World War Z Review – Zombie Zeitgeist

Despite its departure from the novel, the film adaptation of World War Z was compelling because of its terrifyingly fast and uncharacteristically cooperative zombies. Seeing hundreds and thousands of undead bodies crawling over one another to create haunting swarms or towering pillars helped make the staple fictional enemy feel fresh, and it’s the exact energy that gives its loose video game adaptation the same strong foundation. When it’s all about gunning down thousands of enemies with a couple of friends, World War Z is at its most entertaining.

Simplicity is at the heart of World War Z. Each of its 11 stages are filled to the brim with undead enemies for you and up to three friends to mow your way through, using an assortment of firearms, special weapons, and explosives. There’s not much else to each of these missions that make them more complicated, which works for World War Z in its initial hours. The straightforward nature of gameplay makes it incredibly easy to jump into a match and immediately understand how to contribute. Pointing a gun at enemies and pulling the trigger rewards you with satisfyingly gruesome kills that thin the horde, allowing you to push further to the next objective. Optional lower difficulties for each stage let you get by without much synchronized play, letting you get to grips with World War Z’s multiple classes.

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Unlike Left 4 Dead, which is clearly an inspiration for the cooperative gameplay, World War Z gives you the flexibility to choose which roles you fulfill in a team. Although you’re able to equip any weapon you find, classes determine what you start with and what unique abilities you bring to each match. The Exterminator, for example, excels at lobbing Molotovs into gathering waves of undead enemies and has an upgrade tree that increases damage done to enemies that are on fire. The Medic can heal teammates without a first aid kit, and Gunslinger can distribute ammunition for use across all weapons. Classes can be tweaked slightly with unlockable traits (which you purchase with in-game currency earned from playing matches), though you can only equip a handful at a time.

The classes are fun to experiment with, and as you start taking on harder versions of each stage, they become more crucial to your success. At higher difficulties enemies are more ferocious and deadly, while you have fewer chances to revive downed teammates before they die. Friendly fire also becomes more unforgiving, making the frenetic nature of firefights a lot more challenging to deal with. These combine to better encourage well-balanced team configurations that capitalize on both healing and offensive abilities in order to survive, highlighting the usefulness of each class ability better than lower difficulties.

Playing as your favorite class unlocks perks for said class faster, and the same applies to the weapons you pick up. Kills accumulated with each weapon levels them up, giving you new attachments to purchase that increase damage, handling, reload speeds, and more. Weapons are separated into ascending tiers, with tiers increasing as you progress through a stage. Although you’ll start with a Tier 1 pump-action shotgun, for example, you can just as easily find a magazine-loaded and automatic version before the climactic final battle of each story chapter. This gives you a reason to slow down and poke around each of World War Z’s maps, as well as hunt down valuable explosives that give you entry into weapon-laden safe rooms. Picking up a new and improved weapon has an immediate and tangible effect on your ability to cut down increasingly large hordes, which makes finding the perfect one rewarding.

Stage-specific objectives are less exciting, though, only serving to push you from one combat encounter to the next without much strategy. Most of them just pad each mission with uninteresting interactions with switches or terminals just to group everyone up again before the next big zombie encounter. They’re boring and rarely offer any opportunities for synchronized team play. Only a handful of scenarios attempt to add some variety into the mix, and even fewer succeed. One standout encounter tasked me and my team to venture into a multi-level room filled with toxic gases, forcing us to hunt for keycards that could be used to interact with terminals and bring the gas level down. This one scenario makes you wish there were more like it spread throughout the multiple story chapters, and it’s frustrating that it isn’t the case.

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The combat set-pieces these objectives funnel you towards are more regularly engaging. World War Z replicates the signature dread of its film adaptation by inundating you with hundreds of enemies at a time. These “swarms” are fantastically exciting to strategize around. You’ll get the chance to place up some defenses before the swarm invades, setting up automated gun turrets or electrified fences to aggressively attack chokepoints or establish new ones to slow down their movement. The sheer scale of these battles is impressive. It’s haunting to watch zombies cascading off the sides of buildings or collecting to scale tall fences, all with the single mind to come and tear you and your team apart. Breaking down these swarms is both challenging and satisfying, giving you a sense of accomplishment when the tide subsides and enemy numbers thin to a slow trickle.

Each swarm is fun to battle against, but their predictability and placement in each stage quickly diminishes their effect on the action. World War Z’s stages don’t change outside of difficulty scaling. Sneaky Lurker enemies who can jump and pin you down will appear in the exact same areas of each map every time; a large and dangerous Bull will charge at you during the same set-piece battles that trigger in the same places during each chapter, while enemy-attracting Screamers will pool together foes at choreographed stages during each level. The predictable placement of these special enemies makes return trips to story chapters less exciting due to their predictability, which diminishes their appeal.

Breaking down these swarms is both challenging and satisfying… but their predictability and placement in each stage quickly diminishes their effect on the action.

This swarm mechanic permeates World War Z’s limited PvP modes too, turning simple team deathmatches or king-of-the-hill skirmishes into fights not only against other players, but also dynamic pockets of undead enemies. This is the only surprising spin on PvP, considering that the loose shooting buckles under the weight of the precise requirements of more serious competitive play. It’s nice to have something outside of the limited chapters in PvE, but it has a severely limited appeal without any competitive-focused progression or exemplary modes to make your time invested feel worth it.

It doesn’t take long for the 11 chapters to feel tiresome, especially when World War Z struggles to remain stable and keep you in games. I had the game hard crash and boot me back to the PS4 dashboard on numerous occasions, during anything from intense firefights to simply joining an online game. The frame rate was also wildly unstable, especially when being rushed by hundreds of foes on screen. It’s not surprising that it happens, but it still negatively impacts the fluidity of each encounter. The four locations that house each of the chapters are delightfully varied and immediately recognizable (the two chapters in the cherry blossom petal-littered streets of Tokyo were particularly beautiful), but they can sometimes also fall prey to flat and boring textures that struggle to enrapture you with the desolate apocalypse around you.

World War Z has many rough edges that are easy to spot, exacerbated by limited content that makes repeated playthroughs less interesting with each run. But it’s also a cooperative shooter that has the space for those dynamic and ridiculous player stories to emerge in. The rush of taking down a swarm with friends is core to what makes World War Z’s action work so well, and it rewards you well for the time spent on the classes and weapons you like. It could benefit from having more to go around, but if there’s a future for World War Z and its chaotic cooperative action, this is a good foundation to build it on.

Review Bombers Have Struck Rocket League On Steam

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Star Wars Games Are Getting A Discount For May The Fourth – GS News Update

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5 Things We Want to See in John Wick: Chapter 3

Video Game Release Dates For May 2019: PS4, Xbox One, PC, And Switch

As the year progresses, we’re slowly getting our hands on a variety of fantastic games across PS4, Xbox One, Switch, and PC. And with E3 2019 just around the corner, the number of what’s coming is about to skyrocket. Until then, there are plenty of big-name games and smaller indie experiences releasing soon to keep you busy.

May’s biggest release has to be Rage 2, the latest open-world shooter from developers id Software and Avalanche Studios. Other big highlights include Team Sonic Racing and Total War: Three Kingdoms. The former is the newest entry in the cult favorite Sonic kart racing spin-off series, while the latter is the highly-anticipated twelfth mainline entry in the Total War series.

If you’re big on Switch ports, there are a bunch coming this month. You can expect versions of classic Assassin’s Creed and Resident Evil games all showing up on the portable platform. For a look at everything releasing in May, you can see all of the biggest game releases in the table below. For a wider look at what’s ahead this year, be sure to check out our complete list of game release dates in 2019.

Rage 2 (PS4, Xbox One, PC) — May 14

Rage 2 is one of the most unexpected sequels to be announced in a while. Both Id Software and Avalanche Studios are responsible for the upcoming open-world first-person shooter; the talent on both sides certainly helps. Avalanche Studios has years of experience crafting large and chaotic worlds in its games, with vehicle combat and special effects being a bit of its specialty as of late. On the other hand, Id Software is well-capable of making fantastic first-person shooters.

Further Reading:

Team Sonic Racing (PS4, Xbox One, PC, Switch) — May 21

Team Sonic Racing is the third game in the well-received Sonic kart racing series. This time around it’s focusing on cooperative play, having you work with a team and share power-ups in order to win a race.

Further Reading:

Total War: Three Kingdoms (PC) — May 23

The highly successful strategy series from the Creative Assembly and Sega finally will finally return this month with Total War: Three Kingdoms. Set just prior to China’s Three Kingdom’s period in the 14th century, the game takes you through the quintessential historical conflict often depicted in popular film and games. Featuring two distinct game modes, Romance mode plays off the supernatural character tropes defined in the classic novel Romance of the Three Kingdoms, while Classic is more focused on realistic warfare akin to what you’ve seen in previous mainline entries of the series.

Further Reading:

Full May Release Schedule

Game Platform Release Date
The Legend of Heroes: Trials of Cold Steel II PS4 May 7
Life is Strange 2: Episode 3 PS4, Xbox One, PC May 9
Yakuza Kiwami 2 PC May 9
Saints Row: The Third Switch May 10
A Plague Tale: Innocence PS4, Xbox One, PC May 14
Rage 2 PS4, Xbox One, PC May 14
Bubsy: Paws on Fire! PS4, Switch, PC May 19
Assassin’s Creed III Remastered Switch May 21
Everybody’s Golf VR PSVR May 21
Observation PS4, PC May 21
Resident Evil 0 Switch May 21
Resident Evil Switch May 21
Resident Evil 4 Switch May 21
Team Sonic Racing PS4, Xbox One, PC, Switch May 21
Total War: Three Kingdoms PC May 23
Blood & Truth PS4 May 28
Trover Saves The Universe PSVR May 31

The Twilight Zone – Episode 6 “Six Degrees of Freedom” | Easter Eggs & Breakdown

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Oculus Quest Review – No PC? No Problem

VR gaming has largely been a difficult space to navigate from a consumer perspective. PC-based platforms require a decent rig, the room to prop up external sensors, and the willingness to deal with wires–not to mention the high cost of entry. As vast as VR worlds can be, the setup requirements have been somewhat restricting. Oculus Quest forgoes all of that by delivering a standalone VR gaming platform with the features we’ve come to expect from the high-end. It’s not perfect, but Quest is an example of the ideal VR experience.

Quest offers a whole lot more than its cheaper, entry-level counterpart, the Oculus Go. With Quest, you get six degrees of freedom (6DOF) for positional tracking thanks to the headset’s four inside-out sensors–formally called Oculus Insight. This translates to roomscale capability without external sensors. In many ways, it’s an improvement over the requirements of beefier PC-based headsets which rely on base station sensors (save for the upcoming Rift S) since you’re no longer tied to a dedicated space for VR. A potential drawback of inside-out tracking, however, is the headset’s inability to pick up controller movements that fall outside the range of the sensors, though it hasn’t been an issue in our experience thus far.

Oculus Quest headset and Touch controllers. It's all you need to get into VR.Oculus Quest headset and Touch controllers. It’s all you need to get into VR.Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Another piece of tech that elevates Quest above other mobile VR platforms is the incorporation of the revised Touch controllers. These are fully-featured controllers with analog sticks, face buttons, grip buttons, and triggers–they’re reminiscent of the first run of Touch controllers, but lighter and with the motion-sensing ring above the face buttons for better tracking with the Quest’s sensors. You won’t miss out on functionality offered in PC-based VR, and Touch remains the best solution for VR controllers at the moment with their ergonomic design and smooth buttons and triggers.

So, what’s powering Quest? Qualcomm’s Snapdragon 835 system-on-chip. It’s typically used in smartphones like the Samsung Galaxy S8 and Note 8, and the reliance on a mobile (though relatively powerful) chip is an inherent compromise that needs to be made, and the visual limitations show with games like Apex Construct and Journey of the Gods. This isn’t a slight against the quality of those games, it’s been enjoyable to explore their full 3D worlds. Rather, they’re examples of the general upper limit of Quest’s hardware capabilities, which fall far short of mid- to high-range gaming PCs. Regardless, the Snapdragon 835 provides enough power to render an acceptable level of visual fidelity for games.

Quest will launch with Robo Recall but the game was not made available during our review period; it’d be a good test of Quest’s ability to keep up with something more graphically demanding. However, there’s reason to believe that it’ll work just fine. Tweaking level of detail and graphical features isn’t the only option to make things work. A technique called foveated rendering lowers the pixel count of screen space in your periphery, and it helps ease the hardware’s workload without sacrificing necessary visual clarity. You can think of it as adaptive resolution for the areas you’re not focusing on, and the drop in peripheral resolution is only noticeable if you’re looking for it.

I almost think of the Oculus Quest as the Nintendo Switch of VR; it’s not the most powerful piece of hardware, but its portability and ease-of-use makes it stand out against existing platforms while delivering a new way to enjoy games.

The headset projects a total resolution of 2880×1600, higher than the current mainstream HMDs, but it’s worth noting that Quest’s fast-switch LCD displays run at 72Hz. On paper, it’s a considerable drop from the 90Hz we’ve come to expect from VR displays, but there haven’t been any perceivable issues with the downgrade quite yet. Having played games like Thumper, Beat Saber, I Expect You To Die, and Face Your Fears 2, the loss in peak framerate won’t make much of a difference. And if Space Pirate Trainer and the Superhot VR demo are anything to go by, 72Hz might just suffice in the long run. Again, a fast-paced experience like Robo Recall would be a good test to see if a max 72 FPS is enough to mitigate disorienting players.

By and large, the hardware performs admirably, and the operating system follows suit. Quest is painless to setup; every time you boot it in a new location, you simply set up your Guardian boundaries to establish a safe play area, or you can just set the ground level and continue as a seated experience. It runs Oculus OS, so your only means to access software is through the Oculus Store–Quest is a closed system.

Battery life might seem disappointing at first as Quest lasts for around three hours on a full charge. But considering that I didn’t feel the desire to stay in VR for too long, I could easily go for three to four sessions before needing to juice up the headset. And if you don’t mind staying tethered to play while charging, a lengthy USB-C cable comes packed in.

One aspect I find disappointing is long-term comfort. Quest’s headstrap is adjustable on the sides and on top with secure velcro straps, and the whole thing pulls back and lifts upward with ease which makes the process of getting it on rather painless. But Quest needs a better facepad out of the box. The stiff padding isn’t so much the issue as it is the noticeable pressure point it creates on your forehead. I’ve tried loosening the straps, but the headset would sag a bit. I tilted the headset downward a little, but offset the pressure to my upper cheeks and pull my undereyes downward. I wouldn’t call this a deal breaker since I’m not one to stay in VR for too long, but after about 45 minutes, I needed to give a rest before bearing the discomfort again.

Journey of the Gods from Turtle Rock Studios makes its debut alongside the Oculus Quest.Journey of the Gods from Turtle Rock Studios makes its debut alongside the Oculus Quest.Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Given that most of the Quest library is comprised of games that are already out on other platforms, it may not be all that attractive for those with existing VR setups, though it’s worth mentioning that several games will be cross-platform between Rift and Quest. While there’ll be 40+ games at launch, we’ve only been able to experience a handful of them with the Oculus Quest. You’re not going to get photo-realistic 3D worlds in games, so the appeal of Quest really relies on the creative use of the headset’s power. Journey of the Gods and Moss, both of which will be available at launch, are such examples where imagination overcomes graphical limitations, and the hope is that more games like them are in Quest’s future.

Above all else, Oculus Quest nails down convenience. It’s a unique feeling to be able to slap on a headset and get a full untethered VR gaming experience with ease. I almost think of the Oculus Quest as the Nintendo Switch of VR; it’s not the most powerful piece of hardware, but its portability and ease-of-use makes it stand out against existing platforms while delivering a new way to enjoy games. It’s between the lesser mobile headsets and traditional powerhouses, and that’s an attractive place to be.

This sentiment isn’t set in stone, though. Again, I still need to experience more demanding games in both the graphical and physical sense to see if it can keep up. But our initial impressions after about 10 hours with a handful of games are promising, so there’s reason to believe Quest is the platform VR gaming needs. Oculus Quest launches on May 21 with the option for 64GB storage at $400/£400 and 128GB at $500/£500. Pre-orders are now open on the official Oculus website.

The Good The Bad
+ Accurate inside-out tracking is a game changer – Closed system limits the types of experiences you can have
+ Full game experiences due to capable hardware, 6DOF, and Touch controllers – Not the best facepad out of the box
+ Quick and painless setup

Detective Pikachu’s Voice Could Have Sounded Very Different

Detective Pikachu features Deadpool star Ryan Reynolds lending his voice talents to the title character, but he had a very different direction in mind for his vocal style. His idea was to style it after film noir, a genre known for its gritty monologues and fatalism.

Reynolds described his take on The Tonight Show (via THR) as “Who Framed Roger Rabbit had a baby with Blade Runner.” But that concept quickly got push-back. He characterized the studio’s reaction as, “Or maybe just do Ryan Reynolds … Maybe shut up and do the other thing.”

It seems the actor is happy that his voice made the movie so cheerful and bright, though. He said he’s glad that a movie that’s “just a nice adventure” is being released right now because “the news these days is just like pouring hot lemon juice into your eyeballs.” Evocative!

Detective Pikachu tells the story of a teenage boy (Justice Smith) in the Pokemon world who visits Ryme City to put his deceased father’s affairs in order. He meets up with his dad’s former detective partner, a talking Pikachu (Reynolds) that only he can understand, and they set off on an adventure to solve the mystery of his father’s death.

Reviews are relatively positive, though critics appear to agree that fans of the venerable franchise will get more out of it. GameSpot’s review concluded that against all odds, live-action Pokemon works.

“Detective Pikachu should prove enjoyable for any and all Pokémon fans, young or old,” Michael Rougeau wrote. “It presents fun answers to the fantasy of what life would be like if Pokémon were real. It introduces new wrinkles to the world of Pokémon, although not all of them completely work. Still, as the first official live-action trip to the world of Pokémon, Detective Pikachu presents characters I want to see again and a setting I’d like to return to.”

Destiny 2: Forsaken – Where Is Xur? Exotic Walkthrough Location Guide (May 3 – May 7)

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