Tetsuya Mizuguchi’s 30-Year Journey To Create Tetris Effect

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Tetris Reborn: The Mizuguchi Effect

Tetris Effect is the latest game from Tetsuya Mizuguchi’s Enhance, Inc., and the latest version of Tetris after decades of iteration by developers around the globe. Tetris may not sound like a naturally impressive VR experience, but it you’re familiar with Mizuguchi’s past work, you can probably imagine how his flair for music and colorful visuals will do a lot of the heavy lifting. In fact, Lumines, a puzzle game spearheaded by Mizuguchi during his time at Q Entertainment, was born out of his inability to create his own Tetris game after completing work on Rez; you’ll recognize a lot of its DNA in Tetris Effect.

Like many other Mizuguchi games, Tetris Effect is designed to make you feel like an active participant of the overall sensory experience. You are primarily focused on playing Tetris the way you always have, but beats and other sounds are triggered by your actions, creating a highly effective feedback loop. Before you realize it, you’ll begin to match your movements and actions to notes, half-notes, or whatever timing feels right in a given stage. However you wish to define the mental bridge that forms when you connect music and gameplay, the heightened version that occurs while playing Tetris Effect in VR is difficult shake once it sets in.

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Where a game like Thumper achieved similar results, it was primarily interested in ramping up the BPM whilst simultaneously layering on more stressful and sinister visuals to complete the dark sci-fi atmosphere it was going for. Tetris Effect’s suite, on the other hand, is built with a dynamic journey in mind, one that rises and falls in tone and intensity as you jump from one virtual soundscape to the next.

Being not just enveloped within the sights and sounds, but isolated from the real world, results in an atypical sense of immersion despite the abstract elements that fuel it. Tetris Effect is more effective at getting in your head than most games that try to immerse you in realistic worlds, which so often show cracks or stumble into the uncanny valley. Rather than attempt to bring your physical and mental self into a virtual world, Tetris Effect is aimed squarely at making you detach from your physical self to fully embrace the swirling digital realm in your head.

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At this stage, it’s fair to say Mizuguchi knows what he’s doing, and that he’s been waiting a long time to make a game like Tetris Effect. We recently had the chance to sit down with him discuss his Tetris background and how his desire to develop VR games has carried him throughout his career, from one artistic game to the next. In the video at the top of the page, you can learn how from his early days playing in arcades as a student, to his life making games at Sega, the past 30 years of events have been leading up to his latest game.

For a look back at Mizuguchi’s previous PSVR hit, have a peek at our Rez Infinite review. Scoring it a 9, author Alexa Ray Corriea said “Rez Infinite is the game to buy a PSVR for. It’s hypnotic and enveloping. And it’s transformative, both within itself and in the wider scheme of the experiences made possible by VR.”

PS4 owners can get a taste of Tetris Effect when the Tetris Effect: Weekend Trial Demo goes live on Nov. 1. Act soon if you’re interested, because the demo will expire on Nov. 5. And stay tuned for our review, which will go live closer to the game’s Nov. 9 release date.

Here’s Your First Look at Henry Cavill in The Witcher Netflix Series

Netflix has given us our first look at The Witcher series’ star, Henry Cavill in costume as Geralt of Rivia to celebrate the show beginning formal production.

In a clip shared on Cavill’s Instagram page and the Netflix Twitter account, we see the actor in full costume and makeup, with the long silver hair Geralt also sports in CD Projekt Red’s video game trilogy.

We don’t, however, see his prominent scars, or the beard he sported for much of The Witcher 3. Cavill is silent during the clip, but takes a swig from a flask to show that he’s definitely in character.

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Undertale Creator Announces and Releases Mysterious New Project

Following a tease yesterday, Undertale creator Toby Fox has unveiled Delta Rune, a free follow-up to 2015’s Undertale.

As various Undertale fans have pointed out online, Delta Rune is an anagram for Undertale and refers to the symbol on Undertale NPC Toriel’s tunic.

Delta Rune’s website contains several warnings in English and Japanese about things like overriding security protocols and refraining from discussing “the program” for 24 hours in the interest of public safety.

The site says these warnings are the final ones players will receive before encouraging them to take things into their hands and allowing them to download Delta Rune for PC or Mac.

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Transformers Makes for a Smashing Card Game

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The new Transformers Trading Card Game from creator Wizards of the Coast allows you and an opponent to roll out opposing teams of robots to see who can smash and blast their way to victory first. Yes, Wizards also makes Magic: The Gathering, but that’s not what Transformers is trying to be. It just wants to simulate a big brawl between giant robots, and in that regard, it succeeds.

How It Works

To get things started, each player assembles a team of double-sided Transformers cards that start the game in “alt-mode” aka vehicle mode, and then once per turn one can be transformed into “bot mode” by flipping the card over. The act of transforming comes with an effect like drawing extra cards, healing your team, or altering attack and defense stats. Making sure to switch back and forth between modes at the right time becomes an important part of your strategy.

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Fortnite Downloaded on ‘Nearly Half of All Nintendo Switch Systems Worldwide’

Nintendo has announced that Fortnite has been downloaded on “nearly half of all Nintendo Switch systems worldwide” since its launch in June of this year.

Referencing a previous Nintendo earnings report in which it was stated that the Nintendo Switch console sales have reached almost 23 million units, Fortnite would have been downloaded on 11.5 million of those that are currently in the wild.

This attach rate brings to mind The Legend of Zelda: Breath of the Wild, which in its first 28 days sold 925,000 units for the Nintendo Switch, while the Nintendo Switch had sold 906,000.

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Fortnite’s Next Update Has Been Delayed

Epic has announced a delay in the 6.21 update for Fortnite. Originally scheduled for October 31 at 2 AM PT / 4 AM ET / 9 AM BST, the update has been postponed to November 1.

According to Epic, the delay is a result of a “last minute issue” discovered in Fortnite’s new build. The battle royale game was scheduled to go down on October 31 for maintenance while the update was installing, but that is no longer the case. Players should expect Fortnite to go down on November 1 instead. As with previous Fortnite updates, the patch notes for 6.21 won’t be released until the day of release.

Fortnite is currently in the midst of its limited-time, Halloween-themed event called Fortnitemares. Introduced on October 23 in update 6.20, the event lasts until November 26 and introduces a new PvP mode that meshes both Fortnite’s popular Battle Royale and original Save The World. “Explore all of the tasty treats, exciting appearances, and new looks,” Epic Games said about the event. “During Fortnitemares, you’ll face off against Cube Monsters in a whole new way of playing Battle Royale. There are new weapons to fight back against these creepy creatures, like the Six Shooter and Fiend Hunter Crossbow.”

Fortnitemares’ challenges are set to alternate every few days throughout the event. For now, the four challenges are the ones listed below. However, part of update 6.21 could be changes to the challenges, so get to them now if you haven’t already.

Fortnitemare Battle Royale Challenges

  • Destroy Cube Monsters (200) — 500 XP
  • Deal damage with Assault Rifles or Pistols to Cube Monsters (5,000) — 500 XP
  • Visit a Corrupted Area in different matches (7) — 500 XP
  • Dance at different Gargoyles (5) — 500 XP

Fortnite is available for Xbox One, PS4, Nintendo Switch, mobile, and PC.

Battlefield 5 Microtransactions Won’t Be Available At Launch

Because it is a Big Game Coming Out In 2018, EA’s Battlefield V will have microtransactions. Now, developer DICE has talked further about how the WWII shooter uses microtransactions, and when they will be available in the game.

Starting off, Battlefield V has two forms of currency: Company Coin and Battlefield Currency. Company Coin is earned through in-game progression (ex. career progression, daily missions, special assignments), and you can spend this currency on customisation options for your Company, or group of soldiers.

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“You can use Company Coin to unlock choices within weapon and vehicle Specializations. You can also use Company Coin to get cosmetic items, such as jackets, face paint, and weapon skins,” DICE said in a blog post.

Cosmetics for soldiers and weapons will be available at launch, while cosmetics for vehicles will launch later in the Tides of War update.

The real-money currency in Battlefield V is called Battlefield Currency. You can buy cosmetics with Battlefield Currency, but not items that actually affect gameplay. This is the expected route to go, as DICE’s Star Wars: Battlefront II generated a lot of controversy and negative attention for its microtransaction system (which has since been scaled back to only offer cosmetic items to buy with real money).

Battlefield V’s paid microtransactions are coming sometime after launch. “Balanced rock-paper-scissors gameplay has always been the foundation of the Battlefield series, and our belief is that real-world money should not enable pay-to-win or pay-for-power,” DICE said.

Microtransactions isn’t the only part of Battlefield V coming after launch. The game’s battle royale mode, Firestorm, won’t be available until March 2019.

Black Bird Review – Featherweight

Black Bird pits you–a young girl turned into a demonic bird–against overwhelmed cities in a frenetic side-scrolling shoot-em-up. Humorous sensibilities and gleeful chaos capture the frantic fun typical for the genre, but the charms are short-lived. With a mere four levels (and an unlockable remix mode), your bombing fantasies wrap up after just 20 minutes, leaving you plenty of time to ponder what ruffled that mean bird’s feathers.

The cities you conquer are teeming with the lives of the ordinary people who live there. A mustachioed man on the sidewalk turns the crank of a pipe organ while his neighbors chatter happily away on a nearby balcony. It’s only when you spew forth a stream of deadly bullets that the danger bells toll. The militia attempts to thwart your attacks with slow-moving arrows from precarious sniper spots or whatever vehicle they can leap into. The hot air balloons of early stages give way to jetpacks and missiles as you get deeper into your killing spree, flooding the screen with bright red projectiles that mean your death if you stray too close. The tried-and-true action is enlivened by the personality of the characters and the dramatic music, but once the sheen wears off, it’s clear there isn’t much depth to the action.

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Aside from upsetting ordinary life in spectacular ways, the goal of each stage is to blow up the guard towers dotted across the city. These bases take more shots to destroy than the average enemy, and while you’re unloading your arsenal into these hotspots, the local army is gathering its force to ensure your victory is not easy. Dodging their attacks isn’t that difficult because Black Bird goes easy on the projectiles compared to a teeth-grinding, bullet-hell shooter, but there’s enough danger to keep your hands sweaty and your attention engaged as you swerve recklessly through the air.

There isn’t much in the way of strategy, though. Your gun automatically becomes more deadly as you progress–adding bigger bullets and shots that move diagonally–but there’s no way to decide the upgrades yourself. And the vortex bomb power-up that deals massive damage in a pinch is too limited to fill that tactical void. The best shoot-’em-ups allow for deeper tactics, often by giving you control over weapon upgrades, which lets you inject your own personality into the killer proceedings. Without more options here, the only real strategy is to shoot the attackers while avoiding getting hit yourself, and that’s not much to sustain your fun long term. With every run feeling very much like the last, a crushing sense of deja vu soon becomes your biggest enemy.

Stages circle in on themselves so you can fly over one well-protected tower, keep moving in the same direction, and then reach your mark again with fewer defenders in sight. This retreat-then-attack strategy works well because enemies materialize whenever you stay in one spot for too long, but you never feel as if you’re wasting time by flying away from your target. The cities are jam-packed with bonuses and secrets to boost your score and extend your life. Blowing up neon signs or spinning windmills are neat diversions that build on the goofy presentation that is so prevalent throughout the adventure.

Even the enemies themselves are funny rather than threatening. The second boss is a chicken head perched upon a tank that spews projectiles, for instance. Filling its beak with bullets while avoiding the bouncing balls it spits out is much more charming than gunning down an ordinary fighter jet or attack helicopter. All the enemies have this off-kilter personality that keeps the game feeling light and carefree even amidst the most hectic moments.

After shooting down the boss on the fourth stage, you open up a true mode that bumps up the difficulty and adds new enemies. Bosses aren’t too difficult the first time around, but once they’re equipped with more attacks and a bit more speed, they go from being pushovers to genuine roadblocks. Although Black Bird never reaches the agonizing difficulty of other shoot-’em-ups, true mode offers a good challenge for those who want to be smacked down a few pegs.

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Ultimately, though, the game isn’t interesting for long. At first, I was frustrated that dying meant restarting from the beginning. But after seeing just how quickly I could reach the end once I knew the enemies’ patterns, I could understand why death is so punitive. There just isn’t a great reason to keep playing once you’ve seen everything. Sure, there are high scores to chase and alternate endings to unlock, but the stages don’t allow for the diverse tactics that would make striving for a better ranking so exciting. After you’ve blown up those neon billboards once, the thrill wears off, and you’re just going through stages by rote without having to put much thought into what you’re doing.

It’s a shame Black Bird is so shallow, because the core action is so appealing. The lighthearted atmosphere and sharp controls make it a joy to wreak havoc on the unprepared people and the difficulty hits a nice sweet spot where it provides a good challenge without ever being frustrating. I would have gladly spent more time in this sepia-toned world if there were more stages and more strategy, but with such meager offerings, I’d fly right by Black Bird.