Super Smash Bros. Ultimate – Fighting A Rathalos From Monster Hunter Gameplay

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Every Final Smash In Super Smash Bros. Ultimate

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Super Smash Bros. Ultimate Review In Progress — You, Me, And Everyone We Know

The idea of what the Super Smash Bros. games are, and what they can be, has been different things during the series’ 20-year history. What began as an accessible multiplayer game also became a highly competitive one-on-one game. But it’s also been noted for having a comprehensive single-player adventure, as well as becoming a sort of virtual museum catalog, exhibiting knowledge and audiovisual artifacts from the histories of its increasingly diverse crossover cast. Ultimate embraces all these aspects, and each has been notably refined, added to, and improved for the better. Everyone, and basically everything, from previous games is here–all existing characters, nearly all existing stages, along with the flexibility to play and enjoy those things in different ways. Super Smash Bros. Ultimate is a comprehensive, considered, and charming package that builds on an already strong and enduring fighting system.

If you’ve ever spent time with a Smash game, then you likely have a good idea of how Ultimate works. Competing players deal damage to their opponents in order to more easily knock them off the stage. The controls remain relatively approachable for a competitive combat game; three different buttons in tandem with basic directional movements are all you need to access a character’s variety of attacks and special abilities. There are a large variety of items and power-ups to mix things up (if you want to) and interesting, dynamic stages to fight on (also if you want to). You can find complexities past this, of course–once you quickly experience the breadth of a character’s skillset, it allows you to begin thinking about the nuances of a fight (again, if you want to). Thinking about optimal positioning, figuring out what attacks can easily combo off of another, working out what the best move for each situation is, and playing mind games with your human opponents can quickly become considerations, and the allure of Smash as a fighting game is how easy it is to reach that stage.

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Complexity also comes with the wide variety of techniques afforded by Ultimate’s staggeringly large roster of over 70 characters. Smash’s continuing accessibility is a fortunate trait in this regard, because once you understand the basic idea of how to control a character, many of the barriers to trying out a completely new one are gone. Every fighter who has appeared in the previous four Smash games is here, along with some brand-new ones, and the presence of so many diverse and unorthodox styles to both wield and compete against is just as attractive as the presence of the characters themselves. In fact, it’s still astounding that a game featuring characters from Mario Bros, Sonic The Hedgehog, Pac-Man, Metal Gear Solid, Final Fantasy, and Street Fighter all interacting with each other actually exists.

On a more technical level, Ultimate makes a number of under-the-hood alterations that, at this early stage, seem like positive changes that make Smash feel noticeably faster and more exciting to both watch and play. Characters take more damage in one-on-one fights; continuous dodging is punished with increased vulnerability; fighters can perform any ground-based attack, including smash moves, immediately out of a running state; and short-hop aerial attacks (previously a moderately demanding technique) can be easily performed by pressing two buttons simultaneously. Refinements like these might go unnoticed by most, but they help define Ultimate’s core gameplay as a tangible evolution of the series’ core mechanics.

A number of Ultimate’s more superficial changes also help Smash’s general quality-of-life experience, too. Some make it a more readable game–additions to the UI communicate previously hidden elements like meter charges and Villager’s captured items, a simple radar helps keep track of characters off-screen, and a slow motion, zoom-in visual effect when critical hits connect make these moments more exciting to watch. Other changes help streamline the core multiplayer experience and add compelling options. Match rules can now be pre-defined with a swath of modifiers and saved for quick selection later. Stage selection occurs before character selection, so you can make more informed decisions on which fighter to use.

On top of a built-in tournament bracket mode, Ultimate also features a number of additional Smash styles. Super Sudden Death returns, as does Custom Smash, which allows you to create matches with wacky modifiers. Squad Strike is a personal favorite, which allows you to play 3v3 or 5v5 tag-team battles (think King of Fighters), and Smashdown is a great, engaging mode that makes the most of the game’s large roster by disqualifying characters that have already been used as a series of matches continues, challenging your ability to do well with characters who you might not be familiar with.

The most significant addition to Ultimate, however, lies in its single-player content. Ultimate once again features a Classic Mode where each individual fighter has their own unique ladder of opponents to defeat, but the bigger deal is World of Light, Ultimate’s surprisingly substantial RPG-style campaign. It’s a convoluted setup–beginning as Kirby, you go on a long journey throughout a huge world map to rescue Smash’s other fighters (who have incidentally been cloned in large numbers) from the big bad’s control. Along the way, you’ll do battles with Spirits, characters hailing from other video games that, while not directly engaging in combat, have taken control of clones, altered them in their images, and unleashed them on you.

Though there is some light puzzling, the world is naturally filled with hundreds upon hundreds of fights–there are over 1200 Spirit characters, and the vast majority have their own unique battle stages that use the game’s match variables to represent their essence. The Goomba Spirit, for example, will put you up against an army of tiny Donkey Kongs. Meanwhile, the Excitebike Spirit might throw three Warios at you who only use their Side+B motorbike attacks.

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It may seem like a tenuous idea at first, but these fights are incredibly entertaining. It’s hard not to appreciate the creativity of using Smash’s assets to represent a thousand different characters. Zero Suit Samus might stand in for a battle with The Boss from Metal Gear Solid 3: Snake Eater by donning a silver-palette costume and fighting you in a flower-filled Final Destination, but she also stands in for the spirit of Alexandra Roivas from Eternal Darkness by using a black-palette costume and fighting you in the haunted Luigi’s Mansion stage, with a modifier that makes the screen occasionally flip upside down (Eternal Darkness was a GameCube horror game whose signature feature were “Sanity Effects”, which skewed the game in spooky ways to represent the character’s loosening grip on reality). If I knew the character, I often found myself thinking about how clever their Spirit battle was.

Defeating a Spirit will add it to your collection, and Spirits also act as World of Light’s RPG system. There are two types of Spirit: Primary and Support. Primary Spirits have their own power number and can be leveled up through various means to help make your actual fighter stronger. Primary Spirits also have one of four associated classes, which determine combat effectiveness in a rock-scissors-paper-style system. These are both major considerations to take into account before a battle, and making sure you’re not going into a fight at a massive disadvantage adds a nice dimension to the amusing unpredictability of this mode. What you also need to take into account are the modifiers that might be enabled on each stage, which is where Support Spirits come in. They can be attached to Primary Spirits in a limited quantity and can mitigate the effect of things like poisonous floors, pitch-black stages, or reversed controls, or they can simply buff certain attacks.

There are a few Spirit fights that can be frustrating, however. Stages that are a 1v4 pile-on are downright annoying, despite how well-equipped you might be, as are stages where you compete against powerful assist trophies. On the flip side, once you find yourself towards the end of the campaign, there are certain loadouts that can trivialize most stages, earning you victory in less than a second. Regardless, there’s a compulsive quality to collecting Spirits, and not just because they might make you stronger. It’s exciting to see which obscure character you run into next, feel validated for recognizing them, and see how the game interprets them in a Spirit battle. There’s also just a superficial joy to collecting, say, the complete Elite Beat Agents cast (Osu! Takatae! Ouendan characters are here too), even though these trophies lack the frills of previous Smash games.

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Some hubs in the World of Light map are also themed around certain games and bundle related Spirits together to great effect–Dracula’s Castle from Castlevania, which changes the map into a 2D side-scroller, and the globe from Street Fighter II, complete with the iconic airplane noises, are personal standouts. Despite the dramatic overtones of World of Spirit’s setup, the homages you find within it feel like a nice commemoration of the games and characters without feeling like a pandering nostalgia play. One of the most rewarding homages of all, however, lies in Ultimate’s huge library of video game music. Over 800 tracks, which include originals as well as fantastic new arrangements, can all be set as stage soundtracks as well enjoyed through the game’s music player.

There is one significant struggle that Ultimate comes up against, however, which lies in the nature of the console itself. Playing Super Smash Bros. Ultimate in the Switch’s handheld mode is simply not a great experience. In situations where there are more than two characters on screen, the view of the action often becomes too wide, making the fighters too small to see properly, and it can be difficult to tell what you or your opponent is doing. The game’s penchant for flashy special effects and busy, colorful stages doesn’t help things at all, and unless you’re playing a one-on-one match, you’ll likely suffer some blameless losses. This is a situational disadvantage and may not affect all players, but it puts a damper on the idea of Smash on the go.

The need to unlock characters also has the potential to be an initial annoyance, especially if your goal is to jump straight into multiplayer and start learning one of the six brand-new characters. In my time with the game, I split my attention between playing World of Light (where rescuing characters unlocks them everywhere) and multiplayer matches, where the constant drip-feed of “New Challenger” unlock opportunities (which you can easily retry if you fail) came regularly. I naturally earned the entire roster in roughly 10 hours of playtime, but your mileage may vary.

Super Smash Bros. Ultimate also features online modes, but they were not active during Ultimate’s pre-launch period. The game features skill-based matchmaking, private lobbies, and voice chat via Nintendo’s smartphone app. It also features a system where defeating another player will earn you their personalized player tag, which can be used as a currency to unlock spirits, music, and costume items for Mii fighters. I’ll begin testing these features once the service launches with the game’s public release and will finalize the review score once I’ve had substantial time with the matchmaking experience.

Situational downers don’t stop Super Smash Bros. Ultimate from shining as a flexible multiplayer game that can be as freewheeling or as firm as you want it to be. Its entertaining single-player content helps keep the game rich with interesting things to do, as well as bolstering its spirit of loving homage to the games that have graced Nintendo consoles. Ultimate’s diverse content is compelling, its strong mechanics are refined, and the encompassing collection is simply superb.

Season 7 Battle Pass: Fortnite’s New Skins, Emotes, Wraps, And Other Battle Pass Cosmetics

That cold chill you’re feeling is the arrival of Fortnite: Battle Royale Season 7, which launched today and involves an iceberg crashing into everyone’s beloved island. As a result, things are getting a bit nippy in Fortnite, but don’t despair, there’s plenty of new skins and other cosmetic items that will have your character staying warm.

Naturally, you’ll need to do the legwork to unlock those skins, as well as the accompanying Back Bling, Contrails, sprays, Harvesting Tools, Pets, Emotes, Loading Screens, and various other new cosmetic items types that are available now.

If you aren’t familiar with how it works, here’s a quick breakdown: Fortnite has a Battle Pass which you level up by completing weekly challenges and accruing Battle Stars. The more stars you get, the higher your Battle Pass tier. As your Battle Pass tier goes up, more cosmetics become available. If you need a detailed breakdown, you can read our feature on how the Battle Pass works.

There’s over 100 rewards as part of Season 7’s Battle Pass and, based on how long it has taken in previous seasons, you can expect to sink somewhere between 70 and 150 hours into playing Fortnite if you plan on getting it all. But, before you commit to that, we thought we’d let you have a look at everything you could potentially unlock, so you know whether it’s worth your time and can also focus on certain rewards that you really want.

As detailed in the Fortnite Season 7 patch notes, the update also introduces new areas such as Frosty Flights and Polar Peak for players to discover. Additionally, the update will let you “rule the skies with the new X-4 Stormwing plane.” This is a new kind of vehicle that will shake up the way people play Fortnite for sure. The patch notes also confirm the arrival of Wraps, a new kind of cosmetic that is new to Season 7. You can see those Wraps, along with new skins, emotes, and other unlocks in this gallery.

Black Ops 4 Update: See The Patch Notes Here

The latest update for Call of Duty: Black Ops 4 has arrived. The patch notes, which were posted by developer Treyarch on Reddit, confirm a series of PC-specific changes and the introduction of a new Team Deathmatch playlist, as well as some bug fixes and updates for the Blackout battle royale mode.

One of the PC-specific changes is the ability to change the jump/mantle keybind to only mantle for second press; a small tweak, sure, but it’s a welcome one if that’s what you wanted. The update also fixes a graphical bug on PC could cause black or white squares to show up.

For all versions of Black Ops 4, the new update adds a new Team Deathmatch playlist where the final score is 85 instead of 75. You can find this playlist in the game’s “featured” category. For the Blackout mode, the update fixes a bug that caused an error screen to display when pressing the Deploy button in the lobby, in some circumstances.

One problem that is not fixed with this new Black Ops 4 update is an issue related to Aim Assist and Deadshot Dealer not working properly in Zombies mode, while Treyarch is also working on a fix for players experiencing issues with Death Stashes in Blackout. “We will release a fix for both issues once we’ve tested them thoroughly–thanks for your patience,” Treyarch said.

You can see the full December 4 patch notes for Black Ops 4 below, as posted by Treyarch on Reddit. The notes cover PS4, Xbox One, and PC.

In other news about Black Ops 4, retailer GameStop announced that the military shooter failed to reach its sales targets.

Black Ops 4 December Patch Notes

SUMMARY

  • PC 1.08 title update including new Mantle option

  • TDM 85, Chaos Domination, and Safeguard on all platforms in Featured

  • Zombies Origins Character Missions in Blackout on Xbox One/PC

  • Blightfather event in Blackout on Xbox One/PC

  • Misc. bug fixes in MP, Zombies, and Blackout

ALL PLATFORMS

Multiplayer

  • Featured Playlists

    • TDM 85 added to Featured.

    • Safeguard added as Featured Playlist (Xbox One/PC); remains in Featured category on PS4.

    • Chaos Domination added to Featured category.

      • Zone capture time reduced to 3 seconds.

      • Round score limit increased to 150.

      • Match score limit increased to 300.

    • Hardcore Kill Confirmed added to Featured category.

    • Control added to Featured category.

  • Miscellaneous

Zombies

  • Miscellaneous

Blackout

  • Miscellaneous

General

XBOX ONE/PC

Blackout

  • Character Missions

    • Zombies Origins Character Missions (Dempsey, Nikolai, Takeo, Richtofen) available to find and complete.

  • Event

PC

The following updates are live in the game on PC today, including the changes above and in this week’s global 1.08 update, in version 265.44(57).12.0.x.0.24825 :

General

  • Mantle

  • Create-a-Class

  • Miscellaneous

    • Fixed a graphical issue that would cause black or white squares to display.

    • Fixed an issue where the wrong static reflection could cause some surfaces to appear with improper lighting.

Multiplayer

The Best 4K TVs for Gaming in the UK

Be sure to visit IGN Tech for all the latest comprehensive hands-on reviews and best-of roundups. Note that if you click on one of these links to buy the product, IGN may get a share of the sale. For more, read our Terms of Use.

Modern video games draw you in with immersive narratives, expertly crafted storylines, stunning visuals and dramatic soundtracks and scores. To truly make the most of what is on offer, however, you need to choose a TV which can keep up with both your machine of choice and the games you intend to play on it.

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Fortnite Season 7 Patch Notes: Wraps, X-4 Stormwing Plane, New Areas, And More Detailed

Fortnite Season 7 begins today and Epic Games has taken servers for the game offline in order to roll out the new content and changes that are part of it. For those eager to see what’s new, the company has published the patch notes, detailing what Season 7 offers. As with previous new seasons, this is a substantial patch that also initiates a major new event. This time around, an iceberg collides with the Fortnite Island, which changes areas to give them an icy new look.

“Discover new areas such as Frosty Flights, Polar Peak, and more,” Epic says in the patch notes. “Uncover what’s in the new Battle Pass, rule the skies with the new X-4 Stormwing plane, and change the style of some of your favorite weapons and items with Wraps in Battle Royale.”

The arrival of a new season also means a new Battle Pass is available. It features over 100 new cosmetic items for players to unlock. Epic has introduced a new cosmetic type for Season 7 called Wraps, which “allow you to customize your weapons and vehicles with all new looks to match and complement your favorite outfits.”

One of the big new modes coming to Fortnite alongside Season 7 is Creative, a sandbox experience that empowers players to craft their own unique Fortnite experiences either alone or with friends on their very own island. “It’s a brand new way to experience the world of Fortnite,” Epic said about the mode. “Design games, race around the island, battle your friends in new ways and build your dream Fortnite. It’s all happening on your own private island where everything you make is saved.” Take a look at the full patch notes for Fortnite: Battle Royale and Creative below. You can head to the game’s official website to see what’s new with Save The World.

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Fortnite Update 7.00 Patch Notes

Weapons + Items

  • X-4 Stormwing Plane
    • 5 total seats.
      • Seats 4 passengers (on the wings) and a pilot.
    • Has a mounted machine gun. Be careful, it can overheat.
    • Players will go into the skydiving state when exiting the X-4 Stormwing.
    • Use the roll buttons for sharp turns.
      • Pressing both will fly upside down.
      • Double tapping roll buttons will do a barrel roll.
    • Can boost and airbrake for extra mobility.
  • Balloons
    • Balloons have been reworked so that while they are equipped, it is possible to use weapons and items.
    • Players can attach up to 3 Balloons to their back, lifting off the ground when the 3rd Balloon is attached.
    • Press jump while in the air to release Balloons one at a time.
    • Reduced stack size from 20 to 10.
  • Updated scope crosshair on Scoped AR and Thermal AR.
  • Vaulted Items
    • Note: Each new season gives us an opportunity to evaluate the current item rotation. Our goal is to have a reasonable number of items to learn, while avoiding duplicates or overlapping functionality. Based on recent (and upcoming) item additions, we’ve selected the following for vaulting.
    • Shadow Stones
    • Port-a-Fort
    • Chiller
    • Clinger
    • Double Barrel Shotgun
    • Shockwave Grenade

Gameplay

  • Map Updated
    • New Biome: Iceberg
    • New Location: Frosty Flights
    • New Location: Polar Peak
    • New Location: Happy Hamlet
    • Other unnamed Points of Interest (POIs) have also appeared across the island.
    • Icy Surfaces can be found in snowy areas.
      • Players will slide on certain frozen surfaces.
    • Ziplines can be found around the Iceberg and near Expedition Outposts.
      • Latch on and zip from one end to the other.
      • Aim, fire, or use items all while conveniently traveling on Ziplines.
    • Minimap updated.
  • Increased the chance of final circles ending on the outer edges of the map.

Bug Fixes

  • Fixed a bug causing weapon impact effects to play when shooting friendly players, even though no damage was being dealt.

Events

  • New Tournament: Explorer Pop-Up Cup
    • Material cap set to 700/500/300 for Wood/Stone/Metal.
    • Players receive 100/50/50 Wood/Stone/Metal on elimination.
    • Resource rate increased by 40%
    • +50 effective health on elimination.
    • Safezone Changes
      • Increased chances of Supply Drops in later circles.
      • Circle 9 now travels twice as far but takes twice as long to close.
  • Some tournaments will now feature a limit on the number of matches that can be played during an event session.

Bug Fixes

  • Fixed an issue which prevented players from receiving elimination rewards if a player they downed was eliminated by the Down-But-Not-Out timer ending or if their team was fully eliminated.

Performance

  • Optimized spawning pickups when a player is eliminated.
  • Optimized the performance of the Dynamite fuse.
  • Switch audio performance improvements – falling sounds no longer hitch.
  • Minor Switch rendering optimizations to help general framerate.

Audio

  • Reduced the volume of bullet and pickaxe impact audio on the starting island.
  • Added a hit notification audio cue when a vehicle you’re riding in recieves damage.

Bug Fixes

  • Fixed an issue that would cause in-air glider audio to continue playing when eliminating a gliding player.
  • Fixed an issue that would cause vehicle audio loops to get stuck on.
  • Fixed “crackling” audio heard on Mobile/Switch when shooting weapons or emoting.

UI

  • The Calamity, Dire, Ragnarok, and Drift Challenges have been moved to a new section at the bottom of the Challenges tab.
  • Added filtering and updated the layout of the Locker.
  • Vehicle Damage Numbers have been added!
    • Vehicles now have a unique damage number pop color and show damage numbers.
  • Polished the Store layout to support a larger number of tiles without needing to scroll.
  • Minor update to the player feedback UI to add reporting categories and a list of other players in the current or last-played match.

Bug Fixes

  • Fixed Battle Pass information from being displayed in the Lobby tab for players that have not purchased a Battle Pass.
  • Fixed the header entry in the daily Challenges screen to work correctly when clicked.
  • Moved the Nvidia Highlights button to the top right of the Battle Royale lobby to avoid conflicts with chat click zone.
  • Fixed an issue where the Two Factor Authentication screen could sometimes cause input to become unresponsive.

Replay

Bug Fixes

  • Nameplates will no longer sit above other HUD elements, such as the map.

Mobile

  • 60 FPS enabled on the iPad Pro 2018.
  • 4x MSAA Anti-Aliasing turned back on for iOS.
  • Improved performance on all Galaxy Note 9 devices as well as the North American variant of the Galaxy S9 Plus.
  • Added support for the Samsung Galaxy A9 (2018).

Bug Fixes

  • Fixed the black border on the iPad Pro 2018.
  • Fixed graphics settings on previous supported iPad Pro models.
  • Fixed incorrect quality settings for iPad 6th Generation.
  • Fixed occasional shadow flickerings in the game lobby.

Creative

Overview

  • Creative Hub provides access to your own island, the islands of other friends who have joined on the server, or featured islands selected from the community.
  • Player Islands are your creative space that automatically saves.
  • Players will be able to keep a server active for up to 4 hours at a time.
  • Battle Pass owners will start with 4 islands to allow for different creations. On December 13, all players will receive 4 islands.
  • Friends can visit your island and island owners can set permissions to determine if your friends can edit/build while visiting.
    • The My Island menu is accessible through the Main Menu in-game while on your island.

Gameplay

  • Phone
    • This is the in-game tool your character holds that’s used to edit, copy, and manipulate props in the world. Experiment with its features to discover all the things it can do.
  • Fly mode allows players to quickly travel around their island and create in mid-air.
    • Double jump to start flying.
  • My Island menu
    • The “Game” tab starts and stops player-created games. When a game is stopped your island reverts to its pre-game state.
      • You may experience functionality issues with this feature as we continue to make improvements.
    • The “Game Settings” tab sets health, fall damage, spawn location, etc and can be changed at any time through the My Island menu.
    • The “Island Tools” tab resets your island back to its original state and sets who can build on your island.

Creative Inventory

  • Accessed from the inventory menu.
  • Inventory allows you to spawn prefabs, devices, weapons, or consumables.
  • Use Inventory to create your own chests or llamas for your island filled with items you select.
  • Prefabs are pre-made structures the player can place on their island with throwables.
  • Devices are placeable items that allow you to create games.

Prefabs

  • 8 obstacle courses
  • 25 buildings from Battle Royale
  • 34 galleries of building tiles and props

Devices

  • New Devices
    • Ice Block
    • Damage Rails
    • Speed Boost
    • Timer
    • Scoreboard
    • Player Spawn
  • From Battle Royale:
    • Spikes
    • Chiller
    • Bouncer
    • Launch Pad
    • Mounted Turret
    • Cozy Campfire

Performance

  • The memory bar at the bottom of the HUD provides feedback on how much you can build on your island.
    • This will change as we gather more data on performance and memory usage.

Social

  • Players will have the ability to join in progress games with any of their Epic friends, even if they are not in a party together. Find your friend in the social panel and select Join Creative Server. Your friend must have their Privacy option set to Friends or Public to allow those who aren’t in a party to join.

Replay

  • Replays will record the entire 4-hour play session, however, these will be saved in 30-minute individual files.
    • Replays are off by default and can be enabled in the settings.

Mobile

  • Creative buttons added as well as a new “Creative” visibility setting. Buttons with extra functionality are in the HUD Layout Tool.
    • The “Creative” visibility is off in the tool by default, so buttons will be hidden until they are turned on.