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Bard’s Tale 4 Director’s Cut Release Date Announced

The Bard’s Tale IV: Director’s Cut will begin its release on August 27, developer inXile has announced. It’ll release that day digitally, with a physical edition to come on September 6 for Xbox One and PlayStation 4.

On Xbox One and PC, Game Pass subscribers can get the title at no extra cost, while it’ll also be available for sale through the Xbox Store, the PlayStation Store, and digital PC storefronts.

The Bard’s Tale IV was originally released in September 2018 for PC. The new Director’s Cut not only brings the title to console, but it also adds new content and contains “thousands” of bug fixes. Microsoft is calling it the “truly definitive” version of the game. If you already own The Bard’s Tale IV on PC, you can get the Director’s Cut for free.

Here is a rundown of what’s new in the Director’s Cut (as written by Xbox):

  1. A new end-game chapter that adds hours of additional content
  2. New enemies, items, and weapons, including dwarven master-crafted weapons
  3. Thousands of fixes and improvements across the game
  4. Refined and more feature-rich UI
  5. More class/gender character creation options
  6. Rebalanced combat and encounters
  7. Additional difficulty settings
  8. Full gamepad support across all platforms

There will also be a digital deluxe edition of The Bard’s Tale IV: Director’s Cut on PC that comes with extra items such as a map and wallpaper, along with the digital soundtrack and a number of other in-game extras. The premium version will also be available on console with other extras.

You can visit the Xbox Wire to see a full rundown of the various versions of the Director’s Cut, including information about the content and pricing.

The Bard’s Tale IV was originally funded on Kickstarter, where it brought in more than $1.5 million. Microsoft acquired inXile in 2018, and the studio has added more studios since.

Millie Bobby Brown Responds To Rumor That She’s In MCU Phase 4 Movie The Eternals

It was recently reported that Stranger Things and Godzilla star Millie Bobby Brown would appear in the MCU Phase 4 movie The Eternals alongside Angelina Jolie, Richard Madden, and Kumail Nanjiani. However, it appears that may not be the case.

The actress said in an Instagram video today that she has “no idea” about if she’ll be in the movie. “Everybody thinks I’m going to be in a Marvel movie,” she said, according to GameSpot sister site ComicBook. “Not that I know of. My family and I have no idea. So I just want to let everyone know…that I’m not as of right now.”

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Brown’s response is a bit different from what Nanjiani had to say about his own casting rumours. He told Variety that he isn’t allowed to comment on the rumours.

“I cannot comment on that,” he said. “It would be so great to be part of a superhero film. I would love it so much.”

The Eternals is expected to be one of the MCU Phase 4 films that gets announced at San Diego Comic-Con or D23 later this year. Other Phase 4 movies are expected to be Shang-Chi, which will be the first MCU movie with an Asian lead, along with Doctor Strange 2, Guardians of the Galaxy Vol. 3, Black Panther 2, and Black Widow.

For lots more, check out GameSpot’s rundown of everything we know about MCU Phase 4. You can also check out the video embedded above.

198X Review

198X taps into our love for the games of the ’80s, giving you a handful of short gaming vignettes wrapped around a simple story about the pain of growing up. The games themselves look more like ’90s SNES games than ’80s arcade titles (albeit very handsome SNES games), but 198X’s neon aesthetic (and, of course, its name) is clearly trying to evoke a sense of nostalgia for this period. Unfortunately, despite a few nice homages, it’s not a particularly transportive experience.

198X features five faux-’80s arcade games to play through, and they’re short enough that the whole thing, story sequences included, wraps in less than two hours. They’re not quite minigames–they’re framed as tiny slices of full games that exist within the narrative’s world, the first few levels of five larger experiences. These games, which are chained together sequentially by beautiful pixel-art cutscenes set to a synth soundtrack, make up the entirety of 198X’s gameplay. The plot centers on the “Kid” (he’s never named beyond this), who lives in a suburb outside of a major city. He watches the highway at night and thinks about getting out of town. He seems generally unhappy with his life, until he discovers an arcade hidden away in an old abandoned factory and discovers a sense of purpose and place amidst the machines and patrons there.

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198X suffers from some of the same problems that Ernest Cline’s Ready Player One suffered from. If that book’s insistence that being a geek is inherently good irritated you, then 198X’s vague reverence for arcades and youth will likely have a similar effect. There’s something very immature about the game’s portrayal of the Kid and the way he talks about his idealistic childhood, while giving limited insight into why things are so hard on him now. “You get to high school and everyone’s brainwashed,” he says at one point, which is about as deep as the game gets in its exploration of the difficulty of one’s teenage years. You’re not given enough insight into the Kid to really get a sense of why this arcade is so important to him, beyond a few vague references to his father not being around anymore.

Of the five games you play through in 198X, only two really touch on the boy’s struggles in a meaningful way. Playing through the five games in order, then, doesn’t tell us a lot about more about the Kid’s private life, and there’s little real sense of why they are important to him beyond a general sentiment that games are powerful and important by default. Much of this narrative assumes your own investment in the power of an arcade, and the game doesn’t put much effort into selling you on why this particular arcade, and these particular games, mean so much to the Kid.

Your first foray into the arcade comes through Beating Heart, a Final Fight-style brawler with a simple two-button control scheme. It’s the most basic game included–you can punch, do a jump kick, or perform a spinning kick, and if you die while facing off against the handful of enemy types, you can immediately respawn without penalty. It’s a simple introduction, with a lovely period-appropriate midi soundtrack that does a great job of evoking the arcade classics it is paying homage to (in fact, this is true of every game in 198X). But it doesn’t offer anything interesting or unique in its mechanics, nor does it contribute much to the narrative of the Kid.

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Next is Out of the Void, a shooter clearly inspired by R-Type, which only runs for two levels. You fly from left to right, collecting ship upgrades and firing regular and charged shots to take down your enemies. It’s solid fun, if nothing spectacular, and things get quite hairy in the second level. It’s one of the more enjoyable games in 198X simply because it actually feels pretty close to a decent arcade space shooter. Alas, it’s over very quickly, and while it’s relatively enjoyable, it’s certainly not as inventive or intense as the best games in the genre–the final boss, for instance, is a pushover. A more challenging experience, or some unique mechanics, would have better represented the games from this period that we have actual nostalgia for.

After this comes The Runaway, an OutRun-style driving game that lacks the arcade classic’s sense of speed and whimsy. The lack of gear changes and sharp corners makes this one a bit of a snooze, although it’s also the game in the collection that achieves the most resonance with the narrative–at a certain point, elements of the world you’ve seen in the cutscenes blend into the game. It’s a neat trick, but it’s in service of a plot that isn’t particularly gripping..

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Shadowplay, a “ninja” game, is the standout of 198X. It’s the longest game in the collection (although you’ll still likely finish it in about 20 minutes). You play as a fast-running ninja across a series of automatically-scrolling screens. You can move left and right, jump, slide, and slash your sword at enemies ahead of you. It’s got the feel of an involved auto-runner, and timing your jumps and slashes to avoid enemy attacks and traps is engaging, with ever-changing level designs and interesting challenges that hit the right balance of difficulty where the game is challenging without being frustrating.

The platforms, spikes and pits you encounter make you read your environment and think about how you time your movements as you run through each level slashing at your enemies. You can collect power-ups to give your sword a greater reach, and there are more levels here (and more gameplay variety) than in the other games. There’s even a great boss fight at the end where you have to dodge between multiple platforms as a demon shoots tendrils at you, and reaching the end feels satisfying in a way the other games don’t. As much as 198X feels like a gimmick, Shadowplay stands out as an experience that feels like it could work as a full title. It feels disconnected from the overarching narrative, but it’s the most enjoyable part of the 198X.

The final game, Kill Screen, is a simple first-person RPG. It’s aiming to be weird and creepy rather than particularly challenging, and on that level, it works fairly well. It’s meant to represent the mental state of the protagonist, who has, up until that point, spent every cutscene moping. It works as a mood piece, and there’s some cool weird imagery in there, but the gameplay, which involves hunting for dragons in a maze full of random encounters, is very simple. There’s a neat Paper Mario-inspired mechanic where you can time button presses on attacks to do more damage, and the weird enemy designs are inventive, but it’s fairly one-note in both its gameplay model and its commentary on the Kid’s state of mind.

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198X ends with a “To Be Continued.” This feels appropriate because the game, which is not being explicitly billed as episodic on its Steam page, feels not just short, but incomplete. As neat as the concept is, 198X doesn’t do enough to sell you on the connection between the metanarrative of the Kid and the arcade games he is playing–or spend enough time investing you in why any of this matters. There’s promise in some of these short genre riffs, but the game doesn’t give you many reasons to care about the Kid and his desire to get out of the suburbs.

198X is a great idea with middling execution. While its games offer some brief enjoyment, there’s not enough here for the game to feel like a proper ode to ’80s arcades, nor does the Kid’s plight, and his longing to escape his current life, totally connect. There’s definitely a spark of something here–and Shadowplay, in particular, is a lot of fun–but 198X feels more like a proof of concept than a final product.

New Sonic Movie Redesign: “I Think Fans Will Be Pleased,” Producer Says

People on the internet were not happy with how Sonic the Hedgehog looked in the first trailer for the upcoming film. In response, Paramount announced that it would delay the movie by about three months to implement a new look for the super-fast hedgehog.

The company has yet to show the new design, but producer Tim Miller (Deadpool) has seen it–and he thinks it’s great. “I think fans will be pleased,” Miller told Variety.

Miller also spoke about how it all went down on the day they revealed Sonic’s design to the world and it was swiftly criticised.

“Look, I was with fans and so was Jeff. When the s**t hit the fan, I went over there and said, ‘The most important thing to do, man, is say, ‘I f**ked up,'” Miller said. “He’d already sent a tweet out an hour before I got there. He’s a good man. It was exactly the right way to handle that. The fans have a voice in this too. There’s a right way to listen.”

In announcing the change, director Jeff Fowler thanked fans for their support and their criticism of Sonic’s design. “The message is loud and clear… you aren’t happy with the design and you want changes. It’s going to happen. Everyone at Paramount and Sega are fully committed to making this character the BEST he can be,” Fowler said.

There were initial concerns that the VFX team for the Sonic movie would have to pull long hours to change Sonic’s design and whatever other related tweaks may be coming. However, Fowler suggested this may not be the case, as he used the employee-friendly hashtag #novfxartistswereharmedinthemakingofthismovie when announcing the new release date of February 14, 2020.

Sonic is voiced by Ben Schwartz, a seasoned actor who’s been seen on Parks and Recreation and House of Lies, and also voiced characters in the new Duck Tales Show and BoJack Horseman. Dr. Robotnik is played by Jim Carrey.

Fowler and Miller earned Oscar nominations for 2004’s animated short film Gopher Broke.

FFXIV Shadowbringers – Holminster Switch Dungeon Trust Gameplay

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Huge Sale On Final Fantasy, Square Enix Games For PC This Weekend

With the Steam Summer Sale behind us and Amazon Prime Day 2019 knocking on the door, July has become a non-stop deals bonanza for gamers. Tossing another sale onto the pile, Green Man Gaming is offering discounts of up to 60% off Steam codes for Japanese publisher Square Enix’s games. The deals end on July 15.

This sale really demonstrates why Square Enix has endured as one of the most prolific JRPG publishers in the industry for decades. Beyond the obviously immense scope of the entire mainline Final Fantasy series (let alone its countless spin-offs), Square Enix’s deep bench is on display, which spans from early, genre-defining classics, such as Chrono Trigger and Secret of Mana, to more recent entries like Dragon Quest Heroes II. The publisher’s success has been so enduring that it has lately turned toward developing new games that are primarily driven by nostalgia for its earlier titles, like I am Setsuna. Check out the highlights below:

Save up to 50% on Square Enix games for PC at Green Man Gaming »

It’s also worth noting that you can save 20% on featured upcoming titles at Green Man Gaming by using the code SAVE20.

Prime Day 2019 starts on Monday, July 15 where this sale leaves off, and as always will include a huge variety of great deals for gamers on any platform. HyperX has already announced its Prime Day deals, which include gaming PC keyboards and headsets. If you can’t wait until Monday, Dell’s own Black Friday in July sale is happening right now, transitioning directly into Cyber Monday in July next week. Both sales include some serious discounts on gaming laptops, desktops, and monitors that are worth checking out.

See more Amazon Prime Day 2019 coverage:

Call of Duty: Modern Warfare – 2v2 Gunfight Mode Is A Speedy, Intense Doubles Match

We’ve learned kind of a lot about Call of Duty: Modern Warfare, this year’s remake of the 2007 shooter, since it was announced earlier this year–but almost all of the information we currently have about the game is focused on its story. While Modern Warfare sees the return of some old characters, it’s telling a new tale when it releases this fall. But at the same time, developer Infinity Ward has been mostly silent about the game’s multiplayer side, outside of details about the addition of cross-play to the game. That changes with the announcement of a new multiplayer game type coming in Modern Warfare, called “Gunfight.”

Infinity Ward showed off Gunfight in a livestream that let Twitch personalities duke it out in the new mode. Gunfight drills down Call of Duty multiplayer to its essence with super-fast two-versus-two matches that take place on small maps. Players face off against each other over multiple rounds, and the first team to take down six rounds wins the whole match. Speed is the key to Gunfight: Matches run on a 40-second timer, and if you haven’t wiped out the opposing duo by then, a flag appears in the center of the map. The first team to control the area around the flag for three seconds wins the round; each round wraps up in about a minute or less.

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We had a chance to play Gunfight last month during Infinity Ward’s Modern Warfare preview event, and the mode was impressive. It streamlines Call of Duty multiplayer significantly–you don’t mess around with equipment, Killstreaks, or loadouts when you fire up a match. Instead, the match assigns a set of equipment to all players each round, so everyone is evenly matched with the same gear. Thus, it’s a mode that’s all about outsmarting and outplaying your opponents with your skills, rather than your weapons.

Gunfight has three maps: Pine, which is set in a forest; Stack, a container yard in the desert; and King, a warehouse training area that feels a lot like Captain Price’s plywood-and-spray paint training ground from the original Modern Warfare. We played on King, which was small enough that it was almost impossible to avoid encounters, but just large and diverse enough that you could give your enemies the slip just long enough to create ambushes. The center of the map included a two-story wooden walkway that added the ability to get up and around other players, while the sides included cargo containers with windows where it was possible to hide out (or get pinned down and killed by a well-placed grenade).

The speedy nature of Gunfight and ever-changing weapon loadout means you don’t have much to rely on but your skill and reflexes. King has lots of wooden cover scattered around the map that gives you a chance to hide or break your opponent’s line of sight, but there is no regenerating health in Gunfight, so you either have to commit to a fight or be quick and smart about evading your enemies. And since rounds are all over within about a minute, battles become just as much about mind games as about covering your teammate. Working together is pretty much essential, but things happen fast enough in Gunfight that it leaves room for one player to pull off a clutch win from a disadvantaged position.

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Our time with Gunfight was brief, but it was a blast. The mode is an excellent reminder of what gives Call of Duty’s multiplayer its lasting popularity. Strip back all the trappings of unlocking Killstreaks, combining perks, and leveling up guns, and you’re left with solid gunplay and smart map design that facilitates teamwork and intense, fast-paced battles. The speed and intensity of the mode make it a nice change of pace from what players have come to expect in the Call of Duty series.

There’s more to Modern Warfare’s multiplayer that Infinity Ward hasn’t shown off, including how its cross-play will work, and how the game will integrate character progression throughout all its game modes. Infinity Ward is showing off the rest of its multiplayer offerings in a livestream on Twitch at 10 a.m. on August 1.

Galaxy’s Edge: Star Wars Rise Of The Resistance Finally Gets An Opening Date

Though Star Wars: Galaxy’s Edge is open now at California’s Disneyland, it’s without the crown jewel of the experience. The Star Wars: Rise of the Resistance ride was delayed earlier this year at both Disneyland and Florida’s Walt Disney World Resort, and now opening dates have finally been announced for both versions of the attraction.

In a new post on the Disney Parks blog, it’s been revealed that Rise of the Resistance will first open in Disney World Resort’s Hollywood Studios on December 5. That date just happens to be Walt Disney’s birthday. “What better way to honor the ultimate storyteller than by introducing the most immersive and advanced attraction ever imagined in a Disney Park,” the blog post reads.

Those visiting California’s take on Galaxy’s Edge will have to wait a bit longer. Disneyland’s Rise of the Resistance won’t open until January 17, 2020. This is bound to be a disappointment for some, especially given that when the ride was originally delayed, it was with the note that the attraction would open later this year.

Given the scope of the new ride, though, it’s hard to blame the park’s imagineers for wanting to make sure everything is perfect before opening it to the public. A description of the ride reads, “Star Wars: Rise of the Resistance will blur the lines between fantasy and reality and will put guests in the middle of a climactic battle between the First Order and the Resistance. Guests will be recruited to join Rey and General Organa at a secret base. Along the way, they will be captured by a First Order Star Destroyer. With the help of some heroes of the Resistance, they break out and must escape the Star Destroyer, protect the secret base, and stay one step ahead of Kylo Ren.”

For now, Galaxy’s Edge remains open at Disneyland and will begin welcoming guests at Walt Disney World Resort in Florida on August 29. If you’re planning to visit either park, GameSpot has all the information you’ll need, from what you should eat and buy to a detailed breakdown of the entire land.

Valve “Steam Labs” To Open Experimental Features To Public Testing

Valve has announced a new featured section of its service called Steam Labs, which will give users a chance to test out different works-in-progress projects from the company and give feedback. To start with, the company is launching with three experiments, but more will be added later.

The three launch experiments are Micro Trailers, the Interactive Recommender, and the Automated Show. Micro Trailers are (as you might expect) ultra-short six-second game trailers. The Interactive Recommender uses machine learning to recommend new games based on your top-played games. The Automated Show is a half-hour showcase of the latest Steam games, generated through Steam’s algorithm.

While the trailers and automated show are focused on showing video clips in one manner or another, the Interactive Recommender is personalized to each user. Valve boasts that the model is based on millions of Steam users, and you can filter results with a series of sliders. But in a bit of behind-the-scenes information, Valve also explained that it doesn’t feed any data about the game into the system except for the release date. Instead, the machine learning will gather data on its own and pick out similarities, along with trends among buying habits with players who have similar gaming tastes. The new recommender won’t replace current recommendations on Steam, as right now it’s just in the Steam Labs phase.

Valve says it welcomes feedback from users, including which Labs experiments are worth pursuing further and how to further develop them. It has also opened a dedicated Steam Labs page where you can see all of the current active experiments.