In a tweet from their official Twitter page, developer Ember Lab has announced that Kena: Bridge of Spirits has been delayed to early 2021.
"This year has brought many challenges and our transition to working from home has caused development to move slower than we hoped," said a statement from Ember Lab. "For this reason, we have made the difficult decision to delay the release of Kena: Bridge of Spirits to Q1, 2021. We have not made the decision lightly, but feel it is best for the game and well-being of the team. We will use this time to give the game the polish it deserves and deliver an experience that meets our vision and your expectations."
***An update to our Kena community*** pic.twitter.com/rKoy33YWKZ
— Kena: Bridge of Spirits (@emberlab) September 11, 2020
This news comes as a bit of a surprise, especially since we recently got more details from GameInformer's September cover story on the game. Some of these details include fast PlayStation 5 load times, how it'll use some of the DualSense controller's features, and the number of enemies that can be displayed on-screen at once. This wasn't the only major game delay this week though. Grasshopper Manufacture's Suda 51 announced they'll be delaying No More Heroes 3 to sometime in 2021.
For those that don't know, Kena: Bridge of Spirits follows Kena, a girl who sets out to discover the secrets surrounding an abandoned village. The game was announced during PlayStation's Future of Gaming Showcase in June. Like other notable PS4 games like Assassin's Creed Valhalla and Marvel's Avengers, players who purchase Kena: Bridge of Spirits on PS4 will get upgraded to the PS5 version for free.
Kena: Bridge of Spirits launches early next year on PlayStation 4, PlayStation 5, and Epic Games Store. You can watch its announcement trailer below. As we get more info on the game, we'll be sure to let you know.
The post Kena: Bridge of Spirits Has Been Delayed to Early 2021 by David Gill appeared first on DualShockers.
When it released in 2018, The Reckoners quickly shot up the board game charts. The cooperative game is based on Brandon Sanderson's hit young adult fantasy novels and uses a dice-based system to great effect. Now, the game is getting a brand new expansion called Steelslayer. More accurately, it's a collection of four modules that can be swapped in and out of the base game.
— Nauvoo Games (@NauvooGames) September 10, 2020
The modules in The Reckoners: Steelslayer cover four separate areas. Each adds a new component to the base game. So, you can choose to add in the new Reckoners, equipment, Epics, or boss Epics at your leisure. It's an interesting take on how to build out an expansion. Letting you mix-and-match at your leisure allows players to build The Reckoners game they want to play.
On top of the modules, anyone who really loves the original game can upgrade to a deluxe edition that includes some stunning metal components. I'm not usually that interested in upgraded components, but going from cardboard to metal is a major positive.
Unfortunately, the Kickstarter campaign does have one of the things I hate to see out of board gaming companies. Steelslayer will not be released to distribution or retail. So, if you don't get it from this campaign, your only hope is that Nauvoo sells it through their site. That said, it's probably not a big deal, I just prefer to see games come to full retail where possible.
The post The Reckoners: Steelslayer Expands on the Hit Board Game by Ricky Frech appeared first on DualShockers.
While we are still waiting for when we can pre-order the PlayStation 5 we now know at the very least what will come in the box along with the console and it's basically what you would expect.
Whether you get the standard or digital edition of the PlayStation 5 you will be getting the same contents in the box. According to industry insider ZhugeEX on Twitter, each console will come with a DualSense controller, stand (which can be used vertically or horizontally), HDMI cable, AC power cord, USB cable (DualSense charging cable), instruction manual, and Astro's Playroom which comes pre-installed on the console.
Model numbers for PS5 and PS5 Digital Edition + box contents. pic.twitter.com/LntCOo5iae
— Daniel Ahmad (@ZhugeEX) September 11, 2020
Sony has already shown that there will be other PlayStation 5 accessories like a media remote and a charging stand for the DualSense. At least we know now that those will be sold separately and will not be included with the console itself.
Rumors arose earlier this week that the PlayStation 5 release date and pre-order information would be announced on Wednesday, September 9 which happened to be the 25th anniversary of the original PlayStation but nothing came of it. Despite that, I can't see Sony not making an announcement before the end of this month. For now, we will just have to wait a little bit longer.
Check out our PlayStation 5 pre-order page which will give you quick access to the major retailer sites you can go to purchase your console once pre-orders go up.
The post PlayStation 5 – Here is Everything That Will Come in The Box by Cameron Hawkins appeared first on DualShockers.
Another week has come and gone and we still don't know when Sony intends to release the PS5, or how much it will be charging for the platform. However, thanks to some new information that as noticed today, it seems like these revelatory answers could be finally coming to light next week.
Spotted by Push Square, Sony has a placeholder event scheduled to take place next week at PAX Online, but the details of the panel are still hidden right now. The event is set to occur on Friday, September 18 at 6:45pm EDT with it currently only being referred to as a "Sony Holder."
Obviously, the fact that Sony is clearly keeping something under wraps here would make it easy to think that this mystery panel could be related to the PS5. That being said, whatever this panel might be almost certainly won't be where the PS5's price or release date itself will be unveiled. Why is that, you might ask? Well, the date and time in which this panel is taking place would make such a landmark announcement incredibly bizarre. Almost no major company in the world opts to do anything drastic on Friday afternoons right before the weekend arrives.
Still, with this in mind, perhaps this showing could be a sort of supplemental event for Sony that is meant to talk more about the PS5 in the aftermath of a reveal that could be made in relation to the next-gen console in the coming days. For that reason, maybe this is why the extended details of the panel itself haven't been given just yet.
Regardless, whatever might be in store for this PAX Online showing, we surely should be hearing more from Sony soon regarding the PS5, especially now that Microsoft has shown its hand with the Xbox Series X. While I don't have any insider information, next week feels like it could finally be the week in which the levee of withheld PS5 information finally breaks.
The post PlayStation Looks to Have a Secretive Panel Planned for PAX Online by Logan Moore appeared first on DualShockers.
Following the long-awaited announcement of the Xbox Series S we have continued to learn more information about Microsoft's budget-friendly console. The Series S will have the ability to play games at a 1440p resolution at 60 frames per second with the ability to upscale to 4K resolution and 120 fps. However, with not have the capability of having true 4K graphics the Series S will not have the upgrades that Xbox One X owners have when playing certain backward compatible titles.
When it came to backward compatible games this generation, Xbox had a team that would develop "Xbox One X enhancements" bringing those titles to a 4K resolution. The Series S however will not be able to take advantage of these enhancements due to the lack of its 4K nativity. However, that does not mean that there will not be any improvement from playing older titles on the Series S. In an article from Gamespew, Microsoft confirms that the Series S will give previous generation games "… improved texture filtering, higher and more consistent frame rates, faster load times, and Auto HDR."
Microsoft explains "Xbox Series S was designed to be the most affordable next-generation console and play next-generation games at 1440P at 60fps. To deliver the highest quality backwards compatible experience consistent with the developer's original intent, the Xbox Series S runs the Xbox One S version of backward compatible games…" This makes complete sense honestly. The Series S is not a 4K console so it will not get the 4K enhancements. Even so, there will be upgrades for Series S owners and adopters of the console likely do not have the ability to play games at 4K in the first place. While the Series S is an attractive console with its $299 price tag, if you want to experience your games in 4K, the Series X is the way you have to go.
Pre-orders for the Xbox Series X and Series S go up on September 22. Check out our pre-order page to help prepare you for when each console is available for purchase.
The post Xbox Series S Won't Feature 4K Enhancements for Backwards Compatible Titles by Cameron Hawkins appeared first on DualShockers.
There's an ongoing joke within the Dark Souls community that FromSoftware is a bit too obsessed with putting swamp locations in all of their entries. No matter what Soulsborne-style game from the developer that you might be playing, there's a good chance that you'll have to slog through a bog at some point in time.
Mortal Shell is the latest Soulslike that has hit the market and it wants to be like Dark Souls so badly that it also falls into some of the latter's same tropes. Not only does Mortal Shell feature largely the same structure and gameplay stylings from the heralded games that came before it, but it also just feels a bit too familiar, all the way down to the game's central location being one big swamp. Despite wearing its inspirations on its sleeve more proudly than it likely should at times, Mortal Shell is still another solid Soulslike that brings some new ideas and mechanics to the subgenre's table.
Mortal Shell places you in control of a pasty, white, faceless dude that is known as a Vessel. While this Vessel is weak on his own, he can inhabit the body of various Shells, which are characters that lived in this world before. Rather than building out a single character over the course of the game, Mortal Shell lets you control four different character types, each of which has its own playstyle. For instance, Harros, The Vassal is the game's most balanced Shell and has equally proportioned stats in health and stamina. Conversely, Eredrim, The Venerable has much more health at his disposal, but runs dry on stamina quickly. The varying playstyles that each of the four Shells has on offer allows you to either switch up your playstyle whenever you like or commit to one that you may like the most.
RPG systems lie at the root of Mortal Shell, but they do differ quite a bit from other Soulslike games. Each Shell in the game has its own upgrade tree with a handful of different abilities that can be purchased with the game's currencies. Some of these upgrades merely provide passive buffs to your characters, while others give you boosts to some of the active abilities in your repertoire.
The only downside of this whole upgrade system and the ability to swap between four different characters is that the game really seems to encourage you to only choose one Shell and play with it until the end of the game. In my own experience, I found that Tar and Glimpses, the two aforementioned currencies, are often harder to come by compared to some other Soulslikes. As such, if you pour too much of these items into one Shell only to then decide that you'd prefer to switch to another later on, it might take some serious grinding before you start upgrading that character's abilities as well.
Combat in Mortal Shell is largely quite similar to what you may have played in Dark Souls — light and heavy attacks, dodge rolls, etc. — but there are some pretty big alterations as well. The key mechanic in Mortal Shell that sets it apart from others in the genre deals with the ability to harden your character. With the press of one button, you can enter this hardened state which will then make you impervious to all incoming damage and will reflect your opponent's next attack. Hardening is vital in Mortal Shell and it's essentially something that you have to get a good grasp on in order to advance in the game.
That being said, once you do learn the ins and outs of hardening, Mortal Shell is a bit more prone to "cheese" than other Soulslikes. Since you can essentially block all incoming damage while hardening (which comes off of a cooldown every five to seven seconds) you can really take your time with some of the game's boss fights and just continue to use harden to reflect an attack before then dealing small bits of damage. It feels almost counter-intuitive to what Soulslikes typically ask of the player. Still, I overall thought the hardening mechanic was a novel one.
The other biggest addition in the realm of combat mechanics in Mortal Shell comes in the form of special abilities that each weapon can perform. Shells each have a resolve bar that you can build up by dealing out attacks on enemies. Once built up to a certain level, you can then unleash more powerful strikes that deal out larger portions of damage. Parrying is also available in Mortal Shell, with a well-timed reflection not only allowing you to viciously strike enemies in return, but it also heals a decent portion of your health. With healing items not giving you immediate health in Mortal Shell, it's vital that you get these parrying mechanics down in order to stay alive.
If there is one aspect of Mortal Shell that I truly did not like, it came in the way of the game's level design. Some of the locales in the game, especially that of the swampy marshes of Fallgrim, are way too confusing to traverse. The advent of tunnels that interconnect some of the areas in Fallgrim specifically made me feel even more lost throughout. Additional areas in the game, while quite pretty to look at sometimes, were often just as head-scratching to get about — here's looking at you, Eternal Narthex. I've played quite a few Soulslikes in my day, so I'm pretty used to these vast, labyrinth-like areas. But more often than not, Mortal Shell made me feel more occasionally puzzled as to where the heck I was at in the world than others in the genre.
While the story isn't front and center by any means in Mortal Shell, I also have to say that the game's lore that was presented didn't draw me in at all. Storytelling in Mortal Shell is the one area that feels most-similar to Dark Souls, as much of what is explained to you in the world is told through secondary means. I've admittedly never been very drawn in to the latter series either when it comes to story, but Mortal Shell felt like it was trying way too hard to dupe that franchise's narrative delivery.
Mortal Shell definitely has some interesting ideas and considering how small the team is at Cold Symmetry, it's actually quite impressive what the studio has been able to put together on its first outing. From a purely mechanical perspective, Mortal Shell will absolutely scratch any Soulslike itch that you might be having in 2020. Still, when the game is so unabashedly trying to draw comparisons to Dark Souls, it's going to be quite a tall task to match up in all areas. Mortal Shell nicely sets the groundwork for a future installment from Cold Symmetry, but any potential sequels definitely need to do more in terms of presentation to set itself apart from the granddaddy of the subgenre.
Supergiant Games' Hades is set to launch on Nintendo Switch and PC later this fall. The rogue-like dungeon crawler casts you as the son of the god of the dead and asks you to find your way out of the Greek Underworld. It's incredibly good in early access on PC and might be something truly special on release. Supergiant wanted to bring cross-save functionality to the two platforms. However, due to some setbacks in testing, it will not be available at launch. Instead, it's coming in a future update.
— Supergiant Games (@SupergiantGames) September 11, 2020
This is far from devastating news. Obviously, you'd love to have it out of the gate, but not having your early access save come with you to the Switch isn't world-ending. Fortunately, Hades supports multiple save files. So, you can start a new save at launch and then convert your PC save over at a later date if you want without fear of losing a save. That's soothing news for fans.
In the comments of their tweet, Supergiant confirmed that Hades is still only set to launch on Nintendo Switch and PC. However, they've yet to rule out other platforms down the line. Personally, I'd love to see this game hit PS5 and Xbox Series X in their respective launch windows. That would be a big get for either console maker, especially with how bare those launch lineups are.
For now, though, Hades will launch on Nintendo Switch and PC at some point this fall. We don't have a firm release date yet, but it should be relatively soon.
The post Hades Will Launch Without Cross-Save Between PC and Switch by Ricky Frech appeared first on DualShockers.
After winning the event's Legend Award earlier this year at the 2020 edition of the New York Game Awards, industry icon Reggie Fils-Aime has been revealed as one of the show's co-hosts for next year.
In what will be the 10th anniversary of the New York Game Awards, Fils-Aime will serve as the host of the event alongside New York Videogame Critics Circle founder Harold Goldberg. 2021's show will take place on January 26 and much like many other events have gone over the past few months, it will take place entirely online rather than being in-person.
We have a stellar line-up of gaming industry greats that will be sure to wow nostalgic gaming fans and new gamers alike," Fils-Aime said of his excitement for the show early next year. "And we will honor the best of gaming from 2020. This will be a 'must watch' event."
In some supporting statements, Goldberg went on to say that this year's Legend Award, the same one that Fils-Aime earned last year, will have some big news to be shared about it. While Goldberg declined to say what this announcement will be in regards to specifically, he said that more information will be coming about down the road. As for the awards themselves, many of the presenters this year are said to be comprised of past Legend Award winners.
The New York Game Awards is typically an event that occurs in our backyard here at DualShockers, and while we obviously won't be attending it in-person this year, we'll continue to keep you informed of the show's status in the coming months.
The post Reggie Fils-Aime Will Co-Host the 2021 New York Game Awards by Logan Moore appeared first on DualShockers.
World of Warcraft: Shadowlands is quickly approaching launch. The game is set to release on October 27 and the team at Activision-Blizzard is full into the hype cycle. Their set of Afterlives shorts just released its third video. This go-around, we're getting a better look at the machinations happening in Ardenweald. For all you druid fans out there, it's finally time to see what Ursoc has been up to since Legion. Spoilers: it's mostly sleeping while waiting to be reborn. Check it out below.
Seeing Ursoc is pretty neat, but the bigger characters here are Ara'lon and the Winter Queen. These two members of the Wild Hunt are set up as two NPCs you'll encounter during the Ardenweald questline. If my World of Warcraft history is anything to go by, Ara'lon is going to introduce you to the zone, while the Winter Queen will play a part in some major raid. Obviously, if you really want to know, the info is probably available in the beta patch notes. I'm not spoiling myself though.
World of Warcraft: Shadowlands is shaping up to be more exciting for me personally than I was originally expecting. While the gameplay is mostly still the same old WoW, the lore implications have sufficiently piqued my interest. I, of course, won't be surprised if I'm disappointed, but seeing some lesser-known characters showing up in these shorts has me ready to give the expansion a try.
World of Warcraft: Shadowlands launches on October 27 on PC. Be sure to keep your eyes peeled for that last Afterlives short. It should be out sometime next week. We'll get a look at what's going on with the vampiric Venthyr over in Revendreth. That's the covenant I messed around with most in the beta. I'm expecting some Game of Thrones-like plotting.
The post Newest World of Warcraft Afterlives Short Shows Where Ursoc Went in the Shadowlands by Ricky Frech appeared first on DualShockers.
Coming over a year after the events of Avengers: Endgame and its epic conclusion to the Marvel Cinematic Universe, now feels like both the best and worst time that Marvel's Avengers could have arrived. What's working in its favor is the fact that the Marvel Universe has never been more popular. Characters like Black Panther and the Guardians of the Galaxy are now as ubiquitous as Iron Man and Captain America, with the MCU arguably being at the height of its cultural zeitgeist. However, this also works against Marvel's Avengers, given that the MCU has been the definition of these characters for over a decade, and the comparisons of these characters against how they've been portrayed in nearly two dozen movies is only inevitable.
Despite those uphill struggles, Marvel's Avengers aims to deliver its own take on the classic group of superheroes, and to that end, it's almost there. Crystal Dynamics' title tries to straddle the line between the type of single-player campaign that the studio has been known for from the Tomb Raider series, while also attempting to bridge that narrative into an ongoing multiplayer experience. In this way, if Endgame was stuffed to the brim with fan service and satisfying character moments, Marvel's Avengers feels the opposite: stuffed with repetitive missions and lackluster gameplay, but with moments of greatness that deliver the type of comic book action we've been waiting for.
Though Marvel's Avengers had a bit of a rough reception when it was finally unveiled last year, the final product that Square Enix and Crystal Dynamics have assembled definitely shows some improvements, and in a lot of ways, might be a bit surprising. Initially, the game was pitched as "Destiny meets the Avengers," with the game's multiplayer components taking most of the spotlight. In a way though, I wish Marvel's Avengers—or at least its marketing–honed in more on what the title really manages to nail: the love and enthusiasm for these iconic characters that shines through its single-player campaign.
The campaign of Marvel's Avengers has the action and spectacle that a lot of us would expect from an MCU film, but what really sets the single-player storyline apart is the fact that really, it's a Ms. Marvel game featuring the Avengers. As the story follows Kamala Khan (played by Sandra Saad) trying to bring the Avengers back together after the perilous events of "A-Day"–where an attack left San Francisco devastated and Captain America dead–she pieces together the true motivations behind what happened. Instigated by the organization known as AIM, Kamala and the rest of the Avengers that she gathers band together to try and thwart AIM from completing their mission of eradicating Inhumans from the rest of the world.
Though the overall storyline would feel right at home in a Marvel comic book or the latest MCU movie, Marvel's Avengers packs a surprising amount of heart, and that is channeled directly through Kamala Khan. From the opening segment of the game at A-Day where she is geeking out about the Avengers reading her fan fiction, to her standing alongside Hulk and Iron Man to fight off enemies, Kamala Khan proves to be a fantastic protagonist and a reflection of the endearing love that comic fans everywhere have for these characters. Given that she is a character that has yet to be introduced into the MCU, Kamala's introduction in Marvel's Avengers made me immediately want to know where I can start to read more about her origins in the comics.
While Kamala is my personal highlight among the cast, the rest of the Avengers also get their moment in the spotlight throughout the campaign. Bruce Banner/Hulk especially has some wonderful scenes alongside Kamala by acting as her mentor, while Troy Baker manages to bring out Banner's vulnerabilities in a compelling way. Though he straddles the line a bit between Robert Downey Jr's performance and Nathan Drake, Iron Man (played by Nolan North) gets a memorable introduction that sees him blasting away foes with nothing more than a helmet and some rocket boots. Thor (Travis Willingham) channels the brawny yet powerful ego of his comic book and movie counterpart well, and Black Widow (Laura Bailey) is the badass spy that I've expected her to be. Given his limited time in the campaign, Captain America (Jeff Schine) was perhaps the character I wish that had a bit more dimension to him, but gets his own moments of heroism and bravery.
Most importantly, what Marvel's Avengers gets right with the portrayals of these characters are how they play and feel. By design, each of the heroes in Marvel's Avengers are meant to play entirely different from one another, and for the most part, Crystal Dynamics succeeded in making each character feel distinct in gameplay style and ability.
Whether you decide to go for up-close combat with Captain America, fly in the air and blast foes as Iron Man, or devastate groups of enemies as Hulk, no matter which character I played as, I found something to enjoy from each of the heroes in Marvel's Avengers. Combined with the various ways that you can expand their abilities through its skill tree or equip new gear and perks, there is a lot of room to work with making each hero feel specific to your playstyle, whether you want to main one or two specific characters or customize each and every Avenger.
As a whole, Marvel's Avengers shines the brightest in its campaign, and over the course of around 10 hours, proves that it can craft a solid single-player adventure with Earth's Mightiest Heroes. Though it doesn't have the same level of polish that we saw in 2018's Marvel's Spider-Man, its storyline features a hefty amount of Marvel fan service, exciting set pieces, and surprising story moments that kept me engaged until the very end. More or less, the campaign is what I would have wanted from an Avengers game, and Crystal Dynamics delivered incredibly well in that regard.
However, once that campaign reaches its credits (and its obligatory post-credits scene), Marvel's Avengers enters its multiplayer components and loses a bit of its luster. While you can jump into the multiplayer aspects of the game from the start, the "Avengers Initiative" is intended as a post-campaign experience that ties into the ending of the narrative. The campaign itself serves as a solid entry point to understanding how the post-game of Marvel's Avengers works, and more importantly, if it's an experience that you'll want to find yourself coming back to for the long haul.
The multiplayer components of Marvel's Avengers take a large amount of inspiration from Destiny in structure and design. Once you enter the Avengers Initiative, you'll find yourself onboard the Chimera with access to the War Table, where you can venture out to different locations around the world to take on missions. You'll also have the opportunity to take on Assignments and build up your reputation with two factions, SHIELD and the Inhumans, while also completing Challenge Cards for specific heroes that can unlock new rewards and gear.
The foundations are there for Marvel's Avengers to craft a multiplayer experience that will likely keep players coming back, especially once new content is introduced like AIM Secret Labs, which sound like its equivalent of raids. However, from the time that I've spent with the multiplayer aspects of Marvel's Avengers, I don't know if it has its hooks in me just yet in the same way that Destiny has over the past several years.
The biggest issues that come to mind for Avengers' post-game so far are its lack of varied mission types, combined with its repetitive environments and locations. By and large, the War Zone missions that you'll take on through different locations in the Avengers Initiative will fall into a couple different standard categories, such as having to capture a set of different control points, defending a zone, or working together to take down a more challenging boss. Likewise, the environments you explore are fairly open and offer opportunities to find hidden areas and loot caches, which will sometimes require teamwork to uncover and reap their rewards.
Though the multiplayer has the added perspective of being able to complete these objectives alongside friends, compared to the structure of the single-player missions, the objectives of the multiplayer missions in Marvel's Avengers often feel bland and uninteresting. After the initial novelty of working together as a fully-kitted-out team of heroes for a few missions, it's not too long before the multiplayer's repetitive cycle kicks in and puts players on the treadmill of its loot grind. This is combined with the fact that if you grow tired of seeing the same AIM laboratories or desert environments a few times through, unfortunately, you'll likely be seeing them a lot as you continue to grind and build up your characters.
For players that have put in countless hours into games like Destiny, The Division, or Borderlands, obviously Marvel's Avengers will scratch the same sort of itch if you're looking for a simple loot-based multiplayer experience. But in its current form, the loot chase feels like the only real reward for continuing to play Marvel's Avengers for the longterm. There is a huge variety of different cosmetics and unlockable skins for each hero, but you'll need to put in a significant amount of time to work your way towards unlocking them. Additionally, while there is a loot system designed to have you chasing better, more powerful gear, the fact that it purely alters your stats and doesn't have an impact on how your character looks feels more like busywork than meaningful character progression.
While I enjoyed my time with the single-player campaign in Marvel's Avengers–which surprised me with its warmth, fun, and energy–its multiplayer components haven't quite come together just yet. As a game that revolves around assembling its team of iconic heroes, Marvel's Avengers at this time still feels a bit at odds with itself. Granted, Crystal Dynamics clearly is planning to make this experience evolve over time with the introduction of new heroes and storylines into its online modes, so the Marvel's Avengers a year from now may look very different than today. For now, we'll have to see if these heroes can find a way to regroup to face the challenges ahead.