“This is an action game in which players follow the story of Ellie and Joel on their continued struggle for survival in post-pandemic Wyoming. From a third-person perspective, players traverse through small towns, wilderness, and ruin environments, using a variety of weapons (e.g., rifles, pistols, explosives, blades) to kill infected mutants and human survivors in frenetic combat.”
“Some sequences enable players to use stealth attacks against enemies–approaching from behind, slitting their throats. Players can also use explosives to set enemies on fire or blow enemies apart into limbs/bloody chunks of flesh. Cutscenes depict further instances of violence: a human captive bound and hung from a noose before being disemboweled; assailants beating a restrained woman’s arm with a hammer; characters shot in the head with arrows; a man repeatedly pistol-whipped.”
The game contains some sexual content: a couple disrobing and briefly engaging in a sexual act; the couple is heard grunting/moaning as the screen turns black (depicted from the waist up with female toplessness). Some zombie creatures are depicted with exposed breasts and genitalia. One sequence depicts two characters smoking a marijuana joint in a room full of marijuana plants. The words ‘f**k’ and ‘sh*t,’ appear in the dialogue.”
If you got the chance to play Valorant during its closed beta period, you may have gotten some time in with an early version of its ranked system and Competitive mode. Loading up the newly launched Valorant to see that Competitive mode missing was probably a bit of a surprise–the only modes available to play at the moment are its default Unrated mode and the newly added Spike Rush. So when is ranked Valorant coming out? And why did Riot remove it in the first place?
Does Valorant Have A Ranked Release Date?
Riot doesn’t offer an official Valorant ranked release date, but you can expect its ranked system and Competitive mode to return in “a few patches” after launch, according to Riot’s official blog. We don’t know how long that will take, but Riot has been releasing patches at a fairly steady pace. We will keep you updated.
Why Is Ranked Competitive Disabled In Valorant?
Riot removed Competitive mode and ranks from Valorant at launch to further improve on the system, but also to give players who didn’t get into the beta a chance to learn the basics.
“Similar to our closed beta launch, our initial focus is making sure our service is stable before activating competitive matchmaking. This is also a way to give new players the same courtesy that closed beta players had to learn the game ahead of turning on Competitive. We’ll also make some adjustments to Competitive based on remaining closed beta player feedback. Our plan is to turn on Competitive a few patches into our launch.”
How Will Ranked Competitive Mode Work In Valorant?
If you’re curious about how Valorant’s ranked system will work in Valorant, we have a ranked system and Competitive Mode guide that breaks down how it worked during its brief early access period in the Valorant closed beta. This information is subject to change, but may provide a good look into Riot’s initial approach. We also list all the competitive ranks and tiers, but are still waiting to learn what Valorant’s new best rank (formerly “Valorant”) will be renamed.
For more on Valorant, check out the recent news, announcements, and guides below.
The recent Last of Us Part II trailer featured a cover of New Order’s “True Faith” that was inspired by Lotte Kestner’s own over of the song. Naughty Dog didn’t credit Kestner, and this led to some controversy.
Writer-director Neil Druckmann has now apologized for the oversight. “Ellie’s rendition of ‘True Faith’ was inspired by Lotte Kestner’s haunting cover of the song,” he said on Twitter. “Due to an oversight on our end, she wasn’t credited as intended. Our deep apologies–we are rectifying this ASAP. We lope Lotte Kestner receives the recognition she deserves.”
Ellie’s rendition of “True Faith” was inspired by Lotte Kestner’s haunting cover of the song. Due to an oversight on our end, she wasn’t credited as intended. Our deep apologies — we are rectifying this ASAP. We hope that @lottekestner receives the recognition she deserves.
In a now-deleted tweet, Kestner said called out Druckmann and the team at Naughty Dog for this oversight. “Hey, are you aware the that the True Faith cover you put in your Last of Us 2 trailer is a replica of my cover that came out 10 years ago?” she said. “I wrote original parts not in the original song that are copied exactly by whoever covered it. I am heartbroken.”
Kestner and Naughty Dog have now seemingly made up. Kestner said on Twitter, “So proud this music has found a home in such an amazing project. Thanks to Neil, Naughty Dog, and everyone at Sony.”
So proud this music has found a home in such an amazing project. Thanks to Neil, Naughty Dog and everyone at Sony. https://t.co/FJ2r5Xgbgs
You’re hunkered down behind a beaten-up truck, bleeding from a chest wound. You can hear the labored breathing of one of your squadmates over the comms. Nightmare, as the team knows her, is unconscious at your feet, but you can’t think about that right now as a horde of zombies comes skittering around the corner. You take aim, the first of your targets weaving erratically in your field of vision before you blow its brains out. You repeat this twice more and as the horde advances yet again, you hear a shot ring out and a bullet zips past your ear, splintering the helmet of an ADVENT soldier who had a flamethrower at the ready.
The sniper, Rat King, holds up five fingers–minutes until evac arrives. Another member of your squad, Outrider, drops cloaking and picks Nightmare up to take her to safety as the sounds of more Lost ring out in the distance. It takes seconds, in the end. With the Commander’s voice in your ear, you pull the pin on the frag grenade and chuck it, close enough to clip the rampaging horde but also to light up the truck that you’re taking cover behind. This resulting explosion will finish you, but allow everyone else to make it to safety. After all the hard choices the Commander has had to make, your last thought is the hope that this has been easy in comparison.
XCOM 2 Collection on the Switch is an ambitious port, full of those excruciating choices and richer for it. Firaxis Games’ alien-massacring hit has become a bit of a household name when it comes to strategy games. Even though it’s infamous for its Russian roulette-style approach to combat probability, the impact that XCOM 2 has had on the genre as a whole is widely accepted, making this one of the more highly-anticipated ports of legacy franchises to Nintendo’s flagship console. Unfortunately, the full experience is too performance-intensive for the Switch to let the title’s tactical magic truly shine through in this latest iteration.
For those who are new to the XCOM series, the extensive lore can be a bit to wrap your head around. However, you’ll be relieved to note that you don’t need to be an expert in alien-human diplomatic relations to connect with XCOM 2’s characters and central premise. Think of every space opera that you’ve watched, but now imagine that your starting point is that the aliens have won. Humanity is under the thumb of interstellar rulers, and you’re part of a resistance force to overthrow the bad guys.
How does one overthrow the bad guys? Well, you’re going to want to defeat them in the marketplace of tactical troop deployment. Your job is leading loyal members of the Resistance (read: people the game really wants you to care about) against the intergalactic prowess of an alien empire, and it’s a classic case of rooting for the underdog if you’ve ever seen one.
Luckily, XCOM 2 has always pulled this off with aplomb, and it’s even more apparent if the version of the game that you’re jumping into is War of the Chosen. War of the Chosen is an optional expansion which, put simply, makes the human cost of the conflict that you pursue in XCOM 2 much more apparent. One of the ways it does this is by introducing a system that Fire Emblem fans are already familiar with: bonds between soldiers.
These bonds have the primary purpose of allowing your soldiers to gain new abilities and perks based on how close they are to those fighting alongside them against the alien scourge. The benefits seem entirely tactical at first until you think about the cruelly high stakes that XCOM 2 has always subjected players to. Soldiers aren’t only strengthened by their teammates, they’re also weakened by their fears–fall to an enemy type enough in battle and you’ll have to watch your squad crumble the next time you encounter that foe in the wild.
The difficulty curve of the game has been lamented by fans in the past, but not because of the addition of those debuffs or particularly tricky level mechanics–tactical cover, using party-wide skills, line of sight, and other combat concepts are easy to pick up. No, the most frequent complaint from veterans is the fact that you can’t trust your ability to hit a headshot even though the game might argue that you had a 98% chance to do so. There’s very little more agonizing than watching your squad member whiff a shot like that, only to be critically struck by an enemy’s laser while ostensibly behind majority cover.
Nothing rackets up the tension to unbearable levels quite like the game’s story missions. Part of engaging with those missions is also making careful strategic decisions about base management: what alien technologies to research and what facilities to build to empower your soldiers, because prioritizing the wrong thing can set your efforts back by miles. It’s not about mindlessly churning out anything that might buff your squad–building takes days, and reaping the right rewards is crucial to your campaign’s overall success.
When you’re not busy scanning locations on the globe map for resources or trying to pick up comms links to resistance forces, you’re thrust often into time-sensitive missions where your inaction means that people die. Not just civilians, but potentially friends that have been taken hostage.
This is where War of the Chosen accomplishes what the base XCOM 2 game could not. The expansion’s enemies bring a new flair to the already solid narrative by creating new opportunities for tension. We’re talking enemies that can make copies of XCOM soldiers, zombie hordes frothing at the mouth, and the mythical Chosen themselves–souped-up enemies who can kidnap your soldiers and grind the resistance’s progress to a halt if they’re not dealt with. To deal with these Chosen, you’ll be able to engage allies in covert operations for extra resources and also push through special orders that give you anything from extra firepower to the ability to get strategic resources.
XCOM 2 sets you up with a fair amount of ways to even the odds against your more powerful alien counterparts, and making full use of all of those is key to success. Whether it’s utilizing the special hero class soldiers that War of the Chosen gives you, or trying to turn randomized combat effects to your advantage, the arena where you’ll earn your necessary victories remains the same–a tactical grid of the battlefield.
It’s here on this battlefield that the lionized series starts to stumble. This would be a death knell if not for how compelling the narrative is, or how involved the out-of-combat management aspects are. To be clear, it was a given that the port of a rather intensive PC game would always take a hit in quality on Nintendo Switch. However, it’s a rather significant dip.
Visual pop-in and frame stuttering are immediately evident across the combat levels, especially so when you’re cracking through War of the Chosen. These don’t affect the quality of your player experience overly given that you’re not needing to execute any frame-perfect actions. However, menus being obscured by black squares meant to denote the tactical grid do affect your ability to command your troops effectively. It’s larger graphical issues like that which can make necessary actions like directing your troops excruciating when all you want to do is chase the excitement of chaining headshots onto Lost enemies while the flawless score thrums along in the background.
There’s also the matter of the action camera: slow-motion close-ups on your squad when they’re performing certain tasks. It’s all well and good when they activate as you’re scoring a critical on an enemy, but more often than not you’re getting a camera zoom on someone just running behind cover, and the cinematic nature of the tracking shot is yet another wrench thrown wholesale at your frame rate. There were instances where the game would freeze entirely for about 10 seconds at a time before everything clicked back into place, with squad members rubberbanding across the screen before arriving at approximately where you had indicated they should go before.
These things make dealing with the visually dense UI quite difficult. Everything about XCOM 2 Collection was shrunk down to fit on the Switch, including the menus. There’s a fair amount of reading to be done before you start to intuit what all of your skills do, and each soldier comes with an action menu laid out across the bottom of the screen that has their possible actions displayed in tiny little squares with accompanying text.
Here is where it gets tricky to read. The symbols look quite different, but it’s not actually obvious as to what each of them pertains to. Sure, the one that looks like an aiming reticle is easy enough; so is the one shaped like an eye or a grenade. But what about symbols that look similar, but are differentiated by tooltip text that tells you one is a combat ability and another is an assist ability? Everything has been visually crunched down to fit on the Switch’s screen, and the limited real estate compared to a PC monitor is a size difference that’s keenly felt.
Font size and accessibility have been perennial problems for Switch ports of PC games, and XCOM 2 Collection is no different. Over a time, you get used to the shortcuts that are available for specific player actions like shooting, going into Overwatch mode (reactive fire), and calling for help, but it takes time. When levels drag on for longer than they should because of lagging, crashes, or the fact that you have to account for being hindered by visual bugs, that time can feel like it’s in short supply.
You might risk losing patience with the title entirely because of these technical issues and how taxing it is on your console’s battery life, but to write off XCOM 2 Collection would be a shame. It’s a strategy game with an unusual amount of heart, not only because of its ability to make nameless cannon fodder NPCs feel like real people to you.
Soldiers chatter in their own languages, can be given nicknames, and even adopt traits that affect how they behave. If you want to make sure that you approach every situation with kid gloves and a knot of dread in your stomach, then feel free to create a squad of alien-fighting quasi-Marines who look and sound just like your friends. Every single percent towards nailing a shot will feel like it counts then, and every action you take will carry even more weight than the amount already imbued by XCOM 2’s narrative, as well as the story that you inevitably weave as the player through attachments to your troops.
Those tense moments are where XCOM 2 is most compelling. It’s when you’re gripping your Joy-Cons in sweaty hands, praying that the lumbering flesh golem doesn’t eviscerate a soldier who carries the name of one of your childhood friends. It’s landing successive headshots when the game tells you that your hit chance is less than 50% each time, only to muscle your way out of a previously impossible situation. It’s making it to an evac zone with exactly one turn to spare, only to have your heart sink because someone you’ve been trying all level to save has been kidnapped by the Chosen and there’s nothing you can do about it.
XCOM 2 Collection forces you to strategize on a tactical battlefield skewed in favor of your opponents, and that handicap is what makes it so enjoyable. However, the performance limitations on the Switch add an artificial challenge to your encounters that frustrates in a different, unwelcome way. It’s lovely to be able to play one of the strategy genre’s highlights on the go, but it’s going to take a fair bit more work for this port to be as great as its legacy deserves.
Kao the Kangaroo, a PS2-era mascot platformer series, is making a comeback. The series, which has been dormant since 2005’s Kao: Mystery of Volcano, is returning for a new adventure. The games, which were 3D platformers released in the early 2000s, might not be the most fondly-remembered titles of the time, but with 3D platformers being much less common these days there’s perhaps reason for people to be nostalgic for Kao.
The game has been announced on Steam, and while details are thin, this confirms that the game will come to PC. “This time Kao will take on a completely new journey,” the announcement reads. “New story, challenges, enemies, visuals, and a whole lot more! We will keep you posted and soon you will be able to see a first glance of the game.”
Kao is not the only Australian animal to have worked as a platformer star on the PS2 before being revived–Ty the Tasmanian Tiger HD released for the Switch earlier this year. While Tate Interactive is a Polish company, Ty was developed by Krome Studios, based in Australia.
Hopefully we’ll have more news about what the new Kao will look like soon, and whether it’ll be aimed at older fans or new young players.
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PlayerUnknown’s Battlegrounds has dominated the mobile game scene, with a report from Sensor Tower stating that the PUBG Mobile raked in over $200 million last month, which represented 41 percent growth from May 2019. Tencent scooped both first and second place on this report when it came to overall revenue earned, with PUBG Mobile and Honor of Kings pocketing an estimated total of $450.5 million combined.
PUBG Mobile saw most of that revenue come from its Chinese share of the market–China made up 53 percent of the game’s earnings last month–with the United States in second place at 10.2 percent of the share. Outside of PUBG Mobile and Honor of Kings, Roblox took third place when accounting for overall revenue earned in May 2020, beating out the likes of Pokemon GO and Fate/Grand Order.
While Pokemon GO experienced an impressive surge in revenue since May last year, it still wasn’t enough to dethrone PUBG Mobile. Even Fortnite, who has made over $1 billion from microtransactions, didn’t even compare to the earners on Sensor Tower’s top ten list. The battle royale shooter’s Season 13 Royale Pass launched last month, adding a number of in-game unlockables and allowing players who paid for the Elite pass to earn exclusive rank rewards. There’s also the matter of the Fire Ranger and Ice Ranger skins that players can now access as part of Season 13, in keeping with the content’s toy-like theme.
PUBG Mobile has seen a number of quality of life changes since first hitting the market, with the most recent being an update to the notification season to make tracking one’s in-game progress easier. With Season 14 poised to hit around July, it’ll be exciting to see what other changes are in store and if PUBG Mobile can keep its place on the throne for this month’s revenue projections.
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Xbox boss Phil Spencer’s vision for Xbox is beyond consoles. A system that sits under or next to your TV will be important for years to come, but Microsoft is preparing for a future where the company doesn’t need to sell you a console to become an Xbox user.
Spencer expanded on some of these ideas in an interview with Wired recently. He said he wants gaming to grow to a place that is more platform-agnostic. He used Netflix as an example, saying it doesn’t matter whether you watch on a TV or a mobile phone–the content is the same.
“You and I might watch Netflix. I don’t know where you watch it, where I watch it, but we can have conversations about the shows we watch,” Spencer said. “I want gaming to evolve to that same level.”
Spencer elaborated a little more, saying Microsoft is aiming to make Xbox a brand that gives people the freedom to play “where you want to play.” For some people, playing on a console will be the best and most reliable way to play games for a long time. For those who don’t want to invest in a console, Microsoft offers its games on PC as well, including Halo Infinite later this year. Additionally, Xbox games will be playable on your phone through streaming with xCloud.
Spencer went on to say that Microsoft remains committed to launching new consoles–he said there will likely be another Xbox after the Series X. “I don’t think Xbox Series X is our last console. I think we will do more consoles to make that great television play experience work and be delightful,” he said.
The executive also spoke about the unique position Xbox is in being owned by Microsoft, which is one of the largest and most deep-pocketed companies on the planet. “The nice thing about being in a company the scale of Microsoft is that we’re able to make bets across a lot of those fronts, and we’re not really dependent upon any one of those individual kinds of businesses or relationships to succeed,” he said.
The Last of Us Part II releases on June 19, and expectant fans will likely have been watching and re-watching all the footage and trailers available, such as the story trailer that revealed some details of Ellie’s upcoming struggle. Thanks to one creative fan, you can experience that trailer again…but in Lego form.
The Lego trailer below comes from Pavel Prokhorov and Pavesome Films, an account that specializes in Lego recreations. It’s a scene-for-scene recreation of the Last of Us Part II story trailer, complete with Lego infected, Lego Ellie, Lego Joel, and lots of blood…but despite the violence, it’s still pretty cute. Fewer bricks to the face, more faces made of bricks.
Just be aware that if you’ve avoided any footage from the game so far, this contains spot-on recreations of moments that happen in the full game.
The review embargo for The Last of Us Part II ends on June 12, and you can read GameSpot’s review then. Until then, you should check out GameSpot’s hands-on preview.
Mere days after warning it could potentially go bankrupt, AMC Entertainment, which owns the AMC chain of movie theaters, has revealed a loss of $2.2 billion in the first quarter of 2020, thanks in large part to the ongoing COVID-19 (coronavirus) pandemic. Still, even with those losses, the company is gearing up to once again open its doors.
The news comes from Variety, which reports the company plans to reopen its theaters worldwide in July, after shutting them down in March. “These are truly unprecedented times,” AMC Entertainment CEO Adam Aron said in a statement. “We are confident we are taking the necessary steps on a broad array of fronts to ensure AMC’s future success as we navigate these turbulent and uncertain times.”
Thus far, the company has not revealed what approach it will take in reopening. It’s worth noting that while the state of California will allow movie theaters to open as of Friday, June 12, AMC will instead be waiting longer–and they’re not the only company doing that.
When theaters do reopen, you should prepare yourself for a very different moviegoing experience. In California, theaters will be able to operate at a reduced capacity as of June 12. Each auditorium will be allowed to be filled to 25% capacity or 100 people, whichever is lower. Additionally, it’s being required that facemasks are worn when patrons are not eating or drinking. Lastly, theaters will be working to create social distance barriers between theatergoers by blocking off seats.
If AMC’s plan to reopen in July goes into effect, that should mean its theaters will be able to play Tenet, the upcoming film from Christopher Nolan. Tenet is currently scheduled to be released on July 17.
Image credit: Getty/Valerie Macon
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The Pokemon Company had previously confirmed that The Isle of Armor would launch this month, but now it has been given an official release date, and it’s very soon: June 17.
The Isle Of Armor Story
The Isle of Armor takes players to the titular island, which is home to an assortment of new and returning Pokemon not found in Galar proper, such as the newly revealed Galarian Slowbro. The story of this expansion revolves around a Pokemon dojo run by a former Pokemon League champion named Mustard, who gifts you the Legendary Fighting Pokemon Kubfu.
As part of your training, you’ll need to challenge either the Tower of Darkness or the Tower of Waters. After successfully clearing one of the two towers, Kubfu will evolve into Urshifu, with its form depending on which tower you challenged. Urshifu is one of the few Pokemon in Sword and Shield capable of Gigantamaxing, and each form has its own signature G-Max move. Single Strike Style Urshifu can use G-Max One Blow, while Rapid Style Urshifu can launch G-Max Rapid Flow. Both attacks can damage an opposing Pokemon, even if it’s using Protect.
New Gigantamax Pokemon
In addition to Urshifu, The Isle of Armor is introducing two new Gigantamax forms: Gigantamax Venusaur and Gigantamax Blastoise. Based on the trailer above, it appears you’ll be given one of the two Pokemon during your travels around the island. Gigantamax Venusaur’s signature G-Max move is G-Max Vine Lash, which damages non-Grass-type foes for four turns. Gigantamax Blastoise, meanwhile, is able to use G-Max Cannonade, which similarly damages non-Water-type opponents for four turns.
Gigantamax Venusaur
As previously revealed, the final form of your starter Pokemon in Sword and Shield–Rillaboom, Cinderace, or Inteleon–will also gain the ability to Gigantamax in The Isle of Armor via a special meal called Max Soup. According to the official Pokemon website, “If a Pokemon with great hidden potential drinks Max Soup, it will become a special Pokemon capable of Gigantamaxing.”
New Features
Along with a variety of new items and clothing options for your trainer, The Isle of Armor will introduce a handful of new gameplay features to Sword and Shield. One is called the Cram-o-matic. You can feed this bizarre device four items and it will cough out a new item in return. The Pokemon Company says “some combinations might produce rare items.”
The elegant Cram-o-matic
You can also exchange a new item called Armorite Ore to teach your Pokemon new tutor moves. Two such moves are Burning Jealousy and Grassy Glide. The former is a Fire-type attack that deals damage and burns any Pokemon that has had its stats boosted during the battle; the latter is a Grass-type move that has increased priority when Grassy Terrain is in effect.
The Crown Tundra Details
The Pokemon Company has also shared some new details on Sword and Shield’s second expansion, The Crown Tundra. This DLC will introduce a handful of new Legendary Pokemon to the games, including Galarian forms of Articuno, Zapdos, and Moltres, as well as two new Regis: the Electric-type Regieleki and the Dragon-type Regidrago.
The expansion also adds a new gameplay mode called the Galarian Star Tournament. In this competition, you’ll be able to team up with an NPC and take on characters you’ve met throughout the game in double battles.
Raihan and Leon teaming up for the Galarian Star Tournament
In other Pokemon news, a new Max Raid event is underway in Sword and Shield, and it features every Gigantamax Pokemon, giving you another chance to add them to your collection. You can also claim a handful of free Pokemon right now. Galarian Ponyta with its Hidden Ability is available until June 4. If you transfer a Pokemon from Sword or Shield to Pokemon Home, you can also receive the three Galar starters with their Hidden Abilities.
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