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Weird West Review
In this alternate universe, the West was won by trying a bunch of ideas so crazy they just might work… and if they don’t, hitting the quick-load button to revert to an earlier save and trying something even crazier until you pull it off. Thanks to that freedom to experiment with its world as you explore, Weird West is one of those games that feels like a stealth and combat playground even as it tells five mostly serious, well-written stories with interesting decisions throughout and a thoughtful conclusion. And with so much ground to cover and replayability to investigate, it’s well worth putting up with some quirks and underwhelming loot. What ties Weird West’s plot together is a group of shadowy figures using a magical brand to force your character’s consciousness into the bodies of various unsuspecting people. It’s a clever play on the way so many games have us take control of a character who already exists in that world but still need to bring us up to speed on their identity: h...
Warhammer 40K: Rogue Trader – How Did it Take This Long to Get a Warhammer CRPG?
It’s truly bizarre that across the nearly 30 years of Warhammer video games, we haven’t had a single one that attempted to channel the tabletop Warhammer experience by utilizing the genre that feels best suited to do so: CRPGs. But that’s all about to change, as Pathfinder developer Owlcats has been cooking up something to fill this void. During an extensive hands-off demo of Warhammer 40K: Rogue Trader, I checked out its extremely chunky turn-based combat system, drowned in its plethora of dialogue options and social skill checks, and nodded approvingly at its lovingly faithful depiction of Warhammer’s morbid universe. While it’s still very early, so far this CRPG is shaping up to be everything I’ve wanted from a Warhammer video game. If you’ve ever played (or even glanced at) a game of Warhammer 40K, then you probably know it’s designed for a hyper-specific kind of nerd who loves calculations, large-scale drama, and an incredibly detailed world one could easily get lost in. Warham...
Hyper Scape Already Being Overhauled 3 Months After Launch
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Ubisoft is overhauling Hyper Scape just three months after the game's launch. Hyper Scape was released back in July as a free-to-play battle royale on PC. It eventually made its way to console in August but the game's console launch did not "achieve the high expectations (Ubisoft) set for" the game. The studio said it is aware that it also didn't meet player expectations either and as a result, the studio is working on a large overhaul to the game's combat, game modes, player goals, and more. [widget path="global/article/imagegallery" parameters="albumSlug=hyper-scape-screenshots&captions=true"] "While July's launch and Open Beta on PC were successful, we were not able to achieve the high expectations we set for ourselves with our full console release that followed in August," a Hyper Scape blog post made on Sept. 30 reads. "We also know we didn't fully meet the high expectations of our players, so we are taking action. We have more work to do to get there, but our team is fully committed to the challenge." The blog post breaks down the overhaul into five different sections: combat comfort, onboarding, game modes, player goals, and cross play. Ubisoft says it always intended for Hyper Scape's ceiling to be high but admits that the skill floor is too high, which "results in a difficult experience for new players." Specifically, Ubisoft says it is too hard to aim, track, and consistently damage players and eliminate them, especially on consoles. [ignvideo url="https://www.ign.com/videos/2020/07/24/hyper-scape-review"] It also said that Hyper Scape does not provide enough time or opportunities for new players to learn how the game works. The team is looking to add training activities to help new players become more proficient. In terms of game modes, Ubisoft says the core game mode, Crown Rush, is "quite unforgiving" and that as a result, the game will get different modes with a variety of formats in terms of activity and match size. This includes deathmatch-style game modes and respawn systems. This overhaul will also include additional medium and long-term goals for players to entice them to stick around with Hyper Scape longer. "We are introducing (the) first version of our Player Ranking system in Season 2, and we will bring more progression systems and match-to-match flow improvements as well," the blog post reads. [ignvideo url="https://www.ign.com/videos/2020/07/06/hyper-scape-gameplay-overview-trailer"] The Sept. 30 blog post touches on cross play. Ubisoft said it intended to have it earlier than planned. The company also said it is restructuring its development team into a "cell-based format," which is something the Rainbow Six: Siege developers use "to fantastic results." These interdisciplinary cells allow greater focus and autonomy in tackling the work ahead as each pillar —combat comfort, onboarding, game modes, player goals, and cross play — has a dedicated dev cell. "As you can see, all these pieces depend on each other to get where we want to go with Hyper Scape," the blog post reads. "We have started our wok on these pillars, and plan to release more frequently updates in Season 2 than in Season 1. We will also communicate often to keep you up to date on our progress. As always, we cannot do this without your valuable feedback, so keep it coming." If you haven't given Hyper Scape a try, check out our thoughts on it in our Hyper Scape PC Beta review and then check out this video about 7 things to know about Hyper Scape. If you are playing, be sure to check out the Hyper Scape Season 1 Battle Pass trailer. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.
source https://www.ign.com/articles/hyper-scape-already-being-overhauled-3-months-after-launch
source https://www.ign.com/articles/hyper-scape-already-being-overhauled-3-months-after-launch
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