Xbox One Console Reviews



Nintendo's plans for E3 2014 include events for people attending the convention as well as fans watching online, including a Super Smash Bros. for Wii U tournament from the Nokia Theatre, the company announced today.

A Mega64-produced video starring Reggie Fils-Aime, president and chief operating officer of Nintendo of America, revealed four different parts of Nintendo's approach to E3 2014. A Nintendo representative confirmed to Polygon that, just like at E3 2013, the company won't hold a traditional press briefing at E3 2014.

The company will invite 16 "highly skilled Super Smash Bros. players" to a Super Smash Bros. for Wii U tournament, the Super Smash Bros. Invitational, which will be held at the Nokia Theatre L.A. Live during E3. Nintendo is also continuing last year's partnership with Best Buy — through which the public got to play unreleased Wii U titles at the electronics retailer during E3 week — to allow people to play Super Smash Bros. for Wii U at participating Best Buy locations in an event called Super Smash Bros. Smash Fest.

Nintendo did not host a press briefing at E3 2013, and in a press release today, the company said it is "building on that approach" with the Nintendo Digital Event, a "video program" that will offer information about the company's gaming plans for the future. The Nintendo Digital Event will begin at noon ET on Tuesday, June 10. It's unclear at this point if the Nintendo Digital Event will resemble a Nintendo Direct presentation.

<q class="center">Nintendo won't hold a traditional press briefing at E3 2014</q>

In addition to the Nintendo Digital Event, Nintendo will give its fans an inside look at E3 with Nintendo Treehouse: Live @ E3, a series of daily livestreams from the company's E3 show floor booth. The videos will be hosted by developers from the Treehouse, Nintendo of America's Product Development department. According to Nintendo, the livestreams will include live game demos.

"We demonstrated last year that we are never afraid to reinvent a proven tactic or to break completely new ground if we believe it will provide the best experience for our fans, followers and partners," said Fils-Aime. "So, whether you're attending E3 in person or joining online, there's an amazing lineup of games, experiences and events coming your way."

Polygon will be on hand at E3 to bring you all the coverage from the show. For now, you can check out Hi Poly, our video summary of the first day of E3 2013 — including the Nintendo Direct session — below.

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Stand by once again for Titanfall, Pilots. Respawn has released screenshots of the game's Expedition DLC pack, which hits Xbox One next month.

The new War Games map - one of three, the other two being Runoff and Swamplands - is the focus. It's actually a virtual reality simulation, so you can expect the world to "glitch out" at intervals along similar lines to the Assassin's Creed games. Funky. Read the developer's latest blog for more insights.

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The Expedition pack will cost US $9.99, £7.99 or AUS $13.45, and is the first of three packs included with the game's Season Pass, which costs US $24.99, £19.99 or AUS $35. Will you buy it?
 

This year's Call of Duty game will be revealed on the morning of May 4, according to a new teaser page on the series' official website

"Get Ready for a New Era of Call of Duty," reads the title of the page. The countdown posted on the website is ticking down to 10 a.m. ET on Sunday, May 4. That day may host as many as three Game 7s in the NBA playoffs, during which Activision traditionally advertises the Call of Duty franchise.

The page also features a flickering, obscured image, perhaps of a soldier. Another teaser image on the site (see below) appears to include San Francisco's Golden Gate Bridge.

Activision's 2014 Call of Duty title is in development at Sledgehammer Games, which gave a first look at its work on the project during a panel at the 2014 Game Developers Conference in March. The PlayStation 4 and Xbox One are the platforms that Sledgehammer is focusing on with the game, which will be the first title in Activision's new three-year cycle for Call of Duty development.
Update: Sledgehammer's Call of Duty title is the cover story for the June 2014 issue of Game Informer, the magazine announced today. Game Informer posted the first screenshot from the game; you can check it out below.

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The soldiers in the screenshot appear to be wearing external suits of armor, which could point to the game being set in the near future.

Update 2: A closer look at the teaser site reveals three tiny white squares that move around every time the page is refreshed. They all link to articles about private military companies (also known as private military contractors): the term's Wikipedia entry; a Business Insider reprint of a November 2013 piece from The Economist; and the New York Times' topic page for "mercenaries and private military contractors."
(Thanks, dfvarela!)
 
more like "Get ready for a New Era of More Of The Same" :roflmao2: :rolleyes:

This year's Call of Duty game will be revealed on the morning of May 4, according to a new teaser page on the series' official website

"Get Ready for a New Era of Call of Duty," reads the title of the page. The countdown posted on the website is ticking down to 10 a.m. ET on Sunday, May 4. That day may host as many as three Game 7s in the NBA playoffs, during which Activision traditionally advertises the Call of Duty franchise.

The page also features a flickering, obscured image, perhaps of a soldier. Another teaser image on the site (see below) appears to include San Francisco's Golden Gate Bridge.

Activision's 2014 Call of Duty title is in development at Sledgehammer Games, which gave a first look at its work on the project during a panel at the 2014 Game Developers Conference in March. The PlayStation 4 and Xbox One are the platforms that Sledgehammer is focusing on with the game, which will be the first title in Activision's new three-year cycle for Call of Duty development.
Update: Sledgehammer's Call of Duty title is the cover story for the June 2014 issue of Game Informer, the magazine announced today. Game Informer posted the first screenshot from the game; you can check it out below.

BlacksmithACTUALFULLSIZE-l.jpg


The soldiers in the screenshot appear to be wearing external suits of armor, which could point to the game being set in the near future.

Update 2: A closer look at the teaser site reveals three tiny white squares that move around every time the page is refreshed. They all link to articles about private military companies (also known as private military contractors): the term's Wikipedia entry; a Business Insider reprint of a November 2013 piece from The Economist; and the New York Times' topic page for "mercenaries and private military contractors."
(Thanks, dfvarela!)
 
damn FOUR discs for 360.. PC system requirements high than a mfckr(of course)

47 GB install for XB1 and Playstation 4

Your PC Must Be This Beefy to Play Wolfenstein: The New Order

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When Nazis take over the world, Xbox 360s all around the weep in agony. Wolfenstein: The New Order will ship with a hefty four discs for Microsoft's last-gen game console. You're going to need a decent chunk of space on PC and PlayStation hardware, too.

Bethesda's letting players know the requirements they'll need to run the latest Wolfenstein game smoothly on their system of choice. Let's start with PC:
PC SYSTEM REQUIREMENTS

64-bit Windows 7/Windows 8
Intel Core i7 or equivalent AMD
4 GB System RAM
50 GB free HDD space
GeForce 460, ATI Radeon HD 6850
High Speed Internet Connection
Steam account and activation required

What about consoles? 47 GB installs of the game will be mandatory, for the PS4 and Xbox One versions, which will also feature voice command support:
PlayStation 4

Hard Drive Requirements: 8 GB HDD minimum and ~47 GB for total install9
Voice Commands optional

Xbox One

Hard Drive requirements: 8 GB minimum and ~47 GB total install
Kinect support for Voice Commands (English, French, Italian, German, Spanish only)

Xbox 360

Hard Drive requirements: 8 GB minimum
Game includes 4 discs, including the first disc that is a mandatory installation disc

PlayStation 3

Hard Drive requirements for disc play: 8 GB HDD space
Hard Drive requirements for PSN download: 17 GB HDD space

Is this too much to ask for some over-the-top Nazi-killing action? Well, that depends on whether you want to let the Third Reich run roughshod over bad-ass old men. You don't want that to happen, do you?
 

There was a lot to catch in yesterday’s first ever trailer for Sledgehammer Game’s Call of Duty: Advanced Warfare.

There were exo-suits, thruster packs, cloaking devices, hover bikes, and a whole bunch of other advanced, high-tech, future things. There was even Kevin Spacey. But what about the guns?

As a Call of Duty fan, that’s probably one of the top questions on your mind. ‘What kind of weapons will we get to use in Call of Duty: Advanced Warfare?’ Wanting figure out just that, Imgur user BiGGBoBBy444 screen capped every weapon he could manage and put it all together in one album.

Clearly, a lot of it is like nothing we’ve ever seen in a Call of Duty title before, even in the near-future setting of Black Ops 2. You’ll spot a number of high-tech gadgets and advanced weaponry including some pretty crazy holographic sights and other attachments. Check them out in the album below and let us know in the comments what catches your eye.

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:lol: But I'm pissed that it's coming out for last Gen. Go all in on the new systems. Fuck it. Make people send that X-Mas money.

Sent from my Galaxy S5

i think this the one that they said there will be NO XB360/Playstation 3 version..just XboxOne,Playstation 4 and PC
 
Nice... Hope Microsoft uses some of these ideas... It's real weird that you can't customize the backgrounds on either next gen console right now..

I think they will.

<blockquote class="twitter-tweet" lang="en"><p><a href="https://twitter.com/Connor_Maher_">@Connor_Maher_</a> I watched the YouTube video floating around showing this functionality, nice work. Good ideas in the video.</p>&mdash; Phil Spencer (@XboxP3) <a href="https://twitter.com/XboxP3/statuses/461799425069703170">May 1, 2014</a></blockquote>
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We have a new set of Destiny images from you, culled from the official Twitter account.

These pics show different views straight from the game, with Titans facing down different enemies across different areas. Not much in terms of the special moves, but just some straightforward shooting action.

Bungie has also revealed that they will be sharing a beta code when their Facebook page goes public. Surprise, surprise, they’re already past that mark. You will want to keep tabs on Bungie’s Facebook page for when they post that code. You’ll literally have one in a million chance to win, so good luck with that.

Destiny is coming September 9 to PS3, PS4, Xbox 360, and Xbox One. You can check out the gallery below.


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As part of our ongoing effort to bring new features to our Xbox fans worldwide, we’ll begin rolling out more features to folks in our early access program beginning this week and we’re looking forward to their feedback before shipping the system update to all Xbox One owners in May. We hope you’ve been enjoying our most recent Xbox One system update that rolled out last week and we look forward to bringing you even more great features in the months ahead.

Feature highlights for this next phase of our early access program include a new sound mixer for snapped apps, chat volume controls when using Kinect and the option to help us improve speech recognition. You can also take this update on demand as soon as it becomes available if you’d like.

Sound Mixer for Apps with Snap and Volume Controls When Using Kinect with Chat
We’ve received great feedback from fans asking for more control over audio levels and background sound. As a result, under Settings we’ve added two new features for controlling your audio options. With the new Sound mixer, you’ll be able to control the volume levels of two apps when you’re using Snap letting you decide which app is louder. In this same section, you’ll also be able to control the volume levels when you’re using Kinect for

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Opt-In to Help Improve Speech Recognition
Being able to control your Xbox One with voice commands can be a magical moment and we want to continue making this great for all Xbox One owners worldwide. The more voice samples we have to input into our algorithms, the better and more responsive Xbox One can be to our fans. If you want to help us in our efforts to make voice and speech improvements for Kinect even better, you can opt-in to a speech data collection. Under Settings, then Privacy & Online Safety, go to Customizing privacy and online safety and set Share Voice Data to Allow. This is completely optional and all voice data shared via this setting will be used for product improvement only.

Take the Next System Update When You Want
You’ll now also be able to take this next system update as soon as it’s available if you want. When this update is made available, you’ll find the option under Settings, then select System update as shown below.


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As always, we’re thrilled with our fans’ enthusiasm about our Xbox One system updates and we’re really excited about what’s coming in the next few months. We look forward to hearing your feedback about these latest features in our early access program and will roll them out to everyone worldwide in May.
 

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Four quest designers worked on the original Witcher. Its more refined sequel had six. The conclusion to the trilogy, which promises 100 hours of content and a 50-hour story, has more than doubled that. “We have about 14, I think,” says lead quest designer Mateusz Tomaszkiewicz.

Nor have CD Projekt Red simply padded out The Witcher 3’s Skyrim-exceeding open world with unimaginative busywork. They’ve systematically banished fetch quests from the game—or, at least, as much as a team can when making a high-fantasy RPG. It’s one of the ways the Polish developers are refining their identity through the creation of The Witcher 3, where quest and narrative design is being meticulously worked and reworked right up until release. The philosophy is, if you need to have a fetch quest, make sure the story does a damn good job of hiding it.

“When we do have these situations, which is rarely, we compensate for it with the narrative,” writer Jakub Szamalek explains. “It’ll definitely be an interesting story in itself – you’ll be intrigued by the NPC’s motives, and where this is all leading. Even when you have a simple structure it’s something we’re compensating for in the story.”
The reason for abolishing fetch quests? CD Projekt Red don’t like them much either. “We are trying very hard to limit such interactions of structures to a minimum because we don’t think they’re interesting.” Instead, they want to be radical.

The studio’s ambition is to further the RPG on all fronts – from big, sprawling decisions that impact the world to the very basic principle of handing an item from one NPC to another. It’s a sign that The Witcher 3 could complete the developers’ ongoing evolution from rough RPG debutantes to best-in-class

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Mateusz and Konrad Tomaszkiewicz, lead quest designer and game director respectively, list various types of open-world game, including GTA-style sandbox titles, before explaining why Piranha Bytes’ Gothic series is the most apt comparison. “It’s most similar to our game, I think,” Mateusz says. “A quite perfect combination of storyline and freedom in the open world. It’s quite similar, the Gothic series, in terms of quest design and how we organise the story, but our game has a very, very big landscape and Gothic locations were open world...” “...on a smaller scale,” Konrad finishes.

We’ve written about the size of The Witcher 3’s open world in past issues, but it’s the detail of that landscape more than the scale that feels unprecedented. Individual blades of grass swaying in the wind, the animation quality of the creatures that bound at Geralt in battle, the sparks flying from his hand during a fire spell and the time-lapse effect of dramatic skies tearing over the monster-killer as he meditates. A lesser PC stands no chance here, and it’s not just pretty effects that make The Witcher’s world so enticing. The way the game’s three regions are shaped by various portions of European mythology and history promise a coherent but still unusual dark fantasy world.

“We have to plan how to cover this big open world with content, which is not easy, because as you know there are some problems with that in openworld games,” Mateusz says. “We want to give worthwhile content to the players in the open world. We have to think about how to avoid repetitive quests, we have to think about how to fill this huge landscape with quests that you will notice and take part in, we have to make the main storyline easy to come back to if you delve into the sidequests, which might be difficult for some players.”


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Various activities fill the world outside of the main story, including monster-hunting quests where Geralt plies his trade. Far from the typical open-world filler of recycled character models, these creatures require tracking and hunting down, and each has a backstory. “They involve hunting legendary creatures,” Mateusz says. “They should be tougher to beat than normal opponents. Each encounter contains a unique creature and each of those hunts is unique. They’re not repeatable, in the sense that they each have their own plot. You can expect each settlement will have at least one of them, if not more.”

Such ‘legendary’ creatures can add mythic depth to open-world games, like Skyrim’s legendary dragons or Red Dead Redemption: Undead Nightmare’s Bigfoot and Chupacabra hunts, where finding them is as much a challenge as killing them. In some cases the idea is to evoke medieval urban legends with the hunts – such tales were the source of several creature ideas for CD Projekt Red’s artists. “There were hundreds of Slavic monsters invented in medieval times, and they’re all connected to some weird things that couldn’t be explained,” says lead character artist Pawel Mielniczuk. He cites the Leshen – the disturbing humanoid tree spirit shown off at E3 – as an example of this inspiration. “The name was quite unique, and we’re trying to apply some kind of visual style to how cool the name is. It sounds cool in Polish. I’m not sure if it sounds cool in English.”

Inspiration emerges from other unlikely sources. “I’m not sure I can talk about different games,” Mielniczuk laughs. “But for me personally I love the monsters in Castlevania. They were quite unique, and this game was quite inspiring for me, for example, because these weren’t the sort of monsters you’d find in Western games. We’re trying to avoid zombies and generic alien things.” When the team needs a specific creature for a quest, the artists work with the quest designers to figure that out. “If the creature has its own unique quest, we need to talk to the people on the quest team.”


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Ideas for The Witcher 3’s quests come from both the writing team and quest designers, who can butt heads on whether an idea is workable or not. “On the one hand it’s nice to have as many different paths and different possibilities as possible, but on the other you have to keep in mind that you have to implement it, think of consequences within the constraints of the budget,” says Szamalek. “The bigger challenge is we think differently about how we tell stories and about the narrative, and I think we concentrate more on the experience and providing the player with something that’s unforgettable or exciting. The quest team has a slightly different perspective, because they’re the ones who eventually have to make things happen.”

How do the quest team see the relationship from their side? “It can be rough at times because we have to discuss those things over and over with them,” says Mateusz Tomaszkiewicz. “It differs on specific cases – sometimes the input comes from them, so they give us very broad scenarios of what’s going to happen, and we’re supposed to add those details and design it in a way that will fit the game, that you can actually implement it. They’re writers. They don’t, at times, understand what you can and can’t do in a game, so we have to do that.”

That feedback between the teams works both ways. “We also design from scratch and talk it through with the storytelling guys so they know what’s in there,” Mateusz says. “They have to give us opinion on if they are able write good dialogue for that, if they see potential in this quest.”


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That back and forth is something all agree is healthier for the creation of The Witcher 3. “I think they structure the stories in a slightly different manner and think about the story as a series of logical events that have to tie in together, and I think we’re slightly less systematic in our approach,” says Szamalek. “That would be the biggest difference, but working together, it works out for the best in the end.”

The writing team’s remit is to avoid a repetitive quest structure or a branching narrative where the outcome can be pre-empted – Szamalek explains how some quests will trick the player into making a seemingly good or bad choice, then be shocked at the consequences. But it’s a trick they try not to repeat. “We wouldn’t like the player to figure out how we do things after doing several quests. So in each quest, no matter how small, we’re trying to come up with something surprising and original. Of course, sometimes, we make you feel that you suspect there’s a good and bad option, but there’s a twist where it turns out you were wrong. I don’t think we abuse it – so it’s not like we’re teasing the player each time there’s a choice to make.”

Then there’s the scary but exciting notion of the game’s 36 endings. At the time of my interview, work on each unique finale is ongoing – and the team obviously have their preferences over how they’d like Geralt’s story to come to an end. “I think I had an influence over a fair share [of endings],” Szamalek says, “and I’ve spent the last few weeks working on that part of the game. And of course I do have my own favourites – when the game comes out I will definitely be shaping it in a particular way.”

I ask Mateusz if some endings require more work than others. “Yeah, I say they do... I can tell you that some endings were easier for us to design, there are some that were tougher, but all of them took us a huge amount of time.” This is a world where an action in one town can affect another, where the humans in settlements can eventually end up dead. CD Projekt Red will keep tweaking the outcomes up until release. Keeping consistency over so many variables is an ongoing challenge. “It’s really easy to outrage fans with endings they won’t like.”


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The beginning and end of The Witcher 3 provide a similar challenge, according to Mateusz. “I think they’re the most difficult parts to create... The beginning has to make you interested in the entire game, and the ending is important because you can’t leave the player disappointed.” Konrad Tomaszkiewicz agrees. “I think we redid the beginning of The Witcher six or seven times, and The Witcher 2 four or five times.”

There’s a lot of mythology to relay from the last two games, but they’re hoping to circumvent some of The Witcher 2’s storytelling weaknesses. “We know in The Witcher 2 we were criticised for heavy exposition and the fact you get told about a lot of the background, a lot of the context and the lore at the same time, and it might be very overwhelming to players,” says Szamalek. “It might discourage them from delving into it because they might feel like they can’t catch up. So that’s something we try to change, and I think we succeeded in ensuring you have a smoother introduction to the world and its characters. There are very experienced writers on the team and they’re making sure what the newbies do makes sense.”

The increased number of quest designers on The Witcher 3 is indicative of how much CD Projekt Red have had to expand to make a game this big. “When I was here the first time it was 40 people,” Mielniczuk tells me. “I joined the team two years before the release of The Witcher 1. For me the company that has been working on The Witcher 1, 2 and 3 is a totally different company. It’s changed so much because of how the studio looks, how many people work here and how the production is organised.”


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They mention that the studio is now composed of 20% non-Polish developers, compared to just one on The Witcher 2. “We stick to our values, I think,” says Mateusz. “We’re not going corporation-style – everyone is friendly to each other, everyone has a say in the designing process still. But of course it’s a much bigger team than it was, and there has to be some changes made.”

The game has captured attention in what has been a fairly quiet time for big singleplayer RPGs. For the audience who have witnessed The Witcher’s curious transformation from early roughness to a potential genre leader, seeing out Geralt’s story in such a lavish and maybe even groundbreaking fashion will be a reward in itself. In the continuing absence of a non-MMO Fallout/Elder Scrolls game, and while Dragon Age: Inquisition is still a way off, this is CD Projekt Red’s opportunity to shine.

“We want to create games for really mature players,” Szamalek tells me. “These aren’t games for everyone... We have particular ambitions about what we want to achieve. The games that we make have a complex story you have to work a bit to fully grasp, and I think avoiding bad and good options is also a part of addressing and catering for this large audience, which demands the same treatment they’d get from movies or books.
 
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