Nintendo Direct E3 2019 Review

Nintendo has long been known as a master of the unexpected, and every direct has included one surprise or another. I feel like Nintendo outdid themselves this time, though — both for better and worse. Animal Crossing getting delayed into next year was a gut punch I thought I’d never recover from, but once I was dazzled by Banjo-Kazooie’s fakeout reveal for Smash Bros., and the bombshell of a Breath of the Wild sequel, I was floored.

Nintendo has stuck with a recent trend of teasing expectations with a bunch of quick looks and trailers to get you interested, while luring you into watching deeper dives into select games shown on their Treehouse livestream right after the direct. The result is either awesome or a bit frustrating, depending on your schedule. With the big spread on Pokemon Sword and Shield covered last week, the direct was free to focus on many more titles than we could have possibly expected, and we even got a nice (and funny) introduction to the new President of Nintendo of America, Doug Bowser.

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Star Wars Jedi Fallen Order Hands-On: Damn it Feels Good to Be a Jedi

We finally had the question of “What does Star Wars Jedi Fallen Order look like?” answered at EA Play on Saturday. And then our own Miranda Sanchez got to see an extended version of that demo shortly thereafter. Now I can also answer the obvious follow-up question, “How does Star Wars Jedi Fallen Order play?”

To set expectations up front, I didn’t see anything new that Miranda didn’t. I simply got to play the back half of the extended demo; basically, I played what EA first aired on their livestream. Read Miranda’s preview to get the full rundown of that presentation. I took the controls after warming up in a combat tutorial.

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Microsoft Went To Great Lengths To Keep Keanu Reeves A Secret At Its E3 2019 Press Conference

The appearance of Keanu Reeves at the Microsoft Xbox E3 2019 briefing where he announced the release date for Cyberpunk 2077 was unquestionably one of the most memorable events of the entire show (at least so far). Now, it’s revealed that Microsoft went to great lengths to ensure that Reeves’ appearance was kept a secret.

Xbox boss Phil Spencer explained to Variety that Microsoft used a stand-in for Reeves during rehearsals. Not only that, but Reeves was referred to with a codename. The report goes on to say that Reeves didn’t set foot inside the Microsoft Theatre until the morning of his appearance.

Also in the interview, Spencer acknowledged that he wasn’t sure how it would all go down. He said he’s seen some celebrity endorsements fall flat over years. But after seeing a brief from developer CD Projekt Red–which had the idea for Reeves’ appearance–Microsoft was convinced that it was going to be “very authentic,” Spencer said.

CD Projekt Red spoke to GameSpot at E3 this week regarding how they got Reeves involved. They approached him about a year ago for the role, and the studio said the part he plays–Johnny Silverhand–would only work with Reeves. “It was always him or no one else for the role,” CD Projekt Red’s Miles Tost explained, adding that he was happy the news didn’t leak.

Check out the video embedded above to learn more about how CD Projekt Red brought Keanu Reeves on board for Cyberpunk 2077. You can also read the GameSpot story linked below to learn more about the role Reeves plays in Cyberpunk 2077.

After years of development, Cyberpunk 2077 is finally releasing on April 16, 2020 across PlayStation 4, Xbox One, and PC.

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Marvel’s Avengers E3 Gameplay Demo Looks Like You’re Playing the Movie

Square Enix showed off Marvel’s Avengers on its E3 2019 stage, but the footage only offered a brief glimpse of actual gameplay. IGN attended a behind-closed-doors extended gameplay demo where we got a much better look via 25 minutes of honest-to-goodness Marvel’s Avengers gameplay.

The demo started in the same way as the E3 footage: with an attack on the Golden Gate Bridge during the A-Day celebration. While we weren’t told if this was the opening of the game, we can assume it’s the beginning, or at least early on. It felt very much like a tutorial area as a little time was spent controlling each hero. Gameplay automatically switched from one Avenger to the next as the events of the story dictated. Here’s a description of what it’s like to play as each Avenger.

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Fire Emblem: Three Houses Reminds Us Of Persona

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The Biggest Nintendo Direct Announcements & Games | E3 2019

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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.