News | The biggest announcements of Gamescom 2019

As you read this, Gamescom in Cologne, Germany is still in full swing. I'm already back to provide you with the latest updates. The largest game fair in the world is open to the public until Saturday. However, most announcements have already been made, often through various live streams. Below you will find the biggest announcements and news from Gamescom this year. And believe me there is some news!

Last E3, Square Enix finally revealed the first images of the highly anticipated Marvel’s Avengers, and the first gameplay images were released during Gamescom. These images revolve around the intro segment of the game and allow you as a player to get used to the five heroes you play with: Captain America, Iron Man, the Hulk, Black Widow and Thor. There is a major catastrophe in the action game that banishes the Avengers. Five years later they have to take action again to save the world from evil.

Marvel’s Avengers will be released on May 15, 2020 on PlayStation 4, Xbox One, PC and Google Stages.

Cyberpunk 2077 is coming to Google Stages

Speaking of Google’s upcoming streaming service, another big news item about Stadia this Gamescom is that Cyberpunk 2077 is coming to Stadia. Although Cyberpunk 2077 will be released on PC, PS4 and Xbox One on 16 April 2020, the Stadia version does not yet have a release date. But the big news that one of the most hyped games of the moment is also coming to Stadia is good enough for me.

Ori and the Blind Forest available on the Switch

Microsoft and Nintendo are best friends. After Minecraft and Cuphead, the Xbox One game Ori and the Blind Forest will also come to the Switch. An absolute must for Switch owners, because this beautiful-looking platformer remains completely intact on Nintendo’s hybrid system. Explore a magical world and try to survive the most challenging platform sections. Ori and the Blind Forest will play for the Switch on 27 September.

In an Indie World presentation, Nintendo also revealed many more interesting indie games for the Switch. The action games Superhot and Hotline Miami Collection are immediately available through the eShop. The colorful The Touryst by Shin’en (the makers of Fast RMX), the pixelated Eastward and the fun What the Golf also look promising.

Switch version The Witcher 3 is available from October 15

I could hardly believe it during E3: the gigantic open world action rpg The Witcher 3: Wild Hunt is coming to the Switch! During Gamescom I was provided with many more images of the Switch version and it remains unbelievable to see this game running on the hybrid console. There is now also a release date: October 15. As if this fall wasn’t full enough with potential top games! The Switch version of The Witcher 3 also includes the acclaimed expansions of the game, and therefore offers hundreds of hours of gaming fun.

Bizarre new gameplay and videos from Death Stranding.

The more I see of Hideo Kojima’s Death Stranding, the more confused I get, in a strangely satisfying manner. During Gamescom he also swung a few trailers into the world that confused more than provide clarity. For example, some new characters are introduced – including an artificial fan based on game journalist and The Game Awards presenter Geoff Keighley – and we see the main character, acted by The Walking Dead actor Norman Reedus, peeing. Yes, a bit strange, but it is very relieving!

Final Fantasy 8 Remastered is available from the beginning of September.

Fans have had to wait for quite some years, but the classic Final Fantasy 8 RPG finally gets a remaster. Which is coming out on 3 September. From that moment the game will be available on PlayStation 4, Xbox One, Switch and PC. The rpg was originally released in 1999 for the very first PlayStation and revolves around a group of mercenaries led by the stoic Squall Leonhart. New in this version are sharper graphics and new gameplay elements, including a Battle Assist option.

Enough nice announcements and trailers during Gamescom this year! Whatever platform you have, the rest of the year offers a wide variety of interesting titles. 2020 is also starting to look very tasty!


Preview | Pokemon Sword & Shield

A lot of information about Sword and Shield has been revealed, we were therefore allowed to put our cap backwards and dive into the Galar region for the first time.

Two new features of the game are central to the demonstration. The first is the concept of gyms in Sword and Shield, which actually consist of gigantic stadiums. Before you can enter the field, however, you must complete a so-called Gym Mission, a nice word for puzzles in which you will encounter different trainers. In this case it’s a large room with waterfalls, entirely in the theme of the water gym.

The puzzle consists of persuading switches of the right color to gradually open paths to the gym leader. To be honest, the gameplay is neither innovative nor challenging enough to distinguish this part of gyms from previous parts. Sun & Moon somewhat threw up the concept of gyms with Trials, but it didn’t really make the run up to the big fight any more fascinating. Now that Sword and Shield are returning to more traditional gyms, we had hoped that Game Freak would turn out with cool puzzles or other gamplay, but at first glance that is not the case.

The fight with gym leader Nessa is a true spectacle. Game Freak finally makes gyms look like the events they are in the anime, with cheering audiences in the background and clearly football-inspired kits. The stadiums are not all that big to allow as many spectators as possible, but also for Dynamaxing.

That new feature, perhaps overemphasized in the recent Pokémon Direct, means that Pokémon will become the size of an apartment building for a short time. I initially had my reservations, but in practice it makes end fights more spectacular. Moreover, the strategy that comes with Dynamaxing is more radical than, for example, Mega Evolutions, thanks to the fact that they only remain active for three turns. So if you use your Dynamax at the wrong time, you run the risk of losing the fight.

Once transformed into a giant pokémon, the attacks of the monster have been changed to Dynamax variants. For example, still cheerful Grookey can handle the bombastic grass attack Mega Overgrowth, which makes Nessa’s Drednaw short. Dynamax attacks sometimes cause a change in the terrain, such as a sandstorm that causes damage.

Furthermore, the short demo confirms many of the expectations of a “hardcore” Pokémon-rpg, such as the fact that screen texts return and voice-acting is missing, and that battles are still in turn and offer more depth than you might think. You also catch pokémon again by weakening them and throwing a ball with the push of a button. A fine adjustment to the menu for pokémon during battles is the display of moves, which you previously found under “Summary”. Unfortunately, the menu was not yet available outside of combat, so we could not notice any changes there.

Also two new pokémon were shown, Yamper and Impidimp. Yamper is a funny electric corgi pokémon that fits perfectly between the other announced animals. And then tehre was the purple Impidimp. Who actually looks like the evil twin brother of Mankey.

As mentioned, the game play demo was rather limited and only a fraction of Sword and Shield was shown. For example, it was not possible to discover the largest new addition to the game, the Wild Area. Different pokémon walk around in this region depending on the weather and you can control the camera yourself for the first time. The bike also returns and you can even meet other players to participate in raids. It is an intriguing way to discover the Galar region as well as a gathering of promising features.

All in all, Sword and Shield seems to be a safe, but fun, Pokémon game. The Gym Missions are a bit disappointing, but main fights are atmospheric and spectacular.

Pokémon Sword and Shield releases for the Nintendo Switch on November 15 .


News | Bungie reveals more details about Destiny 2: New Light and cross-saves

Destiny 2: New Light will not be a separate version of the game and will contain content from the first year as well as content from the Forsaken expansion. Furthermore, extensions must be purchased again when cross-saves are used.

Bungie posted their weekly blog post about Destiny 2 yesterday. The message mentioned the upcoming Iron Banner event and the new unlockable equipment and weapons, but also answers some questions about the announced Destiny 2: New Light and the cross-save functionality that comes to the game.

Bungie explains that Destiny 2: New Light is not a separate version of the game. Instead, all players are transferred to New Light, but current players retain all their progression and purchased extensions. The free version of New Light contains all content from the first year of Destiny 2, including the main story missions and the Curse of Osiris and Warmind extensions. From the Forsaken expansion, free players have access to the planets, Strikes, Crucible maps, Gambit game modes and certain content of the Annual Pass. Only the story missions, raids and missions for rare Exotic weapons must be purchased separately.

Players who play the free version of Destiny 2: New Light for the first time are introduced to the game through a story mission. In this mission, which is known from Destiny 1, the player wakes up in the Cosmodrome on Earth, then finds a ship and can fly to the Tower. New players also start with a high Power Level, so that they can participate in all free content.

The blog post also gives more details about the operation of the cross-save functionality that comes to the game in September. In this way players can choose one character to transfer to another platform and all the equipment and items of the character are preserved. However, extensions are only valid on the platform on which they were purchased, and must therefore be purchased again on the new platform. It is also confirmed that cross-play between the different platforms is not possible. Google Stadium users are therefore only linked to other Stadium players.


Review | A Plague Tale: Innocence

Dark, grim, and especially daring, that's how I would describe A Plague Tale. The French developer Asobo Studio has been working in the industry for years, but mainly has small-scale Disney licensing games on the resume when it decides to make a name for itself. This very ambitious game is the symbolic baptism of fire for the developer and the talented people at Asobo have survived without getting burned. The result is a game that once again underlines the power of story-driven single player games.

No knights in shiny armor or magicians in lavish robes adorn the cover of this game. In A Plague Tale: Innocence you control fifteen-year-old Amicia at the time of the Middle Ages, when the Black Death seized itself in France and left millions of victims behind. The corpses are piling up and the survivors are looking for a sin block. They find that in five-year-old Hugo, Amicia’s brother. Hugo has been suffering from a mysterious illness since his birth and lives separately from his sister, until the Inquisition comes knocking on and he barely escapes with Amicia.

Amicia and Hugo, luridly robbed of their peaceful lives as little Lady and Lord of the De Rune family, suddenly find themselves alone in a world torn apart by war and illness. With Hugo by her side, Amicia has to stay out of the hands of the Inquisition and other evil-minded parties by sneaking around unseen and leading soldiers around. You do that for example by throwing stones with her slingshot, but later you also learn all kinds of alchemy recipes that lead to more creative solutions.

These creative solutions often go hand in hand with a different kind of evil that only shows its razor sharp teeth when it gets dark. The Black Death gets its own face in this game, or rather, thousands of faces. We are of course talking about the rat plague. They throw themselves over fields like a tsunami and crawl out of holes in walls like a jet-black waterfall. With literally hundreds at a time, they crawl across your screen, which is just as impressive as it is disturbing. The only thing they shun is light; everything in the shade is eaten to the bone.

Initially the rats are an extra obstacle for Amicia and Hugo and you have to find a safe way through darkness through torches, but gradually you also learn to manipulate light sources and you can even use the rats to your advantage. For example, smash the lantern of an unsuspecting soldier and watch him be devoured alive while you sneak past Hugo. It is a tough world in which you must be willing to sacrifice everything in order to survive. It is clear that Amicia is not that innocent.

One thing is clear, no matter how tough she is, Amicia is not a fighter and she will not win a direct confrontation with a halberd-wielding soldier. The entire game, which roughly takes p fifteen hours, you are therefore mainly concerned with stealth, interspersed with simple puzzles and exploring the beautiful nature at your leisure during quiet moments. There is a fine balance between those three elements and thanks to the division into chapters, you can clearly feel how long you have left when the snapping, puzzling or exploring starts to get boring. Moreover, the redemption always seems to come at exactly the right time and the chapters never feel too long or too short. It is a small detail, but that makes playing A Plague Tale feel like reading a good book.

Although it is difficult to lay down the controller, there is also plenty to notice about the story. Amicia and Hugo are credible characters, but in the beginning the story pinches itself in weird turns to push the plot in a certain direction. For example, Hugo is a smart, well-balanced boy for his age, which means that an unhappy timed outburst of anger comes out of the blue. And although Amicia and Hugo and their later allies look very human and undergo character development, the villains remain one-dimensional until the end. There had been more to it.

The power of the story of A Plague Tale is therefore in the small things. The whispered conversations between our heroes as you sneak through a hostile camp, Amicia’s increasingly louder heartbeat as a soldier approaches her hiding place; the spontaneous violin swings that scare you when sparkling red eyes emerge from the darkness, everything contributes to creating an immersive experience.

The graphic beauty of this game also plays an important role in this. Thanks to a soft, diffuse light, the enchanting landscapes, castles, cathedrals and villages that you pass get an almost supernatural look. You would almost forget that under that beauty there is often death and destruction. Contrasting with the beautiful nature you will find rotting carcasses, teeming rats and rivers of blood. In A Plague Tale, beauty is treacherous. It is a horribly beautiful, beautifully horrible game.

Fortunately, these environments are not only for walking from point A to point B, but you are also encouraged to explore the levels well. In every chapter, all kinds of collectibles are hidden, such as flowers  and objects that give more context to the time in which the game takes place. Consider the scourges of flagellants or a rosary. The game cleverly responds to the secluded upbringing of Hugo, which makes him ignorant and curious about everyday things. Amicia is fortunate to explain to Hugo about these objects, and by extension the player.

A less well elaborated element is the crafting system for making alchemy brews and upgrades for your equipment. Anyone who has played a survival or open world game lately can imagine this, but the concept does not fit well with this game. This way you can make the decision to sacrifice many valuable materials for a strong remedy that can save you from a painful death, but due to the many checkpoints you can better invest those materials in a good upgrade of your slingshot. In addition, the game always ensures that a neat stack of materials is ready to solve the next puzzle, so there is no reason to use alchemy sparingly. The absence of a heavier degree of difficulty to make the materials more scarce and thereby offer additional challenges, therefore feels like a loss.

That does not mean that A Plague Tale: Innocence has become a beautiful game that continues to fascinate you from start to finish and is wonderfully consistent. Nothing about the game is really weak, but all elements reinforce each other and make the whole experience exactly that, an experience. It is an incredible debut for Asobo Studio and a win for the single player genre.

Score:

9,0

+ Exciting ambiance thanks to atmospheric graphics and sound.
+ Varied and refreshing gameplay
+ Compelling story

– Occasionally falls into clichés

Review |

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0,0


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Review | Days Gone

Days Gone is a safe game and a beautiful freak show in an unsafe game world.

Tough and Badass looking biker Deacon is facing a crossroads: during a zombie outbreak – this time they are called “freakers” – he can go with a helicopter that is about to leave for a safe camp. However, there is only room for two people, and Deacon is just now on the road with his injured wife Sarah and his mate Boozer. He decides to put his wife on the helicopter – after all, she can use the aid best – and to accompany Boozer to increase his chances of survival.

Days Gone then gives you control over Deacon a few years after the incident. The helicopter with Sarah on board crashed shortly after departure and Deacon never fully processed the loss. Meanwhile, he and Boozer, and with them all remaining people, have built a new life in a United States flooded with freakers.

The close friends spend the night safely in a tower surrounded by fencing and in the meantime do some jobs and maintenance around the various camps with survivors erected around them. Boozer and Deacon begin to play on their free biker existence, but there is no room for departure: due to some unfortunate situations, they desperately need the help of the people in the camps.

In Days Gone you solve all kinds of tasks for prominent figures from in and around the various camps. You do all this in the state of Oregon, an open game world that has been designed with a lot of variation and detail. You really have the feeling that you’re walking or driving through a corrupt part of America, where the test of time makes the various buildings crumble and nature has taken over large areas. The story guides you through the various camps and lets you explore the different areas step by step, from forests and swampy marshes to sandy plains. It is a true  pleasure to explore the game world with your motorcycle, your trusty Steel steed on and off road.

Or, well, pleasure, the tension can be clingy regularly, since the world is flooded with freakers. You can easily handle one such human-eating monster with a careful sneak attack or by hacking into it. They respond to sight and sound, so sneaking around is advisable, but they are not really smart. However, a large group of freakers can hide behind every corner. These so-called “hordes” sometimes consist of hundreds of zombies and can arise at any time, including during missions. It is impossible to eliminate these hurdles on your own and the strategy that you had to complete a mission must be heavily adjusted at that time. It often pays to just choose to get away safely, to return at a different time.

A highlight of Days Gone is the aforementioned motorcycle. The bike will quickly feel like your child. It can be broken and must then be made, or soon runs out of fuel. Then it is important to refuel on time at an abandoned gas station or in a camp, or to spot an abandoned jerry can along the way. This is really important: if your motorcycle stops running, it is damned hard to flee from large groups of freakers or aggressive gangs and wild animals, and the game world is far too large to cross on foot. Your motorcycle always stays where you left it, so make sure you find it easily when you wander off.

The survival element is also slightly extended throughout the rest of the game. Ammunition, especially at the start of the game, is scarce and the game motivates you to make melee weapons, Molotov cocktails and medkits with all sorts of things that you find along the way. Days Gone does not put as much emphasis on realism as other survival games but finds a fine balance between realism and play-friendliness in this. The scarcity of items and ammunition and the preciousness of your bike, combined with the hostile game world, ensure that you will never really feel at ease outside of a safe camp. Exactly as it should be!

Apart from some annoying random events, like after being snipped off of your bike by a sniper ten times or once again being captured by a group of bandits, the main part of the game consists of the narrative missions. These missions are dressed up with hours of cut-scenes full of excellent acting. The different camps are filled with colorful characters that often appear cool and selfish, a requirement for survival in this world. But every now and then a trickle of humanity trickles through, giving these emotional moments all the more impact.
The way in which Deacon slowly but surely learns more about the behavior of large groups of freakers knows how to fascinate. His friendship with Boozer and the mourning of his wife make the main character feel like a man of flesh and blood. The emotional highlights of a The Last of Us are not reached, but some scenes are cautiously approaching.

However, the story cannot hide the monotony of the missions themselves. After a few hours you will notice that you are doing the same things in Days Gone. Drive from A to B, destroy the freaker nests in an area, rescue an abducted camp resident, or follow a government research team in old-fashioned mandatory stealth sections. The story covers tens of hours and it would have benefited the game if the quantity had been reduced and more focus had been placed on the quality of the individual missions.

Also the perfect finish that we are used to from the big PlayStation 4 exclusives is missing here. In spite of excellent graphics and controls, bugs pop up every now and then. I had to restart some missions because the game made it impossible to move forward. The engine also got stuck a few times in the area and the frame rate dived down through specific areas for short moments. Bend Studio has since released a patch and is working on a second one, but it was not available during the lion’s share of our playing experience. It remains to be seen whether the patches do this

Score:

8,0

– Gameplay during missions is repetitive.
– Some annoying bugs, causing you to restart the game or missions.

+ Survival on your motorcycle works.
+ Voice acting and story are top quality.
+ Fascinating and beautifull open world.


News | Apple Arcade subscription service launches with more than 100 games

Apple is launching the Apple Arcade subscription service somewhere this fall. More than a hundred games are planned for launch.

The service, which will be available on iPhone, iPad, Mac and Apple TV, will receive a curated range of games that players can download to their device via the App Store. As a result, the games can also be played offline. Games on this service have no ads or in-app purchases. A price for the service is not yet known, but it is known that up to six family members can share one subscription.

The company announced several games during the presentation earlier today, including a sequel to the sci-fi point ‘n’ click game Beneath a Steel Sky, called Beyond a Steel Sky. This game also comes to consoles and PC. Clay Entertainment’s Hot Lava, Mistwalker’s Fantasian, Giant Squid’s (Abzu) The Pathless, Lego Brawls, Sonic Racing, Simogo’s Sayonara Wild Hearts, Little Oprheus from The Chinese Room, WayForward’s Spidersaurs, Oceanhorn 2: Knights of the Lost Realm and Finji’s Overland. Furthermore, Will Wright (The Sims) and Ustwo Games (from Monument Valley), among others, would work on exclusive games.

Apple will collaborate with various publishers and studios to bring games exclusively to Apple Arcade. With exclusive, Apple most likely means games that are not available on Android. A launch date for the service is not yet known, but Apple Arcade is due to launch in more than 150 countries sometime this fall. It is not known whether the Netherlands falls under this.

During the same presentation, Apple also announced a paid streaming service called Apple TV +, which includes exclusive programs and films from Steve Carell, Steven Spielberg and Oprah Winfrey, among others. Apple TV + should also launch in a hundred countries somewhere this fall. Furthermore, Apple comes with new AirPods with a wireless box to charge them, a new iPad Air and iPad Mini and a personal credit card called the Apple Card.

Here’s Apple’s announcement trailer for Apple Arcade.


Review | Anthem

While the reviews  in progress, I waited for the day one patch for the final conclusion.

Anthem tells a very and broad story that master storyteller BioWare knows how to handle and tell. At least, you would expect that. Unfortunately, the story remains safe on the surface. Just like the gameplay, the characters and the amount of content. Anthem is not a bad game, but certainly not a good one either. Does this mean that you cannot enjoy it? Certainly not! But those looking for the complete looter-shooter experience must have a lot of patience or play a different game.

Rarely did a game give a more paradoxical feeling of freedom than Anthem. Your Javelin, your personal Iron-Man suit, lets you experience a wonderful feeling of freedom with minimal effort. At the push of a button you ascend and fly just over the treetops of the truly beautiful world that BioWare has created. You avoid enemy fire with a barrel roll and while floating, you approach special enemies while using your skills. Shooting at the pretty silly and suicidal enemies is wonderful. You fire or freeze a group of enemies, and then you throw a bomb on it for a huge damage bonus.

But just when you think you are one with the world of Anthem, when you think you are an iron killing machine, the game will blow you back. You can’t stay too long, you have to keep going. And if you don’t fly to the next point fast enough, you can expect a loading screen, even though this loading interrupts part of the story you’re trying to follow.

It is symptomatic for the whole of Anthem. The game has no continuity, no immersion. Anthem does not want you to do a whole lot in one go, but to break everything into pieces that are behind a loading screen. Take as an example the equipment and weapons to be found: this is hidden in a kind of box that only when you stop your playing session shows what is in it. Stopping playing is rewarded in a certain sense, which is a bizarre and unfortunate design choice.

You always have to return to the Forge, the place where you can customize your Javelin with your finds and change the looks. There’s nothing wrong with the Forge itself: it’s a handy screen in which you quickly switch between your  weapons and equipment in the form of icons. In an instant you have changed your Javelin in terms of color and cosmetic parts. You can buy cosmetic parts with real money, but also for a reasonable sum of the ingame currency. The problem of the Forge is that this part is behind a loading screen and cannot be accessed while playing. Adjusting your weapons or equipment to a situation that you had not anticipated is not possible while playing. The result is that you sometimes feel Javelin useless, while you have the right equipment in your possession.

Fortunately there are still the challenges. These challenges, ranging from killing a certain number of monsters with only a specific weapon to completing a certain amount of events, do not offer really exciting rewards, but they do give you a lot to do. There are also daily, weekly and monthly goals to complete.

You can only start the endgame yourself when you are level 30, and then it is about content that you already know, but that can then be played at a higher level of difficulty. Anthem then scatters with a good loot and that is of course great, but it also ensures that players of level 30 have quickly brought in the best loot so that there is really little left to do, apart from the challenges.

Anthem’s biggest problem, however, is that it was developed by BioWare. You can expect more from BioWare than what Anthem is at the moment. That is not entirely fair. Because when you look objectively at the game itself, it is scanty, but certainly playable. If you are only looking for simple fun shooting in a beautiful world while you fly through the air like a bird, Anthem may be something for you, because the game is really excellent. But this will be the minority. Everyone who likes to play BioWare games expects more from the story and the world. This developer invariably offers the highlights of his games there.

In addition, Anthem is not really what it promises to be. Anyone who likes to play looter shooters will notice that Anthem is actually not with the strange loot system. Anyone who likes to play co-op in a close team can do this in Anthem, but then via a Discord server, because the game itself offers a kind of pseudo team game without functional means of communication. But even the people who only come for flying and shooting will be bothered by all the loading screens and the huge amounts of bugs that the game still knows.

Of course Anthem is not the first game of the last years that has been launched with many start-up problems. Many people make the comparison with Destiny 2 and The Division and rightly claim that those games got a lot better with a lot of attention and updates after they were released. The big difference is that Destiny 2 and The Division were already great games at that time. Both had too little content and were judged on that, but the developers were able to work on it: they could immediately start expanding the game.

Anthem not only has too few exciting endgame content, but is also a much lesser game. The game gets in the way of players, and that is difficult to correct with a few patches. BioWare not only has the task to add more content, but must first make the game more playable if it is to attract and retain players. That does not mean that it is impossible for Anthem to ever become very cool, but it does not happen quickly.

Score:

7,0

– No distinctive variation in the world.
– Loading screens.
– Story filled with holes and not really fascinating characters.

+ Flying in the game world is and feels great
+ Visual a stunning spectacle