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gamerszone2019-blog · 5 years
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FIFA 20 Review
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FIFA 20 Review
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I’ve had to reassess the way I’ve played FIFA this year, which is something I haven’t had to do in many years through all the tweaks, changes and so called “game-changing mechanics”. FIFA 20
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feels different to previous years; in some ways for the better, but in others not. Volta, a brand-new way to play FIFA that offers a breath of fresh air to the series – albeit not without its own faults – is here, but does it come at the expense of the game as a whole?
Every IGN FIFA Game Review Ever
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Last year, many of FIFA 19’s gameplay innovations were based on the attacking game, from timed-finishes to the basics of how the ball could be nudged into space with a flick of the stick. FIFA 20 swings the pendulum back the other way and puts much more emphasis on the other side of the ball. The way you defend has been overhauled and has never felt more crucial. You can no longer heedlessly charge at a defender, hold down the tackle button, and hope for the best. You’re punished for not thinking about defensive play to the same extent you would building an attack, due to the high level of risk-reward when going in for a challenge; time it well and you’ll likely take the ball cleanly and win possession. Misjudge the timing, however, and you’re punished with a foul or left watching as your opponent skips over your trailing leg.
The way you defend has been overhauled and has never felt more crucial.
This is due in part to a new weapon attackers now have in their arsenal in the form of strafe dribbling. You can square up to a defender by holding the left bumper and attempt to shimmy past, ultimately creating a yard of space needed for a cross or shot. It’s a useful tool that provides more options when in control of the ball. If successful, at the very least you’ll get fouled, giving you the chance to try out the new way set-pieces are taken. EA has seemingly taken inspiration from the now-dormant PGA Tour golf series when it comes to taking direct free kicks, because now you first place a target where you want to aim, then add spin with the right stick as the taker approaches the ball. This technique opens up new possibilities and can produce some great-looking finishes. It’s initially difficult to get to grips with but I found myself enjoying it greatly, especially in comparison the simplistic ways they’ve worked in previous games.
For more on specific gameplay changes, check out the video below:
Get past your man without being chopped down, however, and you’re in luck, as you’ll likely have the pace to ward them off and bear down on goal. This is thanks to a welcome adjustment of how player speed works in FIFA 20. A common FIFA 19 frustration was how easily slow defenders would often be able to catch up with much faster attackers; I’m happy to report that’s no longer the case here, and the sight of an aging Mats Hummels quickly closing in on a spritely Raheem Sterling is no longer a regular occurrence.
Add another new addition, the set-up touch, and a devastating combo is possible. By rolling the ball into space by holding the right bumper and flicking the right stick, you’re then able to hit a vicious shot on goal. This often creates some blockbuster moments and, when pulled off correctly, feels great. Sadly, FIFA 20 provides little opportunity to actually achieve this, because the set-up animation feels like it takes an age to complete, and often you’re crowded out by tenacious defenders before getting your effort on goal away.
FIFA 20 and VOLTA Mode
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This loops back to the defensive overhaul implemented in FIFA 20. Defensive AI is far more intelligent and they’ll intercept passes and block shots much more often. Lofted through balls are no longer anywhere near as effective as they once were, as defenders are better at reading the game and provide more of a challenge than I’m used to when playing FIFA.
As a result I’ve found myself playing more on the counter-attack, which in turn has led to my biggest frustration with this year’s outing: it feels completely two paced. The players have returned to being lightning-quick, but that feels completely at odds with the speed at which the ball wants to move. New ball physics cause it to bobble and get slowed down grass more realistically, which admittedly looks great, but it also interrupts the flow of the game. It’s like listening to a song with someone sporadically pressing the half-speed button every time you hit a groove.
My biggest frustration with this year’s outing: it feels completely two paced.
This, coupled with the more realistic ways players turn, both on and off the ball, slows down the pace considerably, and some players’ turning circles are unusually large. I’m all for creating as authentic a football experience as possible – and something that FIFA excels in its presentation – but I fundamentally want it to be fun first. For me, football games have often been at their best when they don’t take themselves too seriously and embrace the silly side of the game. Whether that be the long-lost penguin outfits in the golden era of PES or the pure slapstick, arcade fun of FIFA Street. Luckily, there is still room for plenty of that in FIFA 20, even if it’s hard to find in its core 90-minute match modes.
For more a full match of FIFA 20 in 4K, check out the video below:
The Marred Volta
Volta is the grandstand addition to FIFA 20 and is an amalgamation of FIFA Street and the more recent story-based Journey mode. In many ways it’s a successful combination: there’s a lot of variety and perhaps even enough to do to to warrant a standalone release without provoking too many gripes. That alone nullifies the argument that FIFA 20 is just a reskin of the previous year’s version.
There are three ways to play Volta: Tour, League and Story, each of which is appealing in different measure. Tour is where you go to play matches against the CPU, using squads pulled from the server that have been built by other players. Once you beat a squad you can recruit a player from that team to join yours, similar to Need for Speed’s pink slip system. It also allows you to choose which of the 17 worldwide locations and forms of street football you’d like to play. Each of these global arenas has been beautifully crafted and has its own unique atmosphere, while also offering a genuinely different gameplay experience – though some with greater success than others. I much preferred the larger pitches like Rio de Janeiro’s favela or the Berlin gymnasium rather than the claustrophobic cages of Tokyo’s sky-high rooftops.
To see all of the different Volta modes, check out the video below:
Matches on these smaller pitches often descend into chaos, with balls bouncing between knees, concrete and chain fences, and very little football actually taking place. Repeatedly hitting shoot to see where the bounces was often the most successful tactic, repeating until it finds the back of the net. But on more open pitches, Volta really comes into its own. There’s time and space to pass the ball around, with enough scope to add flourishes like tricks and flicks. That said, if you overplay flair you’ll be punished, because Volta is much more rooted in classic FIFA than the old Street games. There are no bonus points for skills moves, they’re just another way to help win the match. It feels good to achieve a balance of the two, even if in my heart I yearn for the days of getting Peter Crouch to panna every opponent in sight.
If you overplay flair you’ll be punished, because Volta is much more rooted in classic FIFA than the old Street games.
There are subtle differences between the matches, some more engaging than others. Futsal is the pick of the bunch and the one most grounded in the traditional 11v11 game. The lack of walls to bounce the ball off provide an extra challenge and prevent matches descending into something akin to pinball. 4v4 and 5v5 play much like Futsal and are also enjoyable, with the major difference being manual shooting. This takes some getting used to, especially if you’re used to the assists the core game gives you, but it’s ultimately rewarding.
3v3 rush and 4v4 rush aren’t quite so enjoyable. It is essentially a three or four-aside match with one crucial difference – there are no goalkeepers. You therefore rely on defensive players to block incoming shots, something they’re often not that great at doing. Countless times I’d watch tame shots trundle towards a defender, only for them to let it roll past and straight into the goal. This happened regularly, with both AI and player-controlled defenders, leaving me infuriated when matches ended up 15-14. On the rare occasion a player blocked the ball, it would more often than not ping back to the attacker, who would then score anyway. This, coupled with the compact arenas, means you rarely ever feel in control of the outcome of a rush match, so it’s doubly frustrating a majority of Volta’s campaign mode is made up of these games.
To watch the first 11 minutes of Volta Story, check out the video below:
As for Volta’s story, it’s pure cheese and its cliché-laden plot will be familiar to anyone who has seen an underdog sports movie. The Journey’s branching storylines are gone, replaced by a rags to riches narrative that’s functional if forgettable. The acting is mixed, with one-dimensional robots sitting alongside more believable characters, like your loyal best friend, Syd. Although the cutscenes often feel repetitive, Volta is never the slog The Journey was, and is over in five to six hours. Progress is only halted if you lose a match, meaning you have to start the whole tournament again, which can mean replaying up to three or four matches. This can be frustrating, especially if it consists of the less appealing three or four aside rush ruleset.
Volta is never the slog The Journey was, and is over in five to six hours.
Naturally, there’s a wealth of customisation available. Importantly, these vanity items – tops, shoes, hairstyles and so on – can be purchased only with Volta coins, a currency earned through playing matches within Volta, which is currently a microtransaction-free zone. While I spent time tailoring my player’s look at the beginning of the story mode, I soon settled on a style I liked and little attention to it afterwards. However, I can really see customisation coming into its own in the Volta League mode.
League is Volta’s online game and is where you’ll likely spend most of your time, especially after completing the story mode, which offers little replay value. The premise is simple: face off against other online opponents to climb the rankings, while at the same time showcasing your squad and vanity items. Its approach is similar to Seasons in the core game, opening up every match type and location.
Volta is also available in kickoff mode should you fancy a quick game, alongside the options to add house rules. Last year’s selection are still present, with survival mode a particular highlight, especially as Volta means you’re reduced to one player each.
Modes, Modes and More Modes
Outside Volta, there are numerous additions to other modes in FIFA 20. House Rules gets a couple of new options: King of the Hill is a possession-based mode I can see myself spending little time with, while Mystery Ball is pure madness. Every time the ball goes out of play a new appears on the pitch, with a different ‘perk’ altering its physics each time. These include dribbling, speed and shooting boosts, to one ball that has all three combined. Panic ensues every time this ball comes into play, because the player in possession can breeze past defenders before slapping the ball into the net. It’s the kind of silliness I want from FIFA and continues the trend of last year’s fun additions.
Mystery Ball is pure madness.
Ultimate Team also benefits from House Rules modes this year, with a couple exclusive to FUT. Max Chemistry and Swaps modes are fun, but I can’t see them being a massive time suck for people already invested in FUT’s loop. They’re found in the new FUT Friendlies section, meaning you can take your assembled squad offline and play with a friend. It’s a quality-of-life improvement for those who don’t want to worry about player fitness or contracts running down.
For a full match of Mystery Ball, check out the video below:
For those going online, there are new Season Objectives. Much like a battle pass system, it sets challenges which rewards items only exclusive to this mode. Some are vanity items that express more of that welcome silliness in FIFA, introducing such things as a retro 16-bit ball and a dabbing unicorn tifo for your stadium. These are all positive changes that add a bit of personalisation to the FUT experience, which is much needed when a lot of squads are filled with the same handful of players, causing the whole thing to become a little homogenised.
Unsurprising Mechanics
One thing that hasn’t changed are the microtransactions. Card packs are still available and people will continue to buy them. EA has stated it has no plans to alter its approach to “surprise mechanics” unless laws are passed. As of yet, very little progress has been made on this front, but who knows, maybe by the time FIFA 21 comes around things might have changed. There have been baby steps made this year in regards to cards. Icons will now cost less on the transfer market, but the chances of obtaining one via a pack are still ludicrously low. In short, microtransactions still look to be an issue in FUT 20, with many fans vocal about their inclusion and inherent pay-to-win nature.
For more on changes to FUT in FIFA 20, check out the video below:
Another thing people have been hoping for is an overhauled career mode. For years now, it’s been overlooked. To be fair, in FIFA 20 some additions have been made, but none are big enough to make it an instantly more appealing game mode than it was last year or the year before that. Much as in Volta, you can now select to be male or female when choosing your playable manager, which is a step in the right direction. But apart from that, a largely ineffectual morale system and unimaginative press conference sequences are entirely underwhelming. It’s sad to see a mode that used to be my go-to in FIFA continue to formerly be my go-to in FIFA. Hey, there’s always next year.
Source : IGN
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Blasphemous Review - Punished Souls
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Blasphemous Review - Punished Souls
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The gruesome opening of Blasphemous bluntly sets the stage for the type of game you’re in for. After awakening amongst a sea of deceased worshipers, the silent protagonist, known only as The Penitent One, slowly makes his way through a long-abandoned citadel. Blocking his exit, however, is a so-called warden who wields a golden chandelier as a club. After dodging its attacks and striking when its most vulnerable, The Penitent One removes his helmet near the slain beast, fills it with the blood of the defeated foe, and immediately pours it over his head.
It’s undoubtedly an over-the-top intro, yet its feats pale in comparison to the other horrors that await. Blasphemous is an exceedingly bleak adventure with strong religious undertones throughout. What’s driving you as The Penitent One is your goal to find the source of the mysterious Miracle, a supernatural force that has created tangible manifestations of people’s guilt throughout the land. The structure for Blasphemous’ peculiar narrative and hack-and-slash gameplay pays hearty tribute to the Souls series and metroidvania subgenre. Though this reverence for established formulas can come off as derivative, the concepts are suited perfectly to the macabre atmosphere.
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Despite its grim nature, however, there is an alluring quality to the dark setting. It can often be oppressive with how unrelenting it all is, yet I still felt intrigued by it all. Some of the most fascinating and exciting moments come from unraveling more locations and minor storylines that fold back onto themselves, reconnecting forgotten areas and characters in unexpected ways. Blasphemous has an array of stoic NPCs with unique motivations and stakes–whether you’re trying to ease the suffering of afflicted peasants or assisting a pilgrim struggling to complete his ill-fated pilgrimage, there’s an emotional investment in figuring out how this nightmarish reality came to be. This investment is bolstered by the game’s stunning visuals, which convey a sense of dread that feels increasingly palpable as new areas are introduced.
Blasphemous’ impeccably detailed sprite artwork gives a greater presence to the grotesque monsters and locales that you’ll come to know well throughout the journey. Nearly every area of the game features a climactic battle, which has you face off against some lavishly designed boss that offers a fun and challenging change of pace from the long hallways filled with monsters and spike-filled pitfalls. Most of these boss battles are a real standout in Blasphemous, which pit you against extravagant and grotesque monsters–like the giant baby who will rip The Penitent One limb from limb if you get too close to it. Many of these clashes are where the heavy religious imagery reaches its peak, making for some particularly gruesome fights that pull upon larger themes of repentance and sacrifice.
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There’s an impressive level of world-building in the game, and several essential items and artifacts throughout also feature unique bits of lore that flesh out the land’s history. A few of the characters also have minor quests that can span an entire playthrough, some of which are entirely missable given how loose the game’s sense of direction is. From the opening, and all the way to the climax, Blasphemous leans heavily on that familiar loop of exploration, discovery, and the ensuing trials by traversal and combat.
It’s simple enough to get into the rhythm of trading steel with foes and leaping across perilous jumps, though you’ll most certainly suffer from an inevitable death at some point–often in gruesome fashion. There are a generous amount of spawn points, and without the loss of currency upon death, death isn’t as taxing as it seems. However, repeated deaths will accrue guilt, weakening your mana bar and currency gain. If you don’t shake off the guilt by returning to your death-point or spending the funds to purge at guilt statues, your character will become significantly disadvantaged. This system is lenient enough that you don’t feel too discouraged about death, yet it still inspires anxiety in life or death situations, such as a leap of faith across a bottomless pit.
Blasphemous’ impeccably detailed sprite artwork gives a greater presence to the grotesque monsters and locales that you’ll come to know well throughout the journey.
While these mechanics surrounding death are undeniably influenced by From Software’s Souls games, Blasphemous isn’t just a 2D Dark Souls experience. It shares more blood with classic action games like Castlevania and Ninja Gaiden, putting less of a focus on RPG mechanics and more on the in-the-moment action and platforming. The core combat and traversal systems are lean and very reflex-driven, and you’ll spend most of your time honing your limited, yet still refined skills. One of the more satisfying moments can come from successfully parrying strikes with your sword, opening up a gory execution attack on your opponent. To give you more of an edge, you can boost your attributes with collectible relics and other upgrades, allowing you to stand against the tougher challenges with greater ease.
As you rack up new abilities, access to new areas opens up, revealing pathways from previous locations that can give you a renewed sense of appreciation for the world itself. However, while these new skills and tools present some change, the core gameplay of running, jumping, and slashing from the opening hour to the closing act remains mostly the same. Without any significant advancements to your skillset, later sections of the game come across as incredibly repetitive and, at worst, dull.
This feeling is magnified by how tedious exploration can be after getting settled with the lay of the land. While fast-travel points are present, they’re few and far between, meaning you have to hoof it through long stretches of treacherous dungeons you’ve come to know inside and out. During these backtracking sessions, you continue to fight the same enemies with the same abilities. Moreover, you can easily fall prey to a stray projectile from an out-of-sight enemy, sending you careening down onto spike traps. This can be especially frustrating when handling particular tasks that require you to avoid death in order to complete them.
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The lack of change in the overall flow is noticeable, especially when approaching the mid-to-late portion of the game. As the plot escalates, showing off increasingly spellbinding visuals, your tactics and the general flow see little change. This is disappointing for a game that prides itself on a core loop that’s about revealing hidden details around you and overcoming more challenging foes. Still, I can’t deny that Blasphemous presents an evocative setting that becomes far grimmer as it progresses.
Though it can be frustrating that its core gameplay never evolves past the often one-note rhythm of hacking and jumping across different levels, keeping it from reaching greater heights, I still came away impressed with how much Blasphemous stuck close to its haunting, dark storyline. To that end, playing through this send-up to metroidvania games was a satisfying trial to overcome in its own right.
Source : Gamesport
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Call Of Duty: Modern Warfare PC Beta Specs Revealed
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Call Of Duty: Modern Warfare PC Beta Specs Revealed
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GameSpot may get a commission from retail offers.
Activision is giving players another chance to try out Call of Duty: Modern Warfare ahead of its release. The game’s second open beta session kicks off tomorrow those who’ve pre-ordered the game on Xbox One and PC (as well as all player on PS4). If you fall in that category, you can now pre-load the beta client on your respective platform, and if you’re planning on jumping in on PC, Activision has revealed what kind of rig you’ll need to run the test.
On its official site, the publisher shared a blog post detailing the minimum and recommended specs your PC will need for the Modern Warfare beta. In both cases, you’ll need to have a DirectX 12-compatible system, a DirectX-compatible sound card, and at least 45 GB of space on your hard drive. You can take a look at the full minimum and recommended specs below:
Minimum Specs
Requires DirectX 12 compatible system
OS: Windows 7 64-Bit (SP1) or Windows 10 64-Bit (1709 or later)
CPU: Intel Core i5 2500k or AMD equivalent
Video: Nvidia GeForce GTX 670 2GB / GTX 1650 4GB or AMD Radeon HD 7950
RAM: 8GB RAM
HDD: 45GB HD space
Network: Broadband Internet connection
Sound Card: DirectX Compatible
Recommended Specs
Requires DirectX 12 compatible system
OS: Windows 10 64 Bit (latest Service Pack)
CPU: Intel Core i7 4770k or AMD equivalent
Video: Nvidia GeForce GTX 970 4GB / GTX 1660 6GB or AMD Radeon R9 390 / AMD RX 580
RAM: 16GB RAM
HDD: 45GB HD space
Network: Broadband Internet connection
Sound Card: DirectX Compatible
The first Modern Warfare open beta took place last week on PS4 from September 12-15. This week, Activision is expanding the test to include Xbox One and PC players as well. If you pre-ordered any edition of the game on those platforms, you’ll get early access to the beta from September 19-20. The test will then open up to all players on PS4, Xbox One, and PC from September 21-23.
Among other things, this week’s beta test will give players their first chance to sample cross-play (although you can opt out of that if you so choose). The beta will also feature Ground War, a massive team-based multiplayer mode that can support 100 players. You can read more about the upcoming test in our Modern Warfare beta roundup.
Call of Duty: Modern Warfare launches on PS4, Xbox One, and PC on October 25. Unlike previous games in the series, Activision says that “most” of Modern Warfare’s DLC will launch simultaneously on all platforms rather than arriving first on PS4, but the publisher teased that PS4 players will “have an exciting day one advantage.” It’s still unclear what the publisher means by that, but in the meantime, you can find out where to secure your own copy of the game in our Modern Warfare pre-order guide.
Source : Gamesport
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Fortnite Season 10/X Week 8 Leaked Challenges – Storm Racers Mission Objectives and Rewards
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Fortnite Season 10/X Week 8 Leaked Challenges – Storm Racers Mission Objectives and Rewards
The Fortnite Season X Week 8 Mission has been leaked and all of the challenges/objectives and rewards can be seen in this article.
Epic release two new Missions for Fortnite Battle Royale every week, with one of them being a Limited Time Mission and the other being a normal Mission, which can be completed at any time during this season.
Completing three objectives of the Limited Time Mission will unlock the Loading Screen for the week, but you will need to make sure you complete the Missions in time as they are replaced every week and the Loading Screen, and Hidden Battle Star, will not be available again.
For Season X Week 8, the newly leaked Mission is called Storm Racers and there are seven normal and seven prestige objectives/challenges to complete, leaked by @archer_fortnite, all of which can be seen below.
FORTNITE SEASON X, WEEK 8 LEAKED Storm Racers MISSION – ALL OBJECTIVES/CHALLENGES (NORMAL)
Here are all of the normal objectives/challenges you will need to complete for this Mission:
Gain health in the Storm (100)
Complete a lap of a race track (1)
Survive Storm phases (10)
Visit the center of a storm circle (1)
Land on Polar Peak, a Volcano, and a hill top with a circle of trees (1)
Complete a time trial East of Pleasant Park or South West of Salty Springs (1)
Dance at different telescopes (3)
FORTNITE SEASON X, WEEK 8 LEAKED Storm Racers MISSION – ALL OBJECTIVES/CHALLENGES (Prestige)
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Here are all of the prestige objectives/challenges you will need to complete for this Mission:
Damage an opponent in the Storm (1)
Damage gliding opponents (100)
Deal damage to opponents after the first circle closes (500)
Visit the center of storm circles in a single match (3)
Deal any amount of fall damage to an opponent (1)
Complete a time trial North of Lucky Landing or East of Snobby Shores (1)
Dance at different telescopes in a single match (2)
FORTNITE SEASON X, WEEK 7 LEAKED Team Spirit MISSION – ALL REWARDS
Complete any 1 objective/challenge – 10 Battle Stars
Complete any 2 objectives/challenges – 10 Battle Stars
Complete any 3 objectives/challenges – 10 Battle Stars
Complete any 4 objectives/challenges – 5,000 XP
Complete any 5 objectives/challenges – 10 Battle Stars
Complete any 6 objectives/challenges – 10 Battle Stars
Complete any 7 objectives/challenges – Gameplan Back Bling
Complete any 8 objectives/challenges – 1,000 XP
Complete any 9 objectives/challenges – 1,000 XP
Complete any 10 objectives/challenges – 1,000 XP
Complete any 11 objectives/challenges – Pixel Blast Spray
Complete any 12 objectives/challenges- 1,000 XP
Complete any 13 objectives/challenges – 1,000 XP
Complete any 14 objectives/challenges – Eternal Voyager (Cerulean) Skin Style
Complete any 14 objectives/challenges – Cosmic Cleavers Pickaxe Blue Style
Complete any 14 objectives/challenges – Gameplan Back Bling Blue Style
Complete any 14 objectives/challenges – Pixel Pilot Glider Blue Unlockable Style
Fortnite Season 10 Week 8 Challenges Leaked – Storm Racers Mission Objectives
We will be releasing guides on how to complete these challenges/objectives once this Mission is available to complete and we will also release the Cheat Sheet as soon as it is available.
Completing seven of the challenges/objectives for this Mission will unlock the Gameplan Back Bling, which can be seen below. It is of Epic rarity and has the description, “Bring your game wherever you go.”
Fortnite Season 10 Week 8 Storm Racers Mission Reward – Gameplan Back Bling
Completing eleven of the fourteen challenges will award you will the Pixel Blast Spray, which is of Uncommon rarity and can be seen below.
Fortnite Season 10 Week 8 Storm Racers Mission Reward – Pixel Blast Spray
Completing all fourteen objectives will award you with styles for four different cosmetics. You will unlock the Cerulean style for the Eternal Voyager Skin, which can be seen below. The Eternal Voyager Skin is unlocked at Tier 87 of the Season X Battle Pass.
Fortnite Season X Week 8 Storm Racers Reward – Eternal Voyager (Cerulean) Skin Unlockable Style
You will also unlock a new style for the Cosmic Cleavers Pickaxe, which is unlocked at Tier 15 of the Season X Battle Pass and also a style for the Gameplan Back Bling, which is awarded to you once you have complete seven challenges/objectives of the Storm Racers Mission.
The last style you will be awarded is for the Pixel Pilot Glider, which is unlocked at Tier 77 of the Season X Battle Pass. You can see the style you will unlock below.
Fortnite Season X Week 8 Storm Racers Reward – Pixel Pilot Glider Blue Unlockable Style
Source : Fortnite Insider
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Borderlands 3: List of Shift Codes and All Available Golden Key Rewards
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Borderlands 3: List of Shift Codes and All Available Golden Key Rewards
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Last Edited: September 18, 2019 at 7:53 PM
This page contains a constantly updated list on all known new Borderlands 3 Shift Codes, which can be used to obtain unique rewards like Golden Keys and unlock special Legendary Weapons and other loot.
Shift Codes and Golden Keys are announced regularly through different sources, which are compiled below – and include the amount of Golden Keys rewarded, the dates the Shift Codes are added, and if they will expire. Shift Codes and VIP Codes can also unlock special cosmetics and other items not found anywhere else, so be sure to check back regularly.
Below you will find all available Borderlands 3 Shift Codes and the rewards you get for them, including the amount of Golden Keys per Shift Code.
Note: Some shift codes that provide Golden Keys are obtained by those that bought the Diamond Loot Chest Edition of the game – but they work for anyone, and do not expire.
ZFKJ3-TT3BB-JTBJT-T3JJT-JWX9H (3 Golden Keys, Added 9/13/19)
9XCBT-WBXFR-5TRWJ-JJJ33-TX53Z (1 Golden Key, Added 9/13/19 – Redeem in game)
ZRWBJ-ST6XR-CBFKT-JT3J3-FRXJ5 (1 Golden Key, Added 9/13/19)
Z65B3-JCXX6-5JXW3-3B33J-9SWT6 (1 Golden Key, Added 9/13/19)
ZFKJ3-TT6FF-KTFKT-T3JJT-JWX36 (1 Golden Key, Added 9/13/19)
HXKBT-XJ6FR-WBRKJ-J3TTB-RSBHR (1 Golden Key, Added 9/13/19)
Expired Codes[edit]
SHiFT Codes Rewards Date Added Expired? KSKTB-CBJS3-HW355-BJJJT-T6WHC 1 Golden Key 09/15/19 Yes (Expired at 7PM CT) KZKJT-J3JHB-HCJ5K-JB33B-CZ9FH 1 Golden Key 09/14/19 Yes (Expired at 11pm CT)
Pre-Order Bonus Golden Keys[edit]
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If you pre-ordered Borderlands 3 from any retailer or source, you are eligible to earn Insider VIP rewards – including 5 Golden Keys.
To do so, you must have signed up for the Borderlands VIP account, and filled out a survey form listing where you pre-ordered the game from. If done correctly, and if you play within 14 days of the game’s release on September 13th, you will earn a special weapon, skin, and 5 Gold Keys that will arrive in your mail.
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SHiFT is Gearbox Software’s free fan reward program which sends subscribers SHiFT codes to redeem within Borderland’s menu.
Sign up for SHiFT Here
Once you begin signing up, you can automatically sign up through various sources and link your accounts through theses service, including the Epic Store or consoles.
Note: Why you need a SHiFT account: SHiFT is the platform that powers all in-game promotions and rewards in Gearbox games. Without SHiFT there’d be no way for you to receive all of the in-game rewards that are coming your way.
Once you have successfully created and linked your SHiFT account, you can then redeem SHiFT Codes for Golden Keys in a variety of ways.
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Head to the SHiFT Account Rewards Page to quickly copy and paste the codes listed at the top of the page into the Code Redemption section, and be sure to select the correct platform for your code – you’ll then be alerted to how many Golden Keys will be added to your account.
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You can also do this directly in the game at any time by going to the menu and entering the Social Tab, and heading to the SHiFT section to enter the codes through the game itself.
Once you have redeemed the SHiFT Codes to obtain a certain amount of Golden Keys, you will find the special Golden Chest aboard the Sanctuary 3 spaceship, which you can start doing once you leave Pandora for the first time at the end of the 4th mission.
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IMPORTANT: SIMPLY REDEEMING A SHiFT CODE WILL NOT AUTOMATICALLY ADD A GOLDEN KEY TO YOUR INVENTORY. YOU MUST CHECK YOUR MAIL IN THE SOCIAL TAB TO FIND THE MAIL WITH YOUR GOLDEN KEYS AND PRESS THE ACCEPT BUTTON UNTIL ALL AVAILABLE KEYS HAVE BEEN ADDED TO YOUR INVENTORY.
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Each Golden Key has a one time use to open the Golden Chest to reward you with a random assortment of high-tier weapons and items. They will always be Uncommon rarity or above, and will always be at your current level when opening the chest.
After you use the Golden Key to collect the loot, the chest will re-seal, and you can use additional keys to keep opening the chest for more loot. Use those keys carefully! Since Golden Keys are limited, you’ll want to use them when you really need a good weapon, and your current stock just isn’t cutting it.
Additional SHiFT Code and Golden Key Sources[edit]
Gearbox and its employees often share SHiFT codes on social media. All users can use these same codes, but after a certain time period, they will expire. These codes are independent of your character saves, so one code will work in each individual save.
How to Earn Points Quickly via VIP Insider[edit]
There are 2 ways to earn points quickly.
1. You can earn points by entering codes (see below). Go to Borderlands.com > SHiFT > Redeem Codes > OR Insiders >Redeem code or click here. Then *click on the type of code you have* and enter code. Points will be added to your account.
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OR
2. Go to Borderlands.com > Insiders > Activities or click here. Scroll down and under getting started and activities there are a variety of things you can do earn points. Most of them involve lining accounts or reading/interacting with Borderlands promotional content.
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Below are a variety of codes. Make sure you click on the correct code type. These codes were found on spieltipps.de
Vault Codes[edit]
Code Point Value GAMEVIP 100 BONERFART 100 SMARTOYSVIP 100 BOLVIP 100 ALLYOURGAMESVIP 100 YOURGAMEZONEVIP 100 MEDIAMARKTVIP 100 ILOVEBAGUETTE 200 BL3FREVENTVIP 200 LOADINGBAR 250 PWR2PLYRS 250 MAYHEM 250 CRUMPOCALYPSE 250 GODSDONTNEGOTIATE 250 TWOWEEKS 250 JVMVIP 250 BL3MUSEUMCOSPLAY 500 HALVERHAHN 500 MAYHEMPRIDE 500 INTERTOYSVIP 100 PLAYERONEVIP 100
Email Codes[edit]
Code Point Value BL3REVEAL 100 FIGHT4SANCTUARY
250
LOOTLOOTLOOT 250 JOYPUKE 250 BL3WELCOME 250 BL3ATE3 250 HEYSUGAR 250 SOHAPPYTOGETHER 250 CLAPTASTIC 250 MYMAIN 250 ONTHEHUNT 250 POWERUPEMAIL 250 DASHERZ 250 LESSTHANTHREE 250 FRESHBOOTY 250 BUILDURSQUAD 250 OVERCLOCKED 250 FORTNITEXMAYHEM 250 DUCTTAPEMOD 250 2KLOVE 500
Creator Code[edit]
Code Points COHHVIP 250 GREGORONKH 250
How to Use Points to Redeem Skins, Guns, and more[edit]
Go to Borderlands.com > Insiders > VIP Rewards or click here. and you can already select some guns and skins. These will not be delivered until the game is released and please note that you cannot get Gold Keys for Borderlands 3 yet.
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Source : IGN
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Ghost Recon Breakpoint Open Beta Starts Next Week
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Ghost Recon Breakpoint Open Beta Starts Next Week
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Tom Clancy’s Ghost Recon Breakpoint launches in October, but you can jump in to an open beta a little sooner than that. Ubisoft has announced that the beta will run from September 26-29 on PC, PS4, and Xbox One.
The beta will be staggered between platforms, but the times themselves are synced up globally so you can play with other ghosts across the world. Ubisoft also said this open beta will take into account some of the feedback from the recent closed beta, with a blog that details the exact improvements forthcoming.
The open beta will include your first look at the Ghost War PvP, with only Elimination Mode open for the test. It will consist of four maps: Skell Port, PMC Camp, Cold War Bunker, and Deserted Harbor.
In the PvE mode, you’ll have access to two new regions that weren’t available in the closed beta–New Argyll and Infinity–for a total of six. You’ll also be able to play five missions in total, three of which are new from the closed beta: Back to Basics, Skell on the Move, and The Enemy of My Enemy. The skill-testing Drone Areas are back from the closed beta as well.
Ubisoft notes that your progress from the beta won’t transfer to the main game. This will be the first major release in Ubisoft’s Uplay+ subscription, which gives you unlimited access to new Ubisoft releases. If you’re a subscriber as of October 1, you’ll get early access to the Breakpoint Ultimate Edition. The studio also recently revealed Breakpoint’s PC specs.
Ghost Recon Breakpoint Open Beta Pre-Loading (Sept 24)
PS4, Xbox One, Uplay
3 AM PT
6 AM ET
11 AM BST
8 PM AEST
Epic Game Store
8 AM PT
11 AM ET
4 PM BST
1 AM AEST (Sept 25)
Ghost Recon Breakpoint Open Beta Start Time (Sept 26)
PS4, Xbox One, Uplay
3 AM PT
6 AM ET
11 AM BST
8 PM AEST
Epic Game Store
8 AM PT
11 AM ET
4 PM BST
1 AM AEST (Sept 27)
Ghost Recon Breakpoint Open Beta End Time (Sept 29)
7 AM PT
10 AM ET
3 PM BST
12 AM AEST (Sept 30)
Source : Gamesport
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Two halloween Fortnite Skin Styles for Castor & Elmira Leaked From Today’s v10.31 Update
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Two halloween Fortnite Skin Styles for Castor & Elmira Leaked From Today’s v10.31 Update
Two new Fortnite halloween skin styles were leaked for the Castor and Elmira skins in the v10.31 update.
Epic Games have been providing new, free skin styles for skins that have already been released in either the Fortnite Item Shop or through a promotional event. We’ve seen several new Fortnite skin styles added this season with the three skin styles added for Moisty Merman in the v10.30 update being the latest.
In today’s v10.31 Fortnite update, there were several surprising leaks which all but guarantees we’ll be getting a Fortnite X Batman collaboration. Welcome to Gotham City challenges were leaked along with Batman theme weapons and cosmetics. Along with these leaks, popular Twitch streamer Dakotaz leaked two new skin styles that are currently available.
The new skin styles were for the Castor and Elmira skins, and judging by the styles, it seems like these are for Halloween. Here’s a look at the new skin styles. According to some dataminers, these might have been accidentally been made available, but we’ll have to wait and see if this is the case.
Fortnite Castor and Elmira Leaked Halloween Skin Styles
Fortnite Castor and Elmira new Leaked Skin Styles
Along with the new skin styles, Castor’s back bling also has a new style, which you can check out in the embedded Tweet below:
I FOUND THE HIDDEN UPDATE! pic.twitter.com/JDVzl5leAp
— dk (@dakotaz) September 18, 2019
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Source : Fortnite Insider
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Fortnite x Batman - Cosmetics, Gotham City POI, Weapons and More Coming to Fortnite
New Post has been published on https://gamerszone.tn/fortnite-x-batman-cosmetics-gotham-city-poi-weapons-and-more-coming-to-fortnite/
Fortnite x Batman - Cosmetics, Gotham City POI, Weapons and More Coming to Fortnite
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Massive leaks have emerged with all new cosmetics for Fortnite, weapons and even a new POI for an upcoming Fortnite x Batman crossover. This is a pretty unexpected and very intriguing upcoming crossover and it will be sure to break headlines everywhere once it is announced.
A loading screen has leaked, including a Bat signal located at Tilted Towers.
I just woke up, smh! here’s the batman loading screen! pic.twitter.com/9Joz0i9hRp
— HYPEX – Fortnite Leaks & News (@HYPEX) September 18, 2019
According to leakers, Tilted Towers is going to turn into Gotham City for a limited amount of time similar to that of Pandora in the desert region of the map, which lasted for 2 weeks.
Bat Symbot Light Leak!! it will appear in the next tilted (Gotham City) once it’s in the game.. and maybe then we will see the Batman skin in the shop! *i found so many effects and things that i’ll leak in a bit* pic.twitter.com/lYNJe6Xc3K
— HYPEX – Fortnite Leaks & News (@HYPEX) September 18, 2019
There will also be Fortnite x Batman challenges, called Welcome to Gotham City.
pic.twitter.com/UJZVqLeQOs
— Lucas7yoshi // Fortnite Leaks & News (@Lucas7yoshi) September 18, 2019
There will even be cosmetics, where some assume there will be a Batman, Joker and Catwoman skin.
There are 3 Batman related skins, 1 female, 2 male, once downtime is over expect to see them here!
— s1l0x (@s1l0x) September 18, 2019
New “DC” Rarity & Bat Glider In-game 😀 pic.twitter.com/mqHqMdm0bz
— HYPEX – Fortnite Leaks & News (@HYPEX) September 18, 2019
And two new weapons will be added.
New 2 Leaked Batman “Grappler & Throwable”!! pic.twitter.com/wxmo1nLfw5
— HYPEX – Fortnite Leaks & News (@HYPEX) September 18, 2019
The “Batman” set will be in the store as a Bundle.. (maybe not everything, we are not sure) 🤔
thanks to @iBRLeaks_ for reminding me! pic.twitter.com/PKdra2JGCj
— HYPEX – Fortnite Leaks & News (@HYPEX) September 18, 2019
Source : Fortnite News
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Patch Notes for Fortnite v10.31 - Party Hub
New Post has been published on https://gamerszone.tn/patch-notes-for-fortnite-v10-31-party-hub/
Patch Notes for Fortnite v10.31 - Party Hub
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Epic Games have just released the patch notes for today’s Fortnite v10.31 update featuring a new feature on mobile: Party Hub. Alongside this, a few changes have been made to the locations in which storm circles are able to end in core and Arena modes.
The update is now live across all platforms as downtime has concluded. Here’s everything you need to know about the changes:
What’s New?
Party Hub Hang with friends while you’re on the go so the party never stops. See who’s online, party up, and play together. (Or just voice chat!) For a deeper dive on Party Hub, read our FAQ here.
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Weapons + Items
Bug Fixes
Resolved an issue involving the Star Wand and AC/DC Pickaxes not doing the intended amount of damage.
Because this issue has been resolved, these Pickaxes have been re-enabled.
Gameplay
Storm Circles will no longer end at the following locations (in core and Arena modes):
Moisty Palms
Greasy Grove
Tilted Town
Retail Row
Bug Fixes
Resolved an issue in which Ziplines could give players an unintended effect.
Because this issue has been resolved, Ziplines have been re-enabled.
When a player is eliminated, their damage towards the Storm Surge threshold will no longer be removed from their remaining teammates’ total.
Accessibility 
Support-a-Creator codes can now be used for real-money offers in-game.
More information on this will be available in a blog post later this week.
Please note: For any Packs that contain V-Bucks, the revenue share will be applied to the Creator code that is entered when the V-Bucks from that pack are spent.
Mobile
Party Hub 
Connect with Fortnite friends on the go so the party never stops. See who’s online, party up, and jump in-game together on any platform. (Or just voice chat!) 
Want to hang with friends in-game while you’re out and about? Now you can take the party with you! For more information, check out our FAQ here.
Multitasking 
This new feature allows you to you use two apps at once on supported iPads! Supported iPad models include:
iPad Pro
iPad (5th generation and later)
iPad Air 2 and later
iPad mini 4 and later
By enabling Multitasking, all iPads will have the ability to rotate the screen orientation to enter Portrait Mode.
If you don’t want to play in Portrait mode, enable Rotate Lock on your iPad.
Recap
From server on September 13
Resolved an issue involving some Mission objectives not measuring progress.
SOURCE: Epic Games
Source : Fortnite News
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Every Available SHiFT Code for Golden Keys in Borderlands 3
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Every Available SHiFT Code for Golden Keys in Borderlands 3
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Last Edited: September 16, 2019 at 5:26 PM
Traditionally, SHiFT codes unlock rewards like skins customizations and coveted Golden Keys, which open special Golden Key Loot Chests. This page will cover how to get them and maintain a list of universal SHiFT codes that can be used by everyone.
SHiFT Codes List and Rewards[edit]
Below are the SHiFT codes and the rewards you get for them.
Note: Some shift codes that provide Golden Keys are obtained by those that bought the Diamond Loot Chest Edition of the game – but they work for anyone.
SHiFT Codes Rewards Date Added Expired? KSKTB-CBJS3-HW355-BJJJT-T6WHC 3 Golden Keys 09/15/19 Yes (Expired at 7PM CT) KZKJT-J3JHB-HCJ5K-JB33B-CZ9FH 3 Golden Keys 09/14/19 Yes (Expired at 11pm CT) ZFKJ3-TT3BB-JTBJT-T3JJT-JWX9H 3 Golden Keys 09/13/19 No 9XCBT-WBXFR-5TRWJ-JJJ33-TX53Z 3 Golden Keys (Redeem in game) 09/13/19 No ZRWBJ-ST6XR-CBFKT-JT3J3-FRXJ5 1 Golden Key 09/13/19 No Z65B3-JCXX6-5JXW3-3B33J-9SWT6 1 Golden Key 09/13/19 No ZFKJ3-TT6FF-KTFKT-T3JJT-JWX36 1 Golden Key 09/13/19 No HXKBT-XJ6FR-WBRKJ-J3TTB-RSBHR 1 Golden Key 09/13/19 No
Pre-Order Bonus Golden Keys[edit]
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If you pre-ordered Borderlands 3 from any retailer or source, you are eligible to earn Insider VIP rewards – including 5 Golden Keys.
To do so, you must have signed up for the Borderlands VIP account, and filled out a survey form listing where you pre-ordered the game from. If done correctly, and if you play within 14 days of the game’s release on September 13th, you will earn a special weapon, skin, and 5 Gold Keys that will arrive in your mail.
How to Get SHiFT Codes and Golden Keys[edit]
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SHiFT is Gearbox Software’s free fan reward program which sends subscribers SHiFT codes to redeem within Borderland’s menu.
Sign up for SHiFT Here
Once you begin signing up, you can automatically sign up through various sources and link your accounts through theses service, including the Epic Store or consoles.
Note: Why you need a SHiFT account: SHiFT is the platform that powers all in-game promotions and rewards in Gearbox games. Without SHiFT there’d be no way for you to receive all of the in-game rewards that are coming your way.
Once you have successfully created and linked your SHiFT account, you can then redeem SHiFT Codes for Golden Keys in a variety of ways.
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Head to the SHiFT Account Rewards Page to quickly copy and paste the codes listed at the top of the page into the Code Redemption section, and be sure to select the correct platform for your code – you’ll then be alerted to how many Golden Keys will be added to your account.
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You can also do this directly in the game at any time by going to the menu and entering the Social Tab, and heading to the SHiFT section to enter the codes through the game itself.
How to Use Golden Keys[edit]
Once you have redeemed the SHiFT Codes to obtain a certain amount of Golden Keys, you will find the special Golden Chest aboard the Sanctuary 3 spaceship, which you can start doing once you leave Pandora for the first time at the end of the 4th mission.
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IMPORTANT: SIMPLY REDEEMING A SHiFT CODE WILL NOT AUTOMATICALLY ADD A GOLDEN KEY TO YOUR INVENTORY. YOU MUST CHECK YOUR MAIL IN THE SOCIAL TAB TO FIND THE MAIL WITH YOUR GOLDEN KEYS AND PRESS THE ACCEPT BUTTON UNTIL ALL AVAILABLE KEYS HAVE BEEN ADDED TO YOUR INVENTORY.
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Each Golden Key has a one time use to open the Golden Chest to reward you with a random assortment of high-tier weapons and items. They will always be Uncommon rarity or above, and will always be at your current level when opening the chest.
After you use the Golden Key to collect the loot, the chest will re-seal, and you can use additional keys to keep opening the chest for more loot. Use those keys carefully! Since Golden Keys are limited, you’ll want to use them when you really need a good weapon, and your current stock just isn’t cutting it.
Additional SHiFT Code and Golden Key Sources[edit]
Gearbox and its employees often share SHiFT codes on social media. All users can use these same codes, but after a certain time period, they will expire. These codes are independent of your character saves, so one code will work in each individual save.
How to Earn Points Quickly via VIP Insider[edit]
There are 2 ways to earn points quickly.
1. You can earn points by entering codes (see below). Go to Borderlands.com > SHiFT > Redeem Codes > OR Insiders >Redeem code or click here. Then *click on the type of code you have* and enter code. Points will be added to your account.
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OR
2. Go to Borderlands.com > Insiders > Activities or click here. Scroll down and under getting started and activities there are a variety of things you can do earn points. Most of them involve lining accounts or reading/interacting with Borderlands promotional content.
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Below are a variety of codes. Make sure you click on the correct code type. These codes were found on spieltipps.de
Vault Codes[edit]
Code Point Value GAMEVIP 100 BONERFART 100 SMARTOYSVIP 100 BOLVIP 100 ALLYOURGAMESVIP 100 YOURGAMEZONEVIP 100 MEDIAMARKTVIP 100 ILOVEBAGUETTE 200 BL3FREVENTVIP 200 LOADINGBAR 250 PWR2PLYRS 250 MAYHEM 250 CRUMPOCALYPSE 250 GODSDONTNEGOTIATE 250 TWOWEEKS 250 JVMVIP 250 BL3MUSEUMCOSPLAY 500 HALVERHAHN 500 MAYHEMPRIDE 500 INTERTOYSVIP 100 PLAYERONEVIP 100
Email Codes[edit]
Code Point Value BL3REVEAL 100 FIGHT4SANCTUARY
250
LOOTLOOTLOOT 250 JOYPUKE 250 BL3WELCOME 250 BL3ATE3 250 HEYSUGAR 250 SOHAPPYTOGETHER 250 CLAPTASTIC 250 MYMAIN 250 ONTHEHUNT 250 POWERUPEMAIL 250 DASHERZ 250 LESSTHANTHREE 250 FRESHBOOTY 250 BUILDURSQUAD 250 OVERCLOCKED 250 FORTNITEXMAYHEM 250 DUCTTAPEMOD 250 2KLOVE 500
Creator Code[edit]
Code Points COHHVIP 250 GREGORONKH 250
How to Use Points to Redeem Skins, Guns, and more[edit]
Go to Borderlands.com > Insiders > VIP Rewards or click here. and you can already select some guns and skins. These will not be delivered until the game is released and please note that you cannot get Gold Keys for Borderlands 3 yet.
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Source : IGN
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Modern Warfare: PS4 Players Will Have A "Day One Advantage"
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Modern Warfare: PS4 Players Will Have A "Day One Advantage"
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GameSpot may get a commission from retail offers.
Although “most” of Call of Duty: Modern Warfare‘s post-release DLC will launch on all platforms at the same time, Sony’s exclusivity deal with Activision is continuing in some form. Activision has confirmed that PS4 players “will have an exciting Day 1 advantage” in Modern Warfare. That’s all Activision had to say on the matter, so fans can only guess for now what that may mean.
More details will be announced “soon,” Activision said.
Activision and Sony have had an exclusivity deal for Call of Duty for years now, with new content releasing first on PlayStation. That’s changing somewhat this year, as “most” of the game’s after-launch content will be available on all systems simultaneously as part of developer Infinity Ward’s intention to keep the playerbase connected. This is especially important now, apparently, because Modern Warfare supports cross-play between competing consoles and PC.
Here is Activision’s full statement on its partnership with Sony for Call of Duty content:
“Call of Duty is excited to continue its partnership with PlayStation, including last weekend’s PS4 debut of the Modern Warfare Open Beta as well as the recent PS4 exclusive 2v2 Alpha. But the best is yet to come. For the very first time in our partnership with PlayStation, PS4 players will have an exciting Day 1 advantage. More details on how Call of Duty will continue to support PlayStation as the best place to play Modern Warfare will be rolled out soon.”
Activision will test the cross-play functionality with the next Modern Warfare beta that begins this weekend. Modern Warfare launches on October 25 for PS4, Xbox One, and PC.
Source : Gamesport
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Fortnite Rocket at Dusty Depot is now at stage 3 – Season 10 Rocket Launch Event soon?
New Post has been published on https://gamerszone.tn/fortnite-rocket-at-dusty-depot-is-now-at-stage-3-season-10-rocket-launch-event-soon/
Fortnite Rocket at Dusty Depot is now at stage 3 – Season 10 Rocket Launch Event soon?
The Fortnite rocket being built at Dusty Depot is now at stage 3.
In last week’s v10.30 client update, Epic Games included a minor change to Dusty Depot. Scaffolding was added to one of the warehouses, and since the update, a rocket has slowly been built at the popular POI.
The very first in-game live event for Fortnite Battle Royale was the rocket launch in Season 4, and it seems like we’ll be getting a similar event this season.
Dataminers leaked what the rocket would look like once it’s been fully built, and although there’s currently no files that suggest we’ll be getting a rocket launch event, we’ll likely get one before the season ends. However, it’s possible the event could lead to a new Fortnite map in the future with dataminers leaking a number of new locations that were recently added to the Fortnite files.
As of writing, the rocket at Dusty Depot is currently on stage 3. Here’s what the progress looks like at the moment:
Fortnite Dusty Depot Rocket Stage 3
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Work on the rocket began on the 15th September, which means it’s possible we could see a fully made rocket before the weekend. If that’s the case, we could expect a live event next week, which will be in week 8 of Season 10.
Source : Fortnite Insider
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Final Fantasy 7 Remake's Classic Mode Won't Satisfy Purists
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Final Fantasy 7 Remake's Classic Mode Won't Satisfy Purists
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Since Final Fantasy 7 Remake’s big gameplay reveal at E3 this year, fans have begun to rally into two broad camps: those who dig its new action-led combat system, and those who really wish Square Enix had stuck to the turn-based design of the original game. In what could be seen as an attempt to satisfy the latter camp, Square Enix has announced a new ‘classic’ battle mode. Yet what the studio has revealed is more likely to satisfy those already sold on the new vision for Final Fantasy 7 rather than those who oppose it.The issue is a simple one: classic mode is not a turn-based combat system. It is still Final Fantasy 7 Remake’s new real-time combat, but it has been tweaked just enough to provide an illusion of individual turns.
See plenty of awe-inspiring Remake moments in the TGS trailer above.
In the original Final Fantasy 7, a character’s Active Time Battle gauge increases over time, during which they can do nothing but stand still. When the gauge is filled, players can command that character to take their turn, and the process starts again. In Final Fantasy 7 Remake, the ATB gauge is filled by executing basic attacks in real-time, meaning there is no ‘downtime’ between actions. Classic mode changes this by taking control of characters for the action-heavy portion of a combat encounter – attacking, blocking, evading, and moving is all done by AI – which effectively means the game fills the ATB gauge for you. When the gauge is full you can then pause the game to open the command menu and assign orders for characters to use special attacks, magic spells, or items.
This altered approach is a loving nod to Final Fantasy 7’s past. Classic mode allows battles to look as breathtakingly cinematic as they do in standard mode, but the player works as a backline team tactician, rather than directly controlling Cloud and the gang. That’s truer to the mechanics of the original game and helps emulate the pace of that experience, but it’s also very obviously not a completely faithful replication of the ATB system.
You can only see classic mode as a loving nod to the past if you’re already sold on the new system.
So no, classic mode won’t be enough to satisfy the original Final Fantasy 7’s most hardcore, purist fans. There are many who want Remake to be exactly what it says on the tin; a perfect one-to-one recreation of the original game, just with shinier graphics, a revamped orchestral score, and some of the wrinkles ironed out. If Final Fantasy 7 is your gaming religious text, a ‘classic mode’ would mean a genuine turn-based system, where basic attacks are an option in a menu, and characters stand in an orderly fashion opposite their enemies.
It’s easy to see why people want to see that in Remake. I replayed the original game this summer and it reminded me as to why it’s so important and precious to me. ATB combat may be basic compared to Final Fantasy 12’s complex, Gambit-fuelled combat, but the approach is practically timeless. As such, for fans who consider the ATB system a vital component of Final Fantasy 7, classic mode is likely to leave them unconvinced. It’s not a mode that redesigns combat to resemble the classic game, but one that simply automates part of the reinvented real-time system so people don’t have to engage with it. As much as that may provide a sense of what came before, it’s simply not turned based; it lacks the regimented timing and simple elegance of ATB.
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I’m glad classic mode exists, though. The initial reaction to the news in the IGN comments has been largely enthusiastic, with many people stating that they are now interested in Final Fantasy 7 Remake. Hopefully, this illusion of turn-based is enough to satisfy their needs. It’s also, realistically, the very best option Square can offer while sticking to its vision. Game development is a difficult business, and recreating Midgar to optionally work with encounter-style turn-based battles that play out just as they did in 1997 is probably an impossible task.
I’ll definitely experiment with classic mode, too. While I personally believe Square is correct to pursue a new approach to battle, I’m not going to pass up the opportunity to get a little nostalgic, even if it’s merely a pretender to the throne.
Ultimately, I want Final Fantasy 7 Remake to offer me something new, and that’s exactly what it does in spades. But I also want to experience it alongside as many Final Fantasy fanatics as possible, and if classic mode will help bring more people back to Midgar, then I’m all for it.
Matt Purslow is IGN’s UK News and Entertainment Writer. You can follow him on Twitter.
Source : IGN
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Two New Fortnite Skins Leaked – Area 51 Alien Traveler and Female Love Ranger/Cupid Skins
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Two New Fortnite Skins Leaked – Area 51 Alien Traveler and Female Love Ranger/Cupid Skins
Here are two newly leaked Fortnite Skins that have been found by data-miners and are currently encrypted in the game.
Epic add new cosmetics to Fortnite Battle Royale in every update that requires some downtime, usually bi-weekly, and these cosmetics can include Skins, Back Blings, Pickaxes, Gliders, Emotes/Dances and Wraps. Data-miners are usually able to leak these cosmetics as soon as the update is available to download, unless they have been encrypted by Epic.
It was previously thought that there was no way in which to leak the encrypted files, but data-miner @s1l0x has managed to find a way to showcase some of these cosmetics in-game. He has found two new Skins that have not been leaked before and has shown what they look like in-game.
Fortnite Alien Traveler Leaked Skin
The first Skin that has been leaked is a ‘Traveler’ Skin, which looks like an alien and you can see the number 51 on this outfit, most likely referencing the ‘Storm Area 51’ meme. It is possible that this Skin will be released on September 20th, the date of the ‘Storm Area 51’ event, but nothing has been confirmed as yet. Here is what the Skin looks like:
Encrypted “Traveler” skin!
Likely will be released September 20th for the Area 51 meme!
HD: https://t.co/Ol4ywjP6je
Credit: @s1l0x pic.twitter.com/J0RaCFNPnP
— s1l0x (@s1l0x) September 17, 2019
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There is also a Pickaxe that has been found in the same Traveler set, which can be seen below:
Encrypted “Traveler” Pickaxe!
HD: https://t.co/7LHZWtKUHF
Credit: @s1l0x pic.twitter.com/ANBoLIPaAY
— s1l0x (@s1l0x) September 17, 2019
@spedicey1 has also managed to get an image of this Skin in-game, as seen below:
Fortnite Alien Traveler Skin In-Game
Fortnite Female Cupid/Love Ranger Leaked Skin
The next Skin that has been found by s1l0x is the female version of the Love Ranger Skin. This Skin isn’t much of a surprise to us as the statue of the female Cupid was added in the v10.20 update and we had mentioned that this Skin would most likely be introduced in future updates. To see where the statue is located on the map, click here. You can see what the Skin looks like below, along with the Back Bling:
Encrypted Female Cupid Skin & Backbling!
HD: https://t.co/kwsCKXszz4
Credit: @s1l0x pic.twitter.com/1y5ln98Wp1
— s1l0x (@s1l0x) September 17, 2019
Here is an image of this Skin in-game by @spedicey1:
Fortnite Female Cupid/Love Ranger Skin
Will you buy any of these Skins once they are available to purchase in the Fortnite Item Shop?
Source : Fortnite Insider
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gamerszone2019-blog · 5 years
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WRC 8 Review
New Post has been published on https://gamerszone.tn/wrc-8-review/
WRC 8 Review
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Though it’s been through some hard times over the past 19 years, KT Racing’s WRC series has been steadily improving since the French development team’s tenure with the license began in 2015, and WRC 8 represents its biggest leap in quality to date. Packed with outstanding stage design and bolstered by a number of welcome improvements – including a much richer and more nuanced career mode – WRC 8 is certainly the most in-depth rally sim to ever wear the official license. Finally, it’s positioned to compete with the big names in the genre.
Whether played with a pad or a wheel, WRC 8 is a satisfying arm wrestle and certainly the best-feeling WRC game I’ve played – and that extends back to Evolution’s memorable stint with the license back in the PS2 era. On a pad, the FWD cars like aggressive taps of the stick for countersteering – anxious drags just induce fishtailing. They also need keen tugs of the trigger to brake hard and step the rear out. The AWD WRC cars and their otherworldly acceleration and grip require much more finesse; you can pivot them on the throttle but they demand smoother inputs all around. On a wheel, however, it really starts to sing; it’s slippy but responsive as the tyres relentlessly claw at any surface, and the force feedback is impressive and effective.
Watch the KT Racing team discuss WRC 8’s improved physics in the video below.
There have been some drastic changes to the career mode in WRC 8 as well, and the result is far more engaging than the basic menu cycling from event to event that characterised WRC 7. WRC 8’s version has blossomed into something that feels more representative of a large-scale, globe-trotting motorsport, with non-championship events to opt into, training tasks to complete, and team members to contract.
WRC 8’s [career mode] has blossomed into something that feels more representative of a large-scale, globe-trotting motorsport.
Specific staff now need to be hired to fill six important roles, each of whom come with gameplay benefits attached to make those decisions feel meaningful. Skilled mechanics can accomplish more repairs within the limited window at the service park between stages; effective agents can wrangle invites to more exclusive one-off events; and canny meteorologists can forecast further into the future, giving you an idea about potential weather changes deeper into stages.
Granted, it’s a little daft how quickly staff tend to tire considering they’re not the ones doing to the actual driving. For instance, while my co-driver and I spent several days slicing through Swedish tundra at speeds that would make even the sternest scrotum shrivel, my agent got so burnt out from sipping champagne and eating tiny triangle sandwiches in the hospitality tent that he needed a week off. It’s also more than a little incongruous that it’d be up to the driver to personally manage staff vacation time in the first place. That said, I think the crew management is still a good addition to WRC 8, injecting a welcome team atmosphere into what had previously been a pretty lonely experience.
There’s also now a large skill and tech tree, shamelessly reminiscent of the R&D system that’s been part of the F1 games for several years now, and it adds a bunch of extra layers to WRC 8’s racing career. Whether you choose to apply upgrade points to improving your cash and XP awards or you opt to target strictly technical improvements is up to you. There’s a little bit of arbitrary game-y nonsense when it comes to managing bonus objectives (it’s illogical your reputation with your current manufacturer would take a hit simply for using a particular tyre compound during a rally if you’d also just won the rally) but overall it’s still a huge improvement from the entirely vanilla career experience of WRC 7.
Watch the KT Racing team discuss WRC 8’s stage design in the video below.
A handsome looking racer, WRC 8’s lighting effects are particularly strong this year. Low sun pierces through the treelines and a spectrum of time-of-day conditions are on offer to really change up the aesthetics of stages run under different cloud and weather scenarios. Attention to detail has improved, too. Beading water, which was surprisingly sub-par in WRC 7, has been replaced with a much more modern and authentic rain effect in WRC 8. The suitably streaky effect that accompanies flicking the wipers on for the first time is nice, too (with dynamic weather, those of us who race in cabin view need to manually toggle the wipers any time it begins to rain, or if the windscreen has simply accumulated too much muck to see out of). The water-splash effects have had a boost as well, and they’re accompanied by a deafening blast as puddles pummel the undercarriage.
Sound is pretty top notch this edition, to be honest, with a great mix of a barking and burbling exhausts, tons of a kick-up, and plenty of meaty collision noises. Subtle stuff like the muted noise of crowds cheering big jumps – audible even over the wail of the needle bouncing off the limiter – didn’t go unnoticed, either.
The full 2019 season is replicated inside WRC 8 – the complete 14-country calendar and all the cars and teams from WRC Junior, WRC 2, and WRC. This means Poland has been flicked, but Turkey and Chile have been added and those stages are all-new. Not every stage in WRC 8 is fresh – there are repeated routes from the previous game, plus reversed stages – but they’re still amongst the best in the business. The key strength of the stages in WRC 8 isn’t just the sheer variety that 14 extremely different locations from across the globe affords, nor is it just the colossal length of the very longest of them (which, again, are the longest stages in the genre). It’s rather how effectively claustrophobic they are, and how amazing the sense of speed is on a ribbon of road flanked with so much danger at barely an arm’s length. WRC 7 established KT Racing as uncommonly astute rally stage craftspeople, and WRC 8 only strengthens that reputation.
See some of WRC 8’s newly-added retro rally cars in the video below.
The car roster is largely just the modern metal from the current WRC and supporting classes. There are a few older classics included for the first time – which is true step in the right direction – but don’t expect an extensive selection of rally icons (I hope you like Lancias, because they’re mostly just old Lancias). Dirt still has the WRC series well beat when it comes to the garage.
Source : IGN
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gamerszone2019-blog · 5 years
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Children of Morta Review
New Post has been published on https://gamerszone.tn/children-of-morta-review/
Children of Morta Review
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Children of Morta is a game about family. Mechanically, it’s a satisfying dungeon crawler where you grind through bad guys, level up your characters, and unlock better abilities so that you can face off against a series of increasingly difficult bosses. But really, at its heart, it’s a compelling game about what it means to be a part of a family, and how being surrounded by loved ones can make you a better, stronger person.
The Bergson family, six of whom you’re able to play as, is made up of warriors, mages, and inventors all tasked with holding back the Corruption–which has, at the game’s opening, started to spread across their homeland. Their house sits atop a shrine, and to battle against the evil forces of the demonic Ou they need to travel through portals and conquer dungeons, in order to awaken three spirits that can guard against the Corruption.
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It’s a cliched fantasy setup, but Children of Morta makes the most of its tropes by making sure that you’re invested in the Bergsons and their plight. Between runs of the dungeons, you’re treated to cutscenes and vignettes of the family interacting with one another, and you get to know the beats of their lives and what they get up to when they’re not enduring dungeons. You start with two playable characters, family patriarch John and his eldest daughter Linda, but the other four are introduced within the game’s opening half. Seeing them train and grow in cutscenes, and getting a sense of their place within the family, means that you’re already attached to the characters before you get your hands on them.
Gameplay in Children of Morta involves battling your way through hordes of enemies to reach each dungeon’s boss, exploring thoroughly and nabbing as many temporary boosts as you can along the way. Each character has three main abilities they’ll unlock as they level up: a standard attack that can be used continuously, a special attack with a cooldown, and a more defensive ability (although some of these can still do damage). The combat isn’t necessarily super deep, but it’s a lot of fun thanks to some extremely satisfying animation and the strategic possibilities that become available as you level up. Dungeons consist of multiple levels and are generated anew each time you enter, so finding the entrance to the next level will always require some exploration. Occasionally I’d find myself frustrated when the path to the exit ended up being very elaborate, but this also kept the game feeling fresh when some dungeons took a long time to clear.
There’s an imbalance between the number of melee and ranged characters–four melee to two ranged–which is a shame, because playing the ranged characters changes the rhythm of the game significantly by encouraging a slower, more thoughtful playstyle, and only having two of them feels like a missed opportunity. I found that Linda (who uses a bow and arrow) was the character I most often managed to beat bosses with, since so many bosses are primed to punish you for getting too close, and I would have loved to have another option beyond her and Lucy, the family’s youngest daughter.
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Each character plays differently, and you’ll no doubt have your favorites. Lucy can shoot a continuous wave of fireballs while standing still, and can be upgraded to withstand three hits without damage; Kevin, the youngest son, can dramatically increase his speed and strength by building up “rage” with continuous knife attacks, but he needs to get very up-close to do so before using his power of invisibility to get out of danger. Some characters are less interesting; for the life of me I can’t figure out how to make Joey, who swings a huge hammer, effective. But it’s still fun trying out a character you haven’t played for a few runs and getting into the groove with each of their distinct rhythms.
You need to switch characters regularly, too, as any member of the family who is used too many times in a row begins to suffer from corruption fatigue, which lowers their overall health until they’re given time to recover. Each member of the family can also unlock new abilities that benefit every other family member as they level up (like higher rates of critical attack or even assists in certain situations), and later abilities in their skill trees can be very useful–I initially dismissed John for being too slow but found his shield and wide swing arc extremely useful later in the game, and was ultimately glad that the game encouraged me to use every character and discover their strengths (in five cases out of six, at least).
The plot’s focus on the family, paired with the tremendous art and beautiful animation, makes it easy to love the Bergsons. Lucy is so full of energy that she’ll jump in the middle of her run animation (which doesn’t interrupt your pathfinding at all but adds personality to her sprite), while eldest son Mark’s Naruto-style run is a perfect complement to his martial arts fighting style. Charming touches like this are everywhere, and they give the characters more personality. You feel those unique traits come through in combat, too; there are few things more satisfying than seeing Kevin shimmer with rage and rip through a huge mob of enemies.
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And as with any family gathering, Children of Morta will encourage and then test your patience. It’s a grind-heavy game; it was very rare for me to beat a dungeon on my first shot, as most required that I level up and learn the boss’ attack patterns, which requires storming through the dungeon to get to them a few times. You can get away with running right past most enemy mobs, but to stand a chance against the boss at the end, you want to be armed with powerful buffs, and growing stronger requires farming experience and gold to unlock new abilities and improve your stats.
However, it takes a long time for the grind to start wearing you down. The combat is meaty and intense, and the allure of growing stronger is so compelling that dealing with huge crowds and collecting all the gold they spill can hold your attention for hours. There’s a sharp increase in difficulty right at the end, but I could always identify what had gone right–which fights I’d avoided, which charms I’d made use of, how I’d thought about my character’s relative strengths and weaknesses to the boss–and adjust my strategies accordingly to continue to do well. The grind helped make me a better player, instead of simply acting as a level gate.
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There are special buffs that are only active for that session, and you have a much better chance of beating the boss if you go in after thoroughly exploring the dungeon and powering up. There are many different kinds of buff you can unlock, some temporary, some permanent; I found that I did far better against bosses when I went in with a lot of them active. You can find the various items and objects that make you more powerful throughout each dungeon, or buy them from shopkeepers that pop up, and I found myself getting excited whenever I found a good combination. Going up against a boss that has beaten you several times, now armed with a combination that you think will give you an advantage, is a great feeling.
Your dungeon runs are also broken up by numerous subquests that can appear throughout each dungeon, which expand on the game’s lore, introduce new NPCs, and result in significant upgrades or rewards. A few even have major narrative impact–there are a series of quests early on that end with the Bergsons adopting and raising an adorable puppy, for instance. But if one dungeon is really giving you grief, eventually it can feel like the game’s ready for you to move on before you’re ready yourself–you’ll stop getting cutscenes and character vignettes after missions, and you’ll find that you’ve run out of subquests to complete. But then, the feeling of eventually taking down a boss that was troubling you is extremely satisfying, especially knowing that you’re going to get more lovely character moments as you try to beat the next one.
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You also have the option of playing the whole game in co-op, and the game balance differs depending on whether you’re alone or not. However, I found myself preferring to stick to solo play–it’s annoying for a friend to talk over cutscenes and the difficulty scaling makes co-op more complicated.
Children of Morta’s fantastic art style and enjoyable storytelling take what would have been an otherwise fun roguelike dungeon-crawler and elevate it a great deal. Taking down enemies and eventually triumphing over bosses is enjoyable, but what kept bringing me back was the connection I felt to the Bergsons, and my sincere desire to help them push back against the Corruption. After all, it’s a lot easier dealing with dungeons full of monsters when you have a family to come home to.
Source : Gamesport
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gamerszone2019-blog · 5 years
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Greedfall Review
New Post has been published on https://gamerszone.tn/greedfall-review/
Greedfall Review
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There’s religious fanaticism, and then there’s Inquisitor Aloysius from Greedfall, a man so excessively villainous his whole schtick borders on farcical. A member of Thélème, one of the game’s six factions, he appears when you first step into the town square of the city San-Matheus. What draws your eye is the sight of a hulking woodland beast howling in pain while tied to a stake in an enormous burning pyre, as a captured native islander looks on helplessly. When asked why the creature and his people are subjected to such cruelty, the Inquisitor bellows an odious response about cleansing the corrupt souls of his tribe. Then in one swift movement, he yanks the islander’s head, stabs the poor soul with a knife, and yells obscenities about heresies into the sky.
That uncomfortable scene is emblematic of the plot in Greedfall; its tales of colonialism and political subterfuge are tackled with such little nuance that it verges on parody. The islanders wear face paint, have heavy accents, and venerate the woodland beasts as deities, while the cardinals, bishops, and alchemists refer to them as savages that need enlightenment or salvation. Greedfall relies heavily on these kinds of blunt narrative tropes for its setting, much in the same way it does on a very familiar open-world RPG structure. And while it’s very easy to lose yourself in its competent, if comfortable, formula, it means that Greedfall ultimately feels unremarkable at best.
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You play as the charming diplomat De Sardet from the Congregation of Merchants, who’s in charge of brokering peace between two warring factions: the Thélème, a theocratic nation that preach their gospel heavily and want to convert as many natives as possible, even if it’s by force, and the Bridge Alliance, home to a nation of alchemists who wield their vast and incomparable knowledge of science for political ends.
Both factions want to colonize a mystical island called Teer Fradee, which is brimming with fantastical flora and fauna. They, as well as the clans of indigenous people who are resisting their incursions, seek your help for their own ends. But that’s not all; you also have something you want from the island: the cure for the Malicor, a mysterious plague devastating your home. In short, everyone wants a piece of this enchanted isle, and your task is to navigate through this political minefield for the best outcome–whatever you think that is.
Greedfall attempts to tweak certain aspects of its otherwise conventional colonialist plot (the islanders aren’t depicted as crazed natives or hungry cannibals, and the factions are somewhat multicultural), but beyond a vague sense of awareness about its oppressive legacy, Greedfall’s heavy-handed themes never make way for anything more nuanced or interesting. Sure, it highlights the exploitative behaviors of the Thélème and Bridge Alliance factions, but their actions are so moustache-twirling malicious that they become mere caricatures of evildoers.
Even your companions and other characters are cookie-cutter emblems of their group: Siora is the native princess who wishes to seek peace for her clan; Petrus is the religious Thélème advisor with tons of political savvy; and Kurt is the loyal, headstrong mercenary whose stoic demeanour can barely disguise his world-weariness. Most damning of all is your character, De Sardet, who, as the big hero, embodies the “white man’s burden” allegory that also plagues other colonial-themed narratives; it’s all on you to liberate the natives or unite the factions against them.
Greedfall’s saving grace is that its role-playing systems are adequate, and the game’s greatest strength is how well it sticks to what is tried-and-tested. It features mechanical design that’s common in the genre–exploring, looting, questing, etc–but it’s also savvy enough to incorporate the best versions of these elements–most notably it feels like it draws inspiration from CD Projekt Red’s The Witcher 3, a title I couldn’t stop making mental comparisons to.
At the beginning, you’re given the choice of playing as one of three character archetypes: the melee-focused warrior, the stealthy gunslinger, or the spell-wielding tactician. But you’re also given the flexibility to break out of these standard classes through an array of skill trees. As you progress through the game, you can freely invest hard-earned points, which opens up a variety of methods you can approach combat with and even how you resolve quests–be it bludgeoning your way through conflict with a two-handed axe or wearing a horde of rampaging beasts down with poison traps.
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And, as has become common in open-world RPGs, Greedfall also comes with a crafting system. Materials are in abundance–enemies, from human foes to wild animals, drop them frequently, while crates and jugs across most cities are bursting with goodies you can loot. One constraint, however, is that you can only craft upgrades to armor and weapons you own, rather than cobble brand-new equipment altogether. This streamlines crafting, and it also encourages you to still seek out better equipment. Meanwhile, combat is more than just a frenzied blur of swords and gunplay too; you can make tactical pauses to examine your enemies closely, change your target, consider your combat options, or silently contemplate how stunning your swashbuckling buccaneer looks in the heat of action.
Greedfall suffers from some bugs, primitive systems, and even glaring spelling errors, however. Some dialogue is clearly skewed towards a male De Sardet; in my playthrough as a female De Sardet, several characters still referred to me as “he.” The stealth mechanism is also unintentionally hilarious. When on a stealth mission, enemies tend to treat companions as invisible; they will not notice two big, oafish men blundering about in front of them, but will jump out of their skins when they notice De Sardet peeking out from behind a nearby crate. Romancing your companions is also another thing you can do in the game, but the moves you need to make to get into their hearts (and under the sheets) are so perfunctory, it’s almost unmemorable. You engage in a three-part companion quest with the lover of your choice, where you’ll find conversations that give you the chance to maximize your romance meter. But the game makes it obvious when you’ve said something wrong (characters will retort back unhappily, accompanied by a numerical drop in your reputation), so it’s an easy process to save scum, and the ultimate reward is a not-very-saucy bedroom cutscene.
In spite of the game’s blundering narrative issues, it’s still easy to get hooked into the rhythm of exploring, crafting, brawling, investigating, and interacting with the host of characters and beasts, while getting lost among the beautiful lush greenery of Teer Fradee. Running into more challenging enemies or engaging in boss fights are a particular treat, since it’s an opportunity to pit your hard-earned combat abilities against formidable foes. And tucked within the story, as hackneyed as it is, are occasional glimpses of genuine humanity, such as De Sardet’s close relationship with their cousin Constantin, who’s also the new governor of Teer Fradee.
But ultimately, because Greedfall is so cavalier about its colonialist themes, and because it plays it safe by sticking so closely to the template of open-world RPGs, it doesn’t really feel revelatory in any way. Instead, it’s content to be just another digital playground–just another world filled with magic, riches, secrets, and monsters for players to shoot and loot at will. I did have fun when I got lost in its familiar RPG loop, but its lack of nuance or innovation prevents it from being truly remarkable.
Source : Gamesport
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