Arrested Development Season 5 Coming ‘Real Soon’

Arrested Development Season 5 is coming sooner rather than later, according to show creator Mitch Hurwitz.

In an open letter to fans on Twitter, Hurwitz stated that the fifth season will be arriving on Netflix “real soon,” stressing the release is just around the corner.

“If you knew when, you would not be wrong to be thinking “why are we all just hearing this now?”

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James Cameron Thinks All the Best Sci-Fi is Now on TV

With movies like The Terminator and Avatar under his belt, James Cameron is ready to spend a long time talking about science fiction in all forms of media.

AMC Visionaries: James Cameron’s Story of Science Fiction premiered on AMC on April 30, featuring the director talking to practically anyone and everyone he could find that has their hands in the genre, but he’ll be the first to admit it’s not what it once was. In fact, it hasn’t been for a long time.

Though many of Cameron’s films are classified as sci-fi, he believes there was a turning point that definitively changed the genre.

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No More Heroes 3 Is Next If Suda 51’s New Switch Game Does Well

The No More Heroes games, along with their creator Goichi Suda (AKA Suda 51) are no strangers to running with crazy, off-the-wall ideas. In the Switch exclusive Travis Strikes Again: No More Heroes, the titular character and his rival BadMan are teleported into living videogames and are forced to battle through bizarre challenges and bosses. Going for a more arcade-style brawler gameplay, fans were left a bit confused by the sudden change in scenery and aesthetic. But for Suda 51 and the developers at Grasshopper Manufacture, the new game–which they state is more of a side-story–is still the same quirky and ludicrously stylized No More Heroes game that they’re used to.

With that said, Suda still has ideas for where the series could go after the Travis Strikes Again which launches later in 2018, and how the Switch will be instrumental in that. During a chat with Suda at PAX East, he spoke about the fan reactions for the game, and that the upcoming Switch brawler is not No More Heroes 3. Evidently, Suda has much bigger plans for that.

Travis Strikes Again is a bit different compared to the other games on a structural level. Can you talk about how you wanted to approach this game in particular, and how you wanted to make it feel compared to the first two games?

Suda 51: One of the big differences about this game is that it’s made with a very small team, only 12 people. Because of that, I decided to go with a new style and make it a completely new adventure for Travis. With [No More Heroes] one and two, the formula for the series sort of got set in stone. I wanted to break away from that and do something totally different and pretty much just make a whole new IP with Travis Strikes Again.

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It feels much more arcadey this time around, which is in keeping with the video game-y aspects of the narrative. Was this idea something that you’ve long held, or was it something that came as a result of the circumstances of making this game.

When I was talking with the staff, we decided that we wanted to go for a really arcade feel for the game, similar to stuff like Gauntlet–or rather like Smash TV. That sort of helped define how the game would play. The theme this time with the game is that Travis is going into these different game worlds and finding his way through them. I also want it to be sort of a journey through game history itself, and all the games I played as a kid really influenced me in forming that.

Given the small staff working on the game, it’s very much similar to indie development. Do you feel that Travis Strikes Again has that sort of vibe to an indie game?

Well, we started [development] last year in May with only four or five people. We’ve grown to 12 since then. I do feel closer to the indie style, which is actually how I started making games. So it’s kind of like a return to old form for me. Everyone is just an individual, they each have their own roles. It’s really us doing whatever we can when we can, rather than like some big team with people all working together on the same thing. Because it’s a small team, I get to talk directly face-to-face with them. We don’t have any big meetings to decide stuff.

Last year was the 10th anniversary of the original No More Heroes. When you started work on Travis Strikes Again, were you still keeping in mind fans’ expectations and passion for the series while trying to come up with this new game?

Of course that’s always on my mind and I really feel that it’s the voice of the fans that brought back Travis. I love Travis, and I always wanted to bring him back, but this is really something special for the fans. The 10th anniversary and now this year with the 20th anniversary of Grasshopper, I’m hoping that this game will be like a really fun present that he can give back to all his fans.

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What’s it been like developing the game on the Nintendo Switch. In the last year it’s been out it’s been incredibly popular. It must be exciting to actually be a part of that line up of games.

It’s really fun, really exciting. Coming here to PAX and seeing all the excitement around the Nintendo booth and being able to be a part of that–it’s really great. The people at Nintendo are really great. They’re not very private. It’s like you’re part of a big family.

No More Heroes always comes up with some unique ways to handle motion controls. We were using the Pro Controller for our demo of Travis Strikes Again, though. Are you still keeping in mind that the Switch has sort of this unique set up and are you thinking of ways to try and utilize that for the game?

Yeah, so the core of the game design this time around is around the two Joy-Cons and being able to pull those off and being able to play two-player just with them and still being able to do a bunch of different moves. That’s one of the core concepts that they’re really focusing on. I really want to really utilize the vibration as well. I do like the Pro Controller, but in terms of the charging mechanic (shaking the controller in a crude gesture to charge your weapon), it’s definitely better to do it with the Joy-Con.

Last year at PAX West, you said that you were looking at including some references to other indie games in Travis Strikes Again. I noticed there was a Hyper Light Drifter shirt that Travis was wearing. Has any other games stuck else out to you over the course of making this game?I was playing Dead Cells this morning.

I was really impressed. It was so much fun and I was surprised that it’s an indie game. It’s so well made, and I was thinking I would build that into the game. Also, Party Hard 2 is really fun. I like that game a lot.

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Looking back on the last 10 years working on the series, is there a particular moment within the game or even from its creation that sticks out to you?

There’s stuff like the saving on the toilet, and charging the beam-katana. That’s really symbolic of the No More Heroes series. One thing that really sticks out to me: the team and I came up with the beam-katana’s slash mechanic, where you use the buttons to attack and then you only shake the controller at the end to finish them off. I really felt that would be something that maybe would make it feel better playing. When I had the programmer put it in the game and actually tried it out for myself, I immediately knew in that moment, “Alright, this game’s going to be good.”

Lastly, with the new game coming out this year is there anything you’d like to say for fans that have been keeping the passion alive for the series for ten years?

I just want to say thank you for loving Travis. I’m so happy that I could revive the series on Nintendo console, and that I could bring a part of the Nintendo Switch library. I just want to get it out and let as many people play it as possible. I’m just happy that I can prove now that Travis is really back, and if this is successful, I’m planning to go straight ahead and make No More Heroes 3 as well.

Fortnite Season 4 Map Update: Meteor Finally Hits, Destroying Dusty Depot

Epic Games has released the Season 4 update for Fortnite, and it features some big changes for Battle Royale. Following the crash of some smaller meteors, the much-anticipated impact of the larger comet that’s been seen up in the sky in recent weeks has finally happened, revamping an area of the game’s map.

Many players were expecting the comet to destroy Tilted Towers when it finally hit. Epic had some fun with those theories, but the comet has instead come down elsewhere–specifically, in part of Dusty Depot. As a result, there’s now a huge crater that’s taken out one of the three warehouses that used to reside there, and a new name has been established for the area: Dusty Divot.

Dusty Divot is more than just a big hole in the map. A piece of the comet is stuck in the ground, and around it, the military has seemingly set up a base to examine it and keep people out (a bit like what happens in Thor). Of course, it’s easy to make it over the barbed wire fence, and not just because you can build a ramp. Small chunks of the comet called Hop Rocks have been scattered around the surrounding area, and by picking one up and crushing it in your hand, you temporarily defy gravity. This allows you to jump much higher (and slower) than usual.

Elsewhere on the map, the new Risky Reels area (a drive-in theater) seen in the Season 4 trailer has been added. There are also new elements to existing areas, like Anarchy Acres, and comet impacts scattered across the map.

You can check out Dusty Divot in the video above, but there’s much more going on in the 4.0 update than just changes to the map. Season 4 has begun, bringing new challenges and rewards to earn. The crossbow has been Vaulted, meaning it’s temporarily inaccessible in-game. Some tweaks have been made to how headshots work, and you can actually destroy stuff on the starting island now. You can see everything that’s changed in the Fortnite 4.0 patch notes.

Fortnite Season 4 Meteor Update Adds Hop Rocks; 4.0 Patch Notes Released

Fortnite: Battle Royale’s comet has finally landed, signaling the beginning of Season 4. The game’s v4.0 update is live now on PS4, Xbox One, PC, and mobile, and although it doesn’t add any new items or weapons, it has still shaken things up significantly.

The first thing you’ll notice in Battle Royale is that the map has changed. The comet’s impact has been felt across the island, with multiple locations transformed by its impact and new points of interest created. In addition, a crater has appeared, and it’s surrounded by a set of glowing rocks. Developer Epic Games says if you consume these Hop Rocks, you’ll “lift off with low gravity.” Season 4 has also brought 100 tiers of new rewards, including new emotes, cosmetic items, and more.

Other changes to Battle Royale include the ability to destroy structures on the starting island (except the Battle Bus) and tweaks to how headshots work. Other parts of characters’ bodies will no longer block bullets from reaching their heads, meaning if your bullet hits a hand or leg on the way to your enemy’s head, it will still do as much damage as a regular headshot. This applies to all weapons except the Rocket Launcher and Grenade Launcher. Elsewhere, you can now see hit markers when looking through a scope, the Crossbow has been taken out of rotation and put into the Vault, and hand hitboxes have been slightly reduced in size.

In Save the World, part one of a new Blockbuster Event has been added with the new update. This event sees you “join Spitfire and Lok as they investigate the comet and gear up to recruit a team of superheroes!” For more details, check out the official patch notes below, via Epic Games.

Fortnite Season 4 v4.0 Update Patch Notes

General

  • Input settings are now filtered based on game mode.
    • They’ve also been grouped by category (Combat, Building, Editing, etc.) to make it easier to search through them.
  • Added icons for the tabs at the top of the Settings screen. Added “Ignore Gamepad Input” option to the Accessibility settings tab.
    • This setting can be helpful to players who use external programs to remap their controller input and need the game to ignore the controller input.

Bug Fixes

  • Fixed a crash when using radial menus.
  • Improved texture streaming behavior when using a scope.
  • Fixed some objects being rendered using low resolution textures.
  • Fixed weapon ammo count display in the HUD sometimes being incorrect.

Battle Royale

Gameplay

  • Structures on the starting island can now be destroyed. Not the Battle Bus, though.
  • Headshots are now prioritized when other body parts are in the way.
    • Incoming headshots (from above or straight on) will no longer be blocked by your character’s other body parts.
    • For example, a shot that hits your target’s hand will be able to penetrate through and hit their head if your aim was on point. You’ll be credited headshot damage instead of normal damage.
    • Headshots from below that are blocked by a body part (legs, torso, hands, shoulders, arms) will do normal damage, except for impacts very close to your character’s head.
    • This change affects all weapons, except for the Rocket Launcher and Grenade Launcher.
  • Slightly reduced the hitbox size of player hands.
  • Damage numbers are now visible when spectating a player.
  • Knocking a player off the island will award elimination credit like normal fall damage.
  • Fall distance is now shown in the elimination feed when a player is forced to fall by an opponent.
  • On the starting island, you can now see other players (and player-created structures) about three times further away than before.

Bug Fixes

  • Fixed an issue that would cause player built structures to appear intact for a few seconds after eliminating an enemy and destroying the structure at the same time.
    • This caused players to “phase through” the structure.
  • Fixed cases where pickups moved erratically when sliding down slopes.
  • Fixed an issue where destroying a building from under an enemy wouldn’t award kill credit.
  • Fixed an issue where swinging the pickaxe could cause movement stuttering.
  • Fixed an issue where some pre-placed wooden archways could not be destroyed by player built structures.
  • Fixed an issue that made the Battle Bus appear to quickly fly off the map after jumping from it.
  • Fixed an issue that would pause a downed players health bar if their reviver disconnected while reviving them.

UI

  • You can now mark cosmetic items as favorites in the Locker.
  • ‘Random’ option added to each cosmetic equipment slot in the Locker.
    • This will randomly choose between items you’ve marked as favorites each match (or from all owned items if nothing is marked as a favorite).
  • You are no longer limited to just the 6 slots on your emote wheel for Sprays and Emotes and can now use any of the ones you own in a match!
    • The Locker slots act as a page of presets, but you can cycle through to any emotes marked as a favorite and then all emotes, sorted by type (PS4: L1/R1; XB1: LB/RB; PC: Mouse Wheel; Mobile: Buttons added next to radial menu).
  • Added new “Locker Emote Slot” button bindings, which allow you to immediately trigger any of your 6 Emote or Spray presets.
  • While Auto Run is active, an icon is now displayed.
  • Improved the look and feel of the Game options tab.
  • Slightly decreased the size of the arrow over players heads when they are close to you.
  • The fourth and fifth weapon slots will now default to keys 5 and 6 instead of Z and X when using the “Reset to Defaults” option.
  • The 4:3 aspect ratio is now supported.

Bug Fixes

  • Fixed an issue where the compass showed ‘360’ when it should have been ‘359.’
  • Fixed an issue where players could get stuck on the Inventory screen when opening and closing it very quickly multiple times in a row.
  • Fixed an issue where the “Show Net Stats” HUD option would be reset to off after restarting the game.
  • Fixed an issue that caused consumable timers to not display when using a consumable immediately after canceling one.
  • Fixed a spelling error in the description for Tomatohead.
  • The Squad Comms wheel can now be closed with circle on PS4 controllers, and B on Xbox controllers.
  • Weapon slot keybinding options are no longer called “Ability Slots” in the input menu.

Weapons And Items

  • The Crossbow has been vaulted.
  • Rocket Launcher aim reticle is now a fixed size regardless of player movement.
  • Hit markers are now displayed when looking through a scope.
  • Increased pickaxe damage against Supply Llamas, now dealing 50 damage per hit.

Bug Fixes

  • Fixed an issue where a weapon could have no ammo when dropping it immediately after picking it up.
  • Improved pickaxe swing responsiveness when switching from a weapon to the pickaxe and immediately holding the swing button.
  • Fixed an issue that prevented Hunting Rifles from auto reloading if it was fired immediately after a reload.
  • Fixed an issue that allowed grenades to be thrown in rapid succession while sprinting.
  • Fixed an issue where aiming a grenade throw and then switching to build mode wouldn’t cancel the throw.
  • Fixed an issue with the Builder Pro configuration that caused the players weapon to fire while trying to build in some cases.
  • Clingers will now properly cling to falling Supply Drops.

Replay System

  • Added an in-game player list to Replays.
  • Leaving a Replay will now take you back to the Replay browser.
  • Renaming Replays is now limited to 32 characters.
  • Increased the size of name column in Replay browser.

Bug Fixes

  • Fixed the alignment of the eliminations column in Replay browser.
  • Fixed an issue where Replay Browser list couldn’t be navigated with gamepad after cancelling renaming a replay.

Art And Animation

  • Hunting Rifle mesh and animations have been updated.
  • Shotguns, Revolver, Hand Cannon, and Rocket Launcher have had their equip animations improved – they should now match the equip time.
    • Their equip timing remains the same.
  • The dust cloud that appears on player landings now shows for all players.
  • Storm wind now affects trees within the storm.

Bug Fixes

  • Fixed the Supply Llama not playing destruction effects when killed by projectiles.
  • Fixed an issue that caused Back Bling to display improperly after using a Launch Pad.
  • Players can now emote while rocket riding.

Audio

  • Adjusted timing on the equip sounds for all Shotguns. The cocking sound will now occur right before the weapon is able to fire.
  • Improved volume difference between soft and hard landing sounds.
    • Players falling from 1 or more stories will land with a louder audio cue.
  • Added unique impact sounds when hitting shrubs, bushes and cornstalks.

Bug Fixes

  • Fixed an issue that caused footstep audio to play when players were mid-air after jumping.
  • Fixed an issue where the Minigun equip sound would persist after quickly switching away from it.
  • The map marker sound no longer plays when removing a marker.

Performance

  • Improved smoothness of other players movement on the starting island by increasing network update rates.
  • Made significant performance improvements when many players are on-screen by reducing the impact of character parts.
  • Optimized hitches that occur when garbage collecting objects.
  • Fixed hitches that could happen in games where lots of building occurred.
  • Optimized Level-of-Detail (LOD) for buildings in Shifty Shafts and Flush Factory.
  • Optimized Input/Output (IO) performance on Consoles to reduce hitches and load times.

Mobile

  • Quickbar now supports drag and drop for dropping and moving inventory items.
  • Holding the movement stick in a direction for 3-seconds now enables an option to turn on auto run.
  • Adding ‘Repair Building’ button.
  • Added ‘Cycle Weapon’ button.
  • Made improvements to prevent finger creep.
  • Slightly decreased aim assist strength at further distances to allow for easier fine tuning when aiming.
  • Grenade indicators are now displayed when grenades are equipped.
  • Made improvements to low-end mobile performance by dynamically scaling background draw distances with player height.
  • Reduced object draw distance for medium/lower-end iOS devices.

Bug Fixes

  • Fixed the view pop caused by the swiping inertia when lifting your finger off the screen.
  • Fixed bugs that were causing some erroneous misfires and input errors.

Save The World

Gameplay

  • Loot Drops!
    • When enemies are killed they have a chance to drop loot on the ground.
      • This chance is increased for patrolling enemies and the packs of enemies found scattered throughout the world.
    • Enemies can drop building materials, crafting ingredients, and ammunition.
    • Larger/tougher enemies drop more items and better crafting ingredients.
      • The tier of crafting ingredients increases with Mission Difficulty, as does the chance of finding rare crafting ingredients like Active Powercells.
    • Mini-Bosses drop a new item type called a Cache.
      • Schematic Caches come in three rarities (Rare, Epic, Legendary) and contain a single ranged or melee weapon schematic. The likelihood of getting an Epic or Legendary cache increases at higher mission difficulties.
      • Evolution Material Caches contain storm evolution materials (Pure Drop of Rain, Storm Shard, etc). These scale up with the difficulty of the mission.
      • A Mini-Boss will drop one cache (of the same type) for every player who participated in the elimination (dealt damage to the boss, or was close to it when it was eliminated).
    • Certain high-rarity treasure chests found in the world can also drop Caches.
    • Caches are opened at the end of the mission.
  • Survivor health has been increased by 40% to allow more time for players to rescue them from tough situations.
  • The Teleporter Gadget has been refactored in an effort to improve its fun and usability!
  • New default behavior:
    • The base range of the Teleporter has been increased to 20 tiles.
    • Teleporter now has no cooldown when activated!
    • In order to accommodate the usability of no cooldown, the Teleporter no longer teleports Enemies.
    • Teleporter now will not activate if it’s in a location that it could not normally be placed on. You’ll still be able to move it, however.
    • Teleporter now has an “arm” time when it’s placed or moved before it becomes active. The default arm time is 5.5 seconds.
    • Teleporter now has a default “pick up” use time of 2.5 seconds.
  • As part of the improvements to Teleporter, we’ve adjusted the upgrades it has!
    • Upgrade 1 now allows the Teleporter to transport friendly projectiles!
      • Projectiles will exit from the Teleporter based on the direction you set when you place it.
      • Yes, this means you can throw rockets and grenades through it – try things out!
    • Upgrade 2 now reduces the pickup time of the Teleporter to .5 seconds.
    • Upgrade 3 now reduces the arm time of the Teleporter when it is placed to 1.5 seconds.
    • Upgrade 4 now increases the range of the Teleporter by 10 tiles.
    • Upgrade 5 now allows Enemy projectiles to go through the Teleporter!
      • This means Husk Bones, and Lobber Grenades, and others – try a Teleporter on roofs you want to defend!
  • Hover Bot Turret has been improved as well:
    • New default behavior
      • Recharge time reduced from 240 seconds to 150 seconds.
      • Default duration reduced to 20 seconds.
      • No longer fires projectiles – now shoots hitscan shots.
      • Increased default ‘Rate of Fire’ from 1.33 shots per second to 6 shots per second.
      • Base damage reduced from 20 to 15.
    • Upgrades have been adjusted:
      • Duration increase remains +10 seconds, which makes the final duration 30 seconds.
      • We corrected an issue with the range upgrade which was preventing it from working properly. The default range is still 4 tiles, but is increased to 8 with this upgrade.
      • The ‘Rate of Fire’ Upgrade now increases the rate of fire to 10 shots per second.

    The default action of keyboard button ‘B’ is now Emote, with keyboard button ‘V’ bound to bring up Team Chat. You can now cycle between Team Chat, Emotes, and Notes, regardless of which button you pushed to summon the picker.

    • (PS4: L1/R1, XB1: LB/RB, PC: Mouse Wheel)

Bug Fixes

  • Corrected an issue which was causing Corn to be unsearchable. It is once again searchable, and will drop the Bacon you crave 🥓.
  • Corrected an issue which prevented C4 from being thrown during Sprint. It will now activate and interrupt Sprint as expected.
  • Corrected an issue which was preventing the Helium Shotgun projectiles from moving properly through all parts of the world.

Heroes

  • [New] Mythic Solder “Raven” – Subclass: Nevermore
    • Description – Shadowy figure who screeches deafening War Cries before eliminating prey with his dual wielded pistols.
    • New Ability
      • Lefty and Righty – Deploy dual pistols and light up your enemies!
    • New Perks
      • ‘Dual Debilitation’ – Lefty and Righty applies Debilitating Shots.
      • ‘Where’s Lefty’ – Eliminating enemies with pistols reduces the cooldown of Lefty and Righty by 1 second.
      • ‘Bang and Pow’ – Dealing damage with Lefty and Righty causes an explosion that deals Energy Damage in a .5 tile radius.
    • New Tactical Perk
      • ‘Explosive Rounds’ – Tactical variant of the Explosive Rounds Perk.
  • [New] 8 “Shadow Ops” Heroes
    • Soldier – New Subclass: Double Agent featuring New Characters Vaughn and Evelynn
      • Description – Soldier that wields dual pistol with ease, creating an explosive outcome.
      • Utilizes the newly added ability and associated perks:
        • ‘Lefty and Righty’
        • ‘Dual Debilitation’
        • ‘Where’s Lefty’
        • ‘Bang and Pow’
      • New Tactical Perk
        • ‘Cluster Bomb’ – Tactical variant of the ‘Cluster Bomb’ dealing half the damage of its non-tactical counterpart.
    • Ninja – New Subclass: Piercing Lotus featuring characters Edge and Luna
      • Description – Skilled spear warrior that makes a point to poison enemies with waves of shuriken before striking them down.
      • New Perks
        • ‘Pointy Fury’ – Increases spear combo attack efficiency by 150%.
        • ‘Poking Holes’ – The Ninja deals 28% more damage with spears to afflicted targets.
        • ‘Fan of Stars’ – The Ninja throws 2 additional throwing stars. All throwing stars are thrown instantly in a spreading arc.
      • New Support Perk
        • ‘Heaviest Attacks’ – Increases melee heavy attack damage by 10/20/30%
    • Outlander – New Subclass: Shock Gunner featuring characters Grizzly and Buzz
      • Description – Weaves in and out of enemies stunning them and finishing them off with with close ranged weapons.
      • New Perks
        • ‘Pump It Up’ – Increases shotgun rate of fire by 35%.
        • ‘In and Outlander’ – Eliminating 3 enemies within 10 seconds after using Phase Shift will refund the Phase Shift charge.
        • ‘Shocking Embrace’ – Increases the duration of Shock Tower by 3 seconds if placed with a Charge Fragment.
        • ‘Run And Stun’ – Passing through enemies with Phase Shift applies a 3 seconds stun.
      • New Tactical Perk
        • ‘Shocking Embrace’ – Increases the duration of Shock Tower by 3 seconds if placed with a Charge Fragment.
    • Constructor – New Subclass: Demolitionist featuring Penny and Bull
      • Description – Explosives expert who corrals enemies with Decoy before finishing them with a hail of missiles.
      • New Perks
        • ‘Faster Explosions’ – Increases explosive weapon reload speed by 35%
        • ‘Enduring Machine’ – Your weapons take 60% less durability damage while on tiles affected by BASE.
  • Hero Abilities that lock the character’s movement can no longer be interrupted by knockback. The following abilities have been adjusted to use this new behaviour:
    • ‘Phase Shift’
    • ‘Shockwave’
    • ‘Bullrush’
    • ‘Dragonslash’
    • ‘Anti-Material Charge’
  • We’ve changed how Energy-Reducing perks work in some cases in order to prevent them from reducing costs of activations to 0.
    • We now have perks which improve “Energy Efficiency” of certain actions (such as heavy attacks with melee weapons).
    • Energy Efficiency is expressed in a percentage format i.e. “Improves Energy Efficiency of Combo Attacks by 150%.”
    • The value represents the expected extra usage of the ability once the perk has been acquired.
    • Implementation has changed from a multiplier on cost to a divisor on cost.
      • I.e. – a 60% cost reduction on a 50 energy cost is analogous to a 150% increase in usage over 100 stamina.
  • Outlander
    • ‘Phase Shift’ now passes through enemies by default.
    • ‘Phase Shift’ now inherits more forward velocity when used mid-air.
  • Constructor
    • Adjustments to the ‘Decoy’ Ability :
      • Base duration reduced from 12 seconds to 7 seconds.
      • ‘Decoy’ can no longer be destroyed and will always last the full duration.
      • Reduced the duration increase of ‘Going and Going’ from 3 seconds to 2 seconds.
      • ‘What Doesn’t Kill You’ Has been removed from these Subclasses:
        Controller, Sentinel, and Riot Control.
        • Controller now has ‘Decoy Stun’ Instead of ‘What Doesn’t Kill You.’
        • Sentinel now has ‘Grease the Wheels’ instead of ‘What Doesn’t Kill You.’
        • Riot Control now has ‘Going and Going’ instead of ‘What Doesn’t Kill You.’
  • Ninja
    • Changed ‘Easy Sword’ from “Reduces sword combo attack energy cost by 60%.” to “Increases sword combo attack efficiency by 150%.”
    • Changed ‘Easier Sword’ from “Improves the energy cost reduction of ‘Easy Sword’ by another 20%.” to “Improves the energy efficiency of ‘Easy Sword’ by another 150%.”
    • ‘Shadow Stance’ now triggers off of all melee kills, not just edged weapons.
    • ‘Scythe To Meet You’s’ snare duration has been increased to 2 seconds from 1 second.
    • The sound effects for ‘Crescent Kick’ have been updated.
  • Soldier
    • ‘Explosive Rounds’ timer no longer resets after 15 seconds without a kill.
    • ‘Goin’ Commando!!!’ now enters into a slight zoom when pressing the Targeting Input.

Bug Fixes

  • ‘Shockwave’ no longer causes the Soldier to collide with enemies. This should prevent the “crowd surfing” behaviour seen when using ‘Shockwave’ on tightly packed groups of enemies.
  • Fixed an issue with BASE’s tooltip showing incorrect segment extensions with Heavy BASE Kyle.
  • Fixed an issue with ‘Overclocked’ Trap’s tooltip showing an incorrect value for decreased reload rate. The tooltip now reads correctly at 20%.
  • Corrected an issue which was causing the Soldier Perk ‘Start Up’ to display incorrect values.
  • Corrected a tooltip issue with certain perks that were not showing their Support or Tactical Bonuses:
    • ‘Sure Shot’
    • ‘Hit’em While They’re Down’
    • ‘Tough Traps’
    • ‘Bullet Bonanza’
    • ‘Vigorous Strikes’

Missions And Systems

  • Blockbuster Event – Part 1: Origin Story
    • There are reports of a strange new husk lurking about harassing survivors and Ray has disappeared! Find out what has happened in the aftermath of the comet crash in this brand new questline.
    • Blockbuster Tickets can be found inside Upgrade and Daily Llamas, and earned by completing quests and defeating Miniboss mission alerts.
    • Blockbuster Llama is available in the Loot Tab
      • Contains at least one Epic Quality or Higher Military Weapon or ShadowOps Hero.
      • Costs 500 Blockbuster Tickets.
    • Completing the first week of quests rewards a choice of one Legendary Ranged Weapon (Bald Eagle, Silenced Specter, or Crossbow)
    • Repeatable Quest to kill a miniboss that awards 50 Gold
  • Loot Llama Price Reduction!
    • V-Buck prices on several of the Loot Llamas have been reduced!
      • Upgrade Llama: 100 to 50
      • Weapon Llama: 350 to 200
      • Ranged Weapon Llama: 350 to 200
      • Melee Weapon Llama: 350 to 200
      • People Llama: 350 to 200
      • It’s a Trap Llama: 350 to 200
    • Bundles containing multiple Llamas have been reduced in price as well.
    • Players who have purchased these Llamas in the past will receive an equivalent value in free Troll Stash Llamas they can redeem in the Loot tab.
  • Each stack of 1000 Storm Tickets will be converted into Neon Llamas.
    • Anyone who had at least one Storm Ticket will receive a Llama.
  • Mini Llamas now drop 30 to 50 Gold, and drop an additional item if they become Silver.
  • Gold no longer resets each season.
    • Seasonal Gold has been renamed to Gold as a result.
    • Gold caps at 5000. Gold above this cap will not be lost, but you will stop earning Gold until you have spent enough to drop below the cap.
  • Mission Alerts:
    • Miniboss Mission Alerts are more common during this event and award between 50 and 120 Blockbuster Tickets, scaled based on difficulty.
      • These tickets are granted in addition to their normal rewards (schematics, transform keys, etc)
      • Quota: 10 per day.
    • Mutant Storm Mission Alerts have returned to normal levels and no longer reward event tickets.
      • Quota: 3 per day.
  • The Upgraded Outlanders Mission Modifier no longer increases fragment capacity due to the recent change greatly increasing base fragment capacity. The Modifier still increases Outlander Ability Damage.

Bug Fixes

  • Fixed reward chest having low resolution textures at the end of mission.
  • Fixed crafting recipes for Neon Weapons to be correct for energy weapons.
  • The chance for Impulse Grenades and Remote Explosive World Drops has been returned to normal (should now be equal to the M80).
  • Harvest and collect quest items now drop no matter how the quest item was destroyed. Previously, players would have to make the destroying blow with their harvesting pickaxe. This now works the same way as Daily Destroy.

Weapons And Items

  • Added the Military weapons set, available via Blockbuster Llamas:
    • Whisper 45: Silenced semi-auto pistol
    • Specter: Fully-automatic submachine gun with high rate of fire.
      • Epic and Legendary versions have a silencer.
    • Ground Pounder: Fast-firing and accurate semi-auto shotgun.
    • Crossbow: Sniper weapon that fires a projectile with no damage falloff.
    • Bald Eagle: Slow-firing heavy pistol with great damage and knockback.
      • Increased the damage and impact of the Bald Eagle by 30%.
  • The following scoped sniper rifles no longer have damage fall off. Additionally, their range has been increased from 20 Tiles to 50 Tiles.
    • Auto Sniper Rifle
    • Extinguisher
    • Exterminator
    • Deathwing
    • Scoped Bullseye
    • Scoped Deadeye
    • One Shot
    • Heartbreaker
    • Hydraulic Sniper Rifle
    • Tsunami
    • Scavenger Sniper Rifle
    • Sunsetter
    • Scoped Wasp
    • Scoped Dragonfly
    • Burst Sniper
    • Triple Tap
    • Neon Sniper Rifle
    • Vindertech Sniper Rifle
    • Vindertech Jolter
    • Frostbite
  • The following non-scoped sniper rifles range increased from 13 Tiles to 20 tiles:
    • Hunting Rifle
    • Lil’Bee
    • Stinger
    • Wasp
    • Dragonfly
    • Ralphie’s Revenge

Bug Fixes

  • Fixed an issue where the +30% Weapon Damage when aiming down sights alteration was increasing Weapon Damage by 75%. The alteration now increases Weapon Damage by the correct amount.
  • Added missing drop sound effects to many spear weapons.
  • Fixed the evolution skill requirements for the Krypton Sword to use the correct skills; evolving the weapons now requires the Sword and Spear skill and not the Axe and Scythe Skill.
  • All shotguns should now damage non-friendly environmental objects.
  • Bald Eagle icon updated to be distinct from the Falcon pistol.

UI

  • Purchasing multiple Llamas in the Loot tab now show the total cost.
  • Adjusted the layout of Daily Reward items to include the item name.
  • Weapon tooltips now show headshot damage.

Bug Fixes

  • Reduced the rating number displayed for Group Missions at the victory screen and on the Objective tab in the menu.
    • This now matches the recommended rating of the mission rather than enemy level.
  • Fixed a problem on the end-of-mission victory screen where the drone appears twice to beam players back to Homebase.
  • Fixed an issue where the displayed Homebase Power Level was visually capped at level 132 when players’ actual power levels were higher.
  • Leveling Up or Evolving something now says “Please Wait” instead of just disabling the button and appearing unresponsive.
  • Recycle mode resulting materials panel can now be scrolled with a controller.
  • Recycling Details modal dialog can now be scrolled if necessary.
  • Fixed a case where the top menu bar would become unresponsive on PC.

Audio

  • Volume decrease on the Exploration and Combat music to help the overall mix.

Xbox One Free Games With Gold For May 2018 Now Available

May is officially here, which means the first half of this month’s Games with Gold lineup has arrived. Xbox Live Gold subscribers can now download two new games across Xbox One and Xbox 360, with another pair of freebies set to follow partway through the month.

On the Xbox One side, Gold members can grab the newly released Super Mega Baseball 2 at no charge. Like the first Super Mega Baseball, the game features deep baseball sim mechanics beneath its cartoony visuals, and this time around, players can compete against each other online. This month’s first free 360 title, meanwhile, is the Sega classic Streets of Rage. That game is also playable on Xbox One thanks to backwards compatibility.

Super Mega Baseball 2 will remain free to download throughout the entire month, while Streets of Rage will return to its regular price on May 15. Gold members can also still download one holdover from April’s Games with Gold lineup: Assassin’s Creed Syndicate, the 2015 stealth-action game set in Victorian London. That likewise returns to its normal price on May 15.

Beginning May 16, Microsoft will offer two more free games for Gold members. Xbox One owners will be able to grab Metal Gear Solid V: The Phantom Pain, the latest mainline installment in the popular stealth franchise. Platinum Games’ cult favorite shooter Vanquish will be the second free 360 title offered this month.

Both Metal Gear Solid V and Vanquish will remain free to download through the end of May, and the latter is also backwards compatible with Microsoft’s newer console, giving Xbox One owners four new freebies to grab this month. You can find the full list of May’s free Games with Gold lineup below.

May 2018 Games With Gold

Xbox One

  • Super Mega Baseball 2 (May 1-31)
  • Metal Gear Solid 5: The Phantom Pain (May 16-June 15)

Xbox 360 (playable on Xbox One)

  • Streets of Rage (May 1-15)
  • Vanquish (May 16-31)

Mega Man 30th Anniversary Getting Limited Edition Cartridges

Capcom is teaming up with iam8bit to produce a neat collectible for Mega Man’s 30th anniversary. The Mega Man 2 30th Anniversary Cartridge and Mega Man X 30th Anniversary Cartridge are limited editions priced at $100 apiece. They’re expected to ship in September 2018, and pre-orders are now open through iam8bit.com.

Each of the cartridges is a limited run of 8,500 units–7,500 in a standard opaque light blue, and a mere 1,000 in translucent, glow-in-the-dark blue. They’ll be in sealed, unmarked boxes, so whether you get the regular or the ultra-rare copy will be left a mystery until you open it. Plus, each cart is actually playable in your NES or SNES.

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The Mega Man 2 cart is a dual-fold box with an instruction booklet with a forward by Mega Man collector and author Salvatore Pane. The Mega Man X cart is a tri-fold with a similar instruction manual forward by Jirard Khalil. Both copies also promise “retro pack-in surprises.”

The announcement kicks off Capcom’s “Mega May,” implying more surprises in store for the Blue Bomber. The character is preparing for a come-back with the release of Mega Man 11 later this year, and with E3 around the corner we’re likely to hear some more about it. So far we’ve seen glimpses of a new art style, but not much else. It’s coming to PC, PlayStation 4, Xbox One, and Switch this year.

Nintendo Labo Review: Variety Kit And Robot Kit

It’s very easy to dismiss Nintendo’s new line of Labo build-and-play toys as merely cardboard. For adults especially, building the Variety Kit’s five toys–or the Robot Kit’s suit–and playing their simple games might feel like a short-lived novelty. But there’s a surprising amount of depth to what you can do with the kit’s stack of cardboard sheets and cutesy software. It’s a remarkable educational tool and an opportunity to see your creations come to life, and that’s something very special, even if the games themselves don’t stand out.

The Variety Kit comes with five different Toy-Cons to build and then play with: the RC car, the fishing rod, the house, the motorbike, and the piano. In that order, the process of building them gradually increases in difficulty, with the more complicated projects expanding on the concepts introduced in the easier ones. The RC car takes around 10 minutes to build and is effectively a practice run, showing you the importance of precise assembly and how to work with cardboard without bending it in weird places. (The cardboard itself is pretty sturdy if you’re reasonably careful with it.)

After the “make” portion, you move on to “play.” The games are all relatively straightforward; drive the RC car, fish with the fishing rod, play piano using the piano. It’s more rewarding to see how the cardboard translates to the software than it is to play any of the games at length, though they’re deeper than they look at first glance. Even the most basic one, the RC car, has a self-driving function and a multiplayer battle mode; in the motorbike’s game, you can design your own tracks just by moving a Joy-Con through the air. The least interesting, at least from an adult’s perspective, is the house–the game there is to experiment with three insertable parts and see what kinds of rooms and mini-games they can unlock when in different combinations.

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The piano is the most impressive component of the Variety Kit, with a regular play mode and a surprisingly deep studio mode. It only has 13 keys, but there’s a lever on the side that changes the octave, giving you access to a wider range of notes. You can layer recordings for more sophisticated songs, change the envelope and reverb of the notes before you record, and insert cards of different shapes into the top of the piano to change the waveform patterns. You can also create drum beats (composed of bass drum, snare, hi-hat, and cymbal sounds) using a kind of punch card that goes in the waveform card slot; the infrared camera in the Joy-Con detects the shape of the card and then uploads the card’s “data” into the studio UI.

Not much of this is apparent when you first start playing the piano, though. A lot of the depth can be found in “discover” mode, where three cheeky characters walk you through the technology behind each Toy-Con, any extra things you can make or do with them, and how the games work. Like with the building process, a lot of the enjoyment comes from learning how each of the Toy-Cons works and understanding why you had to make them a certain way. For kids in particular, there are straightforward explanations of abstract physics concepts that benefit from having the Toy-Cons as hands-on aids. There are also plenty of resources on how to fix the Toy-Cons, including how to repair bent or ripped cardboard (which is good for all ages).

In addition to the Variety Kit, there’s also a separate Robot Kit available. Instead of five different Toy-Cons, you build one large one: a robot “suit.” The basic suit consists of a visor and a backpack with pulley mechanisms for each of your hands and feet that control the in-game robot. The visor part utilizes the left Joy-Con’s gyroscope, while the backpack works using the right Joy-Con’s infrared camera and reflective tape. It’s a complex project that can take three or four hours to build, but the instructions are as easy to follow as they are in the Variety Kit, and it’s broken up into eight steps so you can pace yourself.

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The Robot Kit’s games are especially geared toward children’s imaginative play. The main attraction is a destroy-the-city mode, in which you punch buildings to dust and rack up points. In addition to that, there’s a versus mode where two robots can battle and a “studio” mode where you can assign different sounds to the robot’s limbs and step and punch your way to a beat. You can also customize your in-game robot and unlock better abilities in a challenge mode. These games do show the different applications of the Toy-Con you’ve built, but they’re not likely to grab you for very long unless pretending to be a robot is your jam. Like in the Variety Kit, the Robot Kit’s discover mode is the place to learn more.

In both the Variety and Robot Kits, the secret endgame is the Toy-Con Garage, a mode where you can program your own games using if-then statements. You can pick an input, like “if the Joy-Con is face-up,” and connect it to an output, like “vibrate,” by dragging a line between them on the touchscreen. Depending on how many rules you weave into your program, you can make some decently complex games as well as mod the Toy-Cons you already made. It’s both a great learning tool at its most basic level and an opportunity to challenge yourself and apply everything you’ve learned so far.

It’s nice to have something to tinker with long after building the Toy-Cons, and that’s mainly because the official games are more like demos to show you how everything works. The only one likely to keep your attention for any length of time is the piano; everything else is a jumping off point, and you’re limited by how much it inspires you to create. And that’s just what Labo is at the moment: a great tool for creation, rather than for playing.

Free PC Games For Twitch / Amazon Prime Members In May Available Today

It’s officially May, which means a new bundle of free PC games will be available soon for Twitch and Amazon Prime members. This month’s offerings include a number of widely respected indie games. To find your freebies, just click the crown-shaped Prime Loot icon next to the search bar on Twitch. That opens a drop-down menu that contains your free games.

One of the biggest games this month is the mind-bending 3D platformer Psychonauts, in which you enter people’s minds and explore physical manifestations of their psyches. Gone Home is a first-person story-driven game. The adventure game I, Hope covers some heavy subject matter, and for those looking for fast-paced action, High Hell is a first-person shooter that encourages speedrunning.

Also free is the challenging first-person game Clustertruck, which has you sprinting across the roofs of semi-trucks as they race through the desert. Touch the ground and you’re toast. Finally, Titan Souls puts you in the shoes of a tiny character with a single arrow and asks you to take down enormous bosses. You don’t need a health bar in this game, because one hit spells death.

Twitch Prime is a perk for members of Amazon Prime. All you have to do to sign up is link your Amazon Prime account to your Twitch account. Once you do, you can download all six games for no cost between May 1 – 31. They’re yours to keep forever, even if you cancel Amazon Prime at some point down the line. The only catch is that you need the Twitch desktop app to install them.

Free games for Twitch Prime members in May 2018

  • Gone Home
  • Psychonauts
  • High Hell
  • I, Hope
  • Clustertruck
  • Titan Souls