This week at Bungie, we’re setting the stage for Season of Opulence.
The next season begins in less than two weeks. On June 4, we’ll deliver the full and final patch notes. Before that happens, though, we’d like to share with you some more of the key changes you’ll be seeing in Season of Opulence.
From One Season to the Next
As Season of the Drifter comes to a close, a new source for powerful rewards will emerge. The Drifter will return to his role as your Gambit hype man, and Benedict 99-40 is about to become your source for brand new secrets and rewards. Let’s take a look at how this new perspective will be making some sweeping changes to your weekly routine…
Power Surge
Instead of a set of bounties, a new Power Surge quest will be your jumping off point for Season of Opulence
You will need to complete this quest to access the new Raid!
Learning from Season of the Forge, this quest must be completed only once per account
After one character completes the quest, alternate characters will be rewarded with Surge gear at Power Level 690
Gambit Bounties
We didn’t want rewards from The Drifter to be one of the primary sources of power following his run as the central character for Season of the Drifter
As a result, Power boosts received from Gambit Bounties will decrease once you’ve achieved 700 Power
They will decrease even further once you reached 720 Power
Prime Attunements
On day one, prime attunements will be reset to two charges for each player
You’ll receive two new prime attunements, even if you were playing right up to the reset
We want you to be able to play your favorite character without it impacting your power leveling strategy. We talked about this in a previous TWAB
Crown of Sorrow Raid
The Crown of Sorrow raid begins on day one of Season of Opulence at 4 PM PDT
Players who want to compete will need to complete the Power Surge Quest
We’ve taken additional steps to level the playing field for World First status
While Contest is active, players will face an enforced challenge throughout the Raid. This means, Power beyond certain levels will provide no advantage for a given fight (e.g., for the first fight all Power above 700 won’t provide an advantage, and for the final fight Power above 720 will not provide an advantage).
We are going to deploy the update at 8AM Pacific and the game will be down until 10AM Pacific, so that as many players as possible can get through the download and verification step and be ready for Opulence launch.
Our goals for this cap:
Progression that challenges raiders to climb to compete for World First
A World First race that tests your skill, communication, and strategy
A World First raid that is fair
Eververse Updates
With Season of Opulence, we’re making some changes to the Eververse store.
We had two main goals for the changes we’re making to Eververse in Season of Opulence:
Direct Pick:
Every new Eververse item in Season of Opulence will be available for direct purchase via Silver or Bright Dust
Most of these offers will be time limited, with new items available weekly
Greatest Hits:
Season of Opulence’s Bright Engram will contain a collection of community favorite legacy items, with a focus on the “Best of Year One.”
If you missed out on Spicy Ramen or the Selfie Emote, Season of Opulence is your chance
Some additional details:
Armor:
Full armor sets will be made available as a single, per class bundle, as opposed to being offered only via Bright Engrams
Individual Armor pieces can also be purchased for Bright Dust whenever they appear on the storefront
These Armor pieces feature fixed perk rolls that are not randomized across duplicates
A Simpler Interface
Specific items are now featured on the front page and will be cycled with each weekly reset
Most offers will be time-limited to make way for rotating inventory, with some coming back into rotation at a later date
Players can access this new interface by visiting Tess in her usual Tower location
Wrapped Items and Refunds
Individual items purchased for Silver will now go to the relevant character inventory location in a “wrapped” state
Example: A sparrow purchased directly for Silver will arrive “wrapped” in the Sparrow inventory
To use an item, it must be “opened” just like a bundle
Once opened, the item functions and can be accessed normally
If you wish to refund an item, you will have seven days from purchase to do so
Items that have been opened cannot be refunded
All of these changes go live on day one of Season of Opulence. As always, we’ll be monitoring how this all works, and are eager to hear what you do and don’t like about the new storefront.
At Your Service
Batman had Alfred. Iron Man had Jarvis. You have our Player Support Team.
This is their report.
Crown of Sorrow Raid: Day One Preparations
As soon as Season of Opulence kicks off on June 4, the World first race for the Crown of Sorrow raid will begin. To help illustrate a more definitive starting line, we’ve provided vital information below that Day One contenders should be aware of.
Players will not be able to access the Crown of Sorrow raid if they have not yet completed the Season of Opulence Power Surge quest, even after this raid unlocks at 4 PM PDT. This will apply to all members in a Fireteam. We’ll have more information on this experience as we get closer to June 4.
Players who join in progress during the Crown of Sorrow raid’s first encounter will spawn in dead outside of the encounter space. To mitigate this issue, all Fireteam members must join up in Orbit prior to launching the Crown of Sorrow raid activity.
Look forward to reading more information as we get closer to the Season of Opulence launch.
Seasonal Weapon Drops
After Season of the Drifter concludes on June 4, the following weapons will be unavailable to unlock at their respective vendors for a limited time. An issue was discovered late in development, and we are working on a fix for a future patch.
Players who have already unlocked these Year 2 variants will continue to receive them as random drops from rank up packages. Players who do not unlock these weapons by the June 4 deadline will be able to acquire the weapons once they are addressed in a future update.
Movie of the Week
We’re always watching. Here is the stuff we saw that made us smile. To the filmmakers go a precious emblem as evidence of their skills.
Movie of the Week: Toland’s Warning
Honorable Mention: The Beauty of Destiny 2
These are some of the game changers you’ll discover when Season of Opulence begins, but we have even more to show next week. We’re already working on a preview of new Pinnacle Weapons. We’ve also seen a preview of the new Raid jacket that is totally awesome. With the finer points for the systemic changes on the table, we can next turn our attention to revealing the places you’ll go and the reasons you’ll fight.
Right now, our focus is on Opulence. But after the Season has launched and Raid belts have been awarded, we’ll be looking deeper into the future, and sharing with you more about a new era for Bungie and Destiny 2.
Once Upon A Time In Hollywood First Reviews And Reactions Are In
Quentin Tarantino's ninth movie, Once Upon a Time in Hollywood, premiered at the Cannes Film Festival this week, and the first reviews are incredibly positive.
The movie stars Leonardo DiCaprio as an actor falling out of prominence and his stunt double who is played by Brad Pitt. This is all happening in Hollywood during the summer of 1969. DiCaprio's character lives next door to the actress Sharon Tate (played by Margot Robbie in the film), who would be murdered by the Charles Manson family that same year.
Reviewers are calling the movie one of Tarantino's most personal films, and a love letter to the Hollywood industry. The movie also features other huge-name actors such as Al Pacino, James Marsden, Timothy Olyphant, Dakota Fanning, and Kurt Russell, while Luke Perry appears in his final role before his death.
We're breaking out some review excerpts here, but the movie isn't coming out until July in the US, so only a small handful of press were able to see the film at the famous French movie festival. You can also check out a 30-minute Q&A with Tarantino, DiCaprio, Pitt, and Robbie in the video above.
The Guardians' Peter Bradshaw said about Once Upon a Time in Hollywood, "Quite simply, I just defy anyone with red blood in their veins not to respond to the crazy bravura of Tarantino's film-making, not to be bounced around the auditorium at the moment-by-moment enjoyment that this movie delivers--and conversely, of course, to shudder at the horror and cruelty and its hallucinatory aftermath."
Writing for Time, Stephanie Zacharek said, "This is a tender, rapturous film, both joyous and melancholy, a reverie for a lost past and a door that opens to myriad imagined possibilities."
David Rooney for The Hollywood Reporter summed up his thoughts thusly: "Once Upon a Time in Hollywoodis uneven, unwieldy in its structure and not without its flat patches. But it's also a disarming and characteristically subversive love letter to its inspiration, in which Tarantino rebuilds the Dream Factory as it existed during the time of his childhood, while rewriting the traumatic episode often identified as the end of that era."
Below are some other thoughts and opinions about the film that were posted on Twitter:
I’m a fan of watching great actors. There is no better actor than Leo. There are moments in #OnceUponaTimeinHollywood that are mind-boggling. Movie within a movie. Acting within acting. Crazy.
To be completely honest I'm not yet sure what to make of Once Upon a Time in Hollywood. Need to let this one marinate, don't have an instant reaction. Most of the film is pretty good, I'm having fun watching them play around in late 60s Hollywood. Then the finale is HOLY FUCK.
— Alex Billington @ Cannes (@firstshowing) May 21, 2019
ONCE UPON A TIME...IN HOLLYWOOD - Historically dubious, thematically brilliant, QT finds his form in film that could win Palme d'Or or be picketed by audiences, or maybe both. Thrilling, provocative, blackly comical, intensely unsettling masterwork. #cannes2019
— Jason Gorber - at #Cannes2019 (@filmfest_ca) May 21, 2019
ONCE UPON A TIME IN HOLLYWOOD: Tarantino wasn't joking when he said this was the closest to PULP FICTION that he has come. He juggles a mosaic of characters and story-lines in this one, eventually stringing them together for a relentlessly playful and touching finale. #Cannes2019
I'm thinking #OnceUponATimeinHollywood is going to divide critics. Heck, I'm divided, and I'm just one critic. But I think the side of me that enjoyed it is going to win out. #Cannes2019
Once Upon A Time... In Hollywood is so gloriously, wickedly indulgent, compelling and hilarious. The film QT was born to make. The world is a more colourful place in Quentin Tarantino’s twilight zone. Round two, please. #Cannes2019
Go to GameSpot sister site Metacritic to see a further breakdown of the critical reaction to Once Upon a Time in Hollywood. Once Upon a Time in Hollywood opens July 26 in the US, August 14 in the UK, and August 15 in Australia.
Review: Redout – A Slightly Rough Port Of An Otherwise Decent Wipeout Wannabe
One of Nintendo’s most popular (and amusingly, least supported) franchises is the F-Zero series, which popularized the concept of high-intensity, low-gravity racing. In the void created due to Nintendo’s reluctance to release more games in the series, plenty of other ‘me-too’ titles have released, such as Wipeout and FAST, and many of these other releases have done an excellent job of capturing the spirit of F-Zero while introducing some interesting new ideas of their own. The latest in this long lineage of futuristic racers (and the first in a while to come to Switch) is Redout: Lightspeed Edition, a new release from 34BigThings that promises to live up to the legacy of its inspiration. Redout does a solid job of making good on that promise, but it doesn’t do so flawlessly, resulting in an arcade racing experience that’s quite enjoyable but still very rough around the edges.
Upon booting up, you’ll likely spend the majority of your time in Redout’s extensive career mode, which acts in some way as the ‘story’ for you to progress. There are no characters or plotlines here, rather a collection of missions and events spanning a surprisingly diverse and interesting set of courses that are gradually unlocked as you become a better racer. Excellent performance and high placements will reward you with medals and, more importantly, cash prizes that can then be spent on unlocking better vehicles or for upgrades to bring your weaker vehicles up to snuff. As far as this overall career structure is concerned, it’s nothing surprising or strictly new, but a game such as Redout doesn’t necessarily need to reinvent the wheel (there’s a clever pun in there somewhere) to provide a compelling feedback loop. Getting caught up in learning course layouts, buying upgrades to give you a better shot at higher performance, and using the fruits of those better performances to advance onto harder tracks and new events proves to be an addictive and fun experience, even if the punishing AI and track design ensures that your victories won’t come easily.
Redout’s gameplay is roughly what you would come to expect of the genre, but the big defining factor here is the heavy usage of the right stick to adjust your vehicle’s pitch or to strafe. Pouring into turns at maximum speed is sure to send you bouncing off the walls like a futuristic pinball, but properly using the right stick to ‘lean’ into corners is sure to take the edge off and keep you closer to the ideal racing line. Similarly, these tracks are sure to twist every which way, and if you find yourself careening down a hill or just coming over the apex of one, you’ll need to make sure to adjust your vehicle by pulling up or down on the stick to maintain your speed as you hit the curve. It’s something that sounds like a minor feature, but the way in which Redout implements this positioning adjustment makes it a central element of racing and one that frankly will decide whether or not you can win races.
Though it starts off relatively easy, Redout doesn’t take very long at all to dramatically raise the stakes and overall difficulty, presenting you with AI opponents who will use every trick and exploit in the book to put as much distance as possible between you and them. Luckily, the AI doesn’t get too ‘rubber-bandy’ – we had very few instances where an otherwise undisputed lead was suddenly thrown off by a random power boost for the second place opponent – but this can also be something of a double-edged sword, as the AI opponents in the lead will not slow down to give you a fighting chance if you find yourself falling behind. This relatively high difficulty is ultimately part of the fun of Redout; it’s very much a ‘put up or shut up’ kind of experience that demands you put in the effort to master the unique feel of your chosen vehicle and learn how to best exploit each track’s layouts. Bearing this in mind, those of you that are easily frustrated by punishing difficulty may want to steer clear; Redout is certainly a game worth investing time into, but you will have to put in a fair bit of time if you want to get the most out of it.
Career mode is rather interesting in the diversity of mission types that it offers up, too; most of the time, it isn’t a simple 3-lap race. Some missions may have eight laps, for example, and the person in last place will be eliminated after everyone else completes a lap. Another type of mission calls for you to maintain a certain level of speed throughout the race, with failure coming swiftly if you fall below the threshold. Yet another mission type is based on point values, with you gaining points for racing cleanly, hitting speed boosts, and keeping a decent lead. Though none of the missions take things very far from the primary objective of racing, it’s refreshing to be presented with a more diverse array of gameplay types than a simple jostling for first place. There’s even a bit of strategy that goes into planning for a mission as well, as certain vehicle types and brands are better suited to different missions, and this is only exacerbated by the system of active and passive upgrades.
See, there are seven different ‘teams’ of ships – each with four different classes of their own – and you gain access to higher classes and more ships as you gain player experience and get money from winning races. Within each team, the stat allocations are kept the same, but each higher class within that team simply adds more points to the stats. For example, the ‘Lunare’ team is the leader in acceleration, max speed, and grip (at the cost of health, energy, and recharge) and this remains the case for all four of the models available.
Understanding the strengths and weaknesses of your chosen vehicle is important, but these can be altered and tweaked a bit by the active and passive upgrades system. Buying these upgrades can allow you to do things like bump up the max speed of your vehicle or use an EMP to steal boost energy from nearby opponents and add it to your own gauge, and the upgrades themselves can be upgraded a few times to get even more out of them. What’s nice about this system is how it smoothly increases customization options and grants the player more agency than simply racing with stock vehicles; it’s not a simple matter of picking a ship and racing – you also have to consider how exactly you want to modify it to fit your playstyle. Even so, this upgrade system also isn’t needlessly complicated, it doesn’t bog you down by throwing dozens of options at you for min-maxing a ship.
Track designs are a little disappointing, but they do a solid job of keeping the extensive career mode interesting as you move through it. When we say the designs are disappointing, we mean purely from the perspective of gameplay, as there isn’t very much to differentiate one track from another. Despite the eye-catching art style giving each track its own distinct flavour, we found that this individuality was only on the surface, as each track is still more or less the same collection of jumps, boosts, and loops, just in a different order. It would’ve been nice to have seen some designs a little more like FAST RMX, which employed hazards like fire traps, falling rocks, and powerful wind to make each track both play and look different from the next one. With that being said, we weren’t faced with any tracks that were poorly designed; the sharp turns, wide loops, and long straightaways make each race an enjoyable, if rather unmemorable, experience.
One rather large omission that we feel bears mentioning is the lack of any sort of local split-screen multiplayer. Perhaps a later patch will add in the ability, but nowhere in the present version of the game is there an option to have a friend hop in with you to join the race, which seems to be a puzzling feature to leave out in a game that’s entirely centred around competition. Luckily, there is the option to play online, so perhaps you can play with friends that way, but as of time of writing – mere days after launch day, we might add – the online lobby is as quiet as the grave. When we tried to play online, there were literally no other people hosting games, and it took about ten minutes of waiting before one other person finally joined the race we were hosting. Barring an incredible and unlikely post-launch turnaround, Redout’s online is dead, which essentially makes this a single-player only experience. Career mode is certainly enjoyable so this single-player focus doesn’t make Redout an instant pass, but those of you hoping to play this one with others will be sorely disappointed by what’s being offered.
Perhaps the omission of local multiplayer is due to strained resources, which is evident in Redout’s admittedly lacklustre performance. We didn’t detect any notable frame drops, but this is probably due to the fact that Redout runs at 30FPS whether you’re playing in the dock or not. Though this isn’t unacceptable for a racing game, it has far more of an effect on the gameplay than it would for, say, a platformer, as you’re given a much smaller window in which to react to the obstacles racing towards you.
Similarly, the resolution in either portable or TV mode is disappointingly low, giving the game a blurry and fuzzy appearance that can sometimes negatively affect your gameplay. At the speeds you’re travelling at, it can sometimes be difficult to discern exactly when a turn is coming up, or which of those furry things in the distance is one of your opponents. Once again, it’s certainly not unplayable, but this is far from an ideal way of experiencing Redout; it’s passable at best, whether you’re playing at home or on the go.
With that being said, the art style still proves to be one of the strongest aspects of Redout, massaging your eyes with a constant stream of over the top, low-poly environments that remain a thrill to behold. There are twelve different track types, ranging from winding raceways through floating rock islands to coastal getaways bathed in sunlight. Visually, each track is distinctive and memorable, and even though the effect of the art style is lessened by the sub-par resolution, it’s still strong enough to notably raise one’s enjoyment of Redout. Similarly, the soundtrack proves to match the action perfectly, mixing together rock and electro house into a collection of tracks that adequately keep the action feeling intense and purposeful. There aren’t strictly any standouts here, but we absolutely loved the music, both for its quality and its depth.
Conclusion
It’s a pretty good game, but there’s a lingering sense that Redout could’ve been so much more if it were buffed up in a few key areas. The lacklustre online, complete omission of local multiplayer, and the overall shoddy performance hold this one back from being something great, and it’s a real shame. Even so, the stellar art style, catchy soundtrack, and in-depth career mode ensure that it’s a satisfying experience for those who can put up with the difficulty. Redout is certainly worth your time, but only if you would consider yourself a fan of this rather niche sub-genre. If that isn’t you, it may still be worth a punt, but we’d recommend trying out FAST RMX over this one.
Posted by: xSicKxBot - 05-24-2019, 05:48 AM - Forum: Lounge
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AEW Double Or Nothing: Match Card, Time, And How To Watch And Stream The PPV
This weekend, the new wrestling promotion, All Elite Wrestling, has its first PPV. Last year, the minds behind AEW produced the biggest independent wrestling show of all time, All In, selling out a 10,000+ arena in 30 minutes. Now, AEW's Double or Nothing PPV is set forSaturday, May 25.
Taking place at the MGM Grand Garden Arena, in Las Vegas, Nevada, AEW's first major event is Double or Nothing. The show will feature a mix of new and familiar faces to wrestling fans, featuring talent from all around the world. As of this writing, there are 10 matches on the Double or Nothing card with two taking place on the pre-show, titled The Buy-In.
How To Watch:
WarnerMedia announced that AEW will have a weekly show on TNT, once the home to WCW, but the Double or Nothing PPV will appear on multiple streaming services, depending on your location.
If you live in the United States, you'll have to watch Double or Nothing on WarnerMedia's B/R Live. The show will cost $50. If you live in the UK, Double or Nothing will air on the ITV Box Office channel at 1 AM BST on Sunday, May 26. For everyone outside of the US, you can watch the PPV on Fite.tv, which aired All In last year, and it will cost $50 as well.
There is a pre-show which starts one hour prior, which you can watch on B/R Live or on AEW's YouTube.The Casino Battle Royale and Kip Sabian vs. Sammy Guervara will air for free through those services.
Main Card Time:
4 PM PT
7 PM ET
12 AM BST (May 26)
9 AM AET (May 26)
While there are reportedly some surprises still coming in the final days before the show, you'll find the match carded for Double or Nothing that has been booked thus far. All of these matches have been built up on the YouTube series Being the Elite and Road to Double or Nothing.
Sadly, Hangman Page vs. Pac will not be happening at Double or Nothing now. The two did have a match recently in England, which was featured on All Elite Wrestling's YouTube channel. However, there are still plenty of great matches on the card, including Kenny Omega vs. Jericho for the #1 Contender spot for the AEW Championship, which has not been revealed yet. The winner of Omega vs. Jericho will face the winner of the Casino (Battle) Royale at a later date.
Below, you'll find the full match card and everyone that's been revealed for the Casino Battle Royale on AEW's Double or Nothing PPV.
Light Up Your Life With This NES Controller Super Mario Lamp
We wouldn’t usually get all that excited about a lamp, but this particular design has caught our attention for all the right reasons. Introducing the ‘Light Up The World NES Controller Lamp’.
Featuring a Super Mario Bros. design around the lampshade itself, this USB-powered contraption is inspired by the classic NES console. Our favourite part has to be the NES controller switch, though, which uses the face buttons to turn the lamp on and off, the D-Pad to control the brightness, and a cable which doubles up as the main support for the whole thing. Incredible.
It’s not the cheapest lamp you can buy, coming in at a cool £32.99, but it is officially licensed and would look great sitting alongside your gaming collection. If you’re interested in pre-ordering one, you can do just that over at Merchoid.
The site says that the lamp is expected to ship in June so if you do order one now, you won’t have too long to wait until it arrives.
Hands up, then… Who’s getting one of these? Let us know down below.
Apple on Thursday stopped signing code for iOS 12.2 following the May release of iOS 12.3, ensuring iPhone, iPad and iPod touch devices are operating on the latest version of the company’s mobile operating system.
As with past iOS updates, Apple’s halt to iOS 12.2 code signing arrives ten days after iOS 12.3 was pushed out to customers earlier this month.
The latest version of iOS integrates Apple’s refreshed TV app, an entertainment hub that has grown to include new offerings like Apple TV Channels subscription options and the upcoming Apple TV+ service. In addition to laying the groundwork for Apple TV+ original programming, the new TV app includes a revamped user interface with a focus on curated shows funneled into the app from a range of content providers.
Alongside TV app improvements, Apple’s Wallet app also received some attention in preparation of Apple Card. Apple’s branded credit card offering is slated to launch this summer with advanced in-app features like activity tracking, Apple Pay integration, enhanced security features and a cash back rewards system.
Apple routinely stops signing legacy code after the release of current iOS builds to ensure customers are running the most secure version of the operating system. A halt to code signing also keeps iOS devices on the most up-to-date, feature-rich software.
Apple is already beta testing iOS 12.4, with developers and public beta testers furnished with a second evaluation build on Monday.
Scirra announced today that they will be adding JavaScript language support to their currently codeless cross platform game engine, Construct 3. We did a hands-on video on Construct 3 shortly after it was released, and the lack of scripting support was one of my biggest complaints.
Details of the new scripting support from the Construct blog:
We are well aware that not programming has been central to the design of Construct since Construct 2. We know many of our users will have chosen Construct specifically for this reason. Some may even have no intention of ever using coding. We’re still committed to this approach and also fully intend to keep developing features for events. So why are we doing this?
At Scirra we’ve always aimed to help get more people involved with and excited about technology. We want to make amazing tools that make incredible technologies accessible to all, allowing them to be active creators rather than passive consumers. With the rising profile of technology in the world today and more people than ever getting involved with technology and programming, we think this is an important step towards that goal.
Details about price:
Once we’re ready to launch it, the scripting feature will be sold as a separate add-on for Construct. However anyone who’s ever had a Construct 3 subscription – of any kind, past or present – will get the scripting add-on for free, for life, at no additional cost. Currently this still applies to new subscribers too, so if you want to use the feature and have been thinking about subscribing, you’ll save money if you subscribe now! We’ll announce the cut-off date for this offer in the near future.
Details about the timeline:
We are aiming to have an early version of the scripting feature in the next beta release of Construct some time in the next couple of weeks. If you’re already a subscriber, you’ll be able to test it as soon as the next beta. The feature will continue to develop and expand over time, and we’ll likely have more news about it in future. So stay tuned and we look forwards to seeing what you can all do with it!
Giant mechas have been a mainstay in games for decades. From the terrifying nuclear-capable behemoths of the Metal Gear series to the transforming Skells of Xenoblade Chronicles X, they’re the sci-fi equivalent of dragons: huge, devastating machines perfect for traversing deadly landscapes and obliterating any unfortunate foe that happens to be standing in their way. Of course, it helps that they also look pretty darn cool to boot.
With Daemon X Machina still oiling its joints in development, the Switch is crying out for a mecha title truly worthy of standing toe-to-toe with some of the all-time greats. 2018’s Assault Gunners HD Edition made an admirable attempt, but with Project Nimbus: Complete Edition, has developer GameCrafterTeam delivered the Switch’s first must-buy mecha game? Well, that really depends on your affinity with the genre.
Right off the bat, the level of quality and care that’s gone into the overall production of Project Nimbus is really impressive. Fully-voiced cutscenes set the tone for each of the campaign’s missions, and while the story itself is nothing particularly spectacular (two warring factions take to the skies following the devastation of the earth’s surface), the developer has taken a commendable stab at making a game about high-tech mechas seem, at the very least, plausible.
Over a dozen different mechas (known as ‘Battle Frames’) are available to pilot in the game, all of which vary in appearance and stats. You’re often limited to certain models during the campaign depending on the current mission at hand, but two additional modes – Survival and Warfront – allow you to choose from a reasonably generous selection. Despite this choice, however, you’ll find that all of the Battle Frames contain more or less the same basic set of weaponry: a rapid-fire fully automatic gun, a rail gun, guided missiles, drones and trip mines. Once you’ve found a mecha with the right rate of fire or bullet capacity for your particular playstyle, there’s little incentive to switch to a different one.
Most of the missions within Project Nimbus contain one very clear, simple task: eliminate all enemy forces within the area. The arenas themselves are visually pleasing enough, ranging from huge open vistas back-dropped by a gorgeous sunset reflecting over an ocean to more confined spaces broken up by sliding doors and sloping corridors. Unfortunately, the effort to make these levels aesthetically appealing has led to a severe lack in depth or variety. The open space environments are exactly that: huge open spaces devoid of anything you can actually interact with. It could be argued that this was fully intentional in order to focus the player’s attention solely on the action itself, but there’s an undeniable sense that you’re just repeating the same stages over and over, despite the game’s efforts to inject some sense of progression via the plot.
Thankfully, the combat itself is satisfying enough to alleviate this issue somewhat. The Battle Frames can be manoeuvred in any direction with the analogue stick, and altitude is adjusted by holding X to ascend and B to descend. Enemies normally enter the stage in groups and are highlighted clearly in red. Dispatching these whilst they’re grouped together is a lot easier (not to mention more thrilling) than chasing them down one by one, and after playing for a little while, you’ll come to develop your own strategies to defeat them as quickly as possible.
One particularly effective method is to unleash a barrage of guided missiles toward a close-knit group before picking off each enemy with the powerful rail gun, but the game does a remarkable job in encouraging usage of every available weapon. This is admittedly thanks, in part, to the varying reload times of the weapons which, if not managed carefully, can leave you very vulnerable to attack, forcing you to choose a different tool for the job.
In addition to the main campaign, Survival and Warfront offer varying levels of replay value. Survival is exactly what you’d come to expect: you’re pitted against wave after wave of enemies which will increase in volume and intensity until your eventual demise. This mode is fine, but repetition rears its ugly head here, and you’ll more than likely be tempted to quit before the enemy even has a chance to defeat you.
Warfront, on the other hand, has a bit more meat on its metallic bones. Here, you’ll initially have access to just one basic Battle Frame, but by completing objectives – such as base defence and assassinations – you’ll gain experience and resources, allowing you to unlock new Battle Frames or upgrade the capabilities of your current models. It’s pretty shallow stuff overall, but it at least provides a decent enough incentive to keep playing for a little while longer.
Conclusion
Project Nimbus: Complete Edition is a game that sports tight, engaging gameplay, but fails to back this up with compelling reasons to play for the long haul. On the surface, there’s a generous serving of modes, missions and weaponry, along with impressive visuals and three difficulty options to sink your teeth into. Unfortunately, repetition sets in far too soon, and eventually you’ll want to store this mecha back in its hangar. The wait for the Switch’s first truly comprehensive ‘Big Robot’ game continues.
Fortnite Teams Up With Jordan For An Epic Downtown Drop Event
Following on from a John Wick and Avengers: Endgame collaboration, the free-to-play battle royale Fortnite is now teaming up with the sportswear brand Jordan, to promote the NBA finals at the end of this month.
This latest update adds a new free event called “Downtown Drop” requiring players to bomb hills, launch off massive jumps, grind city streets and collect as many coins as possible to win. In all honesty, it looks like a scene out of Sega’s Sonic Adventure 2: Battle or the Jet Set Radio series.
Show off your moves in the New York City inspired, Downtown Drop LTM by Jordan featuring Creative artists NotNellaf & Tollmolia. Launch off massive jumps, grind down city streets and collect coins to win!
As you might have already noticed, this promo also adds a variety of kicks (aka. shoes) to the popular online multiplayer title. So, get ready to see a lot of people wearing Nike’s Air Jordan line in-game.
There’s also a Hang Time Bundle up for grabs, requiring a certain amount of vBucks. If you do jump on this offer, you’ll receive a Grind Outfit, Clutch Outfit and a challenge pack exclusive to the set. The free challenges also give you the chance to unlock “Back Board Back Bling” skateboard styles and four unique sprays.
Will you be participating in this event? Tell us down below.
Posted by: xSicKxBot - 05-23-2019, 10:23 PM - Forum: Windows
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Royal Caribbean’s head innovator Joey Hasty turns dreams into memories
It’s with that mindset in place that Hasty sets out to bridge the gap between dreams and reality.
“Not long ago, check-in was about a 30-minute process to get you on board a cruise line,” Hasty explains, touting a recent breakthrough. “It really felt like going through the TSA, not starting a vacation.”
To streamline things, Hasty and his team envisioned an “invisible experience,” fueled by customer-submitted cellphone selfies and pre-checks. But as they workshopped the idea, they discovered that removing all friction just resulted in confusion and guilt.
“It’s that feeling you get at a store with no registers; you’re supposed to just walk out, but you feel a little shady about it,” he explains. “That’s even more amplified when you board a cruise ship. You’re like, ‘Am I just supposed to walk on?’ As it turns out, guests need the feedback; something saying all is well.”
In search of a solution, Hasty turned to some old friends. “When I took it to Microsoft, some of the first conversations were: ‘We’ve never tried to do it this way. Let’s think with our hands to see what’s possible,’” he recalls. “It was never ‘We can’t get there,’ it was always “Well, this is what would be required to get there, so this is what we’ve got to go do.’”
In the years since Hasty has begun working with the Commercial Software Engineering (CSE) team, the relationship has empowered him to imagine with no limitations – confident in the knowledge that CSE will bridge the gap between his team and Microsoft’s product engineers, accelerating their capabilities through tech and innovation.
Royal Caribbean’s new Innovation Lab in Miami takes the ship design process to new heights by bringing the best creative minds and the latest technology together under one roof.
“They provided resources to help us validate things Royal didn’t have access to, like cognitive services and cloud computing capability that allowed us to recognize faces in a millisecond,” Hasty explains, pointing out RC’s privacy policies that ensure customer transparency and that captured images are only used for the cruise experience.
“The first prototype was a camera and a laptop with Cognitive Services. Can we see these people, connect them to our data; can we check them in just using their face? From there, we realized that we want to talk about the guest experience, the height of the camera, the quality of the camera that we need, the flow of people, how fast can the camera pick up people, how many people can be in the frame at once.”
Utilizing an open source mindset, the CSE team worked alongside Royal Caribbean every step of the way to develop a solution that was both “invisible” and interactive enough to remove that sense of guilt.
“We noticed that when all these people went by, they didn’t quite know where to look, so we put a light ring on it. Then we realized people needed feedback, so we put a screen on it,” Hasty says of the project, which averages split seconds per passenger and is significantly faster than the manual review process.
“The LED ring gives you simple color codes – white says ‘We’re looking for your face,’ blue says, ‘We found your face,’ and green says, ‘You’re all clear.’ It happens almost instantaneously, everyone understands it instantly, and we’ve created a beautiful appliance that you can walk through with your whole family together at once.”
“Now boarding is literally, go up the escalator, walk by the facial recognition machine and onto the ship – welcome aboard,” Hasty adds with a smile. “We like to say car to bar in minutes.”
Echoes Schneider: “Joey and I are huge fans of the CSE group. Our focus right now is on how we leverage emerging technology to transform the guest experience, and Microsoft keeps us on the next edge of technology as it relates to disruption in our industry.”
To date, the relationship has manifested itself in a variety of ways. The aforementioned Edge Access tour app, for instance, is powered by Microsoft’s Capture Studio technology. Elements of Azure, AI and dashboards manage guest experiences daily, and RC attended last summer’s One Week hackathon on the Microsoft campus in Redmond, Washington, engaging with the CSE team on video analytics initiatives.