Xbox One Console Reviews

Mass Effect 4 Wishlist


still using those fake UDK screenshots :lol:

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.

"lesser PC"..must mean there going to be extremely high system requirements..
 
Tons of Call of Duty: Advanced Warfare details emerge

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In addition to details about Sledgehammer Games' scrapped third-person Call of Duty game that was set during the Vietnam War, the June issue of Game Informer magazine is loaded with 12 pages' worth of information about the recently revealed Call of Duty: Advanced Warfare.

We've rounded up some of the most interesting details and listed them below. The full Game Informer June 2014 issue is available for purchase today.

Call of Duty: Advanced Warfare details:

-In development at Sledgehammer Games for Xbox One, PS4, and PC. A separate studio to be named later is working on the Xbox 360 and PlayStation 3 versions. (*coughInfinity Wardcough*)There's no word on Wii U.
- The game runs on a new and unspecified game engine.
-The story opens with a catastrophic event that Sledgehammer Games cofounder Michael Condrey describes as "like a global 9/11." There's little more to go on, but major cities on multiple continents are affected by some kind of terrorism perpetrated by a terrorist organization called KVA.
- It is set in 2054.
-You play a character named Private Mitchell, who is voiced by prolific voice actor Troy Baker. You may know Baker for his recent roles in The Last of Us (Joel), BioShock Infinite (Booker), and Batman: Arkham Origins (The Joker). Mitchell only speaks during cutscenes; never during gameplay.
-Mitchell starts Call of Duty: Advanced Warfare as a Marine, who is squadmates with Will Irons, the son of Private Military Company Atlas Corporation CEO Jonathan Irons (played by Kevin Spacey). After their tour of duty is done, the elder Irons asks Mitchell if he wants to leave the Marines to join his father's company. Mitchell says yes and is outfitted with an "EXO" suit for his new job.
-Unlike past Call of Duty games, Call of Duty: Advanced Warfare has only one protagonist.
- Kevin Spacey says he was "very excited" about joining the game when he was originally approached.
-You'll earn points every mission that can be used to upgrade your EXO suit. Using the EXO suit, you can climb walls with magnetic gloves, boost-dodge toward cover, perform super-jumps that let you get to higher ground, use optic camouflage for cloaking, and hover in mid-air.
-Your arsenal includes "variable grenades," which can be switched from concussion to threat detection while they cook. The threat detection grenade reveals enemy locations and makes this information available via an augmented reality system visible in your visor.
-Some of your guns are energy-based, and do not use traditional ammunition.
- There is a rideable vehicle called a Pitbull, which is based on the real world Mine-Resistant Ambush Protected (MRAP) vehicle.
-There's no official word on Call of Duty: Advanced Warfare multiplayer yet, but Condrey teases, "You can probably imagine the possibilities of a lot of the stuff you saw in single-player and how it would apply online." Activision also says it is "absolutely committed" to supporting eSports.
-Call of Duty: Advanced Warfare will have some kind of co-op mode.
- Veteran Metal Gear Solid composer Harry Gregson-Williams is working on the game's soundtrack. Audio director Don Veca says, "I think Advanced Warfare is going to be the best-sounding and certainly the best-mixed game ever."
-In an effort to create a believable world, Activision consulted with "experts from production design in movies to experts in the military to scientists and futurists," according to Sledgehammer cofounder Glen Schofield.
 
That and because new Titanfall maps are coming. I think they want us to be bored with it and get ready for COD.

Sent From My Galaxy S5

Shit they have to do a lot more then pushing the bullshit early cause even if people get board with Tinfall they can't buy this bullshit until November...a long time from now.

Sent from my Nexus 7
 
Shit they have to do a lot more then pushing the bullshit early cause even if people get board with Tinfall they can't buy this bullshit until November...a long time from now.

Sent from my Nexus 7

It's at Madden status. Can't be stopped no matter what unfortunately.

Sent From My Galaxy S5
 
It can be stopped if people stop buying it... COD has direct competitors. There's basically no other choice with Madden, so that's not really an even comparison.
 

Microsoft will hold its E3 2014 press briefing on Monday, June 9, at 12:30 p.m. ET, the company announced today.

It will take place at the Galen Center in Los Angeles.

Called "Xbox: Game On," the show will offer details on previously announced titles as well as trailers for unannounced titles set to be released in 2014 and afterward — likely on Xbox One as well as Xbox 360. Interested parties around the world will be able to livestream the press conference on the Xbox website, Xbox Live, Windows Phone; pre-show coverage will begin at noon ET. In the U.S. and Canada, Spike TV will broadcast the briefing starting at 12:30 p.m. ET.

In addition, Microsoft will hold events for Xbox fans before and after the show, both for individuals in Los Angeles and watching at home. According to Microsoft spokesperson Larry Hryb, details on those events are coming soon.

Polygon will be on hand at Microsoft's press conference to bring you live coverage of all the news.

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Named the NBA's most valuable player this morning, Kevin Durant is taking home another honor this evening: star of NBA 2K15's cover when the acclaimed basketball series returns in October.

NBA 2K15 will launch Oct. 7 for the PlayStation 3, PlayStation 4, Windows PC, Xbox 360 and Xbox One.

It is the fourth appearance on the cover of a console sports video game for Durant, who ran away with the voting this year to earn his first league MVP. Durant's prior cover history includes sharing NBA 2K13's cover with Derrick Rose of the Chicago Bulls and Blake Griffin of the Los Angeles Clippers; appearing on the box shot of NCAA March Madness 08 in his college uniform; and also on the cover of the notorious, unreleased NBA Elite 11.

Durant, in a conference call announcing the cover, was asked what 2K Sports had offered to bring him back to their video game's box shot. "They didn't say anything," he said. "I begged them to put me on the cover because I really think nobody plays the game as much as I do. I really wanted to be a part of it, and I know I had to perform on the court to be in the running for it."

Durant said he favors the MyPlayer career mode, even as he plays out his own career in real life. "I feel it's an escape even though it's still basketball," he said. "I enjoy taking your guy through the season, getting drafted, sitting the bench, becoming a starter and then just trying to get better. I feel that's how it is [in reality]. It's about a journey and that's what I'm on, which is a journey."
 

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Xbox One users will be able to watch the NFL Draft through the console's dedicated NFL app, Microsoft announed on Xbox Wire.

Beginning Thursday, May 8 and running through Saturday, May 10, Xbox Live Gold members can use the app to view the new dedicated draft channel as well as other draft-related content and commentary.

The Draft Tracker feature, which can be viewed using the Xbox One's Snap feature, will automatically update as each team picks its players. Within the app, teams will be listed in their draft order and will include details on the kinds of players the team still needs. Picks will go live on the app instantly and players will be able to view highlights from the careers of each player picked.

The NFL app is already preparing for the draft to begin tomorrow; users can now view highlights and analysis on each team participating in the draft. Viewers who miss parts of the draft will be able to recap each team's picks later, and can do so while watching current live picks.

“Our NFL experience currently features a large volume of NFL Draft videos and analysis, with new video content arriving daily,” executive producer of Sports at Xbox David Jurenka said. "The control we give to fans is what makes our system unique. If your team drafts Johnny Manziel and you want to see some clips of him, you can just jump in and do that. We’re taking what has traditionally been a passive TV experience and making it interactive and personalized.”

The Xbox One's NFL app is part of a major deal between Microsoft and the NFL, which was announced when the console was unveiled in May 2013. The app includes the

NFL Network, an all-football all-the-time livestream. NFL Now, a feature allowing viewers to tailor their NFL stream to their personal interests and favorite teams, was announed for the app in January.

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The beta for Bungie's Destiny is now expected to launch in July, according to Activision Blizzard's most recent financial report.

The July window for Destiny's beta was announced during the publisher's quarterly financial call. The beta was initially slated to launch in spring 2014, but was pushed back to this summer in February. The beta will launch on PlayStation 3 and PlayStation 4 first.

Earlier today, reports began circulating that the game took Activision $500 million to develop and promote.

Destiny will launch on Sept. 9 for PlayStation 3, PlayStation 4, Xbox 360 and Xbox One. Check out our recent hands-on with Destiny for more details on how the game is shaping up.
 

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What if the video game apocalypse — typically the well-worn, grim near-future overrun by irradiated zombies where survivors scrape out a hellish existence — was actually the best party you've ever been to?

That's the premise of Sunset Overdrive, the Xbox One-exclusive action game that drops players into what developer Insomniac Games calls the "rock and roll end times" or, more trademark-worthy, the "awesomepocalypse."

Sunset Overdrive takes place in the fictional American town of Sunset City, the Anytown, U.S.A. metropolis that serves as host to a city-wide party. The occasion is the launch of OverCharge Delirium XT, a new energy drink from megacorporation FizzCo. The consumption of the new drink goes immediately and incredibly wrong, turning revelers into mutated freaks: The OD, the Overcharge drinkers.
That's where you come in, evolving from lowly clean up worker to bad-ass savior of Sunset City.

"When we got off of Resistance 3, which is a very dark, dystopian world, but right for that game, we said, 'Let's do something fun,'" said lead writer John Paquette. "We decided to take the trope of what most post-apocalyptic stories are and turn it on its head. Most post apocalyptic stories, you've got the dystopia, you've got people struggling to survive, trying to do anything they can to find humanity. So we said, 'OK, let's create a character whose life is shitty in the modern world. And when the apocalypse comes, it's like a dream come true.'"

Your role, as hero having the time of his or her life, is to make your way beyond the containment walls of the city and escape the energy drink-mutated hordes. Along the way, you'll battle OD of all shapes, sizes and mutations —including a part-human, part-leafblower creature — and bizarre bosses, like a menacing balloon mascot named Fizzie, and band together with other survivors.

Sunset Overdrive is Insomniac's first truly open-world game. It's a kinetic, fast-moving shooter paired with acrobatic traversal inspired by games like Prince of Persia, Jet Set Radio and Tony Hawk's Pro Skater. It's packed with the qualities Insomniac excels at: quirky animated characters, strange weapons and bright colors — and the occasional colorful innuendo.

"This is Insomniac being Insomniac," said president and CEO Ted Price at Sunset Overdrive's unveiling. "This is the kind of game that we've all dreamed of developing for a long time."

"It's the game we've been meaning to make for 20 years," producer Bryan Intihar said. "From a style standpoint, the look the colors, it's what we're good at. We're good at stylized games and I think that's what you're going to see from us going forward."

As the hero, a customizable character, you'll get access to an array of unusual weapons, DIY-guns and bombs. There's the High Fidelity, a gun that launches vinyl records at high speed; the Roman Candle, a revolver that sprays fireworks; Captain Ahab, a harpoon gun that also squirts pools of alluring Overcharge energy drink; and the TNT Teddy, a launcher that deploys teddy bears wearing dynamite vests. There's a substantial arsenal, most of which are cobbled together from everyday items (fire extinguishers, air conditioners, toy helicopters, power drills, etc.) for deadly effect.

Sunset Overdrive is the brainchild of creative director Marcus Smith and game director Drew Murray. The two previously worked on the far more serious Resistance series, and combined their shared love of punk rock, pop culture and older Insomniac Games, like Spyro and Ratchet and Clank, into the weird soup that is Sunset Overdrive.

Sunset Overdrive marries "what Drew and I loved about Insomniac since we both came here as fans, basically," Smith said. "We wanted to make a world that has this irreverent sense of humor, has crazy weapons, all the elements that make Insomniac games great.

"We've said from day one this is kind of like the game for adults who grew up on Insomniac games, because that's who we are."

Smith and Murray wanted to explore what "fun in the end times" would be like, they said. They wanted to make a game that was about movement, action and style, not hiding behind cover or complicated traversal mechanics. Jumping, running, clambering and grinding through Sunset City is speedy and fluid.

There are few restrictions on movement in Sunset Overdrive. Your character can wall-run endlessly, even (impossibly) around corners. You can jump-bounce off the roofs of cars, off patio furniture umbrellas, off ventilation units. Physics be damned. Don't worry about falling to your death as you leap around the towers and buildings of Sunset City; you'll simply slip through a portal mid-plummet and be teleported back to safety.

If your character does die, you'll almost instantly respawn with an amusing animation, rising from the concrete in a golden sarcophagus or transported in by flying saucer. Why? How? Who cares, basically. Dying, like everything else in Sunset City, is lighthearted fun, and doesn't warrant explanation.

That freedom from justification is one of Sunset Overdrive's overarching game design mantras: "Fun trumps realism."

"That makes our job so much easier," Murray said. "We don't care if it makes sense. If it's cool and weird or unique, but it's awesome, just do it."


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The idea for Sunset Overdrive, Smith and Murray said, was something of a disconnected pop culture brain dump. When Price gave the duo the go-ahead to make what they wanted after Resistance 3, the two presented their idea as a mash-up of their own artistic influences: a blend of rock and roll, comic books, cartoons and lo-fi, low brow culture.

"For us, literally the first pitch we did was nonsensical," Smith said. "It had no mechanics, no gameplay at all. It was Drew and I coming in, like hoarders, with our giant bag of loot, throwing it down on the ground and saying 'This is what it's going to be like.' There's going to be people like the African hyena men and there's gonna be aesthetics like punk rock DIY flyers and fanzines.

"This game is the melting pot of all our experiences."

Smith and Murray name-checked cultural icons like Iggy Pop and Popeye cartoons; Krazy Kat and British sitcom The Young Ones; vintage Halloween masks, The Gorillaz, Scott Pilgrim and The Misfits.

The response from other Insomniacs after their pitch, Murray said, was, "What the fuck are you guys talking about?"

"But it made perfect sense for us," Smith said. "These are feelings that we want to evoke. So from right off the bat we want to go with these big themes and these particular ideas about what executes these feelings. It took some time for the team to get that, what that means. For a while we described it as the rock and roll end times, because we thought 'What would Iggy Pop do?'"

"He would die in like three days but it would be this crazy awesome three days that would be great to participate in," Murray said.

That loose idea, "the rock and roll end times," took some time to gel, Murray said, and some time for other Insomniac staffers to grasp what Sunset Overdrive was going to be. But bits and pieces of the game's design started to click into place. An explosion shaped like a teddy bear head, the gun that shoots colored vinyl LPs, the wacky respawn animations — these were the "A-ha!" moments, Smith said, when Sunset Overdrive's aesthetic, its attitude, started to coalesce.

Fourth wall-breaking elements, like blood sprays that spelled out "headshot" or explosions that say "BOOM" in flames, also helped establish the game's tone.
How the game would play was another story.

Smith, Murray and other Insomniac staffers, credit level designer Cameron Christian with helping to define how players would move through the world, with high-speed, fluid traversal mechanics inspired by Tony Hawk and Prince of Persia: The Sands of Time.

"Prince of Persia had some wall running, had some clambering, had some jumping, and Tony Hawk a little more of precision and purpose for each button press," Christian said. "We didn't want it so mechanically hard as Tony Hawk, but we didn't want it as easy as, say, Assassin's Creed, where you just hold one button down and run.

"That was really big for us, trying to find that balance in between not too hard, not too easy."


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Movement through Sunset Overdrive is a combination of running, jumping and grinding. Players will skate, a la Jet Set Radio, on railings, the edges of rooftops and power lines. The city is laid out in a fashion where players will always have something to jump onto, climb up, slide on or swing from, a chain of movement for players zip to along at high velocity.

The city itself spans several districts, reaching far and wide. But it also reaches great heights. In the demo area we played at Insomniac's headquarters, we had to scale a massive radio tower, bouncing off of transmitters and grinding upward on wires, culminating in a boss battle in the sky.

"It's stacked, it's layered," Christian said of Sunset City's design. "It's not quite like any city people have played in." It's also carefully plotted out by Christian and the game's level designers, ensuring that players can consistently connect a jump with a rail slide with a wall grab.

"I remember there were times when there were very few people who thought that was actually gonna work," Price said. "But thanks to people like Cameron, people like Drew, who had this vision for this city where you could freely roam and perform unusual moves for an open-world game, they kept at it and kept pushing different approaches, and it finally worked. And when it did, everybody got it. And then we started integrating combat and ended up with something that we think is pretty unique."

Players will pair fast traversal mechanics and third-person shooting together to boost their Style Meter in Sunset Overdrive. As you leap around the world, kill enemies and switch weapons in and out, you'll be awarded style points as an encouragement to keep your character on the offensive. Level up your style meter, and you'll unlock Amps, modifiers that alter how your character and your weapons behave.

The goal, the game's directors say, is to reward players for playing aggressively.

Insomniac showcased a handful of those Amps, including one that forms an energy shield around your character as she or he dodge-rolls along the ground. Another adds a flame effect to your melee weapon, an aluminum bat. Others change how guns behave. Add the "Twist of Fate" Amp to your automatic rifle and you'll occasionally fire a round that unleashes a mini-nuclear blast. Even your jumps can cause destruction, with one Amp letting you shoot fireballs from your feet on every bounce.

Amps are crafted items in Sunset Overdrive, something that, like guns, players will unlock over time. And Insomniac wants players to mix and match weapons and Amps, letting them customize how they want their guns to behave.

Like Sunset Overdrive's traversal mechanics, gunplay is fast, fluid and forgiving. You'll quickly flip through a weapon wheel to find the right gun for the right job, but rarely do you have to worry about your bullet — whether it's an explosive teddy bear or a Roman candle — finding its target.

"It's kind of a hybrid between some of the things we've done in Ratchet, [like] very wide auto targeting, and more traditional third-person shooters," said lead gameplay programmer Doug Sheahan. "One of the reasons we did that was trying to marry this idea of having the player move very fast, dealing with lots and lots of enemies while also being able to address those enemies at once. And we wanted to keep you moving; we didn't want to have a game where the one-on-one engagement was the point of the game.

"We're definitely not playing the game for you, but at the same time, we're helping you out when you need it so that you can still be effective while playing extremely fast."

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Players will encounter a variety of OD enemies in Sunset Overdrive. There's the rank and file OD, the pinkish-orange grunts driven mad by Overcharge energy drink who want to maul you to death. Insomniac has also revealed the Blower, a part-mutant, part-leafblower creature that sprays toxic green pus at you. There's also the Herker, a towering tank of an OD covered in energy drink-filled pustules who has a backhoe shovel for an arm.

Just as Insomniac aimed to shy away from post-apocalyptic gloom and doom with its vibrant, cheerful take on the end of the world, so did it avoid the standard approach to enemy hordes. The OD, the game's artists stress, are not the shambling undead. They're not zombies; they're mutants.

"One of the things that we were thinking about when we first designed ODs was that we didn't want them to look like zombies," said studio art director Jacinda Chew. "So one of the things we avoided was we didn't want to give them clothing. We wanted to also dehumanize them, so we left out their eyes as well. And other than that we wanted to make sure we played up the pustules because they consumed way too much Overcharge."

Players will also come face to face with human enemies, named Scabs, as well as friendly human survivors. Throughout Sunset City, you'll find fellow survivors who've established camps and factions. Those factions will have humorous themes, like the Boy Scouts who set up a stronghold at a Japanese history museum (and outfit themselves with the armor and swords contained within) and a group of role-playing game enthusiasts, or LARPers, called the Fargarths who take over Sunset City's community center.

These factions and other lone survivors you find scattered about town, will give you missions and side quests, activities that will help break up the game's greater narrative. In the demo we played, we undertook one mission in which a comic book store owner asked us to retrieve a quintet of comics he'd lent out to people who were now OD. Kill a couple Blowers, a Herker, and return the comics for some in-game cash that could be spent on weapons.

We encountered another pop-up mission, a short dose of destruction titled "Smash TV." The goal: Smash as many televisions as we could in under a minute or so.


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The character you'll play in Sunset Overdrive is you. There is no pre-defined Ratchet, Spyro or Nathan Hale to serve as protagonist, just a wise-cracking avatar that you can customize to your liking.

There's the basic stuff, like gender, skin tone and body type, but Insomniac is stressing "vanity" with its clothing and costume options, giving players a wide variety of rock and roll-inspired outfits, tattoos and accessories to wear.

"What we tried to do is gather a bunch of different archetypes in culture," said artist Gavin Goulden, "so we'll have Tokyo street fashion, punk, rockabilly, goth, hip hop and stuff like that. We basically try to hit all of these different archetypes, and then mash them together. And when they get mashed together that's kind of what our statement is or what our population would be.

"So the idea is, rather than being the end of the world and everything sucks, and our man's gonna wear brown and be fucking miserable, it's like, 'It's the end of the world, I'm gonna do whatever the fuck I want because it's awesome, and I'm awesome. I'll wear that and I'll wear this, and I'll do that and I'm gonna run around the city, kill OD and have a good time.'"

Insomniac drew influence from a wide variety of styles and fashion movements, said Jacinda Chew, to help bring Drew Murray and Marcus Smith's ideas to life.

"Marcus and Drew had this idea bouncing in their head for the longest time, and they had accumulated piles and piles of just stuff that inspired them," Chew said. "By the time I got on the project ... I just had a mound of stuff where they were like, 'This is everything that inspires us.' And I was going through and I was like, 'Oh my God.' So actually the way that Sunset came upon its look is it's pretty much been us whittling down all the things that are in their heads and distilling it to its essence."


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From a fashion and customization standpoint, that meant drawing upon couture designers like Jean Paul Gaultier at the high end, as well as seminal Japanese streetwear magazine Fruits and the Sapuers, members of a dandy Congolese fashion movement. Artists took inspiration from diverse cultures and countercultures, like traditional Day of the Dead aesthetics and revolutionary movements, themes that mesh with Sunset Overdrive's setting and characters, Chew said.

"If you think about George Romero's Dawn of the Dead, all those apocalyptic movies ... had some kind of social commentary, whether it's about the Cold War or whether it's about consumerism," Chew said. "And in our game, in particular, it's really about, you know, it's pretty obvious, right. It's FizzCo. It's the man. It's consumerism."

"I think the cool thing about this project is that with other games you're like, 'It's sci-fi, it's western, it's historical,'" Chew said. "So you have a pretty strict standard of what you can put into the game, but I think our game is one of the ones that actually tries to use contemporary culture. Because other games ... it's a specific world you're trying to sell. And it's very divorced from what the player's world actually is, because the player's not a drug dealer ... or the player's not a cowboy. And it's something that I don't think a lot of games can do right now because people want to play the space marine fantasy.

"They don't necessarily want to live their own lives. So it's almost like creating a world where you are living your own life, but kind of cooler."

Living that alternate cooler life, Insomniac says, putting your ultimate version of you in the game, is absolutely crucial to the experience.

"That really came day one, when Drew and Marcus made their presentation, and they said, 'This is who I want to be,'" Price explained. "They actually had a couple character concepts, which were recognizably Drew and Marcus dressed up in some pretty crazy stuff. That struck a chord with all of us because we've all had that desire to express ourselves in game.

"There's some games where you can express yourself, but we really wanted to do something different with our characters and say, 'This can be your game. It's your awesomepocalypse, so do what the hell you want.'"

http://www.polygon.com/2014/5/8/5692070/sunset-overdrive-xbox-one-insomniac-games

http://www.computerandvideogames.co...aled-xbox-exclusive-like-tony-hawk-with-guns/
 

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The next issue of Edge includes an extensive feature on Sunset Overdrive, and Reddit user Ninja-Moomin managed to get an early copy, posting a few pictures of the article, from which we can extrapolate a lot of new details about the game.
Here’s a summary for your perusal:

  • According to Insomniac they’ve finally begun to understand what they love the most, and that reflects in the tone of the game.
  • Sunset Overdrive mixes platforming and shooting, and places equal weight on both skills
  • Insomniac has never made guns this powerful. You can take out five enemies with one shot.
  • The guns in the game play completely different from each other.
  • You’ll have to accumulate “style” before you fight some of the harder bosses. Some bosses won’t even notice you’re shooting at them if you’re at style level one or two.
  • Players are rewarded for playing fast and hard and not stopping. If you stop your style meter drops: “getting in there, mixing it up and mantaining that velocity is your aim.”
  • The island’s boss is a Fizzco balloon named Fizzle. The fight is “On rails,” but not in the way we usually think. The rails are coils wrapped around the tower you can grind on. Fizzle’s weak spots are spring-loaded drums above the city’s rooftops, and you’ll have to leap back and forth between them and the rails while avoiding fire and without ever stopping.
  • The player can ride the city’s telephone cables from above or below, changing with a tap of X to avoid low bridges or enemy fire.
  • Little Tokyo’s Japanese-inspired architecture involves lots of short wall runs and oddly angled buildings.
  • The world transforms at night, and so does the way the game plays. Sunset Overdrive promises to offer new ways to to deal with the night both alone and with friends.
  • In the last generation players have been trained to seek cover and wait combat out. Sunset Overdrive asks players “to think differently, use a different toolset and push forward.” Players are rewarded for jumping over the cover and take the initiative.
  • Attack is the new defense and wall running is the new cover.
  • Insomniac wants to create a different experience from the usual shooter that plays like Call of Duty.
  • Microsoft told Insomniac “We want Insomniac to be Insomniac” and allowed the developer to own the intellectual property, which is very important for the developer.
  • Insomniac wants to bring elements from games like Jet Set Radio and Tony Hawk to a more modern experience, adding depth, story and a campaign with a lot of unique ideas.
  • They’re trying to make a really great arcade game that is really fun to play regardless of how long you play.
  • For Insomniac the next generation is about “pop.” They want to see more “popping off the screen:” more colors, more effects, more things to see in the city.
  • Xbox One owners will be involved with the decisions that will shape the game post-release.
  • While you play you’ll see big screens broadcasting “Sunset TV,” an in-game TV channel discussing the current and future state of the game and offering players a way to vote on how it’ll change and evolve.
  • Insomniac feels that the first year or two of a new generation are when most risks are taken.
  • The developer is looking at Sunset Overdrive as the first of a series and want to build it into something bigger, “a real franchise.”
  • Everything was born from a lunch conversation a few years ago. It was never meant to be a real game at that time, but in the end they made it.
The game definitely sounds and look extremely interesting, and Insomniac seems to really want to surprise and amaze us this time around.
We’ll have to see if that promise will be fulfilled, but the elements are all there, and if the concepts behind the title will be as fun as they are original, we’re in for a real treat.
Source: EDGE Magazine
 

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The next issue of Edge includes an extensive feature on Sunset Overdrive, and Reddit user Ninja-Moomin managed to get an early copy, posting a few pictures of the article, from which we can extrapolate a lot of new details about the game.
Here’s a summary for your perusal:

  • According to Insomniac they’ve finally begun to understand what they love the most, and that reflects in the tone of the game.
  • Sunset Overdrive mixes platforming and shooting, and places equal weight on both skills
  • Insomniac has never made guns this powerful. You can take out five enemies with one shot.
  • The guns in the game play completely different from each other.
  • You’ll have to accumulate “style” before you fight some of the harder bosses. Some bosses won’t even notice you’re shooting at them if you’re at style level one or two.
  • Players are rewarded for playing fast and hard and not stopping. If you stop your style meter drops: “getting in there, mixing it up and mantaining that velocity is your aim.”
  • The island’s boss is a Fizzco balloon named Fizzle. The fight is “On rails,” but not in the way we usually think. The rails are coils wrapped around the tower you can grind on. Fizzle’s weak spots are spring-loaded drums above the city’s rooftops, and you’ll have to leap back and forth between them and the rails while avoiding fire and without ever stopping.
  • The player can ride the city’s telephone cables from above or below, changing with a tap of X to avoid low bridges or enemy fire.
  • Little Tokyo’s Japanese-inspired architecture involves lots of short wall runs and oddly angled buildings.
  • The world transforms at night, and so does the way the game plays. Sunset Overdrive promises to offer new ways to to deal with the night both alone and with friends.
  • In the last generation players have been trained to seek cover and wait combat out. Sunset Overdrive asks players “to think differently, use a different toolset and push forward.” Players are rewarded for jumping over the cover and take the initiative.
  • Attack is the new defense and wall running is the new cover.
  • Insomniac wants to create a different experience from the usual shooter that plays like Call of Duty.
  • Microsoft told Insomniac “We want Insomniac to be Insomniac” and allowed the developer to own the intellectual property, which is very important for the developer.
  • Insomniac wants to bring elements from games like Jet Set Radio and Tony Hawk to a more modern experience, adding depth, story and a campaign with a lot of unique ideas.
  • They’re trying to make a really great arcade game that is really fun to play regardless of how long you play.
  • For Insomniac the next generation is about “pop.” They want to see more “popping off the screen:” more colors, more effects, more things to see in the city.
  • Xbox One owners will be involved with the decisions that will shape the game post-release.
  • While you play you’ll see big screens broadcasting “Sunset TV,” an in-game TV channel discussing the current and future state of the game and offering players a way to vote on how it’ll change and evolve.
  • Insomniac feels that the first year or two of a new generation are when most risks are taken.
  • The developer is looking at Sunset Overdrive as the first of a series and want to build it into something bigger, “a real franchise.”
  • Everything was born from a lunch conversation a few years ago. It was never meant to be a real game at that time, but in the end they made it.
The game definitely sounds and look extremely interesting, and Insomniac seems to really want to surprise and amaze us this time around.
We’ll have to see if that promise will be fulfilled, but the elements are all there, and if the concepts behind the title will be as fun as they are original, we’re in for a real treat.
Source: EDGE Magazine

Insomniac need another hit after this hot garbage..

FuseInsomniacGames.jpg
 
my nephew and his friends planning to take part in this..

Epic Games Reveals Free, Crowdsourced Unreal Tournament

Developed in Unreal Engine 4 by Epic and the community.

By Mitch Dyer

Epic Games has announced a new Unreal Tournament, which it will co-develop with the Unreal Engine 4 development community, for PC, Mac, and Linux.

Mark Rein, the Gears of War and Unreal Tournament studio's VP, teased a new game last week. This Unreal Tournament will be a free game -- "not free to play, just free."

Fans with an Unreal Engine 4 subscription can participate in the crowdsourced development the next Unreal Tournament, with fan-created mods playing an integral role in its life post-launch. Epic intends to create a marketplace where creators can give away or sell their custom content. Epic's cut from those sales is what will pay for the game.


"We see this as an ongoing project with no end date," project lead Steve Polge told IGN. "Unreal Tournament will be the base both for the continued evolution of the competitive FPS, and as a great way to enable aspiring developers to realize their visions for this kind of game."

This new game comes from a "small team of Unreal Tournament veterans."

Polge also says, "we see a unique opportunity to re-invent the competitive FPS." Epic will will work closely with the community to decide what is included in the core Unreal Tournament game, but at the same time we plan to blur that distinction by making it extremely easy for gamers to access any community-built content they find interesting."

Unreal Tournament won't be available for some time, but as soon as there's a playable alpha, Epic will launch it so anyone can play. Fans can also contribute feedback in Epic's forums if they aren't development-minded.

At this year's Game Developer's Conference, Epic's Tim Sweeney flat-out denied that the studio was making a new Unreal Tournament.

For more on Unreal Tournament, stay tuned to IGN.
 
They turning on Insomniac now lol
Originally Posted by sjay1994

God damn.... I have never felt so butthurt over a game before.

Insomniac: Here is this fun and bright looking game that is something we have wanted to make for 20 years, and we are not going to put it on the platform family that people have been playing our games .

Instead we are going to put out 2 mediocre ratchet and clank games, a decent one and a bland, lifeless shooter called FUSE.

Originally Posted by jstevenson

sorry you feel that way, but know we had to partner with the right group that believed in us and the vision of the game, wanted to see that vision came to life, and was ok with us retaining the rights to our creation.

In all of those regards, Microsoft has been a terrific partner in making Sunset Overdrive reality.
 

SunsetOverdrive-9-670x376.jpg


With today’s reveal of the upcoming Xbox One exclusive Sunset Overdrive, Community and Marketing Lead James Stevenson has been all over NeoGAF posting all kinds of details about the game.
Here’s a summary of the most relevant points he made:

  • There’s no set “main character.” You can customize gender, body times, clothing, and accessories. All clothing in the game works regardless of gender.
  • Both the male and female versions of the character are fully voiced.
  • There are cutscenes and the player character has a personality and character growth. He/She doesn’t have a name though.
  • The real UI won’t be shown until E3. The one the press saw isn’t final.
  • The game looks slowe than it actually plays: “when you’re sitting back and taking it all in, it may seem slower, but when you’re playing, recognizing where enemies are, where you are traversing too, thinking about which enemies are the biggest threat and which weapon you should be using, all while trying to aim, fire, and line up your next movement, the speed feels pretty good.”
  • Sunset TV episodes will be released once a week, and they’re pretty short (2-4 minute).
  • Enemies can jump and climb, and get on the power lines the players grind.
  • There’s lots of variation in enemy types: “there are other ones that are problems like the blowers shooting puss at you, and the herker throwing OD at you and charging.”
  • The enemy we saw is “fodder.” Lots more to come.
  • The game is a full blown single player game, “Insomniac style,” the single player is not just an addition to the multiplayer.
  • The team has already done a lot of polish on the game’s animations since the build shown in the latest trailer.
  • Stevenson mentions that we shouldn’t judge the game based on the “Crappy game informer rip going around.” there are lost frames and it runs slower than it should. It’s not representative of the game and lots of real footage is coming next week.
  • The trail we saw in the trailer is the most basic trail “vanity amp” for a white trail. There are other options you can select with different colors and effect. They only activate at certain style levels.
Stevenson also discussed the studio’s relationship with Microsoft, explaining why Insomniac decided to partner with the house of Xbox and go exclusive on their new console.
We had to partner with the right group that believed in us and the vision of the game, wanted to see that vision came to life, and was ok with us retaining the rights to our creation.
In all of those regards, Microsoft has been a terrific partner in making Sunset Overdrive reality.




 

Swampland is a new map offered in Titanfall‘s first upcoming multiplayer expansion, Expedition.

Along with War Games and Runoff, Swampland will round off the trio of new maps being introduced in the add-on that developer Respawn Entertainment says will “add a unique experience to Titanfall while staying true to the original themes of the level, like overwhelming nature and its intersection with technology.”

According to designer Chris “Soupy” Dionne, Swampland is centered around new gameplay opportunities that the dense forest/swamp environment provides. “They were a blast!” Dionne Wrote. “Titans dodging around massive trunks; Pilots jumping from tree-to-tree like ninjas.”

Head on over to the official blog to learn more and be sure to watch the “making of” video above.

Titanfall Expedition DLC is coming later this month for $9.99, or included in the Titanfall Season Pass. You can catch more screens of the upcoming DLC here.
 
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