Fire Emblem: Three Houses – Opening Cinematic

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New Gears 5 Multiplayer Map, Training Grounds, Shown Off In Video

The Coalition has shown off more of one of the new multiplayer maps for Gears 5. The video shows off the new map, Training Grounds, which is set near the House of Sovereigns.

As you can see in the video, Training Grounds is a large, colourful map featuring lots of places to take cover and sneak around to get the jump on your enemies.

This is the second new Gears 5 map that The Coalition has shown off this week, the first of which was the map District. It has a different look compared to Training Grounds; check it out below.

Gears 5 launches in September, but The Coalition is inviting players in to try the game ahead of that through a Technical test for the multiplayer mode that begins on July 19. For more on the testing period, check out this rundown of everything you need to know.

In other news about Gears 5, the game has no season pass, so post-release DLC maps are free. There are also no random loot boxes.

Gears 5 follows Kat Diaz (played by Laura Bailey, Uncharted 4: A Thief’s End‘s Nadine Ross) as she searches to uncover the truth behind her heritage and her connection to the Locust. The Xbox One and PC game launches on September 10, but early access begins on September 6.

Crawl Review: The Gator-On-Human Horror We Deserve

Recent years have given us plenty of shark movies, with The Meg, The Shallows, and 47 Meters Down among the best of them (and most of the worst involving a tornado or two). Now director Alexandre Aja wants to convince you that it’s time for another aquatic creature to take the spotlight. His latest feature, Crawl, contends that you don’t even have to leave your house to get brutally attacked by a giant alligator.

An opening scene featuring a swimming competition introduces us to Haley (Kaya Scodelario) and establishes her natural gift for aquatic activities, as well as her dad’s (Barry Pepper) tendency to coach her with weirdly specific pep talks. According to her father, Haley is an “apex predator.” But unfortunately for her, the film’s title is not “Swim,” and she quickly comes face-to-face with an actual apex predator. The results are exactly what you want from this movie: gnarly, thrilling, alligator-munching horror.

Turns out, a massive hurricane is about to hit Haley’s hometown in Florida. Neither she nor her sister has heard from their now-estranged father, so Haley sets out to look for him at her childhood lakehouse. Of course, she gets trapped in the house–oh, and she’s greeted by two huge alligators that have taken up residence in the flooded basement.

Alexandre Aja’s experience directing Piranha 3D and High Tension comes fully into play in Crawl. His nearly unmatched proclivity for brutal violence and gnarly visuals, mixed with producer Sam Raimi’s eye for combining horror with light-hearted fun, make for the perfect summertime aquatic creature feature. Crawl is both highly entertaining and also pretty nasty. Though the scares get a bit predictable at times, Aja manages to find inventive and new ways to use the alligators’ mighty and raw power for maximum adrenaline-pumping and blood-splattering thrills. These guys don’t just bite and then hide–they maim, twist, and even decapitate.

As you can expect, most of the movie takes place in the basement, as the alligators prevent Haley from getting her wounded dad up the stairs, and the floodwaters keep pouring in. Crawl uses this to its advantage, making for a claustrophobic experience filled with tension and jolts. Aja makes great use of the space and gives audiences a good sense of where everything is located in the basement, so you know where the characters are in relation to the alligators and the staircase that leads to safety. He also gets as much mileage out of the location as possible, as the hurricane brings more water into the house, and with it more alligators and a few other surprises that are too fun to spoil here.

Of course, the alligators can’t be the only stars, and fortunately, Crawl found the right humans to face off against them. Barry Pepper is out of commission for much of the film, but he does the best with what he gets, as the movie gives him a character arc and some dramatic dialogue in between gruesome scenes like when he tries to fix his own open fracture with a wrench. Pepper and Scodelario have great chemistry together and have some nice emotional moments, but it’s Scodelario who gets most of the screen time, and she absolutely runs with it. Not only does she nail the horror aspects of the movie–and there are plenty–but she gets to be a badass and sell the movie’s underlying theme of resilience in the face of hopelessness.

Being the outrageous and over-the-top creature feature that it is, Crawl will ask you to suspend your disbelief significantly. The movie throws a ridiculous amount of bad luck at the characters–everything that can possibly go wrong, does, and you just have to accept it if you’re going to have a good time. The gators also suffer from less-than-stellar CGI. It isn’t a dealbreaker, but it can be distracting at times.

There are also some instances of characters doing very, very stupid things. I’m talking The Good Place’s Jason Mendoza levels of “Florida Man” idiocy. After the third time you get bitten by a gator, you’d probably stop reaching out with your arms and legs long enough for a gator to grab them yet again. But not these characters! Crawl balances right on the border between genius and plain absurdity, and what side you fall on will depend on your ability to go along for the ride.

Crawl’s brisk runtime of just under 90 minutes helps make it the perfect antidote for this summer of overly long movies, as Alexandre Aja delivers a throwback to the heyday of aquatic horror movies that can do for lakehouses in Florida what Jaws did for beaches. Just make sure you know what you’re getting yourself into.

GameStop Is Happy PS5 And Scarlett Have Disc Drives

New video game consoles are coming. Microsoft’s Project Scarlett platform is scheduled for release in Holiday 2020, while Sony’s next-generation PlayStation system is rumoured to release around that time as well. Both Scarlett and the PS5 will have disc drives, and retailer GameStop is pleased about that following some ongoing turmoil related to the all-digital Xbox One S model.

The retailer’s chief customer officer, Frank Hamlin, told GameSpot that both Microsoft and Sony are “keenly aware” that people want to have the option to play a disc if they want. Digital game sales and the popularity and prevalence of digital services like streaming and subscription programs are growing year-over-year, but at the end of the day, giving people the option to play physical media is important, Hamlin says.

Not only that, but unlike TV, movies, and music–industries that have all adopted a digital-first approach–the file sizes for games are generally much larger. And they’re growing all the time as games become more and more content-rich and graphically impressive. As such, discs will continue to be important for some portion of the gaming audience for a long time to come, according to Hamlin.

“I think both Microsoft and Sony are keenly aware that the consumer needs that optionality,” he said. “We’re very much a believer in helping our customers sell them a physical game when they want it.”

Hamlin went on to say that people still enjoy buying physical games because they enjoy owning something tangible when they pay $60 USD or more.

“I think both Microsoft and Sony are keenly aware that the consumer needs that optionality” — Frank Hamlin on PS5 and Xbox Scarlett having disc drives

“It’s much like a collectable. They like the collecitibility and trophy on the shelf,” Hamlin said. “That tangibility is something that’s extremely important for the right game experience. Not giving the customers the privilege of having that is something I think both Sony and Microsoft are aware would be a foolish thing to do.”

File sizes for games are indeed growing. Just recently, it was reported that Cyberpunk 2077 will be 80 GB on PS4. One of 2018’s biggest and most impressive games, Red Dead Redemption 2, is over 100 GB. With the kind of 8K graphics that Project Scarlett and the PS5 can offer, the file size for a game like Red Dead Redemption 2 could balloon to 400 GB, Hamlin estimated.

Microsoft experimented with an all-digital Xbox model with the Xbox One S All-Digital Edition that was released in May. The console has no disc drive, so it doesn’t seem to be the most attractive product for a retailer like GameStop that relies on physical media. Unlike Wal-Mart, Best Buy, and Target, GameStop does not sell the system. Hamlin told GameSpot that GameStop continues to have conversations with Microsoft about offering the system, but those talks haven’t amounted to anything yet.

“We’re absolutely excited about it, but we’re not presently selling it. Microsoft is a wonderful partner and we’re in conversations about how that could be a possibility,” he said.

It’s not immediately clear what’s holding things up, and Hamlin said he wouldn’t comment on conversations between GameStop and Microsoft that are currently ongoing.

Whatever the case, Hamlin says he believes physical will continue to be a better way to experience larger games, and start playing faster.

“For the larger, more immersive games, I think a physical experience is going to be a better get-your-game-in quicker experience,” he said. “Even on increasing bandwidth speeds. I think that’s why the customer doesn’t want to throw away that optionality. It’s not like movies where the file size of a movie is pretty much the same file size forever year after. These games become more and more immersive, and as they do, their file size gets exponentially larger.”

Halo Co-Creator’s New Studio Reveals Its First Game, A Sci-Fi FPS

Halo co-creator Marcus Lehto’s new studio, V1 Interactive, has finally revealed its first project. It is a sci-fi first-person shooter called Disintegration. The teaser trailer and key art, both of which you can see below, depict a mega-weapon of some sort.

Disintegration is set to be “fully unveiled” during Gamescom next month, so keep checking back with GameSpot for more.

Lehto is the president and game director at V1 Interactive. Before this, he released a teaser image that showed some of Disintegration’s world that depicted a city/settlement that had seen better days. It gave off Destiny vibes.

“The opportunity to create not only a new game, but this entire studio has been exhilarating,” Lehto said in a statement. “It is great to be able to share what this amazing team has been working on, and we can’t wait to introduce this new game that our team is building to the world next month.”

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Disintegration will be published by Private Division, which is the indie publishing arm of Grand Theft Auto and Red Dead Redemption parent company Take-Two Interactive. Private Division is also publishing The Outer Worlds, which is the intriguing-looking sci-fi RPG from the Microsoft-owned Fallout: New Vegas developer Obsidian, along with the ambitious PC and console game Ancestors: The Humankind Odyssey from Assassin’s Creed creator Patrice Desilets.

Disintegration is scheduled to launch in calendar year 2020. A specific release date has yet to be announced, while there is no word yet on platforms.

Switch Lite: Which Games Are Impacted By The Feature Changes?

Fortnite: Search Public Service Announcement Signs At Neo Tilted, Pressure Plant, and Mega Mall | Season 9 Week 10

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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.