Universal Tries To One-Up Disney With Mario-Themed Wristbands and Switch Integration

Universal Parks and Resort chairman and CEO Tom Williams revealed more details about the upcoming Super Nintendo World, which is opening in Universal Studios Japan in 2020. Not only will the park include themed rides and restaurants, but there is also an interactive component and maybe even Nintendo Switch integration with the park.

At a conference interview with Bank of America Merrill Lynch’s Jessica Jean Reif Cohen, Williams gave more details about Super Nintendo World, a new Nintendo-themed attraction similar to Galaxy’s Edge in Disneyland parks but based on Nintendo properties. Universal signed the deal with Nintendo back in 2015, and the park is finally going to open next spring.

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Ford v Ferrari Review

This is an advance review out of the Toronto International Film Festival. Ford v Ferrari opens Nov. 15 in the US and UK and Nov. 14 in Australia.

You can watch our video review for Ford v Ferrari in the player above.

There’s a scene near the end of Ford v Ferrari – renamed Le Mans ’66 in some territories – where driver Ken Miles (Christian Bale) heads to the track the night before the legendary endurance race to steady his nerves. There’s a similar moment in Rocky, the night before his fight with Apollo Creed. Yet by that point in the boxing film, the audience understands Balboa, cares about the character, and is willing him to win. In Ford v Ferrari, there are no such emotions attached to Ken Miles, and two hours in – with the finish line still some distance away – you find yourself less willing him to win, and more willing the film to end.

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Daemon X Machina Review In Progress – Machine Earning

Daemon X Machina is fundamentally about the satisfaction of making small adjustments to tackle a much larger problem. Faced with a quadrupedal robot the size of a city park, do you focus on defense to outlast it, or offense to bring it down as quickly as possible? Stay grounded for access to its underbelly, or fly far above the majority of its reach? Use rapid-fire weaponry to compensate for losses in accuracy, or a lumbering bazooka and line up each shot carefully? The game is at its best when you’re diagnosing a mission and outfitting your armored mech suit to match. Most of Daemon X Machina is spent in combat, but it’s the moments between missions, making these key decisions, where the game really finds its identity.

As the newest mercenary surrounded by veterans, you’re quickly labeled “the Rookie”–a name that you keep well past it being deserved, given that you rise in the ranks and even best most of your colleagues. The mercs are pilots of armored mecha suits called Arsenals, their actions governed by a centralized artificial intelligence that oversees their missions against Immortals–A.I. robots that have gone rogue against humanity. But you’re all still mercenaries. Even if you’re ostensibly on the same team against the Immortals, you’re all really in it for the money, and often your objectives will come into conflict with your peers from other merc groups.

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Life as a newbie mercenary falls into a familiar pattern. You might tinker with your Arsenal’s equipment, take on a mission consisting of attacking an Immortal outpost or defending a convoy, collect your pay, and then head back to the hangar to do it all again. Despite the simple formula, Daemon X Machina manages surprising variety in its missions. Sometimes you’ll need to traverse a narrow hallway filled with the small, gun-fodder Immortal units, other times you’ll need to battle against a rival merc on their own conflicting mission, and occasionally you’ll discover a Colossus–a giant, screen-filling Immortal with a massive life bar.

The pace of the combat differs greatly between encounter types. Smaller enemies swarm the battlefield requiring harried crowd control. Rival mechs often turn into aerial slugfests, especially as melee clashes jump to a sudden button-mashing event to overpower your opponent. And the massive Colossi are each fully unique encounters with their own individual attack patterns and weaknesses. Your backup weapons equipped to the pylons provide a little flexibility, but your Arsenal is no Swiss Army knife. No single build could be prepared for every battle type, especially in the late-game as enemies are able to absorb much more damage.

The variety of these battle types call for different equipment to match, and it’s the tinkering portion of the game that’s strangely the most satisfying. Your Arsenal has tons of customization options, including two main weapons, two backup weapons stored on rear pylons, shoulder-mounted equipment, and auxiliary equipment, and that’s without even touching on the swappable head, body, arm, and leg parts and the ability to paint and decal the whole rig. It’s something akin to building a model Gundam, except you can go out and pilot it against hordes of enemy robots. Some of the most rewarding moments are when you hit a tough boss battle, step away from the game while you continue to think about how you could outfit your Arsenal for the challenge, and then return with a successful battle plan. And while this isn’t exactly a loot-shooter, you can pick over a defeated Arsenal and select one part to make your own, fulfilling your equipment envy when you see an enemy with a shiny object you’d like.

The wealth of customization options hits a stumbling block, however, when it comes to battles against the other mercenaries. Weapon options range from slow-moving bazookas to acid guns and swords, which are perfectly suited to dealing with standard enemies and Colossi alike. But as the game goes on, battles against other mercenaries become much more frequent, and most of the weapons aren’t well-suited for them. Just like your own Arsenal, enemy rigs are airborne and extremely nimble, which means the majority of your options are just too slow. The lock-on function helps signal when an enemy is in your sights, but it doesn’t really lock on to them, so you need to babysit the camera as they dash around the battlefield. I found myself defaulting to double assault rifles for the last third of the game or so, since the rapid-fire helped counteract the other mechs’ evasive maneuvers. It consistently worked, but it sapped most of the fun out of tailoring my Arsenal to the situation.

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These mech-on-mech battles are delivered with a heaping helping of anime melodrama. The cheesy voice-acting and dialogue are just endearing enough not to distract from the excellent worldbuilding, as the characters and relationships reveal more about the history and nature of the conflict. The story throws you in the deep end without much explanation, but you’ll slowly grow accustomed to the various mercenary groups and their differing philosophies and goals. The Bullet Works mercenaries are run with military efficiency, for example, while Immortal Innocence throws itself into battles with reckless abandon, and the Western VII are a gang of prisoners who fight for reduced sentences instead of cash. Each mercenary comes with their own fantastically absurd call sign, like Crimson Lord, Guns Empress, and Savior.

While you build up familiarity with these mercs in the story, you also gain them as recruitable allies. That allows you to bring them along on side missions, though it is sometimes frustrating that you can’t direct your allies to focus on a specific target. Their help comes at a price–sometimes a price even higher than the actual payout, in which case you’re taking a net loss to make the mission a little easier on yourself. This is fine, though, because money has limited utility in the game’s economy. You can buy parts at a shop or fabricate them at a factory, but the ones you find scrounging around on the battlefield are generally better anyway.

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Most of your cash will instead go into small, passive upgrades for your Arsenal and humanoid avatar–called an Outer because, naturally, even your actual human body is defined in the context of being outside your Arsenal. You can pay a little money at a place called the Ice Cream Parlor for a one-mission buff, or pay significantly more to develop an upgrade tree. These upgrades make you appear progressively less human, which is thematically similar to transhumanism elements in the main story. Your inhuman appearance isn’t ever remarked upon, though, so your choices don’t connect with the larger narrative and it remains superficial. Instead, your upgrades and the accompanying cosmetic changes are just a matter of weighing whether you mind if your avatar looks less like you intended when you made them.

Similarly, the story lands with less punch than it should have. You’ve been fighting other pilots so casually and with such regularity that when the stakes turn to life-and-death, it isn’t really reflected in the gameplay. You’re still shooting the enemy until their Arsenal becomes inactive, but then a cutscene shows that they die instead of retreating. It’s a disappointing fizzle considering how fond I had grown of the various factions and their merry bands of weirdos.

The missed potential of the story and minor issues with mech-vs-mech combat make Daemon X Machina fall just short of its potential, but the foundation is strong. As a total package, it’s on the verge of greatness; it just needed a little more time in the shop tinkering.

Editor’s note: We will be finalizing this review in progress in the coming days once we’ve played Daemon X Machina’s multiplayer on live, post-release servers.

Monster Hunter World: Iceborne’s First Free DLC Update Dated

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The first free update for Monster Hunter World‘s Iceborne expansion is right around the corner. Capcom had already confirmed the update will add the fearsome Rajang to the game, and now the publisher has revealed when it will arrive on PS4 and Xbox One: October 10.

We don’t yet know what else the update will contain, but the highlight is the aforementioned Rajang, a highly aggressive ape-like monster that originally debuted in Monster Hunter Freedom 2. Based on Rajang’s reveal trailer, which you can watch below, it looks like the ape will retain its signature “rage mode.” When enraged, the beast’s fur turns golden and it becomes even more relentless.

The Rajang update will be free for everyone who owns the paid Iceborne expansion, which launched on PS4 and Xbox One earlier this month (and is coming to PC in January 2020). Unlike the main game, Iceborne is set in a new arctic region called the Hoarfrost Reach, which is home to a variety of new monsters, as well as a handful of returning ones, such as the Glavenus.

GameSpot awarded the expansion a 9/10 in our Monster Hunter World: Iceborne review. “Monster Hunter World: Iceborne is at its best when you’re fighting tooth and nail against something that you know could crush you within its teeth in a second, even though this might feel like it came at the expense of a more interesting narrative,” critic Ginny Woo wrote. “Nothing is quite as good as the biting chill cutting through the furs of your armor, the shrill cry of your Palico as it comes to your aid, and the wind roaring in your ears as you latch onto a beast’s flank and climb up its side while it bucks and roars.”

We recently had a chance to hunt the Rajang at this year’s Tokyo Game Show; you can watch our battle with the beast above. If you’re just getting started in the expansion, be sure to check out our Monster Hunter World: Iceborne tips guide.

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BioWare’s Anthem Joins EA/Origin Access Vaults

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Despite the numerous issues Anthem has run into, developer BioWare remains committed to the project, now confirming that the open-world looter-shooter has joined EA and Origin Access’ vaults on PC, PlayStation 4, and Xbox One.

Publisher EA shared the news in a blog post, stating that Anthem’s standard edition is accessible to all EA Access and Origin Access Basic members. The game’s Legion of Dawn edition is available only to those with an Origin Access Premier membership. The news comes as Anthem is undergoing its Cataclysm event, which is scheduled to wrap up later this month and open to everyone regardless of level.

BioWare revealed its post-launch plans following Anthem’s release earlier this year. These include several freeplay events, cosmetics, missions, and quality-of-life improvements. Some of these additions, however, have been delayed as the studio addresses more pressing concerns. “The reality is there are more things to fix and improve than we planned for. While this is the best thing to do for the game, it means some items from the calendar will be delayed,” BioWare said in May.

Anthem has had a rough go since its February 22 launch. After receiving a necessary loot update in March, BioWare general manager Casey Hudson confirmed that Anthem’s launch was rougher than anticipated. It all culminated in a lengthy report by Kotaku, summarizing the troubled development cycle BioWare went through to get Anthem out the door. Still, the open-world looter-shooter saw a strong first month of sales in the US.

More Resident Evil Project Resistance Gameplay Details Revealed, Closed Beta Signups Open

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Capcom officially pulled back the curtain on its next Resident Evil venture, tentatively known as Project Resistance, during this year’s Tokyo Game Show. Earlier this week, the company revealed the first gameplay trailer, and now it has shared some more details on what players can expect from the upcoming title.

Unlike a traditional Resident Evil game, Project Resistance is a 4v1 asymmetrical multiplayer experience. Four players must work together to overcome the traps and other deadly hazards set by the lone Mastermind, who is capable of manipulating the environment and even controlling enemies. As Capcom describes:

“In each 4v1 match, one Mastermind player tracks the four Survivors through a network of security cameras, staying one step ahead at every turn to prevent their escape. The Mastermind plots a deadly course by wielding a strategic deck of cards to create dangerous obstacles for the Survivors, such as summoning vicious creatures, setting traps, manipulating the environment, and weaponizing security cameras. He or she can also directly control zombies in play. In addition, Mastermind players can even step into the trench coat of the towering, deadly Tyrant for the first time in franchise history.”

The four survivor players aren’t completely helpless in the face of these horrors. Each character has their own unique skills, which players will need to use to overcome the Mastermind’s traps. Teamwork will also be vital to surviving, as players will need to work together to solve “puzzle style mission objectives” and escape before the time expires.

Project Resistance is in development for PS4, Xbox One, and PC. Capcom hasn’t yet announced a release date for the game, but certain players will soon have an opportunity to try it out. The publisher is hosting a closed beta test from October 4-7 for Resident Evil Ambassador members (PS4) and Xbox Insiders (Xbox One). Registration for the beta is open until September 18. You can read more details on how to sign up on the official Project Resistance website.

We recently got a chance to go hands-on with Project Resistance and came away hopeful. You can hear what we thought about the game in the video above.