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  Steam - Now Available on Steam – Space Pirate Trainer, 33% off!
Posted by: xSicKxBot - 10-13-2017, 04:06 AM - Forum: PC Discussion - No Replies

Now Available on Steam – Space Pirate Trainer, 33% off!

Space Pirate Trainer is Now Available on Steam and is 33% off!*

Space Pirate Trainer is the official trainer for wannabe space pirates on the HTC Vive. Pick up your blasters, put on your sneakers, and dance your way into the Space Pirate Trainer hall of fame.

*Offer ends October 19 at 10AM Pacific Time

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  PS4 - Raid: World War II
Posted by: xSicKxBot - 10-12-2017, 08:18 AM - Forum: New Game Releases - No Replies

Raid: World War II



Raid: World War II is an action-packed four player cooperative shooter set during a time when the Nazi war machine was still winning, and hope was in short supply.

During the worldwide fight against evil, four prisoners of war are found in a raid on a Gestapo jail. They have been freed by a "Mrs. White," a secret British intelligence agent, who needs someone to take down Hitler and his Third Reich once and for all.

Not every part of the war effort is noble. In fact, Mrs. White has something else in mind for the squad. Players will fight for their freedom via sabotage, robberies and assassinations of the Nazi Party. If they're stealing from the Nazis, why not get rich on the side?

Publisher: Starbreeze

Release Date: Oct 10, 2017

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  News - Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today
Posted by: xSicKxBot - 10-12-2017, 03:24 AM - Forum: Lounge - No Replies

Classic Postmortem: XCOM: Enemy Unknown, which turns 5 today

In honor of the 5th anniversary of the release of the brilliant XCOM: Enemy Unkown, we present this classic postmortem, which first appeared in the January 2013 issue of Game Developer magazine.

The game was a “reimagining” by Firaxis of the classic 1994 strategy title UFO: Enemy Unkown, as well as a reboot of the XCOM series. It was a smashing success, earning numerous awards and GOTY accolades.

This in-depth look at what went right and what went wrong during development was written by Garth DeAngelis, who was the lead producer and a level designer on XCOM: Enemy Unknown.

There may have been wounds, but somehow, the XCOM: Enemy Unknown development team evaded permanent death.

In 1994, Microprose released a special PC game called UFO: Enemy Unknown. The turn-based strategy title accumulated a devoted fanbase for its unique take on high-level management against an alien invasion blended with boots-on-the-ground, intimate combat controlling individual soldiers. Fast-forward almost two decades, and Firaxis Games has released XCOM: Enemy Unknown, a reimagining of Julian Gollop’s original design.

The road to completing XCOM was an arduous one. We made many of the same mistakes that other devs have made (and documented in previous Game Developer postmortems): feature creep, communication shortfalls, not enough time, not enough people… If you’re a game developer, you know the story. But through it all, the entire team remained resolute, and in October 2012, against all odds, the development team managed to save Earth ship XCOM on PC, Xbox 360, and PlayStation 3.

Lead designer Jake Solomon planted a small seed within the creative walls of Firaxis Games in 2004. As the self-proclaimed “biggest fan of the original X-COM” and as a designer/programmer working directly with Sid Meier, it made sense to spark discussion regarding resuscitating one of the greatest strategy titles of all time. After shipping Civilization Revolution, the stars began to align, and the rebuilding of XCOM became a reality.

Before any code was written or any art completed, Jake defined core pillars that would act as the foundation for pillars that would act as the foundation for designing the rest of the game. All facets of game development had clearly evolved since 1994, from game and narrative design to user interface, but Jake remained adamant that certain high-level elements from the original remain holy. These inspirations included maintaining a turn-based combat system, which seemed risky in the modern age of frenetic first-person shooters and real-time action games.

The game would also preserve the symbiotic relationship between the micro combat layer and a macro, grand strategic mode, where the player runs and builds their own secret headquarters to counter the simulated alien invasion. Fans of the original game understood the appeal of these interdependent systems, but to those unfamiliar with the XCOM franchise, this was a foreign game structure, and that equaled potential big risk.

Other smaller pillars included: updating systems such as the fog of war and how visibility would be communicated to the player in a 3D environment; fully destructible environments, a satisfying staple from UFO: Enemy Unknown, but a potential challenge in a game of this scope; reintroducing players to permanent death, and the fact that when it comes to XCOM soldiers, there are no such things as extra lives; and recreating the tense atmosphere from the original.

It was critical to place the player in a world they recognized—in settings they may recall from their own neighborhood or city—and then introduce a menagerie of new and classic aliens into these usually safe environments. This led to an unnerving despair that XCOM fans are all too familiar with. Collectively, these pillars provided the foundation for a challenging experience that presented true consequences, just like UFO: Enemy Unknown.

Firaxis underwent a pitch process that previously had not been attempted with past projects, but then again, we were pitching what was essentially a new IP as a big-budget endeavor, so we needed to make a major splash.

Getting the green light to remake an antiquated turn-based strategy game would be a challenge, and simply verbalizing what made XCOM so special and ripe for a rebirth wouldn’t be enough. The team needed something that would make everyone understand why we were so passionate about undertaking this project—something beyond a static presentation.

Jake began working with project art director Greg Foertsch and a small band of artists to create a gameplay previsualization. Over the course of multiple months, Greg and his team ate, breathed, and slept UFO: Enemy Unknown, ultimately planning a storyboarded sequence that would illustrate how Firaxis’s take on the XCOM universe would not only look, but also how it would play.

On Fridays, Jake would sit in a room with the team while they immersed themselves in the original game, becoming familiar with its nuances and big concepts alike. This collaboration led to a compelling previsualization that not only got the development team on the same page, but also communicated to nondevelopers the potential for a classic turn-based experience to be reborn as something cutting edge, distinctive, and thrilling in the modern age of video games.

Even before beginning work on XCOM , we heard it all before: Games had become too easy. The development (or marketing) buzzword “accessible” translated to “dumbing down,” the idea that developers would take an otherwise deep, rich, and satisfying game and distill its intricacies to its barest form so the entirety of the world could understand, buy, and play said game.

It sounds hyperbolic, but I’ve seen games with easy modes that literally played themselves, making failure impossible, so this stigma against accessibility wasn’t without merit! Making a game “for the masses” could be the ultimate transgression, especially for a complex game with a hardcore past, and we anticipated that XCOM fans would be skeptical that our work would hold up to those who fell in love with the original.

While UFO: Enemy Unknown may have been magnificent, it was also a unique beast when it came to beginning a new game. We often joked that the diehards who mastered the game independently belonged in an elite club, because by today’s standards the learning curve was like climbing Mt. Everest.

As soon as you fire up the original, you’re placed in a Geoscape with the Earth silently looming, and various options to explore within your base—including reading (unexplained) financial reports, approving manufacturing requests (without any context as to what those would mean later on), and examining a blueprint (which hinted at the possibility for base expansion), for example—the player is given no direction.

Even going on your first combat mission can be a bit of a mystery (and when you do first step off the Skyranger, the game will kill off a few of your soldiers before you even see your first alien—welcome to XCOM!). While many fans on the team found this learning curve to be a part of the game’s charm and wore it as a badge of honor, we ultimately knew that, in 2012, we needed to enable gamers to experience the truly fun elements without overly testing their patience. But neither could we bear to dumb XCOM down.

We were on a mission to flip the perception on streamlining, to remove the stigma that accessibility equaled a dirty word. We wanted anyone to be able to give XCOM a whirl without expecting them to become fluent in the game’s many systems on their own accord. At the same time, we needed to preserve all of the richness, depth, and challenge ingrained in the core pillars. If someone wanted to walk away from the experience due to the game’s challenge, we were okay with that; but we didn’t want to alienate anyone simply due to a lack of information.

To accomplish this, we built an optional, integrated tutorial that peeled off the components of XCOM one layer at a time. It was important to keep this hour-and-a-half experience optional, as experienced players could save Earth again without the tutorial force-fed to them (and we also knew some players, even in 2012, would want that old-school badge of honor by skipping the tutorial altogether, which is somewhat appropriate for certain types of X-COM fans).

The introduction to the game wasn’t the only area we redesigned. Jake and the design team refined low-level mechanics from the original, such as removing Time Units and capping the squad loadout at six. Both of these changes were the result of internal playtesting over the course of many months, with the development team finding a combat “sweet spot” with respect to approximate time spent on a map and number of decisions made per turn (we found, depending on map size, battles should average 20 minutes, not to exceed 50 minutes on the absolute longest missions). Six units also made every decision vitally important, promoting group tactics with no moves feeling like unnecessary filler.

This “new era of accessible” mindset also helped the design and user interface teams build a platform-agnostic experience. This is an element that could have gone horribly wrong (and did have its inherent challenges, detailed later), but the team did an admirable job of crafting a historically PC experience for consoles as well. We knew games like XCOM weren’t traditionally available on Xbox 360 and PlayStation 3, but we’re extremely happy we could provide the same experience (without compromising features or “dumbing down” the console versions) across all platforms.

The developers at Firaxis are extremely professional, with each discipline playing the hero role at some point and overcoming monumental obstacles throughout development. From the audio group to the animation and narrative team, they were continually course-adjusting due to dependencies, yet still producing incredible content to polish the game.

On the engineering front, months of changing design had to be technically supported in many complex situations. Systems were built, iterated upon, and some were even discarded after determining a new direction was needed. For example, over the course of a few milestones in midproduction, design asked for sightlines to be drawn from every game unit, soldier, and alien alike, so it was clear what each unit could see.

Our graphics engineering team and artists diligently worked to make this system digestible, but unfortunately, it was tough for the player to determine what was going on amidst the plethora of multicolored lines. After months of trying to get sightlines to work, we eventually realized that the strongest solution was to remove them.

There were plenty of other challenging systems to decipher: the building visibility system underwent various ceiling, wall, and floor rule changes; destruction fidelity fluctuated through a shaky toughness system; and the fog of war was a full 3D cloud early in production, which proved to be a nightmare for both graphics engineering and performance.

Additionally, each gameplay layer (combat and strategy) received drastic overhauls after months of playtesting. In all of these cases, initial engineering efforts had to ultimately be thrown out. To the team’s credit, they understood the nature of iterative design and admirably continued to put in the time needed to make the game a better experience.

In addition, the engineers banded together in a Herculean effort to fix thousands of bugs in postproduction. XCOM is a large, system-driven game with many procedural elements. This meant that many bugs were not only difficult to reproduce, but challenging to even find! Together, engineering raised the bar of the final player experience by squashing these bugs feverishly. Obviously, we couldn’t find and fix every bug, but we’re proud of the effort given in the race to the finish line.

The art and content teams also worked minor miracles. A primary example was the game’s levels. We all love maps and levels, and want more of them; but they are a nexus of many different disciplines somehow crafting the same sculpture all together, and this requires tight coordination and lots of time. Firaxis had never created a level-driven game before (with a strategy system still on top of it, no less), so we had to learn how to build a pipeline that would let us efficiently design and build level assets.

This specifically required an inordinate amount of collaboration between level design and level art, weeks of gameplay testing and feedback per map, and an extreme amount of content creation (we needed to have approximately enough maps for two full playthroughs). In the end, our modestly sized level team ended up exceeding the original goal of 70 unique maps.

Beyond levels, there was still an entire headquarters to build on the strategy layer, with dozens of expandable rooms that could be hand-placed by the player. After making various isometric prototypes, we realized the base wasn’t nearly as gripping as we’d like; something was missing.

Lead technical and HQ artist Dave Black pitched the “ant farm,” a diorama-style side view that instantly connected with the entire team. This was an entirely new process as well, but Dave and the art team concurrently exceeded expectations on headquarters while finalizing all of the combat maps.

We’ve heard countless horror stories about publisher-developer relations, with publishers stifling creativity, dictating direction, or creating impossible deadlines—but our partnership with 2K Games was not one of those horror stories. While there was give-and-take from both sides (as in any relationship), we were overwhelmingly happy with 2K Games’s support—especially considering no major publishers have funded a large-scale, multiplatform, turn-based strategy game in recent memory.

2K believed in our vision and greenlit the project, something we’re not so sure would have happened elsewhere. The 2K Product Development group believed in the potential for a reimagined XCOM and also understood that taking risk was necessary. We were ecstatic to learn we would be given this opportunity.

Furthermore, 2K trusted in us as a studio to own the creative direction of the title. While they provided in-depth milestone feedback, every item was up for discussion, and they ultimately trusted in our design vision. 2K also provided us with additional resources to build an integrated tutorial, something that became critical late and ballooned beyond our initial resource estimations. This type of support proved invaluable to finish the game.

Also, 2K’s public relations team was instrumental in raising the awareness for XCOM. They took the time to understand the vision and value of the project, and allowed the team leads to directly and candidly communicate that vision to the player base. PR worked diligently to uncover many valuable opportunities for the game, including a cover reveal with Game Informer magazine and various demo presentations to targeted press.

These presentations planted the seed in our most passionate advocates—the press—to pass along what they liked (or disliked) about the game’s potential. There was also a strong working relationship between PR and the development team, leading to joint initiatives like the “Jake Solomon Undercover” video and exciting panel discussions like PAX’s “1000 Stupid Ideas on the Road to Glory.”

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XCOM required constant design iteration, with some features being implemented beyond Alpha. It may sound cliché, but Firaxis has always lived by the mantra “Find the Fun,” and the company takes that very seriously. Sometimes, fun can be a challenge to find, especially in a product that is unlike any other we’ve built before. XCOM boasts two interdependent systems that could almost be standalone games, and discovering that special synergy between the two was the key to unlocking the magic within the XCOM universe.

Trying to focus concurrently on both gameplay layers was challenging. We spent various milestones on certain features that didn’t progress as we’d hoped. By midproduction, the strategic layer was a turn-based card system for various months, and it stagnated while the team focused on improving combat. Ultimately, the strategy layer was molded into the version we’re satisfied with, but it was neglected for too long and required a late Half-Life-inspired Cabal process to get there.

We (myself, Solomon, and other members of the dev team as necessary) would meet every morning, every day, until each component of the strategy layer had a concrete game plan and a clear implementation schedule. Additionally, the tutorial and narrative, critical components of the game, couldn’t be pushed to final until the design was locked. And since the design tentpoles ran late, the narrative team (including animators, writers, and audio) came under immense pressure to finalize high-quality cinematics in an extremely short timeframe.

The extra design time helped make the game as good as it could possibly be from a gameplay perspective, but it’s worth asking whether we could have made tough calls on certain systems earlier in the schedule. This is one of game development’s largest challenges: Holding a game’s design to immovable deadlines can be stifling to the iterative and tricky-to-quantify creative process.

Shipping an unpolished combat game with a completely disconnected strategy layer would have spelled disaster for the future of XCOM, so we kept the process malleable much later into the schedule, allowing the team to find the answers through discovery and experimentation.

Practices like the design cabal helped the team focus on areas of the game that weren’t fun, but in a perfect world, we would have locked down as many high-risk systems as possible as preproduction wrapped up. We did ultimately cut content, but the bulk of our wishlist shipped in the final product, which was great for the game but taxing on the team.

By Alpha, only a few systems needed to be implemented, but a new challenge was looming around the corner: the bug database. Before Alpha, the team had a good sense of the state of the game and which systems were most playable, but it was difficult to quantify the true workload until QA began fully testing the game for a few weeks. The reported bug count rapidly multiplied like termites silently infesting the framework of an otherwise beautiful house.

Initially, we weren’t quite sure what to expect, but as the picture became clearer, we knew we were in for an inordinate effort to keep pace with the influx of bugs. There were concerns about the amount of work needed to fix the game relative to the engineers on the team. We had a ship date to hit and we wanted to get our dedicated engineers help.

But the mythical man-month is a very true concept. While our publisher was generous with additional resources to assist toward the end of production, we found that a flood of external helpers had undesired consequences. Knock-on bugs due to unfamiliarity with the codebase, content that needed to be fixed by internal artists, and communications inherent in outsourcing relationships all led to an extreme amount of overhead that ultimately fell onto the laps of internal team members who were already responsible for an aggressive workload.

Outsourcing challenges also hit the content-creation team during production. Communicating with an external cinematic team overseas led to a staggered communication channel. Since there were dozens of unanticipated clerical issues just to get their tools up to speed with ours (no fault of theirs), it was extremely challenging to troubleshoot any setbacks. Also, providing creative feedback to most external partners often led to significant delays due to the remote feedback loop and misinterpretations of feedback via email.

Once we were late into production, the leadership team wanted to maximize each developer’s working hours by being judicious regarding meeting requests, even amongst ourselves. Process-driven meetings were reduced along with costly, 20-plus-person large-scale meetings. We still maintained informal but intimate one-on-one reviews with each discipline’s lead, which was intended to be more focused and fruitful per developer. While the leadership team and some team members appreciated this, others were understandably yearning for additional official communication channels.

Also, team members wanted quicker information on the high-level changes to the design of the game, but with our lead designer doubling as a gameplay engineer, he would often be tied up with coding. Finally, cross-discipline groups (like level design and level art, and feature-specific teams) surely could have benefited from a more formalized stand-up process, which we implemented toward the end of production.

Moving forward, the leadership team knows it needs to strike an appropriate balance between optimal information flow and excessive meeting time, hedging toward more opportunities for formal communication.

Not only was the game structure of XCOM unlike anything the studio had built before, this was also the first time we’ve had to concurrently develop versions for three different platforms. It turned out managing all three was a massive amount of work.

Design-wise, the team knew there would be feature parity between PC and consoles; the only difference would be the control scheme. While the design and UI team did an admirable job on this front, there were continuous challenges throughout development to accommodate multiplatform user interface design, specifically tied to this genre. The team had to ensure all tactical commands were accessible via gamepad, and this involved quite a bit more than accommodating a point-and-shoot mechanic.

The movement system, mapping a system to support dozens of contextual abilities, and crafting a uniform Shot HUD were just a few areas that took time to master across the board. While this specific instance arguably didn’t go “wrong,” it is a small example of the multiplatform challenges faced daily.

The system-specific optimizations needed for each platform were significantly more difficult, particularly for the consoles. Understanding the console constraints for items like number of maps, audio files, texture budget, and animation sizes was a continual process between engineering and the specific disciplines. There were also severe, system-specific bugs, technical requirements, and crashes that ate up much of our senior engineers’ time.

Our systems engineering team was a very talented duo, but they didn’t have a dedicated platform engineer, which meant that they had to partner on all of these complex issues across the board. While they worked together effectively, they simply had too much work on their plates: universal systemic issues, art optimization requests, and other general and technical requirement bugs, just to name a few major workloads.

Our lead engineer assisted on the most difficult issues when he was free from putting out other fires, and another internal systems engineer joined the cause late in the project to own the Xbox 360 technical certification requirements, but these were solutions that emerged late in development.

We’re not proud about the fact that we had to crunch to finish XCOM. We have a dedicated and passionate team, and all team members put in serious extra hours at some point for the good of the project. For many, the malleable structure of the game led to frustration as we were knee-deep in the trenches. Certain dependencies were continually pushed (especially impacting audio, effects, cinematics, and user interface) and the lack of testing on late gameplay systems led to a heavy bug load for the engineers.

On the art side, the content creators had production crunches to finish all maps. As said before, this was the first time we created a game of this structure, and the first time we had to iterate so much on the process itself. While we improved certain inefficiencies throughout production, we simply couldn’t accurately predict how much time we’d need to make the game the way we wanted to make it.

In the end, we avoided permadeath. And after all of the extra hours, the thousands of bugs fixed, the hundreds of level playtests dissecting every piece of cover, the dozens (hundreds?) of gameplay prototypes and healthy debate that accompanied each new system, through every team meal, and in the wake of every hopeful or concerned hallway discussion, in the end, the XCOM development team emerged victorious.

We shipped the project within weeks of our original target release date, earned a near-90 Metacritic from video game journalists, garnered hundreds of game accolades, and won 13 Overall Game of the Year awards. Most importantly, a wildly creative and cross-discipline team banded together to contribute to the unlikely revitalization of a classic game, capturing the magic of X-COM for a new generation of gamers and hardcore fans of the original alike.

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  News - Go on a beauty adventure with shu uemura x Super Mario Bros.
Posted by: xSicKxBot - 10-12-2017, 03:24 AM - Forum: Lounge - No Replies

Go on a beauty adventure with shu uemura x Super Mario Bros.



Go on a beauty adventure with shu uemura x Super Mario Bros.


Score major style points with this collection of beauty products from shu uemura. Each item features special packaging inspired by the Mario Bros. franchise-especially the super cute Princess Peach. In addition to limited-edition eyeliners, blushes, and other makeup, the collection features a cool way to organize it all with the Adventure Makeup Box.

Level up your look (or pick up a gift for your favorite gamers) on the shu uemura site.

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  Xbox Wire - Choose How You Game with Four New Xbox One S Bundles
Posted by: xSicKxBot - 10-12-2017, 03:24 AM - Forum: Xbox Discussion - No Replies

Choose How You Game with Four New Xbox One S Bundles

This fall, we’ve got something for everyone so you can choose how you game on Xbox One. We’re continuing to deliver the best value in games and entertainment with Xbox One S and today we’re announcing four new 500GB Xbox One S bundles: the Xbox One S Minecraft Complete Adventure Bundle, Xbox One S Rocket League Blast-Off Bundle, Xbox One S Starter Bundle and the Xbox One S Ultimate Halo Bundle.

Xbox One S has a library of over 1,300 games and over 200 exclusives, including blockbusters like Minecraft, iconic franchises like Halo, and the latest exclusives like Forza Motorsport 7 that you can only play on Xbox One. With Backward Compatibility, Xbox One is the only console where you can play games from the past, present and future. Access all your favorite entertainment through apps like YouTube, Netflix and more and play with friends near and far with Xbox Live.

With Xbox One S, you’ll also enjoy the highest-quality 4K entertainment, including built-in 4K Ultra HD Blu-ray and 4K video streaming. Whether you’re playing games, watching your favorite shows or streaming gameplay, Xbox One S delivers brilliant graphics with HDR technology, premium audio and fast, reliable online gaming with friends.

With so many exciting new options, it’ll be impossible to choose only one.

Xbox One S Minecraft Complete Adventure Bundle

Xbox One S Minecraft Complete Adventure Bundle

Own the Xbox One S Minecraft Complete Adventure Bundle (500GB) for $279 USD / £229 GBP / €279 EUR and be part of a worldwide phenomenon. This bundle is available at local retailers in select markets including Microsoft Store and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Full-game download code of Minecraft – Now you can build, dig, and craft together with friends across Xbox One, mobile, VR and Windows 10 with the Better Together update
  • Full add-on download code of the Minecraft Explorer’s pack – The Explorer’s pack features the Chinese Mythology Mashup, Natural Texture Pack, Biome Settlers Skin Pack, Battle and Beasts Skin Pack and Campfire Tales Skin Pack. The Explorer’s Pack will also be available as a standalone retail offering which includes the base game and DLC (valued at $29.99) starting Nov. 7.
  • Full-game download code of Minecraft: Story Mode Season 1 – The Complete Adventure (Episodes 1-8) – Experience this episodic point-and-click adventure game.
  • Xbox Live Gold – Enjoy 3 months of Xbox Live Gold to join the online Minecraft community and build, dig and craft together with friends.
  • Xbox Game Pass – Get instant access to over 100 great games with 1 month of Xbox Game Pass.

Xbox One S Rocket League Blast-Off Bundle

Xbox One S Rocket League Blast-Off Bundle

Still wondering what soccer would be like with rocket-equipped cars? Wonder no more and get in on the action with one of the most popular multiplayer games around. The winner of numerous awards, get ready to score amazing aerial goals with the Xbox One S Rocket League Blast-Off Bundle (500GB) for £229 GBP / €279 EUR. This bundle is available at local retailers in select markets including Microsoft Store and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Full-game download code of Rocket League – Choose from a variety of high-flying vehicles equipped with huge rocket boosters to score amazing aerial goals and pull off incredible, game-changing saves, take on the single-player challenge in Season Mode or join in 8-player online competition and 4-player split-screen action.
  • Xbox Live Gold – Enjoy a 3-month subscription of Xbox Live Gold to play your favorite games online with friends and get free games each month plus deep Xbox Store discounts on games, add-ons and more.
  • Xbox Game Pass – Get instant access out of the box to over 100 great games with 1 month of Xbox Game Pass.

Xbox One S Starter Bundle

Xbox One S Starter Bundle

Own the Xbox One S Starter Bundle (500GB) for $279 USD / £229 GBP / €279 EUR and dive into the very best of Xbox One. This bundle is available at local retailers in select markets including Microsoft Store and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Xbox Live Gold – Play with and against friends and family on the most advanced multiplayer network with 3 months of Xbox Live Gold, plus receive exclusive membership perks like free games each month and deep discounts in the Microsoft Store
  • Xbox Game Pass – Get instant access to over 100 great games carefully curated for high quality and fun gameplay with 3 months of Xbox Game Pass. Games are added every month so there’s always something new to play including fan favorites such as Halo 5: Guardians, DiRT Rally and LEGO Batman.

Xbox One S Ultimate Halo Bundle

Xbox One S Ultimate Halo Bundle

Own the Xbox One S Ultimate Halo Bundle (500GB) for $279 USD and live the legend of the Master Chief on Xbox One S. This bundle is available exclusively at Walmart in the U.S. and includes:

  • Xbox One S with 500GB hard drive
  • Xbox Wireless Controller
  • Full-game download codes of Halo 5: Guardians and Halo: The Master Chief Collection, which collectively offer fans the chance to experience the Master Chief’s epic journey over five Halo games
  • Xbox Game Pass – Get instant access to over 100 great games carefully curated for high quality and fun gameplay with 1 month of Xbox Game Pass
  • 14-day Xbox Live Gold trial – Play games with friends near or far on Xbox Live with a 14-day trial

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  News - Review: Pankapu (Switch eShop)
Posted by: xSicKxBot - 10-12-2017, 03:24 AM - Forum: Nintendo Discussion - No Replies

Review: Pankapu (Switch eShop)


If you could only pick one genre that Nintendo systems have nailed down during their history, it would probably be the platformer. With the hat flinging, overall wearing mascot going on his own three dimensional odyssey at the end of this month, the Nintendo Switch has had a slew of top drawer 2D side scrollers to keep fans jumping for joy, whether it be the pixel art masterpiece and genre love letter Shovel Knight or Ubisoft’s talismanic Rayman coming late to the hybrid’s platform party.

While it wouldn’t be fair to suggest there is no more room for anyone else to bring a new IP along for the ride, it is both a critically and commercially daunting task to stand up and rub shoulders with some of the best examples of the genre, not just on Switch but in general. 


Pankapu, from French developer Too Kind, is the most traditional of 2D side scrolling platformers, and the game fits right into the console’s library in terms of its aesthetics.

What is immediately striking about Pankapu is its glorious, hand drawn art style and vivid colour palette. Golds and purples in particular positively burst from the Switch’s handheld screen, complimented by lighting effects and character animations that wouldn’t look out of place in any top class anime. The first hour or so with the title, then, is an admittedly beautiful if slightly cliche affair. Drawing inspiration from the aforementioned sprites and environments, mechanically it also takes a few cues from some legacy titles. From being accompanied by a floating side kick constantly demanding your attention, to collecting health fragments and unlocking special sword abilities, to a giant tree at the centre of the opening area, there is more than a hint of influence from a certain little Hylian adventurer early on in your quest. 


The game unfolds as the quest of warrior Pankapu on a ‘save the world’ affair, told as a bed time story to a young boy called Djaha’Rell by his father to help him sleep. Travelling across the dreamworld realm of Omnia, you will slay enemies in order to reach antagonist Gangreyn and find out what can be done to stop the nightmares before they invade humans. 

Throughout the game the player will find items that will, in turn, reveal the narrator Djaha’Rell’s own story. Panpaku himself is a silent hero, aided by your best friend and golden arachnid side kick, Chii. Chii is your voice and – as well as offering advice and in some sections – can sometimes transform to help you across certain terrain. 

Controlling Pankapu himself is pretty solid, but juggling abilities are a bit inconsistent – timing jumps while slashing your sword can be clunky, while charging an attack takes a little too long and affects the flow of the game. Felling standard (and the limited variety of) enemies reaps no financial or experience based rewards, so it’s up to the three main abilities – called Aegis that are unlocked as you progress – to add spice to the side scrolling sauce. 


As a warrior Pankapu wields a sword at the beginning of the game, gaining strength and courage from the Bravery Aegis, offering more of a melee based combat for close enemies. The Archer Aegis allows for long range attacks using a bow, as well as increased speed, and the Faith Aegis is more akin to a Mages skill set- being able to self heal, teleport and manipulate mechanical objects. The learning of these different skills, being able to switch on the fly and mastering their power prove vital in defeating Gangreyn. 

Exotic alternative names for upgrades and characters aside, the progression through Pankapu’s lush world also consists of collecting Mudjins – of which there are eleven in each level. These are cute, charming representations of positivity, and revisiting levels to collect them all uncovers secrets and treasure. There are loads of hidden paths and extra trinkets to find, and finding key areas and items will reward the player with backstory.

Although there isn’t much variety in terms of enemies, and certain foreground landscapes can feel a little intrusive, overall the game offers decent level design and immaculate presentation, with colourful narrative storyboards and a suitably elegant soundtrack. The titular hero has a fluid, floaty movement to him, and holding A will allow for higher jumps. There’s a pretty familiar moveset of jump and projectile based attacks to learn, and there are some frustrating sections – particularly where space is scarce and enemies are plentiful.


Regular checkpoints throughout the levels ensure progress is feasible, and from manipulating light sources to reveal your path to navigating the various caverns and outside environments, the experience is always visually pleasing. The difficulty does ramp up in the later stages, and boss battles are pretty albeit standard set pieces of observing attack patterns and slashing away to reduce an energy bar. At times the action flows and has a degree of satisfying kinetic energy that rewards the demanding precision, and this is where Pankapu shines, only to be halted abruptly by the occasional cheap surprise or cluster of enemies, which are easier to avoid than confront. Given the combat and ability system, that aspect of the game can feel a little conflicted. 

Conclusion


If you need a 2D platforming fix you can’t go far wrong with Pankapu. While the polished, crisp, beautiful presentation and gameplay are engaging enough, it is nevertheless slightly let down by a few elements that affect the beat by beat and overall flow of the game. The charming characters and parallel narrative are intriguing, and while the resonant themes, fantastical atmosphere and wonderful locales enchant and are especially vibrant on a big screen, the controls aren’t quite tight or precise enough considering the challenging level design an enemy combat. An enjoyable game, if not quite as strong as it could have been. 

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  News - The Latest Zelda: Breath of the Wild Free Gift Actually Has a Fun Tip
Posted by: xSicKxBot - 10-12-2017, 03:24 AM - Forum: Nintendo Discussion - No Replies

The Latest Zelda: Breath of the Wild Free Gift Actually Has a Fun Tip

The Legend of Zelda: Breath of the Wild has all sorts of quirky and fun things to do, with obvious examples like shield surfing, propelling mine carts with bombs and more. One of the quirkier little tricks is easily forgotten, though, and the latest ‘Tips from the Wild’ news post on Switch provides a handy pointer and gift.


It focuses on the fact that having a Rock Octorok (found in the Death Mountain region) suck up a rusty weapon will turn it into a shiny new bit of kit. Launching the game from the news post grants you a Rusty Broadsword with 6 power with which to try it out, and you can redeem the gift as often as you like.

This writer had actually forgotten this feature of the game, so we’ll file this as one of the ‘better’ Tips from the Wild posts. What other little tips would make for a good free gift in the game?

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  Steam - Now Available on Steam – Deadbeat Heroes, 10% off!
Posted by: xSicKxBot - 10-12-2017, 03:24 AM - Forum: PC Discussion - No Replies

Now Available on Steam – Deadbeat Heroes, 10% off!

Deadbeat Heroes is Now Available on Steam and is 10% off!*

The Prime Sinister’s reign of chaos has Londoners shaking in their boots!

Air-dash, wall-run and rocket-punch your way through garish goons & badass bosses as you use your super-powered gauntlet to bring evil-doers to justice!

*Offer ends October 17 at 10AM Pacific Time

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  PS4 - JYDGE
Posted by: xSicKxBot - 10-11-2017, 08:03 PM - Forum: New Game Releases - No Replies

JYDGE



Build your JYDGE. Enter Edenbyrg. Get out alive.

JYDGE is a lawful but awful roguehate top-down shooter where you get to build your own cybernetic JYDGE and eradicate crime in the never-sleeping megacity of Edenbyrg. Create your own play-style by augmenting your JYDGE, modifying your Gavel rifle, and choosing companion drones to suit the tasks at hand.

Will you be stealthy and lurk in shadows? Or will you assault the evildoers head on? Maybe you'll brutally rocket them to bits from a distance? Or perhaps bring your own squad of reckless companions to solve the scenarios?

You be the JYDGE.

Publisher: 10tons

Release Date: Oct 03, 2017

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  PS4 - Touhou Kobuto V: Burst Battle
Posted by: xSicKxBot - 10-11-2017, 08:03 PM - Forum: New Game Releases - No Replies

Touhou Kobuto V: Burst Battle



Touhou Kobuto V: Burst Battle is a bullet-hell battle game that takes place in the Touhou universe. Take control of one of nine Touhou characters and eliminate your opponent using bullet-hell patterns, melee attacks, or spell cards! Featuring ear-tingling beats for each character, you might just find yourself dancing while you play!

Publisher: NIS America

Release Date: Oct 10, 2017

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