious about your desktop, and perhaps using many applications, you might want to see what’s going on at all times. Or at least the icons. The article below shows you how to have a dock at the bottom of your screen, with all your apps — both running and favourites — visible at all times.



Tweaking the look of Workstation with themes


When you like how your Linux desktop works, but not so much how it looks, there is a solution. The following article shows you how to tweak the look of your windows, icons, the mouse cursor, and the whole environment as well — all that within GNOME, the Workstation’s default environment.



i3 with multiple monitors


One of the great things about Linux desktop is the never ending possibilities of customisation. And that includes window managers, too! The following article shows how to use one of the very popular ones — i3 — with multiple monitors.



IceWM


If you’re looking for speed, simplicity, and getting out of the user’s way, you might like IceWM. The following article introduces this minimal window manager, and helps you install it, too, should you be interested.



Stay tuned for even more upcoming “Best of 2019” articles. All of us at the Magazine hope you have a relaxing holiday season, and wish you a happy new year.



https://www.sickgaming.net/blog/2019/12/...top-users/

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  News - Random: Why Pikachu Is No Longer As Chubby As It Once Was
Posted by: xSicKxBot - 12-28-2019, 12:31 AM - Forum: Nintendo Discussion - No Replies

Random: Why Pikachu Is No Longer As Chubby As It Once Was

Pictured: Pikachu and Gigantamax Pikachu

When Pokémon first arrived on the Game Boy in 1996, Pikachu was illustrated as a plump electric rodent that looked far from agile. It wasn’t until later on in the series, the face of the pocket monster franchise got an artistic makeover, making him slightly less chubby.

What was the reason behind the change, though? If it wasn’t already obvious, it was due to the influence of the anime series at the time. During an interview with the Yomiuri Newspaper in 2018 – as recently shared by YouTuber Dr. Lava – the character designer and art director of the Pokémon series Ken Sugimori explained these changes in detail:

We were also influenced by the introduction of the [anime]. Since the animation had them doing a variety of movements, including human-like gestures, we changed the shape of Pikachu’s body to make acting easier. While Pikachu was originally very short and stout, we gradually gave it a more defined neck and elongated its spine

The Pikachu appearing in the Pokemon series after the broadcast of the animated series was influenced by how it appeared in the show. Also, I had no idea they were going to make it cry ‘Pikachu.’ It’s like a cat crying out the word ‘cat.’.

If you miss the older version of Pikachu, the recent release of Pokémon Sword and Shield on the Switch somewhat makes up for it, with the addition of Gigantamax Pikachu. This Pikachu has little resemblance to the famous one we know and love nowadays and is arguably closer to the original Pokémon design.

Do you like the current design of Pikachu? Have you encountered its Gigantamax version in Sword and Shield yet? Leave a comment down below.



https://www.sickgaming.net/blog/2019/12/...-once-was/

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  News - Psychonauts 2 - Tony Wilson's Most Anticipated Game Of 2020
Posted by: xSicKxBot - 12-28-2019, 12:31 AM - Forum: Lounge - No Replies

Psychonauts 2 - Tony Wilson's Most Anticipated Game Of 2020

2020 is almost here, so we've asked GameSpot's staff to share which games they're looking forward to most in the new year. New consoles are going to dominate the headlines, but at the end of the day it's all about the games, and there are a ton of exciting ones to look forward to. When you're done reading this entry, follow along with all of our other end-of-the-year coverage collected in our Best of 2019 hub and our Most Anticipated of 2020 hub.

When the original Psychonauts launched in 2005, the platformer's heyday was already fizzling out--contemporary action games like God of War, Resident Evil 4, and Gears of War saw to that. Fortunately, platformers are far more common again these days thanks to indie developers, which has once again saturated the genre. Still, I look to Psychonauts 2 to remind me why I love the platformers, but in new ways.

In Psychonauts 2, I am most excited about the level design. The original game's stages were created around the psyche of various characters whom our hero Raz is trying to help. Physical education teacher Coach Oleander sees the world as a Normandy-esque battlefield; conspiracy-theory loving security guard Boyd Cooper is plagued with anxieties of undercover milkmen secretly spying on suburban households. This reflexive level design is the embodiment of "show, don't tell," a narrative concept that lets the player discover more about characters without overlong cutscenes or expository text boxes. And the ideas are ridiculous enough that you can laugh at each stage you're leaping through--there's a circus made of meat in there for Crueller's sake.

I'm excited to see what level design concepts the sequel explores, especially since we'll be meeting a whole new cast of characters. The adventure picks up right where VR spin-off Rhombus of Ruin left off, with Raz and company arriving at Psychonauts HQ. Apparently, the organization has been up to no good, and at least one agent has been dabbling in necromancy. I can't even imagine what mental gymnastics they did to justify that--or what literal gymnastics I'll do in the level based on this necromancer's mind.

It's been a long journey for Psychonauts 2, one that started with a super successful Kickstarter campaign in January 2016. We didn't end up seeing an official first trailer until The Game Awards 2018. Despite the surprise reveal, the sequel was later pushed back until at least 2019--the first of two delays. The second came after Microsoft acquired developer Double Fine, who, despite announcing it'll be publishing Psychonauts 2, will still be releasing the game on PS4 and PC as well. However, just a few weeks after that announcement, the game was delayed again, this time into 2020. I genuinely hope that's the last one because I want to get my telekinetic hands around Psychonauts 2 soon.


https://www.gamespot.com/articles/psycho...0-6472379/

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  Xbox Wire - Vigor Introduces Battle Pass with Update 1.2: Preppers
Posted by: xSicKxBot - 12-27-2019, 11:14 PM - Forum: Xbox Discussion - No Replies

Vigor Introduces Battle Pass with Update 1.2: Preppers

Summary


  • Update 1.2: Preppers includes a ton of new additions and tweaks to Vigor on Xbox One
  • Included in Update 1.2 is the addition of the Battle Pass
  • Players can opt to get the premium pass at any time within the season, instantly unlocking all the rewards from levels already achieved

Hei Outlanders.

Update 1.1: Bridges was an interesting ride for everyone. The Buried Caches became a focal point of encounters for many Outlanders, a brand-new map challenged inexperienced and veteran players alike, and the introduction of weight influence was… well… a love-hate feature within the community. We followed 1.1 with minor updates that improved the overall experience (at the cost of some hiccoughs) – be it increasing the number of Crowns in every package, improving matchmaking, or adding the option to risk more for the chance of better rewards with multiple boosters. Update 1.2: Preppers aims to amplify these efforts with a ton of new additions and tweaks.

Vigor

The Battle Pass

Possibly the most prominent addition is the Battle Pass. You asked for more measurable progression other than the Shelter itself, and we listened. Almost every action you take in Vigor now awards some Experience Points (XP), and you can gain this XP in a variety of ways. You can collect resources, open crates, send food to people in need, or hone your aim at the shooting range, to name just a few. As you earn XP, you gain levels in the Battle Pass and receive various cool rewards along the way. If you want more, you can get even better rewards with the Premium Battle Pass. Players can opt to get the premium pass at any time within the season, instantly unlocking all the rewards from levels already achieved. But keep in mind, some of the premium rewards help you level your Battle Pass faster, so sooner is better than later if you go for this option.

Vigor

Season 1: Preppers

Only the best Outlanders are getting a hazmat suit this time around, and that’s A-OK with the Preppers. Preppers always readied themselves for what might come, and now their forward-thinking is paying off. Be it hazardous environments, wide-spread infection, or even nuclear war – they were ready, and they were waiting. Stocked food rations, fortified housing, elaborate survival tools… nothing can catch a Prepper off-guard. In post-war Norway, such a mindset comes in handy, and you, Outlander, can become one of them. Show the world how you thrive in the wake of humanity’s fall – your Prepper mentality will serve you well from here on out.

Vigor

Tools

Homemade tools are a staple in any Prepper’s repertoire. Three
new consumables are now available to use in Encounters – the Alarm Trap reveals
Outlanders trespassing within the vicinity, the Contact Bomb will explode and
deal significant damage if someone gets too close, and the Transmitter acts as
a decoy should someone use the Radio Signal Detector. While these tools will
take up slots in your inventory, using them wisely is a good way to turn an
Encounter in your favour. All three tools can be found in the Outlands, but if
you want to craft them yourself the plans are available in the Battle Pass.

Vigor

Crafting Boosters

With all the new additions, you may want to head into Encounters
as fast as possible. But getting ready sometimes takes a while, as you may need
to craft your weapons first. With the introduction of the Crafting Boosters,
there’s now a sure-fire way to speed things up, as these boosters let you
significantly shorten crafting times. Players will, however, still need the
proper plans and enough materials to be able to craft the weapon they want.

Vigor

Charity Box Rewards, Shooting Range Moving Targets, and More…

There are plenty of other additions coming with 1.2. Even with
the improvements to our changelogs, we would still like to point out a few.
Based on your feedback, we added rewards for helping others via the Charity
Box. The more food you send to people in need, the bigger and better the
rewards. We also plan to reset the progress of the Charity Box on a regular
basis to provide more opportunities in the future.

Regarding the Shelter: the Shooting Range got a ton of improvements, including an array of new challenges with more diverse challenge options (plus, you’ll now have more new guns to try out on the range!). As requested, we have also added moving targets, so fire them up, train your aim, and lead those shots! Speaking of challenges, a bunch of new types are also coming to the Daily Challenges rotation to add some more diversity and keep things fresh. And last but definitely not least, we listened to the feedback on team-killing and from now on team killers won’t be able to loot their teammate’s corpse. This, along with being marked as a Team Killer, should make “friendly fire” a lot less common in random duos.

Vigor

Christmas in the Outlands

The first thing you’ll most likely notice when entering Vigor
after Update 1.2: Preppers is the change of season. All the maps, and your
Shelter, will get a good helping of Christmas cheer as a respite from the
brutal struggle of post-war Norway. And we hope you’ll be pleasantly surprised
by the many Easter Eggs coming with this – feel free to share the ones you’re
able to find! As always, we look forward to all your feedback. Let’s celebrate
Christmas in post-war Norway together, Outlanders.



https://www.sickgaming.net/blog/2019/12/...-preppers/

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  News - Get a job: Moon Studios is hiring remote Senior Game Designers
Posted by: xSicKxBot - 12-27-2019, 11:14 PM - Forum: Lounge - No Replies

Get a job: Moon Studios is hiring remote Senior Game Designers

The Gamasutra Job Board is the most diverse, active and established board of its kind for the video game industry!

Here is just one of the many, many positions being advertised right now.

Location: Remote

Moon Studios – award-winning creators of Ori and the Blind Forest and Ori and the Will of the Wisps – are looking for Senior Game Designers. After redefining the Metroidvania genre with the Ori series, our next goal is to revolutionize the ARPG genre.

Join our family, help us create some of the best games the industry has ever seen and work with some of the most talented individuals in the world!

Please note that Moon Studios is a distributed development studio: Everyone at Moon works remotely and we accept job applications from participants all over the world!

We’re looking for:

We want you to be:

  • A Designer by heart: While playing games, you just intuitively know how to improve upon the weaker aspects of a title. You indulge in analyzing things that don’t quite work and love to think about how this or that aspect could have been perfected.

  • Experienced: You’ve worked in the industry before and know the ropes. You’re looking for a no-bullshit studio to call home where you can voice your opinions and work with the best talent this industry has to offer!
  • Passionate: You’ve played and studied RPGs your whole life and you still can’t get enough of them. You have a love for all things Diablo, Zelda, Dark Souls and other games in the genre. You’d love the opportunity to work on an RPG that dares to innovate and go far beyond what the genre has offered players thus far.
  • Open to new challenges: We’re constantly striving to raise the bar here at Moon Studios. We’re not looking for specialists in one field or genre, we want you to be open to help wherever help is needed and be the well-rounded multi-talented creative genius you are.
  • A cool dude / dudette: Life is too short to deal with Prima Donnas: You’re cool, open-minded and always willing to learn new things.

Interested? Apply now.

Whether you’re just starting out, looking for something new, or just seeing what’s out there, the Gamasutra Job Board is the place where game developers move ahead in their careers.

Gamasutra’s Job Board is the most diverse, most active, and most established board of its kind in the video game industry, serving companies of all sizes, from indie to triple-A.

Looking for a new job? Get started here. Are you a recruiter looking for talent? Post jobs here.



https://www.sickgaming.net/blog/2019/12/...designers/

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