DICE is giving away free currency in Battlefield V to make up for recent issues. The studio announced on Twitter that everyone is getting an allotment of 200 Battlefield Currency (BFC) as a thank you to fans for their patience for recent issues regarding the game’s weekly mission.
We’ve rolled out a Gift Award of 200BFC for all players across Battlefield V to compensate for issues faced gaining last weeks reward for completing the Weekly Mission #Battlefield This is automatically added to your totals so nothing else to claim them. Enjoy! pic.twitter.com/GZqfEJqt6R
Battlefield V’s latest big update was version 6.6, which rebalanced many of the game’s vehicles and made further changes to weaponry. The update also tweaks the layout of several of the game’s maps, particularly Wake Island, and adds body dressings for vehicles, as well as fixing many small bugs and issues. You can read the full 6.6 patch notes here.
Embracer Group, the parent company that owns the rights to franchises such as Dead Island, Saints Row, Darksiders, and Timesplitters, has announced their financial records for the 2019-2020 financial year, alongside a few tidbits of information about what to expect in the future. The studios working under the company have 118 titles in development, 69 of which have not been announced yet–and some of the most anticipated titles will not release until after March 2021.
“Looking into the next financial year ending March 31 2022, we expect continued organic growth driven by further increase in the value of completed games including the first AAA games releases since Metro Exodus,” the report reads. “From this year on we expect to have AAA releases every year.”
This likely means that the new Saints Row in development will not launch until after this date. Dead Island 2 is also unlikely, despite having been in development (across multiple studios) since at least 2014–as a new open-world title, it’s likely to be considered AAA. The zombie sequel is currently in the works at Dambuster Studios (Homefront: The Revolution).
This also suggests that several of the titles the company plans on releasing this year are not internally considered AAA, including Biomutant, WWE 2K Battlegrounds (which is one of 93 games currently in development under Take-Two), and the Destroy All Humans remake. Embracer Group also owns Koch Media and THQ Nordic–each of which has its own subsidiaries–as well as Saber Interactive as of February 2020.
System Shock 3, which was announced back in 2015, but has faced a rocky road since then, and for a while the game’s future was unclear. While Otherside Entertainment has been working on the game for some time, and brought on System Shock lead designer Warren Spector to help craft the sequel, reports of layoffs within the studio painted a worrying picture. Now, however, it’s clear that System Shock 3 will be moving forward, but with a new studio involved.
On Twitter, OtherSide Entertainment has announced that Tencent–the Chinese holding company with several major investments in multiple game developers and publishers–is coming on board to assist. Tencent will “be taking the System Shock franchise forward”, according to the developer–although what this means, exactly, is unclear. A follow-up tweet suggests that the company will be assisting the development team, which has struggled with the game’s scale.
1/2 We are happy to announce that Tencent will be taking the #SystemShock franchise forward.
— OtherSide Entertainment (@OtherSide_Games) May 20, 2020
2/2 As a smaller Indie studio, it had been challenging for us to carry the project on our own. We believe Tencent’s deep capabilities and expertise as a leading game company will bring the franchise to new heights.
— OtherSide Entertainment (@OtherSide_Games) May 20, 2020
Furthermore, Nightdive Studios CEO Stephen Kick has taken to Twitter to affirm that Nightdive still owns the System Shock IP–meaning that any reports that Tencent is its new owner are false. Nightdive was previously working on a remaster of the original System Shock, but the status of that game is currently unclear. An enhanced edition of System Shock 2 is also in the works at the studio.
@Nibellion Nightdive owns the System Shock franchise and IP, please don’t spread misinformation.
Ultimately, the main takeaway here is that forces are in motion to assure that System Shock 3 still happens. In 2017, it was announced that the game might also come to PS4 and Xbox One; it’s not clear which systems it is in development for now.
Hopefully more concrete news on the state of System Shock 3 will emerge soon.
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The Last of Us: Part II will feature level designs that are even more open than in the first game, and due to this, there could be “entire story moments” and scripted sequences you might miss. Co-game director Anthony Newman revealed this in the newest Inside the Gameplay video for The Last of Us: Part II.
“In this game we’ve gone so far in making the level design open that there are actually entire story moments, entire combat encounters, full scripted sequences that you may completely miss,” Newman said. “And there are things that we feel like, even though a portion of our player base may never see these things, the fact that when you do encounter them, you feel like you discovered them, it lends them this charm and this magic, ‘I think is unique to games that this happened to me, because of what I did and the place I explored to.'”
Elsewhere in the video, writer/director Neil Druckmann said The Last of Us: Part II aims to heighten the feeling of being a survivor. You play as Ellie in the sequel, and she is smaller and more nimble than Joel, the protagonist of the first game. Ellie may not always be the strongest person in the room, but she is capable of fighting bigger, stronger enemies thanks to her unique skills and quickness.
The Last of Us: Part II introduces a series of new gameplay systems, including jumping and the ability to go prone. You can see these in the video, and hear directly from the game’s designers about them.
It’s also revealed in the video that there are not enough resources in the game to allow you to fully upgrade your character in a single playthrough. The developer is intentionally denying players resources to help increase the tension you feel related to the survival theme.
This week, Chris recommends The Chris Gethard Show (YouTube, Hulu) and Graduation Day (Shudder, Prime Video), Greg recommends The Twilight Zone (Netflix, Hulu), and Chastity recommends Terrace House: Opening New Doors (Netflix). We react to news about the upcoming series Star Trek: Strange New Worlds focusing on Captain Pike, Spock, and Number One on the Enterprise, The Mandalorian Season 2 cast adding Timothy Olyphant, and Scream 5 bringing back David Arquette as Dewey Riley.
We tell you everything we know so far about the next Scream movie and what we hope will happen in the film, we dig into what makes the Scream franchise so iconic, which Scream movies are the best, and our favorite characters, moments, and cameos from the franchise.
Listen to Chris Hayner on Wrestle Buddies, GameSpot’s new wrestling podcast! https://podcasts.apple.com/us/podcast/wrestle-buddies/id1513234081
You Should Be Watching… is a weekly podcast where we recommend and discuss TV shows and movies, old and new, with new episodes premiering every Wednesday. You can listen to audio versions on Spotify, Stitcher, Google Play, and Apple Podcasts.
Tell us what kind of TV and movie recommendations you’re looking for – Submit your questions and recommendations requests to: [email protected]
[Update: It appears online access is starting to resume. GameSpot was able to connect to Call of Duty’s servers again after a short wait.]
Original story follows:
Reports of a new Call of Duty: Black Ops game for 2020 are flying, but it appears speculating on social media is the only way you’ll get to enjoy Call of Duty online at the moment. Both Call of Duty: Modern Warfare and Warzone are having server issues that are preventing people from playing.
Activision acknowledged issues on its official support Twitter on May 20, saying it’s investigating an issue but not providing an explanation or timetable for servers’ return. GameSpot attempted to connect to Call of Duty: Modern Warfare’s online servers as well as the Warzone mode within Modern Warfare and were given an error message. The campaign mode and local multiplayer aren’t affected by the outage.
We’re actively investigating an issue where some players are unable to connect online services. Stay tuned for updates.
Call of Duty: Warzone appears to be changing in recent days, with previously-closed bunkers suddenly opening. It’s possible this could be part of a tease for the next Black Ops game, and it bears some resemblance to the mysterious changes Epic Games routinely throws into Fortnite to keep players on their toes.
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Eiichiro Oda’s 1999 manga One Piece has spawned one of Japan’s most popular media franchises over the past decade, which includes an anime series, film festival, and no fewer than 14 animated movies. The latest of these, One Piece: Stampede, will be available on the anime streaming service Funimation this week.
One Piece: Stampede can be streamed on Funimation for a limited time from Friday, May 22. In addition, new dubbed episodes of the One Piece show will available from June 2. There are currently 13 seasons of the series to watch on the platform.
One Piece: Stampede was released theatrically in Japan in August 2019, to commemorate the 20th anniversary of the fantasy adventure franchise. The movie scored the largest first-day attendance in Japan in 2019, and grossed more than $93 million worldwide.
One Piece’s Straw Hat Pirates recently gave fans some advice about dealing with the COVID-19 pandemic. Last month, Toei Animation released a video featuring Luffy, Usopp, Nami, Robin, Chopper, and Franky offering advice on how to stay clean amidst the concerns about the virus spreading, and just healthy overall.
On this week’s episode if IGN’s weekly PlayStation show, host Jonathon Dornbush is joined by Brian Altano and Max Scoville to discuss the news that Sony will “soon” announce PS5 games. What do we expect to see? What do we (and you) hope might be announced for the next-gen launch? We talk about that, plus dive deep into Jonathon’s interview with Sucker Punch’s Jason Connell about the Ghost of Tsushima State of Play.
Sucker Punch’s Ghost of Tsushima has been a long time coming. The game was officially revealed at Paris Games Week in 2017, but development on the project began shortly after the release of Infamous: First Light in 2014. The studio has been working on the game for close to six years, a development cycle that almost encapsulates the PlayStation 4’s entire lifespan. Whether by design or by fortuity, Sucker Punch showed off what Sony’s console could do in its infancy and now is poised to show how far it has come in its maturation.
The game they’ve made to show off that growth is, in the team’s own words, more ambitious than anything Sucker Punch has done before. Ghost of Tsushima is an open-world, stealth action game that draws its inspiration from classical samurai cinema, but also looks to tell a grounded, poignant story about struggling against oppressors and the extreme lengths a person will go to in order to preserve their culture and community.
Ahead of Ghost of Tsushima’s release on July 17, we talked to creative director Nate Fox about the studio’s journey, the inspirations behind the game, and the intricacies of its gameplay.
It’s been around six years now since Ghost of Tushima was announced, what is it like to be actually able to talk about the game finally?
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Ghost of Tsushima Gameplay Showcase | State of Play
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It’s fantastic. You make the game that you always wished somebody would make and you get to play it every day at work and you get more excited about the features. Then to be able to show a big chunk of gameplay to the world and then have people like it, it feels magnificent.
You mentioned there that it’s the game that you wanted to make. You can see the DNA of Sucker Punch in Tsushima, but the historical focus is very different for the studio. How did you reach that point?
Way back when working on Sly Cooper, I was writing the dialogue for the game. [Sly Cooper] features anthropomorphized animals. It reminded me of a comic that I had read years before that I started reading again aggressively to get a feel for how characters can speak to each other with a lot of respect. It’s this comic called Usagi Yojimbo. You ever read it?
Oh yes, it’s excellent.
Usagi Yojimbo by Stan Sakai
Right. So I’m reading Usagi Yojimbo and it’s this big collection of stories about a samurai who wanders feudal Japan, walks into town, and uses his wits and the edge of his sword to solve problems. I thought, “Man, this would be a dynamite thing.”
Move forward in time. We make the InFamous series. We get done and we’re looking for something else to do, and the whole time I’ve been thinking, “How come nobody’s made a wandering samurai game?” And now we’re looking for something to do, so it’s something that I personally got very excited about because it was the game that I had been waiting for for a long time to see in the world.
That’s really cool. I never expected Usagi Yojimbo to be an influence but I am glad it is.
Sucker Punch is known for parkour and traversal, but this has a whole new set of gameplay disciplines. What did you identify as needing to really get right to realize that wandering samurai vision?
Well, when most people get asked what a samurai means to them, the … As a matter of fact, I asked this question of all my colleagues, and the winner was the movie Seven Samurai, which I’m a big fan. Have you ever seen it?
Yeah, I love it.
It’s a masterpiece. There are all these conventions of classic samurai movies that we thought, “This is it. If we can take these conventions, the swordplay conventions, the way nature is shown, the way that respect is traded between samurai and the peasants and other swordsmen, if we can capture that and put it into this game we will have something that is really special.” So we became students of these movies and turned some cinematic convention into interactivity.
How do you balance what a samurai was in real life versus what people may have seen from media–the fantasy and expectation that creates?
A lot of the samurai identity comes very much from samurai film. However, we wanted to do right by providing a feeling of authenticity, and that meant admitting that a bunch of American developers did not know what they were talking about, and drawing in experts from many different fields to teach us what it was like at that time. We have experts on religion, on costume, on motion. We brought them in early and often to review the game.
It helps, of course, that we’re part of Sony. Early on, Japan Studios actually took us on a tour of Tsushima Island for research. They even went so far as to help us with audio recording so that the game sounds right. It’s those partnerships that bring the feeling of the game so that you are wandering through feudal Japan.
You talked about how important exploration is. How are you striking the balance between making sure people are finding things naturally in the way that you want, but aren’t wandering around aimlessly? How do you push people to the right point without them being able to feel the hand pushing them there?
I think the best example of that is the guiding wind that we showed in the State of Play demo. You might choose, as a player, by going to the map and saying, “I want to go right here,” and you go back into the world and there’s no UI. There’s just this in world wind that points you in a direction. It doesn’t tell you how to get there, it just says, “It’s over here.”
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Ghost Of Tsushima Gameplay: Exploring The Island
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As you’re traveling through the landscape, you’re going to get distracted. Maybe you see a bunch of Mongols raiding a farm, or in the State of Play there was a bear that was mauling someone. These are things you could just choose to engage in as you explore Tsushima. When you know you chose to set the wind to go right here, that doesn’t mean you have to do it. In fact, I would hope that you don’t. I would hope that you find yourself looking at a hill and seeing some fire and thinking, “Well, somebody lit that fire. I don’t know if they’re friend or foe but somebody’s up there.” And when you go up there, you’re rewarded with content or a secret that makes your curiosity justified.
How do these moments materialize as gameplay? Does it always inevitably end in some sort of combat scenario or is there gameplay variety in those moments?
Certainly there is a fair amount of combat in the game, but there’s more to life than just sword fighting [in Ghost of Tshushima]. There’s a lot of people in need and a lot of ways in which you can serve them. This game, while it tracks Jin’s trajectory from this samurai to giving up his identity to become the ghost, there are characters you’ll meet along the way that, if you decide to, you can get invested in their stories and in helping them out. It’s part of discovery. The game is an anthology of stories that get you to say, “What’s over that hill? There’s probably somebody there that could use help.” And it’s not always fighting at all.
The goal of the game is to get the Mongols out of Tsushima to save the people of your home. And that takes a lot of different forms, like the shipyard in the State of Play demo, or helping somebody recover a loved one that’s been taken by the Mongols, or finding something that’s just been lost while fleeing, looking for food, that kind of thing. This is a wartime epic where you get to know a lot of people who are struggling to survive inside of a very harsh landscape.
In the combat you showed Jin doing these almost instantaneous sword slashes. How do I play that? Is it a Batman-style counter system?
The game definitely features counters. If you have the patience and the skill to read what the enemy’s going to do and then time it right, you can unleash a really devastating counterattack. That’s not the only way you can play. You can also force the attack. You can go after them. It’s not just a waiting game. It’s a very skill-based experience.
One of the things that we strive for really, really diligently is to keep swords lethal. To feel like those samurai movie battles, enemies have to die with a few strokes of a katana, otherwise it’s not a katana, it’s a Nerf tube. That means that when they hit you with swords, you also are going to die in a few strikes. It’s very challenging.
Does that mean the customization that you showed off isn’t as focused on the sword itself? It’s more about armor?
The player gets to decide the growth they want the ghost to have. In this game, it’s not a binary choice. It’s not like you’re a samurai, you fight with swords, or, you’re the ghost, you use stealth. You start the game as a samurai and you’re an expert sword fighter. Those skills never go away. You always have them the whole game through, it’s just that you pick up more stealth abilities as you go and you also get skill points which you can use in a tech tree .. Players get to decide how they want to fight, and the choice of armor that you get or how you upgrade it is just another manifestation of that.
It looked like there were sword styles that you switch between. How does that work and when would you do it?
The stances are new to Jin. He was raised by a samurai and taught to fight in a very traditional style. These Mongols come in and they’re using weapons that he’s never seen before, stances that he’s not used to. On the fly, he’s inventing new ways to fight in order to more directly combat Mongol troops, be more efficient with his sword. It’s a tactical choice what stance you want to use against the makeup of Mongols that are coming at you.
This is a bit nitty-gritty but I need to know: What are the yellow circles and the red bar at the bottom of the screen?
We tried very hard to not have UI because it hurts immersion. However, there’s something where UI really is helpful and a health bar is one of them so the red bar is health. The golden spheres are Jin’s resolve. He uses these to regain a little bit of health. Also, it’s his grit to perform his most devastating attacks. These attacks drain him a little bit, [so] you have to make a tactical decision if you’d rather heal or really bring the fight.
In the original Paris Games Week reveal there was the duel sequence, an element of the game that wasn’t shown in the State of Play thing. They’re a big part of samurai movies, but we didn’t get to see much more of it. Are duels still there and how do they work?
A big part of the samurai films are duels, as you point out. It’s a classic. It’s two highly trained warriors meet and it is going to be an apex challenge in the game. There are a number of them in Ghost of Tsushima where you have to study the person you’re dueling, how they attack, how they move, read attacks, counter, and then look for a window. These are the most challenging encounters you have in the game and it’s just a one-on-one.
Jin is evolving to fight the enemy that he now faces. The Mongols are also now encountering a force that is unusual to them. Is there an element of the Mongols also evolving to meet the new challenges they face?
The Mongols come to Tsushima and they’ve got weapons that the Japanese have never seen before. Gunpowder and all sorts of military structures that allow them to sweep through the island. Jin is fighting in a way that they did not see coming. He’s not adhering to the samurai style that they have prepared for. He starts getting the upper hand and of course, they react. They have numbers on their side.
In their mind, their goal is to bring peace to the people of Tsushima by bringing them into the Mongol empire. They won’t know any strife anymore because they’ll just be part of this big clamped down organization. When Jin is making that impossible to do through completely non-violent means, they just want the people of Tsushima to surrender, they have to intensify, take their own action, which elevates the stakes for the people of Tsushima.
Do you explore both sides of that? Are there people on the island who think, “Maybe the Mongols are good for us. Maybe we should get involved and allow them to govern us”?
This game is a big anthology of stories where you get to know a lot of different perspectives on the war. That’s absolutely the kind of thing that we do, where it’s not clear from everybody’s perspective that they shouldn’t just surrender. Certainly the Mongols believe that they’re providing something that’s really useful to the people of Japan so long as they fall in line, but the people on the island have different opinions about, “What’s the right way to treat these invaders?” who by all accounts have already won.
How do you actually show off Jin’s impact on the world? I imagine the things he’s doing are having a profound effect on Tsushima. Are you exploring that more in a way that’s more than just, “Oh, look, this encampment is now free of Mongols and it’s on fire”?
Certainly he’s fighting back against the Mongols. You learn about what he’s done both through seeing the landscape change, but also the way people talk to you. Jin is transforming from the samurai into the ghost and not everyone thinks that’s great. Characters that you get to know inside of the game might treat you differently depending on how Jin has evolved and comment on that. The whole story really revolves around this transformation, and the characters were put into the game to give another perspective on that change.
You said earlier Usagi Yojimbo was a big inspiration, as was Seven Samurai. What else has been inspirational, or what should people check out to give them a deeper understanding of Tsushima?
I would take a hike. Go someplace where there aren’t the sounds of the city and you can hear the wind going through leaves and appreciate that, because it has its own magic. Of course, you could also watch 13 Assassins or watch Seven Samurai. I think those are pretty good primers if you’re interested in the genre.
Pulling back to just talk about the studio as a whole briefly. Your last game for the PlayStation 4 was the InFamous Second Son and First Light. Now you’re about to release Ghost of Tsushima. What’s it like to have essentially bookended the generation for PlayStation 4 in that way? Do you feel the pressure there?
Right after First Light we started working on Ghost of Tsushima, and we want it to be great. It’s an ambitious product. We’re making a huge world. We’re going after this samurai cinema feel. The years start going by and it’s getting better and it’s getting better and we see that we’re almost done. It just happens to be that we’re done on July 17th of this year. It’s just how long it took to make the game.
What we want to do is just make the best Ghost of Tsushima we can. All of our energy is just polish, polish, polish, polish. I’m glad that we’re very close to the point where we can put it out in the world and everyone can enjoy it.
Hulu’s days of being the odd man out in Disney’s streaming empire are finally coming to an end as the platform is getting a brand new user interface, Adweek reports. The new interface will help not only improve the accessibility of the app but also bring Hulu more in line with its sister services Disney+ and ESPN+.
The UI is set to go live today for certain TV-connected app users and select Roku devices. According to Adweek, the new interface will support vertical scrolling through different content categories and horizontal scrolling through select titles in given categories.
“This navigation pattern is something our viewers are accustomed to and matches the navigation pattern across Disney+ and ESPN+, making it easier for viewers who subscribe to the Disney bundle to switch between services and navigate with ease,” wrote Jim Denny, Hulu’s VP of Product Management about the upgrade.
If you’re not currently seeing changes to your interface, don’t panic–the upgrade may take months to reach all platforms.
Meanwhile, take a look at the new offerings heading your way to platforms like Netflix and Disney+ for the upcoming month, including The Simpsons with an updated aspect-ratio.
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