Marvel Ultimate Alliance 3 Teases a Much Larger, and Deeper, Game

As a fan of the previous Marvel Ultimate Alliance games, and the X-Men Legends franchise before it, I comfortably sank back into the groove when I played a short demo of Marvel Ultimate Alliance 3: The Black Order. But what surprised me most about Team Ninja and Marvel Games’ follow-up to the last entry 13 years ago is that, as much of the core of the experience is retained, the developers have done an impressive job of modernizing and expanding on it for a more varied, and possibly quite deep, experience.

Marvel’s equivalent of the Super Smash Bros. Ultimate “Everyone is here” moment, Ultimate Alliance 3’s character roster continues to grow and grow. I spent most of my time in the demo with just a few — the close-quarters Wolverine, the shooting-and-hovering Star-Lord, the flying powerhouse Captain Marvel, and the mixed-ranged and close-up Thor.

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Pokemon Sword & Shield: Why Game Freak Wanted To Make Pokemon Huge

Just before E3 2019, The Pokemon Company introduced us to the new Dynamax mechanic in Pokemon Sword and Shield. When a Pokemon Dynamaxes, it grows to an incredible size–like, building-size–and gains extra power and stronger moves. It also works similarly to Mega Evolution in that you can only use it once in a battle. Basically, Dynamaxing is the “taking it up to 11” of Pokemon games.

At E3 2019, we spoke to Sword and Shield creative director Shigeru Ohmori about the thought process behind Dynamaxing. As it turns out, a lot of it has to do with the Nintendo Switch as a new platform for core Pokemon games. These are the first in the main series to be on TVs, so going big with the Pokemon is a great way to show that off.

“Now on Nintendo Switch, we have more resolution to work with–maybe you’re playing on a big screen TV,” Ohmori said. “So the ability to see the difference in size of the Pokemon was a lot easier this time… It was something we wanted to challenge ourselves [with] this time.”

On top of that, there was a heartwarming reason: to make sure every Pokemon has a chance to shine. Unlike with Mega Evolution, any Pokemon can be Dynamaxed; they don’t need to hold a special item, even. Yes, this means you can battle with a giant Wooloo.

“One of my goals with Dynamax this time around is that any Pokemon can use it, so I wanted to have the ability to–for some Pokemon that didn’t have their time in the spotlight to be viable in battle as well this time,” Ohmori said.

In other Pokemon news, we learned more about how Max Raid battles work during Nintendo’s Treehouse livestream. Pokemon Sword and Shield come out November 15.

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Nintendo Confirms New Details About Multiplayer in Animal Crossing: New Horizons

Aya Kyogoku and Hisashi Nogami of the Animal Crossing: New Horizons development team revealed a few more details about how couch co-op and online multiplayer will work in Animal Crossing: New Horizons in an interview with IGN at E3.

The New Horizons demo on Nintendo Treehouse live stream showed Kyogoku and Nogami playing local multiplayer, each of them using a single Joy-Con to play. They revealed during the stream that up to four players could play this way and then confirmed to IGN that they’ll all be playing on a single screen, not split-screen.

Then, when it comes to online and local wireless, up to eight players can be on an island. This is doubled from New Leaf’s previous 4-player limit. And though there is a travel theme to New Horizons, Kyogoku confirmed you can’t set up a tent on a friend’s island. However, Kyogoku told IGN you can make up to eight playable accounts on one Nintendo Switch and they will be able to live on the same island. You cannot have multiple islands, however.

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E3 2019: A Close Look At Star Wars: Jedi Fallen Order’s Combat

One of the biggest challenges that Star Wars: Jedi Fallen Order‘s developers face is creating a game that has engaging mechanics, but also fulfills the fantasy of being a Jedi. It may sound easy on paper but striking the right balance is tricky, and there’s a long line of mediocre Star Wars action games that serve as a testament to that.

At E3 2019, the scuttlebutt has been that Jedi Fallen Order is a game in the same mold as From Software’s Dark Souls, Bloodborne, and Sekiro. These games are mechanically demanding and deliver a potent sense of accomplishment, but it’s hard-earned–not the kind of approachable experience that hooks an audience as broad as Star Wars’. And therein lies the challenge.

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Respawn’s solution is what it calls “thoughtful” combat, and this is also what is most reminiscent of From Software’s games. At E3 2019 I got a chance to play Jedi Fallen Order, with the bulk of my hands-on spent in a combat arena getting a better handle of what this “thoughtful” combat entails.

The arena itself was no-frills, a plain open area where I could run around and swing my lightsaber to cut down any enemies in my path. Further out, there were walls where enemies could be placed to fire blaster shots from a safe distance. My opponents were a cannon-fodder Storm Trooper, a blaster-wielding variant, aggressive Purge Troopers, and surprisingly deadly KX-Series Security Droids.

Almost immediately, Jedi Fallen Order feels a lot looser than Dark Souls; the general speed of movement and responsiveness is closer to Sekrio, though its feedback doesn’t quite feel as sharp and satisfying. The “thoughtful” part of combat comes in how you manage your enemies and crowd control, and then the efficiency with which you dispatch them.

To begin with, I went up against the vanilla, hits-head-on-roof brand of Storm Trooper, who like to stand at a distance and take potshots with their blasters. To take them out, I simply waited for them to fire a shot and then guarded at the very last second to deflect the incoming fire back and take out the trooper. The guard button can be held down to deflect all incoming fire in random directions, but to actually return the shot requires specific timing. These enemies are incredibly fragile and, if you get close enough to them, a couple of lightsaber swings brings them down.

The second variant of Storm Trooper was wielding an electric baton of sorts and, as such, was very aggressive, quickly moving into range to deliver up-close melee attacks. Here, I got to put the counter system to work and, as a strike was about to land on me, pressed the guard button to turn the table on the enemy and create an opening for myself. This will no doubt be familiar to those have played Sekiro, though, again, the timing feels a little more lenient. Like deflecting blaster shots, there is a simpler way to deal with these enemies, and that is to hold down the block button to nullify attacks. However, Jedi in training and hero of Jedi Fallen Order, Cal Kestis, has a defense bar and every attack chips away at it, so turtling for extended periods of time isn’t an option.

Almost immediately, Jedi Fallen Order feels a lot looser than Dark Souls; the general speed of movement and responsiveness is closer to Sekrio

And that’s where the dodge comes in handy. Pressing the B button on the Xbox controller while holding a direction made Cal dash, but with a second tap of the button, he’d roll away. This, it turned out, was particularly useful for getting away from the Purge Troopers, who are a considerably more formidable enemy. Taking them down involved a careful dance of landing a swipe and then dodge-rolling out of the way of their sweeping attacks. Occasionally they’d spin their double-sided energy weapons around themselves, but by pressing the dodge button without a direction, Cal could do a last-second dodge that narrowly avoids the incoming attack without disengaging from battle, slowing down the action. Occasionally, I’d pull these last-second dodges off in quick succession and be rewarded with a front kick animation that would create some space.

The final enemy, the Security Droids, were undoubtedly the trickiest customers. While slow, they would bear down on me and deliver powerful punches that, unless parried, would deplete Cal’s health in just a few blows. They’d also throw in an unblockable grab, during which Cal would be slammed into the ground. These guys required a little more finesse to destroy, and by finesse, I mean using a very handy Force ability that would lock them into place to give you a good window to land a powerful Focus Attack.

Taken individually, each element of Jedi Fallen Order’s combat is fairly simple and I daresay uninteresting. However, it’s when the game throws a bunch of different kinds of enemies at you together that the “thoughtful” part of it really clicks. With Blaster Troopers dotted around, baton-wielding troopers closing the gap, and a Purge Trooper circling, Jedi Fallen Order’s combat becomes a process of target prioritization and threat management. I quickly used my Force powers to trap the Purge Trooper in stasis, then double jumped away from the incoming attackers so I could get enough time and space to bait the troopers perched on walls to fire at me. I deflected blaster shots back to take them out of the equation, and by that time had enough breathing room to land a series of counter-attacks that left just me and the Purge Trooper in the field of combat. With the odds evened, I could carefully engage and disengage, dodging through its flurries and countering the slower, more telegraphed strikes.

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And that’s when it all clicked into place. At this stage, it feels like Respawn has done a good job of having a two-tiered gameplay experience, with the first being one that can be enjoyed by those looking for a simple but satisfying, almost button-mashy style of combat. The second, however, offers greater depth for those who want it, inviting them to consider how they approach each scenario, how best they can use their abilities and Force powers to give themselves the edge, and then executing in an efficient way. There were further considerations in combat that, sadly, we didn’t get as much of an opportunity to experiment with, like Force pulling enemies towards you, which looked like it would be very useful for taking out the Troopers with flamethrowers, and the Force Push. On top of that, there was a skill tree that wasn’t available in our demo, so it seems there’s further depth. But, as it stands, Jedi Fallen Order feels like it could be a satisfying Star Wars action experience. It may even double up as an approachable entry-point into the world of Souls-likes.

Todd Howard Opens Up About Fallout 76’s Struggles And Lots More At E3 2019

Appearing on GameSpot’s E3 2019 stage show today, Bethesda boss Todd Howard opened up and spoke candidly about Fallout 76‘s struggles and where the game is headed. The full segment is available to watch in the video embed above, and it is well worth a watch.

In the video, Howard talks about how Bethesda was caught off guard by how widespread Fallout 76’s issues were at release. He said the issues might have been serious enough to sink the title were it not for the game’s passionate fan base that stuck with it and gave Bethesda feedback. Overall, Howard remarked that Bethesda “missed the mark” with Fallout 76 at release.

He also acknowledged that Fallout 76 was something new and different for Bethesda with its always-online, multiplayer-focused nature. He said Fallout 76 was similar to Bungie’s Destiny in that it wasn’t overwhelmingly enjoyed at launch but survived–and thrived–thanks in part to fans that stuck with the game and helped give feedback to make it better.

Howard’s main regret from Fallout 76 is that it didn’t go through enough public beta tests to give Bethesda the insight and information it needed to ensure a smoother rollout.

While Fallout 76 might not have had the best start, Howard stressed that Bethesda remains committed to the game. Just this week, Bethesda launched a new battle royale mode called Nuclear Winter, while the next free expansion Wastelanders is coming later this year.

One of the reasons that Bethesda is able to continue to support Fallout 76 is because the company has grown substantially in recent years. A dedicated team is working on ongoing support for Fallout 76, while Bethesda’s other internal teams are working on titles like Starfield and The Elder Scrolls VI, in addition to Bethesda’s in-development mobile projects.

Howard also briefly discussed one of Bethesda’s upcoming next-generation games, Starfield. He said it’s being designed to stand apart from other sci-fi games with its own unique tone.

“There is a lot of science fiction. There’s less in games actually; there’s more in movies and television. And for us, that’s a world and IP and game we’ve thought about for a decade. It’s our first new IP in 25 years,” Howard said. “Our goal is it has its uniqueness where it stands up with Fallout and Elder Scrolls and Starfield, and it’s its own thing. We spend a lot of time on tone. Not just game flow, but how does it feel so you look at it and say, ‘That’s Starfield’ versus Star Trek or Star Wars.”

You can watch our full interview with Todd Howard in the video embed above.

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Trials of Mana: Finally, This Series Looks Promising Again

The Mana series has been in a rough spot lately, at least in the US. It hasn’t gotten a notable new entry since 2007, and last year’s Secret of Mana remake is generally regarded as a disappointment. If you’re worried about the upcoming remake of its sequel, Trials of Mana, I have some good news for you: Trials looks a lot better. It seems less tethered to the source material, freeing it up to be its own thing — which could be exactly what it needs.

Mana fans in the West have been waiting a long time to play this game. Originally released on Super Famicom in 1995 under the name Seiken Densetsu 3, Trials of Mana didn’t make its way to the US until the just-released Collection of Mana.

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The Classic Mini Console War Heats Up With TurboGrafx-16 Mini

TurboGrafx-16 was always a bit of an odd duck. It gained widespread notoriety among the playgrounds and treehouses of the dawn of the 1990s thanks to the TurboExpress, and handheld and fully-powered version of the home console. But few of us who lived through that bygone era knew anyone who owned one. But that’s about to change with the TurboGrafx-16 Mini.

The latest classic mini retro console is aimed squarely at people like me, who want to recapture those carefree days but also have the money to spend on the things we never had. Brought to you by Konami, the TurboGrafx-16 Mini follows the playbook first written by Nintendo and improved upon by the Sega Genesis Mini, coming preloaded with console classics.

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Bethesda’s Todd Howard On The Mistakes And Future Of Fallout 76 | E3 2019

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Moze The Gunner Is Borderlands 3’s Most Versatile Character | E3 2019

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John Wick Hex Captures the Magic of the Movie’s Combat

John Wick feels surprisingly natural as a top-down tactics game. That’s not really something I expected when John Wick Hex was first announced earlier this year, but it manages to perfectly capture the flowing fights of the “gun-fu” in its movie inspiration… just a lot slower.

John Wick Hex isn’t turn-based, instead operating on a timeline. Every action you take, from punching to shooting to rolling, will take a set amount of time, and you can see the queued up actions of all the enemies around you as well. See an enemy shooting at you? Maybe you don’t have enough time to shoot back, but you could try to duck behind cover before they do.

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