Xbox One Console Reviews

Mass Effect Andromeda’s Producer Reveals How Limited Single Player Will Be With The EA Access Trial; Multiplayer Has No Limits


A producer for Mass Effect Andromeda called Fernando Melo has revealed how limited the EA Access trial will be for those who start playing the game starting from March 16th. He revealed that multiplayer will have no limits at all other than the 10 hour trial itself. Meaning you can play any of the modes and use any of the features for 10 hours without a limit.

Single player on the otherhand will have limits for what you can do within the 10 hour trial. Fernando confirmed that there will be a point in the game were you can not continue any further in single player. He also confirmed that exploration will be limited to just one planet, but that one planet can be fully explored also.

Do you think single player needed to be limited? With the developers already confirming a 25 hour+ campaign with Witcher 3 style, meaningful side quests on top of that, does there really need to be a limit on what you can do? Let us know your thoughts about this in the comments section below.

http://thisgengaming.com/2017/03/06...he-ea-access-trial-multiplayer-has-no-limits/
 
Mass Effect Andromeda: A Tour of the Nexus - IGN First


Tom Clancy’s Ghost Recon Wildlands: Launch Trailer

 
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Middle-earth: Shadow of War

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Middle-earth: Shadow of Mordor turned heads for its unique nemesis system and fun action combat when it launched in 2014. It went on to find a place on many game of the year lists, including winning Game Informer’s best action game for that year.

Last week, Warner Bros. Interactive Entertainment and Monolith Productions finally unveiled a sequel, Middle-earth: Shadow of War, which picks up right where the last game left off.The Dark Lord Sauron’s power has only grown, since he’s gathered his army. Back in the shoes of Talion and Celebrimbor, can you rise up and turn all of Mordor against him?

Shadow of War isn’t a distant release, with its launch on August 22. Today marks the first slice of substantial gameplay we’ve seen and it already looks like Monolith is improving on the foundation set by its predecessor by enhancing the nemesis system and setting a more epic scale for battles. At this year's GDC, we saw the game in action and interviewed Monolith VP of creative Michael de Plater to find out what’s in store. Here are our biggest takeaways.

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The Nemesis System Is More Complex
The nemesis system was Shadow of Mordor’s biggest draw. It reacted to your actions in the world by altering your missions and conflicts based on previous encounters. This meant no two players ever had the same exact experience in the game, as enemies and battle conditions varied by gameplay choices. Shadow of War is greatly expanding on this, offering more memorable exchanges on the battlefield. “We’ve expanded the amount of A.I. and history and memories and stories that we’re tracking in the nemesis system,” says Monolith VP of creative Michael de Plater.

Just as before, your foes taunt you and profess what you’ve done that’s angered them, trying to get under your skin. For Shadow of War, de Plater uses an example of an orc who just loves to take your sword and snap it in half right in front of your face when he defeats you. We get a taste of these tense face-to-faces when we meet our first big foe in our demo. The mission is to gain control of a region by taking down a fortress called the Mountain Valley of Seregost. To do this, we must face off against Thrak: The Storm-Bringer, and our history with him isn’t great. We left him to die, and he took revenge by joining up with the Dark Lord. He shouts, “Come charge into the flames of your reckoning!”

What’s different this time is that your followers get more involved in the action, having their own special moments to shine in battle. Many times during the demo, we have close calls where we are just about to meet our end, but just in the nick of time, one of our followers comes in with a life-saving action. In one instance, Thrak sneaks up on us and throws us to the ground. As he’s about to slice us to death, one of our allies comes to the rescue, sniping from afar and blasting his hand off. Being rescued just makes your appreciate your comrades all the more, especially when it saves you from a game over screen.

Creating stories of betrayal, rivalry, or friendship with your followers is a big part of the experience this time around. “When they’re your enemies, we want you to love to hate them,” de Plater says. “And when they’re your followers, you hate to love them. Because they’re orcs. They’re always driven by violence and hatred and fear of their master, so it’s always this very violent society that you’re messing with.”

In addition to your personal bonds, the orcs also have their own friendships and histories with one another. “Individual orcs can have rivalries with each other, or be blood brothers with each other, or have these personal relationships with each other, which will then feed into what they remember, how they react, or if they’ll follow or betray you,” de Plater explains.

More Options For Building Your Army
Building up your own army was fun in the first game, but Shadow of War provides even more options. You take over regions with your followers in tow, but you have even more classes and skills to craft a strategy around in Shadow of War. For instance, when infiltrating Seregost, we have followers that can get us through an array of challenges. Ragdug, an iron mount, gives us access to his armored cavalry, allowing us to charge through flames of artillery fire. Another member we select for the mission is Ar-Laar: The Demolisher, who is a living battering ram, tearing down enemy defenses with ease.

Once you take over a region, you can select an overlord from your followers to rule it. Orcs now belong to different tribes, so depending on who you pick and what tribe they belong to, the region will reflect their tendencies and values. “What’s really fun and different is whoever is in control of that fortress – if it’s the mystic fortress or feral fortress – that influence and that culture actually spreads right throughout the region,” de Plater says. For instance, if you select a beast master as your overlord, you will have more creatures roaming around, and since he’s from a feral tribe, expect your followers to go on more hunting missions. If you select a leader who is from a more industrial tribe, you have more slaves working for you with a focus on mining. In our demo, we give the overlord honors to Ragdug, as he helped us out of a near-death experience. The bonus with promoting him is that, as a marauder, he’s more likely to loot and pillage the region for us.

You can also upgrade your fortresses along the way, improving defenses and power to withstand Sauron’s counterattacks. You can command the fortress staff at any time, sending them on missions to either attack enemy bases or gather resources. You can choose to accompany them or just let handle these missions on their own. In addition, you can also can assign bodyguards and summon them to help you at anytime.

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Expect The Unexpected
My favorite thing from the demo was the unpredictability of the battlefield. You never know when an enemy you thought was dead might reappear, or if a follower might come to your aid and get you out of a sticky situation. At the start of the battle, we eliminated Thrak and moved on, thinking he was out of our hair – only to have him blindside us later and reappear. When he shows back up, “cheated death” appears under his name.

Battles are tense and chaotic with enemies all around, allowing you to approach them however you see fit, whether it’s brute force, stealth, or a mix of the two. Everything is an opportunity on the battlefield, from destructible objects to buildings you can scale. But beware the breadth of enemy abilities is larger for this entry, with an additional focus on different elements, such as fire, poison, or curse. These can debuff you, affecting the way you play. For instance, Thrak has a weapon with the cursed ability, which prevents us from using the power of our new ring. “Enemies now have advanced classes which changes how they play, whether they’re marksmen, assassins, or slayers who are like combat masters, so you have to adapt to that,” de Plater adds.

This doesn’t even account for other unforeseen circumstances that come in battles. Sometimes you might lose a follower, or a new foe can appear out of nowhere, causing extra havoc. This happens to us when Tugog, a fiery warmonger trickster, comes for vengeance after we stole his kill. Apparently, he wanted to be the one to bring down Thrak. In a rage, he fires a massive flamethrower, burning a slew of our followers in the process. This sadly includes our muscle; Ar-Laar: The Demolisher perishes before our eyes.


More Opportunities With Mounts On The Battlefield
Battles have a grander feeling in Shadow or War, and part of that is thanks to the mounts at your disposal. “We wanted to expand the range of what you could do on them,” de Plater says. “The goal was to have the same type of rhythm combat, encounters, combos, and heavy attacks that you have if you’re on foot, so we enormously expanded the depth of the mounted combat and the movement - your ability to climb anywhere.”

Mounts can help you navigate a variety of situations. At one point in the demo, we use an armored cavalry to ride through the fiery backdrop unharmed. Later on, we release and dominate a drake, allowing us to surprise enemies with an airborne attack. Breathing fire at enemies gets them down in a jiffy. Soon, another large foe attacks the drake and the creatures battle while we try to ward off enemies with our bow. Sadly, the drake doesn’t make it, but at least he takes out the massive foe with him in the process. Later on, when we finally reach the overlord, he comments on us stealing his drake, as if that’s pushed him over the edge.

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An Expanded Gear System
For this entry, Monolith wanted to make the gear you get more memorable and fun. “We’ve tried to relate the gear system to the nemesis system, so the strength and the type of the enemy you defeat and how you take him down will determine if he can drop epic or legendary gear,” de Plater says. “[When] you get that gear, you can get challenges to unlock its full potential, and then it remembers which orc it was dropped by, so it’s a way to personalize and remember these unique enemies, as well.”

When we finally bring down Thrak in the demo, he drops some sweet loot: epic armor of Rohirrim. This increases our maximum health and gives us poison immunity, 89 health recovery after a successful last chance, and gear drops one level higher from exploited enemies. For all Thrak: The Storm-bringer did, it’s the least he can do.

Fun Lore Surprises
Monolith, understandably, doesn’t want to spoil any of the surprises it has in store for hardcore fans, but assures us they’re there and it’s something the team has thought long and hard about. “I think the thing we can say is that this absolutely fits within the canon,” de Plater says. “This is between The Hobbit and The Lord of the Rings, and we can actually tell a story that can shine some interesting new light on things that you think you knew. I’m not to give anything away, but the Nazgul in particular – that’s really a fun place for us to focus.”

When asked if there will be any appearances by fan-favorites, de Plater simply smiles and responds, “Yes.” He doesn’t elaborate further as to not spoil anything, but he does share what he finds exciting about Shadow of War’s story. “We work really closely with Middle-earth Enterprises and a great Tolkien scholar, Janet Croft, so we collaborate a lot and really get into the details,” de Plater says. “Even Celebrimbor himself, because he’s such a big part in the lore. He forges the rings of power with Sauron which is such a great story for us to delve into us, and what does that mean? He’s who made the nine rings that corrupted those other nine guys and turned them into Nazguls, so what does his relationship to Talion actually mean? And where is that going to go? Obviously, forging a ring isn’t going to have a completely happy ending if you take something away from The Lord of the Rings.”

Unfortunately, we didn’t get to see much the open world, so the verdict is still out on how much variety it offers. Middle-earth: Shadow of War launches on August 22 for PlayStation 4, Xbox One, and PC.

http://www.gameinformer.com/games/m...-shadow-of-war-in-action.aspx?PostPageIndex=2
 
Things I Wish I Knew Before Starting Ghost Recon Wildlands


Ghost Recon Wildlands - 7 things I wish I knew before playing
 
Rumor


Project Scorpio will deliver enhanced Xbox graphics to 1080p TVs (exclusive)

One of the biggest questions revolving around the next Xbox is whether or not you will need a 4K TV to take full advantage of it. Well, here's an answer.

Microsoft will tout the benefits of "Project Scorpio" for 1080p screen users in a number of ways, according to our trusted sources.

First of all, when Project Scorpio launches, it will come with Shader Model 6 (SM6) and shader compiler improvements, not only for Scorpio, but for existing Xbox One models as well. SM6 is an API for creating shading, and the new version should bump up efficiency across the board, saving developers time and system resources.

Secondly, existing games that make use of dynamic scaling on Xbox One will achieve their target resolutions more frequently on Project Scorpio, without patches or updates. Project Scorpio will also lead to less dropped frames, meaning existing Xbox One games should look and run better on Project Scorpio, hitting their target frame rates more often.

Lastly, games that sport True 4K assets will also enjoy graphics enhancements on 1080p displays, thanks to the console's supersampling technology. There are many games on Xbox One that sacrifice anti-aliasing quality for performance in other areas, resulting in models with jagged edges. Anti-aliasing gives objects the appearance of smoother edges, at the cost of system resources.

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Knights of the Old Republic with anti-aliasing on (left) and off (right). Note the jaggies!



For games that have 4K updates on Project Scorpio, 1080p sets will see improved image quality, because the otherwise wasted resolution will be used to provide smoother edges and shadows. Games such as Ghost Recon: Wildlands, which suffer heavily from jagged edges due to the game's huge draw distance, should see large benefits from this technology.

However, to get the full benefits of Project Scorpio, you will need a 4K TV. We can confirm that Project Scorpio will come with a 4K Blu-ray player, powered by HDMI 2.0a with Wide Color Gamut and HDR. We also received reliable information that Project Scorpio will see a sizeable lineup of its games, both first and third-party, hit a True 4K resolution for owners of compatible TVs and monitors.

If you wish to purchase the console before upgrading your TV, however, Project Scorpio should provide a raft of benefits even on older HD sets. The fact that Project Scorpio will be a possible option for people who don't want to upgrade their TVs should be good news for lots of people, helping the console reach a potentially wider audience than it would have as a pure 4K machine.

http://www.windowscentral.com/project-scorpio-supersampling-for-1080p-tvs
 
I can't wait. This shit better be good. Can't blame Casey anymore if this shit is weak lol.
Mass Effect Andromeda - First Contact (EA Redwood Shores)
 
Tera - Console Announcement Trailer



Sea of Thieves Developer Gameplay #2: "This is Unacceptable!"

 
State Of Decay 2 Dev Talks Larger World, Co-Op, Griefing, And More

A sequel to the hit zombie game State of Decay was announced last summer for Xbox One and PC. Since then, developer Undead Labs has shared a lot of concept art, but has not said much about what fans can expect from it. Now, CEO Jeff Strain has opened up on the sequel's ambitions and more.

Speaking to GameSpot at PAX East 2017 in Boston this week, Strain talked about what the team learned from the first game and discussed how the sequel will still focus on entropy, the idea that you're up against a monumental task of staying alive in a harsh world.

With the sequel adding four-player co-op, we wondered if there would be any form of competitive multiplayer. Strain confirmed there won't be, though of course players can freely grief each other.

Also in the interview, Strain revealed that the development team is four times as big as the first game and that State of Decay 2's map is larger as well. He also discussed why Undead Labs decided to abandon the State of Decay MMO, Class4, and said you can expect the studio to continue to make zombie games in the future, though he hasn't ruled out projects in other genres as well.

You can read our full interview below.

State of Decay 2 launches this year on Xbox One and PC. It is an Xbox Play Anywhere title, so buying it digitally on one platform provides access on the other at no extra cost. All progress, including save data and achievements, moves between platforms.

GameSpot: Are there any particular lessons that you took away from the first State of Decay that you were looking to improve upon?

Jeff Strain: Oh yeah... When we started working on State of Decay 2, we sat down and put everything into three buckets. We had [to think about] what are things that work well the players loved that we're gonna double down on, what are things that we want to innovate on and bring new things to it, and then what are things that didn't work well that we either need to completely overhaul or ax? Of those, the offline progression system was by far the most...the feature that players were most ready to see go, because the thing about State of Decay is, it's permanent.

The way that works is we have a contract with players, and that contract is: "If you die, it's your fault." It's not the game throwing some random thing at you. You have all the tools at your disposal to see the threat, to make your own decisions, and if you die, we want you coming away from it thinking, "Ah, if only I'd done X or Y!" Or, "Here's where I made the mistake or stayed out too long." The offline progression system kind of broke that, because that stuff could happen while you were logged out of the game. It violated the contract, and it didn't work well. That was probably the biggest area that we had to address.

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Have there been any games that have come out since State of Decay that you've looked to for inspiration for this one?

You know, inspiration for us is always the really well done, big, open-world games. Red Dead Redemption, the GTAs--those games do a phenomenal job of making you feel like you're in a world that's believable and real. Beyond that, we've actually been a little bit surprised that this genre we've built, this survival fantasy genre, is still very much home for State of Decay. There's no other games that really bring that blend of role playing elements, third-person action, and the simulated world and community-based character development. Lots of inspiration, yes, but we're also very happy that we still feel like the State of Decay experience is fairly unique within the industry.

With co-op, what does the game do to balance or compensate if you're playing four players versus just one or two? Does how many players you have affect how tough enemies are, anything like that?

You know, there's not, and that's very much intentional. The thing about State of Decay is that, and State of Decay 2 in particular, it's a game of entropy. We're modeling a real world. Resources are finite, your stamina is finite, gasoline is finite. All of the resources are finite. If you have friends playing with you, that should be a bonus. You should be able to get farther and do more in a similar amount of time. We don't want to just automatically up the zombie density or adjust things so that you feel like, in terms of how much progress you're making or what you're able to do that, it just all balances out in the end.

Playing with your friends should be more fun, and you should be able to do more things. All of those entropy rules are still there. Eventually, mistakes will still be just as costly, and now you have more people to possibly make mistakes.

And it's still entirely cooperative--there's no adversarial type of multiplayer mode?

That's right. As far as the multiplayer component, it is very joyfully cooperative multiplayer.

I remember hearing previously that, if you wanted to screw with your friends, you could try to attract zombies or things like that. You could, in a way, grief your friends.

You can playfully grief each other yes. Can you line up and make a headshot on your friends? No, it's just not that kind of game. There are some great games out there that really focus on that hardcore PVP experience, but that's not what State of Decay's about.

What's been the most challenging aspect in development? Has it been incorporating multiplayer, or is there something else that's been really challenging?

The challenging aspect of development is, because the game is so strictly simulated, we work very hard to make sure that nothing is deterministic--that there's no tripwires, there's no trigger sequences. All of the behaviors in the world are modeled for both the zombies and the NPCs that inhabit your community. There's 14 to 20 different interlocking systems that contribute to all this. For AI behaviors and world conditions, those all have to be perfectly in sync in order for the experience to feel believable and right. Constantly tuning all those knobs so that everything is working well is a real challenge.

How big is the development team on this game versus the first one?

It's about four times as large.

On the same note, do you have an estimate or rough idea of how much bigger this world is than the first one?

We'll be talking more in detail about that, but you can bet that it's still to scale, the size of the development team will give you a feel for probably how much larger things are

Do the multiplayer aspects at all draw in what you had done with the Class4 MMO that you were working on previously, or does that not carry over at all?

This is not Class4 as it was originally envisioned. That was to be more of an MMO type of experience. What happened was that State of Decay did really well. Over five million people have played it at this point, which far exceeded our wildest hopes, dreams. What we did when we started on State of Decay 2 was we were like, "Okay, let's do Class4." We took a step back and really looked at what people were asking for. People were not asking for a completely different type of game. What they were asking for was, "We want it bigger, we want it more polished, and we want to play with our friends." That is literally 95% of all the feedback we got on the game. At some point we just decided, "Hey, you know what? Crazy idea. We should probably just build the game that people are asking for." That was the design genesis for State of Decay 2

Has Project Scorpio support something that you have in mind, or is that not gonna come until later?

[PR person] It's something we'll talk about at E3.

You've been doing the concept art releases over the last few weeks. Is there anything else that you're gonna do between now and E3?

We'll continue that. We didn't start that stream in order to just dry it up. We will be releasing selective tidbits about the game and pieces of information like that just so that people can see that it's coming and get excited about it. I think that it's fair to say that at E3 there'll be a lot more information.

Is it still coming to PC in addition to Xbox?

Yeah, it'll be on Windows 10 and Xbox One. That's what we're talking about today. It will support the Play Anywhere initiative: buy once, play on either platform, and players on both platforms can play with each other.

With a name like Undead Labs, you would safely assume that you're probably going to make more zombies games in the future. Do you see yourself branching out at all in terms of either genre or theme, going beyond zombies? Is it just kind of the identity of the studio?

When we formed the studio we had State of Decay on mind. I would say that our gig is survival fantasy. That's what makes State of Decay unique. It's not zombies; it's survival fantasy. I think that future projects would probably play into that theme. But no, it's not necessarily always gonna be zombies.

http://www.gamespot.com/articles/state-of-decay-2-dev-talks-larger-world-co-op-grie/1100-6448632/
 
Can't wait for State of Decay. But yea shit going crazy when you weren't playing was annoying. I want to set up different safe zones with different bases in the new one.
 
Rumor

'Project Scorpio' Xbox will pack internal PSU and 4K Game DVR capture (exclusive)

Microsoft's industrial design team has ensured that new Xbox, dubbed "Project Scorpio," will feature an internal power supply unit (PSU), just like the Xbox One S.

You can file this one under "O" for "obvious," but we can confirm via our trusted sources that Project Scorpio will have an internal PSU. It seems that the age of the hulking Xbox power brick is truly over.

We also received some more snippets of Scorpio information from our sources, helping us begin to paint a picture of what this six teraflop "monster" will look like.

In Microsoft's efforts to make Project Scorpio a true 4K system, it will also feature HEVC and VP9 codecs for decoding 4K streams for things such Netflix, just like the Xbox One S. It will also leverage HEVC for encoding 2160p, 60 frame-per-second (FPS) video for Game DVR and streaming.

Microsoft's Beam streaming service has been running public 4K stream tests for some time, and it's now fair to assume it will not only be PC streamers who will benefit. Project Scorpio's Game DVR will allow you to stream and record clips in 4K resolution with 60FPS, according to our sources, which is a massive, massive step up from the 720p, 30FPS you get on the current Xbox One.

For serious content creators, Project Scorpio could become a critical 4K video game capture solution for making clips for YouTube videos, shunning the need to pick up oft-expensive external capture cards. Today's 4K video game capture cards are not only quite rare but tend to be even more expensive than 1080p solutions.

With every bit of information we receive about Project Scorpio, the theme of native 4K keeps appearing — not only for games, but also console features. We now believe Scorpio will sport 4K Game DVR, 4K Blu-ray playback, and 4K streaming apps, but the real showstopper will be the 4K games Microsoft will likely flaunt at E3 2017.

Keep it locked to Windows Central for all the latest information on Project Scorpio. We just might have a few more surprises in store ...

http://www.windowscentral.com/project-scorpio-hevc-internal-psu-4k-game-dvr
 
Just put two hours in on the Mass Effect Andromeda's campaign playing as Sarah Ryder. Voice acting for Sarah is good. :yes:

Miss the Paragon /Renegade dialog system. I miss being an ass hole lol.

Not feeling the cover system. Wish it wasn't automatic, a Division like system would've been better IMO. Maybe I'll get use to it :dunno:

The AI sucks

The facial animations look off and dated.

The scanning reminds me of the Witcher senses/Batman.

Hope i can adjust the camera back a little more when you go into combat. Ill try that out next time.

So far the game feels like ME 1 with some ME 2 mixed in.
 
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