Jump Force Review – A Little Too Shonen

Jump Force is a celebration of 50 years of Weekly Shonen Jump manga, featuring nearly four dozen fighters from 16 of the magazine’s most iconic stories. Bandai Namco’s arena tag-team fighting game borrows plenty of elements from its source materials, for better and worse. Although Jump Force’s campaign story drags on for way too long and ignores what could have been interesting character interactions in favor of repeated excuses for everyone to punch the crap out of each other, its combat is an enjoyable dance between two teams of fighters–thanks to the game’s excellent mechanics and flashy visuals.

In Jump Force, you’re an ordinary human who’s caught up in a warzone when the Dragon Ball, One Piece, and Naruto universes collide into our world and bring their assortment of heroes and villains with them. After being mortally wounded by Frieza, you’re resurrected as a hero capable of learning the powers, skills, and abilities of Shonen Jump’s characters, and you decide to join Goku, Luffy, and Naruto’s Jump Force of allies in order to fix everyone’s broken world. What follows is a fairly stereotypical shonen affair, with your character growing stronger over time, enemies and friends switching sides, and a mysterious evil working behind the scenes. Like most fighting games, there’s not a single problem you don’t ultimately just fix with your fists, from deciding team leader to knocking sense into those who have been corrupted by the same evil forces responsible for everyone’s worlds colliding with one another.

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

There’s a decent story in Jump Force, but it’s buried beneath a second act that goes on for far too long. After getting acquainted with your new allies, the game tasks you with responding to threats around the globe, as well as the recruitment of any additional heroes who’ve managed to stumble into our world from their respective universes. Character models during cutscenes are all rather cookie-cutter, as everyone stands in the same position throughout the story, only stiffly moving their mouths and occasionally blinking. The actual story moves with the same awkwardly slow pace, and it doesn’t explain what’s going on with everyone’s worlds or what the villains’ motivations are until the third act, so you play through most of the game without any idea as to what you’re really fighting against. Not being able to skip cutscenes is also rather annoying, as exiting out of a mission for any reason–such as buying more items to use in combat–has you watch the same 40- to 90-second scene again.

There are brief snippets where you can see how a side story might have helped flesh out the characters, which in turn could have been a good incentive to keep pushing forward through the campaign. For example, Boruto recognizes a sadness behind the eyes of My Hero Academia’s Midoriya and confides with the young hero that he knows how hard it is to live up to the ideal of father figures. But the game breezes past moments like this in order to get to the next fight.

Thankfully, those fights are a blast to play. Every combatant comes equipped with an assortment of attacks, blocks, grabs, counters, and dodges that operate in a rock-paper-scissors system. Combat is fairly accessible, and it doesn’t take long to understand how the basic mechanics work. However, with over 40 playable fighters, it takes time to get a handle on the entire roster’s assortment of strengths and weaknesses, giving you plenty of reason to keep playing. Each fighter has four distinct and unique special attacks as well. Even though these special moves can be broken down into one of seven different types–short-range, dashing, counter, area-of-effect, long-range, shield, or buff–each fighter handles quite differently. If you’ve read the manga that these characters come from, you already have a fairly good idea as to what most of these iconic moves are and how they behave, but you’ll still have to practice with each fighter to get a grasp of what every move can do.

Every attack, basic or advanced, can be avoided in some way–whether via blocking, dodging, or countering–so most fights are tense, with each side looking for a way to bait their foe into opening themselves up for attack without putting themselves at a disadvantage. I’ve had fights where, after 30 seconds of back-and-forth, both sides are one strike away from defeat, and the battle continues for another full minute of counters, perfect dodges, and last-second blocks. It’s empowering to finish off your foe with a perfectly executed combo or snag a victory when all hope seems lost. Each win feels like it needs to be earned, and this encourages you to explore the varied movesets of each fighter, experiment in how attacks might be chained together, and deduce your go-to characters’ weaknesses in order to avoid defeat.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

This is especially true in regards to the campaign, as you’re allowed to customize your character with any four special abilities you want. You can also choose your character’s gender, body type, voice, and skin tone, as well as dress them with an assortment of hairstyles, make-up, jewelry, and clothes, allowing you to build your perfect protagonist. Completing campaign missions earns you in-game currency, which you can use to buy new outfits and items. Cosmetics won’t affect your character, but it’s still fun to put together outfits and it’s a welcome distraction when you need a moment to step away from the steep challenge of the late-game battles.

Once you’re done with Jump Force’s campaign, there’s still plenty to do–even if not all of it is worthwhile. Free Missions are the game’s version of a challenge mode, but it’s not all that different from the handicaps placed on you in late-game story missions. The same can be said for Extra Missions mode, which you can play if you need a little extra in-game cash for that smokin’ pair of black pants you’ve been eyeing for your character or if you want to expand your level cap.

However, a lot of fun can be had in Jump Force’s competitive modes. You can play online or off, with both friendly and ranked matches in the former. Online is where your skills will be put to the test, meaning it’s also where you’ll find the game’s best fights. Jump Force also allows you to practice against a computer while you wait for the game to find you an opponent, so you’re not just waiting on a loading screen, which is a welcome touch. Ranked Play provides the most challenging combat in Jump Force by far, but earning higher titles–and thus bragging rights–by defeating more skilled opponents is a compelling goal to work towards.

Each win feels like it needs to be earned, and this encourages you to explore the varied movesets of each fighter.

It’s awesome to see Jump Force’s roster of playable fighters include so many characters from Shonen Jump’s history, even the ones from manga that aren’t as mainstream but no less important, like JoJo’s Bizarre Adventure and Saint Seiya. That said, there’s a disappointing disparity in the number of male and female characters, especially when Dragon Ball, One Piece, and Naruto contribute to nearly half the roster and only have two women between all three of them. Shonen Jump has always been geared towards young boys, but that doesn’t mean its manga hasn’t had great female fighters. Including Dragon Ball’s Piccolo over Android 18 and Naruto’s Gaara over both Sakura and Hinata is odd, as is leaving out Black Clover’s Noelle, Yu-Gi-Oh’s Anzu, My Hero Academia’s Uraraka, and Boruto’s Sarada.

Jump Force is a worthy celebration of the legacy of Shonen Jump manga, but it honors its source material a little too well with how filler-heavy the middle of its story arc is. However, even if the game rarely provides a clear motivation for stopping evil other than good must always oppose it, the act of stomping out villains in Jump Force’s frantic bouts of tag-team arena combat is an enjoyable test of strategy. And with over 40 characters to master, there’s ample opportunity to develop new strategies and reach greater feats of combat prowess in online multiplayer.

God Of War Wins Game Of The Year At DICE Awards

The 22nd D.I.C.E. Awards took place in Las Vegas tonight, and Sony’s God of War was a big winner. The PlayStation 4 exclusive took home nine total awards, including the highly coveted overall Game of the Year.

In addition to that award, God of War won Outstanding Achievement in Game Direction, Outstanding Achievement in Game Design, Adventure Game of the Year, Outstanding Achievement in Story, Outstanding Achievement in Sound Design, Outstanding Achievement in Original Music Composition, Outstanding Achievement in Character (Kratos), and Outstanding Achievement in Art Direction.

God of War wasn’t the only game that won multiple awards, as Celeste picked up Action Game of the Year and Outstanding Achievement for an Independent Game. Florence won Portable Game of the Year, Super Smash Bros. Ultimate took home Fighting Game of the Year, and Monster Hunter: World picked up Role-Playing Game of the Year. Fortnite, meanwhile, won for Outstanding Achievement in Online Gameplay. Rockstar’s Red Dead Redemption 2 won for Outstanding Technical Achievement, but that was the only award it took home tonight.

You can see the full list of categories and winners below. The D.I.C.E. Awards are not connected to the Swedish developer DICE.

Also during the D.I.C.E. Awards, Bonnie Ross was inducted into the Academy of Interactive Arts and Sciences’ Hall of Fame. The longtime Microsoft employee and head of Halo developer 343 Industries, Ross was praised for her work in growing the Halo franchise and for spearheading efforts to promote STEM and diversity in video games. She is the first woman in the AIAS Hall of Fame, and she joins other big names like Mario creator Shigeru Miyamoto, Valve founder Gabe Newell, and Metal Gear designer Hideo Kojima, among others.

22nd DICE Award Winners

Game of the Year

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Game Direction

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Game Design

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Portable Game of the Year

Florence

  • Publisher: Annapurna Interactive
  • Developer: Mountains

Outstanding Achievement for an Independent Game

Celeste

  • Publisher: Matt Makes Games
  • Developer: Matt Makes Games

Immersive Reality Game of the Year

Beat Saber

  • Publisher: Beat Games
  • Developer: Beat Games

Immersive Reality Technical Achievement

Tónandi

  • Publisher: Magic Leap
  • Developer: Magic Leap and Sigur Rós

Outstanding Achievement in Online Gameplay

Fortnite

  • Publisher: Epic Games
  • Developer: Epic Games

Strategy/Simulation Game of the Year

Into the Breach

  • Publisher: Subset Games
  • Developer: Subset Games

Sports Game of the Year

Mario Tennis Aces

  • Publisher: Nintendo Co., Ltd.
  • Developer: Nintendo Co., Ltd. and Camelot Co. Ltd.

Role-Playing Game of the Year

Monster Hunter: World

  • Publisher: CAPCOM
  • Developer: CAPCOM

Racing Game of the Year

Forza Horizon 4

  • Publisher: Microsoft Studios
  • Developer: Playground Games

Fighting Game of the Year

Super Smash Bros. Ultimate

  • Publisher: Nintendo of America
  • Developer: Nintendo, Sora Ltd., and BANDAI NAMCO Studios Inc.

Family Game of the Year

Unravel Two

  • Publisher: Electronic Arts
  • Developer: ColdWood Interactive

Adventure Game of the Year

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Action Game of the Year

Celeste

  • Publisher: Matt Makes Games
  • Developer: Matt Makes Games

Outstanding Technical Achievement

Red Dead Redemption 2

  • Publisher: Rockstar Games
  • Developer: Rockstar Games

Outstanding Achievement in Story

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Sound Design

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Original Music Composition

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Character

God of War – Kratos

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Art Direction

God of War

  • Publisher: Sony Interactive Entertainment
  • Developer: SIE Santa Monica Studio

Outstanding Achievement in Animation

Marvel’s Spider-Man

  • Publisher: Sony Interactive Entertainment
  • Developer: Insomniac Games

Far Cry: New Dawn Review

I liked the ending to Far Cry 5. There, I said it. (Spoilers for the ending of Far Cry 5 ahead, though the existence of this game probably already ruined that for you.) It may be an unpopular opinion, but I appreciated that, for once, we didn’t vanquish the bad guy, save the day, and walk off into the sunset. Joseph Seed kind of won. So I’m a little bummed that the very silly developments of Far Cry: New Dawn walk back a lot of that bleak, dark finale. That said, the very familiar Far Cry gameplay formula is just as fun as ever in the post-apocalypse, and I had a blast clearing outposts, hunting for treasure, and absolutely brutalizing the Highwaymen who have seized control of what’s left of Hope County, Montana.

Continue reading…

Far Cry New Dawn Review – Mild, Mild World

Spoiler alert: At the end of Far Cry 5, the United States gets nuked. Seventeen years later, the region and residents of Hope County have endured and mostly recovered from the devastation anew. The vegetation is more abundant, society has been reshaped, and there is a hell of a lot more duct tape everywhere. Everything feels new and different–well, except for that fact that there’s ruthless, tyrannical oppression taking over everything and it’s up to you, and basically only you, to stop it. Some things never change. That’s Far Cry New Dawn–despite a few new novelties and a great mechanical twist, New Dawn feels exactly like what it is: a direct continuation of Far Cry 5.

That’s not inherently a bad thing. New Dawn features the same kind of forward-thinking approach to open-world exploration and progression as Far Cry 5. While main missions are mapped out for you, the discovery of side activities like enemy outposts, treasure hunts (formerly prepper stashes), and companion recruitment missions mostly comes from your own organic exploration. Earning perk points to improve your abilities is tied to your discovery of hidden caches and diversifying the activities you undertake. New Dawn is a more concise game–the map is smaller than Far Cry 5 and there’s less curated content to discover this time around–but the emphasis is still on staying out in the world and soaking up the environment.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

That sense of freedom has been diminished, however. It’s not the fact that you’re revisiting Hope County, but rather how New Dawn sets up the pins. In Far Cry 5, you began in the middle of the map and were allowed to explore in any direction you wished; New Dawn starts you off in the bottom corner of the map and basically pushes you in a steady, linear sweep north as you slowly reclaim territory, and asks you to regularly bring resources back to your base in that starting area to bolster it.

What’s to stop you from just darting ahead? Well, damage numbers. New Dawn introduces RPG elements, like damage numbers, into its design for the first time in the series. The game’s guns and enemies fall into four different tiered ranks, and getting ahead requires that you go out into the world to scavenge crafting materials to upgrade your base so you can upgrade your weapons workshop and eventually craft better guns to take down the higher rank enemies impeding your progress. Outfits, armor, and defense numbers don’t factor in your growth, just weapons. Guns at rank 1 and 2 will do a minimal amount of damage to well-armored rank 3 and elite rank enemies.

Early on, this can be annoying if you try to push the limits of the game in a way you’re not meant to. Heading too far into the map and needing to use up hundreds of bullets to take down a rank 3 bear you encounter isn’t terrifying as much as it is silly, and eventually, the demands of story missions will stop you from going too far.

But if you dial down your Far Cry 5-style expectations of freedom and go with the flow, you run into these awkward predicaments far less often. Your guns feel like they do the damage they’re supposed to, and enemies feel like they have an acceptable level of resistance. In fact, once you get access to the top-tier arsenal, things will start to swing wildly in your favor–your guns will feel overpowered to the point where even shooting rank 1 enemies in the foot might be enough to take them out–which feels great when you’re getting overwhelmed. Played the right way, the game’s RPG-style systems basically feel invisible, and you can enjoy Far Cry’s style of weighty gunplay and feel like an incredibly competent one-person army. The feeling of eventually being able to overcome New Dawn’s elite enemies is good, but you’re left wondering why you needed to be held back by artificial gating at all.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

It doesn’t help that there’s no tangible sense of growth with weapons and vehicle crafting; New Dawn’s selection of guns and cars isn’t dramatically different enough between ranks to make the large distinction in damage output believable. Rank 1 weapons are a varied suite of handguns, rifles, and shotguns, and higher-rank arsenals are basically defined by the increasing amount of duct tape and junk on that same suite, as if that stuff has magical properties that makes the guns perform better. There are lots of guns to choose from, but if you’ve played Far Cry 5 you’ll immediately recognize them, duct tape or no.

The one nice exception is the new Saw Launcher, which shoots circular saw blades. Higher tier versions of the weapon actually have noticeably different properties, like the ability to shoot saw blades with ricocheting, homing, and boomerang traits. It’s the only weapon which truly feels like it was borne out of the post-apocalypse, improvised from scavenged parts. Aerosol cans, pipes, and spray paint might give the other guns and cars a cool look, but it doesn’t change how familiar they feel.

No Caption Provided

No Caption Provided

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The same can be said of the world itself. Far Cry 5’s Hope County already felt a bit post-apocalyptic–the rural setting was isolated from the world thanks to antagonist Joseph Seed–so even though there are plenty of visible differences to the region, the impact of those changes isn’t massive. There are a few key locations that provoke some amusement in their discovery, but the strength of Far Cry 5’s Hope County was its natural environments–the forests, lakes, rivers, and mountains. The conceit that the region was re-vegetated by a super bloom after nuclear devastation means that the vibe in New Dawn is basically identical, despite dramatic increases in upended cars and graffiti. It’s a pretty post-apocalypse, but it doesn’t have the feeling of desperation you might associate with the theme. Scavenging for materials doesn’t feel like a drastic necessity, just a way to get ahead. New Dawn doesn’t feel like it takes the theme to enough of an extreme to feel meaningful or different.

The solid bones of Far Cry’s combat are still here, though, and they’re still very good. Taking on outposts (within your rank), whether that be via stealth or aggression, is still enjoyable, and the game encourages you to repeat them at increased difficulties to earn more resources. New Dawn also introduces seven self-contained missions called Expeditions. These are large, diverse maps set outside Hope County, and they feature setpieces like a New Orleans amusement park, an aircraft carrier, and even a Splinter Cell-themed plane crash. Expedition environments are a highlight, but the snatch-and-grab objectives mean that you’re never really encouraged to stop and appreciate them–you’re more concerned with getting the hell out of there as a non-stop stream of enemies comes after you.

The concise nature of the game means there’s a remarkable lack of time given to the characters and plot, too. A few of the major characters feel like they could be interesting, the twin sister antagonists especially, but the few interactions you have with them are definitely not enough to develop them and make you care. While the performances have gusto, key moments of pathos just feel completely unearned. Something major happened to a key character and I was surprised how little empathy I felt. A detestable deal is made and I was mad at how little time they spent justifying it. Underdeveloped connections to characters also exacerbate the relative mundanity of the story missions compared to the game’s side and open-world activities–turret sequences, bland chases, forced melee fights, and even a slow boat ride, all of which go on for way too long.

You do get a double jump, though. That is, the ability to jump in mid-air. You also get the ability to basically turn invisible and give yourself super speed and strength. The Far Cry series has always dabbled in the mystic, but yes: In a strange turn of events, New Dawn eventually says “screw it” and gives you access to superhuman powers. And the way it changes how you approach the world is undoubtedly the best thing about the game.

These sudden powers let you lean hard into superhero fantasy, allowing you to bound over fences and onto buildings, using your newfound mobility and invisibility to completely terrorize enemies like you’re the Predator, or perhaps jumping high into the fray and firing off explosive arrows, pretending you’re Hawkeye from The Avengers. Maybe you’re more of a Wolverine, activating the berserker ability to rush an outpost at super speed and send heavily armed assailants and bears alike flying with your bare fists. A minor new mechanic lets you temporarily pick up shields from enemies and toss them like you’re Captain America (supporting characters even refer to you as “Cap”), and I’m shocked they didn’t do more with this–the inability to permanently keep a shield is a big disappointment.

No Caption Provided

No Caption Provided

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The powers are so good that it’s almost a shame they come at a point late in the game where you’ll likely already be well-equipped to deal with elite rank enemies, since a few scenarios that challenge your ability to use these effectively definitely would have been a welcome addition. But as it stands, they’re a fantastic expansion of Far Cry’s combat vocabulary. They completely elevate your confidence to rip through everything and everyone, suddenly turning New Dawn’s familiar, pedestrian experience into a raucous blast.

There’s a lot of potential in the ideas seeded in New Dawn, but there isn’t enough room for many of them to breathe and feel fully realized. Not the post-apocalyptic theme, not the RPG mechanics, not the weapons, vehicles, plot, or characters. Advancing through the adventure is an enjoyable experience, especially once you get your superhuman powers, but this is largely because Far Cry 5’s combat and progression models remain compelling enough to propel you forward. For its part, New Dawn is a palatable but unremarkable spin-off that feels like it could have achieved so much more.

Far Cry New Dawn Review – Mild, Mild World

Spoiler alert: At the end of Far Cry 5, the United States gets nuked. Seventeen years later, the region and residents of Hope County have endured and mostly recovered from the devastation anew. The vegetation is more abundant, society has been reshaped, and there is a hell of a lot more duct tape everywhere. Everything feels new and different–well, except for that fact that there’s ruthless, tyrannical oppression taking over everything and it’s up to you, and basically only you, to stop it. Some things never change. That’s Far Cry New Dawn–despite a few new novelties and a great mechanical twist, New Dawn feels exactly like what it is: a direct continuation of Far Cry 5.

That’s not inherently a bad thing. New Dawn features the same kind of forward-thinking approach to open-world exploration and progression as Far Cry 5. While main missions are mapped out for you, the discovery of side activities like enemy outposts, treasure hunts (formerly prepper stashes), and companion recruitment missions mostly comes from your own organic exploration. Earning perk points to improve your abilities is tied to your discovery of hidden caches and diversifying the activities you undertake. New Dawn is a more concise game–the map is smaller than Far Cry 5 and there’s less curated content to discover this time around–but the emphasis is still on staying out in the world and soaking up the environment.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

That sense of freedom has been diminished, however. It’s not the fact that you’re revisiting Hope County, but rather how New Dawn sets up the pins. In Far Cry 5, you began in the middle of the map and were allowed to explore in any direction you wished; New Dawn starts you off in the bottom corner of the map and basically pushes you in a steady, linear sweep north as you slowly reclaim territory, and asks you to regularly bring resources back to your base in that starting area to bolster it.

What’s to stop you from just darting ahead? Well, damage numbers. New Dawn introduces RPG elements, like damage numbers, into its design for the first time in the series. The game’s guns and enemies fall into four different tiered ranks, and getting ahead requires that you go out into the world to scavenge crafting materials to upgrade your base so you can upgrade your weapons workshop and eventually craft better guns to take down the higher rank enemies impeding your progress. Outfits, armor, and defense numbers don’t factor in your growth, just weapons. Guns at rank 1 and 2 will do a minimal amount of damage to well-armored rank 3 and elite rank enemies.

Early on, this can be annoying if you try to push the limits of the game in a way you’re not meant to. Heading too far into the map and needing to use up hundreds of bullets to take down a rank 3 bear you encounter isn’t terrifying as much as it is silly, and eventually, the demands of story missions will stop you from going too far.

But if you dial down your Far Cry 5-style expectations of freedom and go with the flow, you run into these awkward predicaments far less often. Your guns feel like they do the damage they’re supposed to, and enemies feel like they have an acceptable level of resistance. In fact, once you get access to the top-tier arsenal, things will start to swing wildly in your favor–your guns will feel overpowered to the point where even shooting rank 1 enemies in the foot might be enough to take them out–which feels great when you’re getting overwhelmed. Played the right way, the game’s RPG-style systems basically feel invisible, and you can enjoy Far Cry’s style of weighty gunplay and feel like an incredibly competent one-person army. The feeling of eventually being able to overcome New Dawn’s elite enemies is good, but you’re left wondering why you needed to be held back by artificial gating at all.

No Caption ProvidedGallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

It doesn’t help that there’s no tangible sense of growth with weapons and vehicle crafting; New Dawn’s selection of guns and cars isn’t dramatically different enough between ranks to make the large distinction in damage output believable. Rank 1 weapons are a varied suite of handguns, rifles, and shotguns, and higher-rank arsenals are basically defined by the increasing amount of duct tape and junk on that same suite, as if that stuff has magical properties that makes the guns perform better. There are lots of guns to choose from, but if you’ve played Far Cry 5 you’ll immediately recognize them, duct tape or no.

The one nice exception is the new Saw Launcher, which shoots circular saw blades. Higher tier versions of the weapon actually have noticeably different properties, like the ability to shoot saw blades with ricocheting, homing, and boomerang traits. It’s the only weapon which truly feels like it was borne out of the post-apocalypse, improvised from scavenged parts. Aerosol cans, pipes, and spray paint might give the other guns and cars a cool look, but it doesn’t change how familiar they feel.

No Caption Provided

No Caption Provided

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The same can be said of the world itself. Far Cry 5’s Hope County already felt a bit post-apocalyptic–the rural setting was isolated from the world thanks to antagonist Joseph Seed–so even though there are plenty of visible differences to the region, the impact of those changes isn’t massive. There are a few key locations that provoke some amusement in their discovery, but the strength of Far Cry 5’s Hope County was its natural environments–the forests, lakes, rivers, and mountains. The conceit that the region was re-vegetated by a super bloom after nuclear devastation means that the vibe in New Dawn is basically identical, despite dramatic increases in upended cars and graffiti. It’s a pretty post-apocalypse, but it doesn’t have the feeling of desperation you might associate with the theme. Scavenging for materials doesn’t feel like a drastic necessity, just a way to get ahead. New Dawn doesn’t feel like it takes the theme to enough of an extreme to feel meaningful or different.

The solid bones of Far Cry’s combat are still here, though, and they’re still very good. Taking on outposts (within your rank), whether that be via stealth or aggression, is still enjoyable, and the game encourages you to repeat them at increased difficulties to earn more resources. New Dawn also introduces seven self-contained missions called Expeditions. These are large, diverse maps set outside Hope County, and they feature setpieces like a New Orleans amusement park, an aircraft carrier, and even a Splinter Cell-themed plane crash. Expedition environments are a highlight, but the snatch-and-grab objectives mean that you’re never really encouraged to stop and appreciate them–you’re more concerned with getting the hell out of there as a non-stop stream of enemies comes after you.

The concise nature of the game means there’s a remarkable lack of time given to the characters and plot, too. A few of the major characters feel like they could be interesting, the twin sister antagonists especially, but the few interactions you have with them are definitely not enough to develop them and make you care. While the performances have gusto, key moments of pathos just feel completely unearned. Something major happened to a key character and I was surprised how little empathy I felt. A detestable deal is made and I was mad at how little time they spent justifying it. Underdeveloped connections to characters also exacerbate the relative mundanity of the story missions compared to the game’s side and open-world activities–turret sequences, bland chases, forced melee fights, and even a slow boat ride, all of which go on for way too long.

You do get a double jump, though. That is, the ability to jump in mid-air. You also get the ability to basically turn invisible and give yourself super speed and strength. The Far Cry series has always dabbled in the mystic, but yes: In a strange turn of events, New Dawn eventually says “screw it” and gives you access to superhuman powers. And the way it changes how you approach the world is undoubtedly the best thing about the game.

These sudden powers let you lean hard into superhero fantasy, allowing you to bound over fences and onto buildings, using your newfound mobility and invisibility to completely terrorize enemies like you’re the Predator, or perhaps jumping high into the fray and firing off explosive arrows, pretending you’re Hawkeye from The Avengers. Maybe you’re more of a Wolverine, activating the berserker ability to rush an outpost at super speed and send heavily armed assailants and bears alike flying with your bare fists. A minor new mechanic lets you temporarily pick up shields from enemies and toss them like you’re Captain America (supporting characters even refer to you as “Cap”), and I’m shocked they didn’t do more with this–the inability to permanently keep a shield is a big disappointment.

No Caption Provided

No Caption Provided

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The powers are so good that it’s almost a shame they come at a point late in the game where you’ll likely already be well-equipped to deal with elite rank enemies, since a few scenarios that challenge your ability to use these effectively definitely would have been a welcome addition. But as it stands, they’re a fantastic expansion of Far Cry’s combat vocabulary. They completely elevate your confidence to rip through everything and everyone, suddenly turning New Dawn’s familiar, pedestrian experience into a raucous blast.

There’s a lot of potential in the ideas seeded in New Dawn, but there isn’t enough room for many of them to breathe and feel fully realized. Not the post-apocalyptic theme, not the RPG mechanics, not the weapons, vehicles, plot, or characters. Advancing through the adventure is an enjoyable experience, especially once you get your superhuman powers, but this is largely because Far Cry 5’s combat and progression models remain compelling enough to propel you forward. For its part, New Dawn is a palatable but unremarkable spin-off that feels like it could have achieved so much more.

Fortnite Update 7.40: Free Season 8 Battle Pass, Infantry Rifle, Gifting, And More Detailed In Patch Notes

Following a delay, Epic Games is now rolling out update 7.40 for Fortnite. The downtime has begun and, alongside it, the company has released the full patch notes detailing exactly what’s being added, tweaked, or changed. The headline features for the update are the start of the Valentine’s Surprise event, which rewards those that complete 13 Overtime Challenges with a free Battle Pass for Season 8.

Another big new feature added as part of the update is Gifting which, for a limited time starting now and lasting until February 22, lets players send the Heartspan Glider to someone else for free. The Glider will be free until Friday, February 15 at 7 PM ET. Finally, an Infantry Rifle has also been added to the game.

You can check out the full Fortnite: Battle Royale update 7.40 patch notes below. To see what’s changing in the Creative and Save The World modes, head to Epic’s website.

Click image to view in full screenClick image to view in full screenGallery image 1Gallery image 2

Limited Time Mode Rotations

  • As mentioned last week, we’re continuing with rotate through LTMs at a faster pace throughout the week moving forward. The first mode is detailed below, check the in-game client on Thursdays and Saturdays to see what other modes are available!

Limited Time Mode: Catch!

Summary

  • In this mode, all guns have been removed. The only weapons are grenades and other items that can be thrown or tossed. Get in there and throw the enemies back to the lobby!
  • Available grenades/items:
    • Smoke Grenades
    • Clingers
    • Remote Explosives
    • Port-a-Forts
    • Impulse Grenades
    • Shockwave Grenades

Mode details:

  • Chest spawns and Floor Spawns set to 100.
  • Can only get consumables out of Chests, Floor Loot, and Supply Drops.
  • Increase Supply Drops throughout the game.
  • Faster circle times.
  • Increased drop stack counts.

Limited Time Mode: Team Rumble

Summary

Two large teams fight for the Victory Royale in an action-packed mode where the first team to get 100 eliminations wins!

  • Reduced likelihood of Storm ending up near the center of the map.

Overtime Challenges & Rewards

  • Looking to earn a free Season 8 Battle Pass? Starting with the v7.40 release, complete 13 free Overtime Challenges by February 27 to receive the upcoming Season 8 Battle Pass for FREE! Additionally, unlock 5 new rewards including the Valentine Wrap and Vines Contrail for completing these Challenges.
  • And for current Battle Pass owners, the Overtime Challenge rewards will include new unlockable styles for the Trog, Powder, and Onesie outfits.

Weapons + Items

  • Infantry Rifle
    • Available in Common, Uncommon and Rare variants.
      • Deals 41, 43, 45 damage. 2x headshot multiplier.
    • Can be found from Floor Loot, Chests, and Vending Machines.
    • Uses Medium Ammo.
    • Fires quick-moving projectiles without damage falloff.
  • Improvements to the Bush consumable.
    • Now absorbs one instance of weapon damage before being removed from the owner. Fall damage will not remove the Bush.
    • Now translucent (for the Bush wearer only!) in order to allow for better visibility of surroundings.
  • Hand Cannon
    • Epic rarity
      • Reduced environmental damage from 150 to 100.
    • Legendary rarity
      • Reduced environmental damage from 157 to 105.
  • Rocket Launcher
    • Shifted availability of Rocket Launchers out of Chests and into Supply Drops.
      • Removed Rocket Launchers from Chests.
      • Increased the chance of receiving a Rocket Launcher from Supply Drops from 25% to 50%.
    • Epic rarity
      • Reload speed increased from 2.66 to 3.42.
      • Now only available from Vending Machines
    • Legendary rarity
      • Reload speed increased from 2.52 to 3.24.
  • Unvaulted
    • Clingers
    • Cupid’s Crossbow – Limited Time Item
      • Epic Rarity.
      • Infinite ammo.
      • Bodyshot Damage: 79.
      • Headshot Damage: 197.
      • Can be found in Floor Loot and Chests.
      • Does 1 environmental damage.
  • Vaulted

Bug Fixes

  • Fixed an issue causing projectile weapons to fire inaccurately when aiming at other players from very close range.
  • Fixed an issue that was causing explosive splash damage to be blocked when players didn’t actually have cover.

Gameplay

  • Added Pop-Up Cup settings to default playlists
    • We’re introducing a few larger changes into the default Fortnite playlist as a test. We’ve seen these settings in pop-up cups result in more engaging fights and allowing players to gain more consistent rewards for the risk of engagement.
    • Based on the positive feedback we received during these specific Pop-Up cups, we’re implementing the following adjustments:
      • 50 Health (or Shield) based on your health when the Elimination occurs.
      • 50/50/50 materials dropped on Elimination
      • 500/500/500 Cap on materials
      • Harvest rate increased by 40%
    • We’ll be closely monitoring feedback on this change – play a couple matches and let us know what you think!
  • Removed the ability for the X4 Stormwing to break through structures and large objects.
    • Small props will still be destroyed from direct hit from an X4 Stormwing.
  • Changes to Ziplines
    • Ziplines are now interact to engage.
    • Ziplines grant fall damage immunity.
    • Ziplines now have an audio visualizer icon.
  • Final Circle adjustments
    • Increased the travel distance by 48%.
    • Shrink time has been increased from 45 seconds to 75 seconds.
  • PC, Mac, and console players can now crouch while in Edit Mode.
    • Gamepad players can assign this through custom gamepad controls.
    • Note: This functionality is coming to mobile soon.
  • Turbo Building
    • Reduced the initial timer for turbo building from 0.15 to 0.05.
  • Added the ability to swap the item in the currently selected slot with a new item by holding interact instead of tapping.
    • Added UI text to show players they’re able to use swap.
    • Not available on touch input.
  • Floor traps will automatically build a floor piece for you if needed. You must have the required resources.
  • Logitech and Razer RGB peripherals will now react when doing emotes.
  • Sneaky Snowmen will be destroyed if they fall from a high distance.
    • Stand on the head of a Sneaky Snowman to avoid fall damage.
  • Removed HUD bar for the minigun overheating mechanic.
  • Adjusted the distance of the Bottle Rocket sound indicators so that they match the max distance of the sound effects.
  • Added a Bottle Rocket sound indicator for the explosion of rockets.

Bug Fixes

  • Aim Assist “Snap-To” Adjustments
    • We’ve added a compounding time delay to the aim assist “snap-to” feature when spamming the Aim Down Sight button. Each button press after the first will apply a time delay, up to 5 seconds, before the aim assist “snap-to” effect is applied.
    • We are making this change to prevent situations where players would spam the Aim Down Sight button on enemies, which caused the crosshair to stay locked on to targets indefinitely.
      • This change should prevent the lock-on mechanic from being abused while retaining the same Aim Assist feel. We’ll be closely monitoring feedback about this change.
  • Fixed an issue where Bottle Rockets would not align to specific slope angles.
  • Cozy Campfire logs no longer block movement.
  • Prevent weapon auto-reload from canceling emotes.
  • Fixed an issue that allowed traps to trigger through lab tunnel walls in Dusty Divot.
  • Fixed auto pickup not occurring when landing from skydiving.
  • Fix issue where a player with no traps would switch to the build tool if they hit the button to equip traps.
  • Fixed an issue where glider items could be triggered right after teleporting with a Rift-to-Go which would block subsequent skydiving.
  • Fixed an issue that would block building beneath a mounted turret.
  • Fixed an issue where Snowmen placed on the map would appear invisible or under the map.

Events

  • New Tournament Series – ‘Share The Love Series’ (Solo & Duo)
    • Available from February 14 until February 24.
    • Players will compete across any of four division tournaments:
      • Open Division
      • Prospect Division
      • Contender Division
      • Champion Division
    • Earning enough points during any nightly session to receive a pin will unlock the next highest division.
    • Earning a pin during a Champion Division session will advance to Round 2 – the Champion Division Finals!
    • ‘Share the Love Series’ Sprays will be granted based on the highest division achieved, including the Champion Division Finals.
    • All divisions run simultaneously and share the same tournament schedule. The full schedule for your server region can be viewed from the Events tab.
  • New Tournament – ‘Trios One Day Cup’
    • Available on February 17
    • Grab a couple of your best friends and join in for the Trios One Day Cup, going from a fully Open tournament to an intense final round with the best Trios in a single day.
    • The tournament takes place across three rounds – earn a pin during each round to advance.
    • The full schedule for your server region can be viewed within the Events tab.
  • Tournaments can now take place across multiple rounds, with players needing to earn a pin in order to unlock the next round of the tournament.
  • Multiple tournaments are now able to be running at the same time.
  • Reduced the maximum matchmaking time for tournaments from 5 minutes to 4 minutes.
    • This value limits the amount of time a player can wait for a match in a tournament before they create the best match possible at that time.
  • Increased the minimum amount of players for tournament matches from 80 to 90.
  • Streamer Mode can now be used during tournament play.
  • In-game leaderboards are now fully available in all regions, for each tournament session. These can be accessed inside of the tournament page by clicking on any tournament session.

Audio

  • Add audio when squadmates ready up in the lobby.
  • The following audio improvements have been made for Mobile/Switch platforms:
    • Improve skydiving wind audio.
    • Add more variation to gunshot environment impacts.

Bug Fixes

  • Fixed the Air Horn emote only having 1 variation on Mobile/Switch.

UI

  • Stats v2
    • The ability to track all of your play in one place and view it across all platforms.
    • This includes the ability for mobile and Switch players to view their stats in-game.
    • Breaks up stats by each individual Limited Time Mode.
  • Players now receive a pop-up prompt informing them if a player they recently reported has had action taken against their account.
  • When eliminated by the Storm, instead of saying “You Eliminated Yourself”, the text now says “Eliminated by the Storm”
  • Improved look and implementation of Bad Network Indicator and updated Bad Connection Indicator UI to track bad vs severe ping.
    • Yellow indicates poor status, red indicates severe status, flashing red indicates dropped signal
  • Slash commands have been improved and re-enabled in chat windows.

Bug Fixes

  • Fixed an issue where you could switch between different tabs in the background if you were in the Player Feedback menu.
  • Fixed missing Remove Marker map icon on Mac.
  • Fixed Battle Pass info not displaying properly in the lobby in certain cases.
  • Fixed an issue where elimination counts and names for teammates were not calculated properly in large team modes.

Replay

Bug Fixes

  • Fixed an issue causing weapon animations to sometimes play twice for each shot fired in replays.

Social

  • Gifting returns for a Limited Time
    • The Gifting feature is back for a limited time! You’ll be able to send or receive presents from friends until February 22.

Bug Fixes

  • Fixed an issue that would result in incorrect or duplicate party suggestion text bubbles to appear in the lobby.

Mobile

  • Adding an optional Targeted Edit button to allow you to edit without having to touch the screen. This allows the player to edit using their crosshairs, similar to other platforms.
    • The Targeted Edit button can be found in the extra buttons section under the HUD Layout Tool.
  • Edit and Edit Reset Buttons will now capture touches.
    • No more editing through the edit button.
  • Adding visual feedback to many mobile buttons to allow for better instant feedback and help us better diagnose issues seen in the community.
  • Now backing up the most recently saved hud layout to the player’s cloud save.

Bug Fixes

  • Fixing an issue with the input blocked message appearing on mobile when leaving a game.
  • Fixed an issue causing some key-bind widgets to display incorrectly on mobile with controllers.
  • Quick switching from a weapon to a consumable no longer briefly fires the equipped weapon.
  • Fixed multiple issues with Turbo Building or weapon firing stopping when switching weapons or switching between Build, Edit, Combat mode.
  • Fixed an issue with touch input causing controllers to stop responding when scrolling.
  • Fixed multiple issues to support more controller hardware as well as fixed many issues related to parts of the UI that may not be properly navigable by controllers.

Season 7 of Fortnite ends on February 28, so players only have a little more time to complete any remaining challenges. We’ve have all the tips and guides you need for the trickier ones in our complete Fortnite Season 7 challenges roundup. Epic is also expected to hold two double XP weekends before the season ends to give players another opportunity to level their Battle Pass up; the first is set for February 15-17, while the second takes place February 22-24. It has not yet been confirmed when Season 8 of Fortnite will begin.

In other Fortnite news, following lawsuits from Backpack Kid, rapper 2 Milly, and Carlton from The Fresh Prince of Bel-Air, over claims that the studio stole their dance moves, Epic Games has released a memorandum that seeks to have at least one of the lawsuits dismissed on the grounds that “no one can own a dance step.”

God of War Wins Game of the Year at DICE Awards

God of War dominated at this year’s 22nd annual DICE Awards, held by the Academy of Interactive Arts and Sciences tonight in Las Vegas.

God of War not only received the coveted Game of the Year award, it went home with a whopping nine awards out of 23 categories, including Outstanding Achievement in Game Direction, Game Design, Story, Original Music Composition and more. In comparison, 2018’s Game of the Year, The Legend of Zelda: Breath of the Wild, took home four awards.

The only other multi-award winner this year was the indie-darling Celeste, which went home with the Outstanding Achievement for an Independent Game and Action Game of the Year awards.

Continue reading…

Titanic Director James Cameron Says Aquaman Is Unrealistic

James Cameron, the legendary movie director who made aquatic-themed movies like Titanic and The Abyss, has seen Aquaman and he’s not exactly the biggest fan of it. In an interview with Yahoo! (via EW), Cameron said the movie is “great fun” but not very realistic.

“I could have never made that film because it requires this total dreamlike disconnection from any sense of physics or reality. It exists somewhere between a Greek mythic landscape and a fairy tale landscape. And people just kind of zoom around underwater because … they propel themselves mentally, I guess. I don’t know. ” he said. You buy it on its own terms.”

Cameron, who himself has traveled to the bottom of the ocean, pointed out that he’s spent “thousands” of hours underwater. He takes underwater storytelling very seriously.

“I’m very literal about my underwater. It needs to look like it’s real,” he said. “And while I can enjoy that film I don’t resonate with it because it doesn’t look real.”

Cameron wasn’t entirely negative about Aquaman, however, as he said he applauds the movie for the scenes in which it showed the ocean as being used as a garbage dump to remind people to respect and protect the world’s oceans.

The upcoming Avatar sequels that Cameron is making will have “a lot” of underwater sequences, and these will have “such a different feel” than Aquaman, Cameron said. For the Avatar sequels, Cameron is using a reportedly brand-new filming technique capable of doing motion-capture work underwater.

James Wan, who directed Aquaman, previously spoke with EW about working in the shadow of Cameron. “Rule No. 1 is don’t ever compete with James Cameron,” he said. “He’s in a whole different game of his own. And No. 2, our movie is such a different-looking film.”

Aquaman was a smash hit, taking in more than $1 billion globally at the box office. Unsurprisingly, a sequel is on the way; it’s progressing further now by hiring a writer. As for the Avatar series, Avatar 2 is expected to hit theatres in December 2020.