On October 29, to coincide with the upcoming launch of Watch Dogs: Legion, Ubisoft will launch Ubisoft Connect, a new ecosystem that will bring all of Uplay and Ubisoft Club together in one single place. Other than that, Ubisoft Connect will also bring with it a few more features that Ubisoft seems to be committing to for the future.
The most crucial of these is cross-platform progression. "Designed for the next generation of gaming and beyond, Ubisoft Connect is just the beginning of Ubisoft's commitment to making cross-platform features standard in the future," Ubisoft writes.
Cross-platform progression will be added to future releases, starting with the likes of Assassin's Creed Valhalla, Immortals Fenyx Rising, and Riders Republic (upcoming games such as Far Cry 6 and Prince of Persia: The Sands of Time Remake aren't mentioned, so it's unknown whether they will feature cross-progression as well).
Regardless of whether you're playing these games on PlayStation or Xbox or PC or Stadia (or Switch, if the game is on it), your progress will be shared across all platforms, as long as your Ubisoft Connect account is linked to the game.
Similarly, cross-platform play will also be supported in most upcoming Ubisoft games with multiplayer.
Ubisoft has mentioned that cross-play and cross-progression will be added in select games, so going forward, whether not these are supported in releases is something we'll likely find out on a case-by-case basis.
The Medium Developer Explains Dual-Reality Gameplay in New Video
Bloober Team's The Medium won't be launching alongside the Xbox Series X/S next month but it's still worth following. This is in part due to the Dual-Reality gameplay, which sees protagonist Marianne exploring the real and spiritual worlds at the same time. In a new "Premonition" video on Twitter, the developer provided a refresher on how the mechanic works.
If you've missed previous gameplay trailers for the same, the Dual-Reality mechanic has both worlds on-screen at the same time. Marianne's physical body is synced with her spirit as both navigate their respective environments simultaneously. Certain actions in the spiritual world can affect the real world and you might have to focus on one world during these segments to progress forward.
Interestingly, Dual-Reality gameplay will make up "about two thirds" of one's total time with the game. For the remainder, Marianne will either traverse the real world or the spirit world and attempt to survive. The Medium releases on December 10th for Xbox Series X/S and PC. Stay tuned for more details en route to its launch.
Are you curious how our #DualReality system works? Do you wonder how you will play in both the real and the spirit world?
Here is our short Premonition video – a quick guide explaining how you will experience both realities at the same time#TheMedium pic.twitter.com/1FOBewTUlh
— The Medium Game (@TheMediumGame) October 22, 2020
Fire Emblem: Shadow Dragon and the Blade of Light Coming to Switch on December 4th
Out of nowhere, Nintendo has announced that Fire Emblem: Shadow Dragon and the Blade of Light will be coming to Nintendo Switch. Costing $5.99, it's a localized ports of the Famicom classic that's only been available in Japan till now. Switch players in North America can experience it on December 4th…for a limited time.
Yes, much like Super Mario 3D All-Stars, Fire Emblem: Shadow Dragon and the Blade of Light will only be available until March 31st 2021. Along with over 50 characters to play as, there are numerous units and classes to choose. New features include save states and a rewind feature to help undo any permanent losses.
Along with a digital release on the Nintendo eShop, there will also be a retail release called Fire Emblem 30th Anniversary Edition. For $49.99, fan get a code to download the game, a deluxe art book, a replica game box with instruction booklet and map, a collector's box, and a mini Nintendo Power collectible. Check out the trailer below to see how the classic's gameplay holds up.
Nintendo Should "Get Rid of the Switch Console and Only Have the Switch Lite" – Michael Pachter
As a hybrid machine that can be used as both a portable handheld machine and a home console, the Nintendo Switch has unique appeal to a wide market, and also to Nintendo, who have been able to unify their handheld and console software pipelines to deliver more content for a single machine.
Of course, the Switch offers a cheaper alternative with the Switch Lite, which removes the console's docking capabilities, turning it into a handheld-only portable system. And according to Wedbush Securities analyst Michael Pachter, that device is the one that Nintendo should ideally be focusing all their efforts on.
Speaking with GamingBolt in a recent interview, Pachter said that the Switch's hybrid concept isn't one that gets a lot of use, and that the smart thing for Nintendo to do would be to drop the console side of things and turn the Switch into a purely handheld device.
"I don't really understand the whole hybrid concept," Pachter told GamingBolt. "I think that was something Iwata did to differentiate the Switch, and he wanted to have a console that could go back and forth from console to portable. But I don't think most people play it in both modes, I would say that maybe 20% of Switch owners play both modes; and I think most Switch owners play it handheld only. So I honestly don't understand the whole point of the hybrid. Who cares? Play it as a handheld."
"And Nintendo isn't that smart," he continued, "so you never know what they will do next, but I think the smart thing would be to get rid of the Switch console and only have the Switch Lite, get rid of the docking station, get rid of playing on the TV; maybe offer a Fire Stick style dongle for those who do want to play it on the TV. But I just think that a portable-only Switch makes the most sense, it's the cheapest to make, and they could make the screen nicer and the build quality better."
Speaking about next-gen and what Nintendo could have in store, Pachter said, "I am not sure what we will see from them next generation, if there will be upgrade to processing power. They should at least put some flash memory in it so you can download some games and not have to screw around with cartridges."
Recent reports have suggested that Nintendo is planning on releasing a 4K-ready Switch variant in 2021, and that it will have "a slew" of major new releases to go along with it throughout the year.
Our full interview with Pachter will be going live soon, so stay tuned for that.
Mortal Kombat 11 Ultimate – Rambo Draws First Blood in New Trailer
As part of Mortal Kombat 11's Kombat Pack 2, Rambo will be receiving a dedicated gameplay breakdown on the Kombat Kast next week. In the meantime, NetherRealm Studios has released a new trailer that showcases some of the action star's skills. Check it out below.
Rambo fights primarily with a bowie knife but is capable of laying traps and setting C4. He can also crawl on his belly to move forward while avoiding any projectiles, closing the distance at an admittedly slow pace. Of course, if you want to dish out the projectile damage, then switching to Rambo's bow will do the trick. Keep an eye out for the iconic battle between Rambo and Terminator later on in the trailer.
Kombat Pack 2 is out on November 17th and along with Rambo, it includes Mileena and Rain. Mortal Kombat 11 Ultimate is out on the same day for Xbox Series X/S, Xbox One, PS5, PS4, Google Stadia, Nintendo Switch and PC. It contains the base game, Aftermath and both Kombat Packs.
Torchlight 3 Review – Pieces of Development's Past
The road to release for Torchlight III has been anything but traditional. Since its predecessor's initial release in 2012, the follow-up has been labeled an MMO, a dungeon crawler, free-to-play, premium, online, offline, and everything in between. Ultimately, it's settled on a direct continuation of the series, an online or offline action RPG dungeon crawler in the vein of Diablo whose primary goal is simply get the best loot possible. There are pieces of every stage of its development lying around, but it doesn't quite seamlessly piece everything together. Its fundamental aspects are passable and often interesting, and while it never takes the step to push itself above and beyond its predecessors, it's great for a lighthearted, casual grind.
Fittingly for a game that has worked through so many labels, Torchlight III's gameplay is a combination of various elements of the premium dungeon crawler the series is known to be and the freemium MMO that this game initially was. At its heart, it's still a straightforward isometric action RPG. You take your created character through an increasingly difficult series of dungeons to complete both the contextual goal of saving Novastraia and the practical one of improving your character with better stats, improved buffs, and, most importantly, better loot. From the outset you choose from one of four default classes, ranging from the traditional archetypes of strength to finesse, balance to technique. Also at the outset you select a relic that powers an additional skill tree and gives you powers like improved healing or fire control.
The gameplay itself is altogether relatively engaging, if not revolutionary. Once you reach a certain level, you can have up to nine unique attacks equipped, but, as is common for a game that allows for so much variation, it's easy to find a powerful skill and become reliant on it. For me, this came in the form of a massive fiery sword that slammed down on enemies and left a blazing trail in its wake. Not only was it incredibly powerful, especially when upgraded, but it was also ridiculously fun to employ.
"Torchlight 3's fundamental aspects are passable and often interesting, and while it never takes the step to push itself above and beyond its predecessors, it's great for a lighthearted, casual grind."
When you look outside of the best skills, though, while there is a good selection of skills that counterbalance each other, including ones for my character that built up heat and others that used heat, it's almost always easier to turn back to simple short and long-ranged weapons. There's an inherent decision between spreading your skill points across many skills or focusing in and making one or two as powerful as they can be, and I found that having fewer, more powerful attacks, combined with the basic weapons, was almost always enough to get by.
On the other side of the development cycle coin are the relics of when this game was a free-to-play MMO, relics that are mostly covered but sometimes rear their heads without warning. The entire economy feels made for a free-to-play game, as there's a lack of any real market and many things cost more than they should. Respawning takes up to 10% of your coins if you don't want to warp back to town, and there's almost no market for gear whatsoever. You can buy either a base weapon or gamble on a random item for a set price, but ever since Destiny's Xur, lacking any form of higher-level gear salesman misses the mark.
New to the series is the fort-building system, which allows you to create and manage multiple forts along the map to gain different stat buffs and store items. In theory, this idea is great for those who want to completely max out their stats, but in practice, this mechanic is entirely avoidable and feels most fitting in a free-to-play experience. In my 15-20 hour playthrough, I only felt the need to come back to a fort a handful of times, as I wasn't pressed for any small stat buffs it could offer.
"New to the series is the fort-building system, which allows you to create and manage multiple forts along the map to gain different stat buffs and store items. In theory, this idea is great for those who want to completely max out their stats, but in practice, this mechanic is entirely avoidable and feels most fitting in a free-to-play experience."
A more fundamental element of the game that both offers a staple of the genre and gives a reminder of the free-to-play aspect is the continual grinding necessary to progress. Loot provides the game's almost sole form of reward, and upgrading your gear at every opportunity is both satisfying and essential. You can have up to nearly a dozen unique items equipped at once, ranging from basic weapons to multiple pieces of armor and buffs for your companion pet, and everything comes with its own set of stats and perks.
Naturally, a lot of loot can be compared simply by looking at level or damage numbers, but some enemies are stronger or weaker to different types of damage, from poison to fire or electric, and are better faced with different gear, even if it's a lower level. However, th grind itself gets a little tedious. It sometimes feels like leveling up happens at a snail's pace, and, especially near the end of the game, level requirements for certain locations jump quickly, almost requiring you to sit and grind, which forces out the more repetitive nature of the combat and the enemies. While it is possible to make your way through while underleveled, the game gives you ample opportunity and encouragement to grind, but this tends to mute the more interesting aspects of the gameplay.
Along the critical path, the story is broken down into three acts. While the story itself is mostly set to the background, the tone is constantly in the forefront as a lighthearted, humorous, colorful romp through Novastraia. NPCs speak whimsically, enemies have absurd names, and the story is over-the top and generally enjoyable nonetheless as it brings you through a set of somewhat linear locations. Each location has two or three different parts that you'll visit, and each act is mostly delineated by one particular damage type, most notably the second act's focus on poison. This means that within each act, you'll see a lot of the same enemies repeatedly, and, while there is a good number of different enemy types, you'll become very familiar with them as you grind. Environments, too, can be a little repetitive within the acts, tinted with a very specific color palette that makes each act mostly similar within itself but distinct from one another.
"While the story itself is mostly set to the background, the tone is constantly in the forefront as a lighthearted, humorous, colorful romp through Novastraia."
As you progress the story, you'll visit virtually every location in the game, and almost every single path ends in a boss fight, as I fought somewhere in the range of three dozen in just story missions, not including ample optional ones elsewhere in the world or in side missions. Boss fights are certainly the most enjoyable parts of the gameplay because they have the highest stakes, and each boss both drops high-level loot and has a boss chest that does the same. Over time, you'll notice that boss types recur, especially within each act, but they are unique enough between acts for this to not ultimately matter. Taking down massive bosses with a swing of my fire sword was always satisfying, and the loot that came with it was the cherry on top.
Torchlight III is by no means the best or most innovative dungeon crawler in recent memory. It cobbles together pieces of its stages of troubled development, and while many of them work, some clashes are noticeably present. Gameplay is fun in short bursts and when fighting new, major bosses, but the grind often feels like more of a chore than an exciting path forward. The economy, too, feels more like a relic of a free-to-play game than something that should be this barebones in a full-price experience. Nevertheless, while the underlying structural issues diminished the full product, I still enjoyed the romp. Though the aspects of Torchlight III that miss the mark dampen some of its enjoyability, there is enough light that shines through to make it an interesting experience anyway.
This game was reviewed on the PlayStation 4.
Watch Dogs: Legion Preload Live Now On Xbox One
We're just one week away from the release of Ubisoft's third entry in the Watch Dogs franchise, Legion. The game promises that you can recruit anyone and everyone to your cause against a fascist regime in a near future Britain. It's an ambitious title, and Ubisoft is in the process of marketing now with some bizarre live action trailers, and really, they're pretty weird. If you're on Xbox, you can also start downloading it now.
The preload for Xbox One users who purchased the game digitally, or will purchase it digitally, is now live. The download is pretty small considering the size of the game, clocking in at 35.44 GB. Most likely that is before any updates, so I imagine that number will swell by the time launch day comes.
Watch Dogs Legion will launch on October 29th for PlayStation 4, Xbox One, PC and Stadia. Preload is live now on Xbox One, with the PS4 preload going up on the 26th. No word yet on when the PC preload will be. The game is also coming to PlayStation 5, Xbox Series X and Xbox Series S on their launch dates.
Guilty Gear Strive – Free PS4 to PS5 Upgrade and Cross-Play Confirmed
Arc System Works has even more to showcase from Guilty Gear Strive before launch with a closer look at Anji Mito and a yet-to-be-announced fighter. In the meantime, it recently put out a FAQ clarifying several details, like cross-play between the PS4 and PS5 versions. While this has been confirmed, PlayStation players will be unable to play with Arcade or Steam players.
The good news is that those who purchase the PS4 version, either through retail or digitally, can upgrade to PS5 for free. The PS4 version is also backwards compatible on PS5 though it will only run at 1080p resolution and perform the same. Downloadable content can be shared between both versions with the same PlayStation Network account.
Interestingly, despite Deluxe and Ultimate Edition owners getting access three days before launch, they'll be limited to offline modes, 13 characters and the Prologue of Story Mode. When the Standard Edition launches, then all online modes, the Main Story and all characters will be accessible. A patch will go live on April 9th to facilitate this and is required for all editions of the game.
Guilty Gear Strive is out on April 9th 2021 for PS4, PS5 and PC. Stay tuned for more details and reveals in the coming months.
Need for Speed: Hot Pursuit Remastered – 12 Features You Need To Know About
EA have handed the Need for Speed franchise's reins back to Criterion Games, which most people are very optimistic about. Even though Ghost Games producer their best NFS yet last year with Need for Speed Heat, the series just isn't at the level it once used to be, and the hope is that when Criterion's next game rolls around, it will begin its journey to recovery. And before that happens, EA are going to give us the chance to re-experience what is probably Criterion's best Need for Speed, and definitely one of the best games in the series to date. Need for Speed: Hot Pursuit Remastered is out soon, bringing with it the promise of classic high speed thrills, and in this feature, we're going to talk about everything that you should know about it. Without further ado then, let's get started.
DEVELOPER
EA generally haven't been a company that invests in remasters too much (which is surprising), but this still isn't their first remaster in the last couple of years. 2018 saw the launch of Burnout Paradise Remastered, and incidentally, Hot Pursuit Remastered shares some things with it. Not only were both original games developer by Criterion Games, of course, but the remasters for both are also developed by the same team- Stellar Entertainment. Let's hope the combo works out the second time as well as it did the first.
ALL DLC INCLUDED
Back in 2010, Need for Sped: Hot Pursuit enjoyed solid post-launch support, with Criterion Games releasing several DLC packs for it that collectively brought new cars, Achievements, events, modes, and more. Unsurprisingly, Need for Speed: Hot Pursuit Remastered, which is looking to be a definitive release of the game, is going to compile all of that DLC alongside the base game.
6 HOURS OF NEW CONTENT
On top of the DLC and the base game, there's still going to be plenty else to enjoy in the upcoming remaster in the form of completely new content. EA have announced that Need for Sped: Hot Pursuit Remastered will also have an extra six hours of new gameplay content, which will also include over 30 new challenges. Of course, one has to wonder how well the new content's quality will match up to the original game, but hey- it's more content, so you're not gonna find us complaining about it just yet.
MULTIPLAYER
The autolog was one of the original Hot Pursuit's best features- especially in terms of how it integrated multiplayer into the experience with its asynchronous structure and the head-to-head competition that it faciliated. Autolog will, of course, be making a return in Hot Pursuit Remastered, but it will receive one crucial improvement- multiplayer in the remaster will now support cross-platform play, allowing PC, PlayStation, Xbox, and Switch owners to all play with and against each other.
VISUAL ENHANCEMENTS
Of course, the first thing that you wonder about any remaster is just how it'll be improving upon the visuals of whatever game it's modernizing. Hot Pursuit was already an excellent looking game in 2010 (and still is), but Stellar Entertainment are still touching some things up. Expect higher res models, more objects and props, improved videos, longer draw distances, and higher res shadows on all platforms. On everything but the Switch, you can also expect unpressed UI assets, improved AA/SSAO, more particles, higher res reflections, and improved textures.
NEW ACHIEVEMENTS
Of course, there will be new Achievements and Trophies to hunt down as well. EA haven't said exactly how many of these there will be, or if they're going to replace older ones or just pile on top of them. The remaster does, however, come with 6 new hours of gameplay, as we've already mentioned, so it's more than likely that that's what the new Achievements will be based on.
PHOTO MODE AND COSMETICS
improvements are being made in other areas as well. For starters, EA have promised quality-of-life improvements, though details on those haven't been forthcoming. New car colours and wraps have also been promised to add to the game's range of cosmetic customizations, while EA also promises reduced hard stops. Meanwhile, the photo mode is also going to be updated (though once again, there have been no details on what these updates will be), and will come with a new gallery.
FRAME RATE AND RESOLUTION
And now we arrive at the question everyone invariably ends up asking about any new remaster before launch- how're the numbers looking for its resolution and performance targets? PC players will essentially take it as far as their hardware can allow them to, but what about the consoles? On the PS4 and Xbox One both, NFS Hot Pursuit Remastered will run at 1080p and 30 frames per second.
PS4 PRO AND XBOX ONE X
On both PS4 Pro and Xbox One X, the remaster will, to no one's surprise, release with higher frame rate and resolution targets. On both enhanced consoles, you'll be able to choose between modes that prioritize one over the other. One mode will allow you to run the game in 4K at 30 FPS, while the other will target a resolution of 1080p at 60 FPS. Higher frame rate is always desirable in a game such as this one (or any game, for that matter), but it's great to have the 4K option as well.
NINTENDO SWITCH FRAME RATE AND RESOLUTION
Need for Speed: Hot Pursuit Remastered is going to be available on the Nintendo Switch as well as EA tries to support the system better than it has done in the past. So what frame rates and resolutions is the game targeting on this weaker hardware? Well, there will be sacrifices, as you'd expect. In docked mode, the game will run at 1080p/30 FPS, while in undocked mode, it will run at 720p/30 FPS. If you want 60 FPS gameplay, don't go with the Nintendo Switch (or the base PS4 and Xbox One).
NINTENDO SWITCH LAUNCH
Resolution and frame rate aren't the only areas where Need for Sped: Hot Pursuit Remastered is making some sacrifices on the Switch. The game won't be launching on Nintendo's hybrid alongside the other versions either. Instead, the release will be delayed by a month- Hot Pursuit Remastered launches for PS4, Xbox One, and PC on November 6, and for Nintendo Switch on November 13.
PRICE
Remasters (or even remakes) don't usually launch for full price (unless Nintendo is releasing them), and Hot Pursuit Remastered isn't going to either. When the game releases this November, it will be available for a price of $40. Considering how good the game is, and the fact that it will even have additional new content in the remaster, that sounds like a good price for it.
Devolver Digital Acquires Serious Sam Developer Croteam
Following the release of Serious Sam 4, publisher Devolver Digital has announced its acquisition of developer Croteam. The relationship between both companies goes back a long way with Gathering of Developers publishing the first Serious Sam. When some members of the former went on to establish Devolver Digital, its first projects were HD versions of the first two Serious Sam games.
With his partnership – which the two companies refer to as a "marriage" – there's quite a lot in store. This includes The Talos Principle 2, an original IP from Croteam and its incubator studios, and even more Serious Sam titles. Devolver Digital noted that Croteam would keep its creative freedom while the publisher "gets to keep making dumb recommendations that Croteam just ignores – we prefer it that way."
For more details on Serious Sam 4, you can check out our official review here. Other projects that Devolver Digital has coming up include Flying Wild Hog's Shadow Warrior 3, Wolfeye Studios' Weird West and Ronimo Games' Blightbound (which is currently in early access). Stay tuned for more announcements in the meantime.