Apex Legends Revealed, Free to Play Battle Royale Now Available On PS4, Xbox One, and PC

Respawn Entertainment, the makers of Titanfall, have announced a new free to play battle royale game in the futuristic FPS franchise called Apex Legends.

Meshing the hero shooter style found in games such as Overwatch with the battle royale genre, Apex Legends will adopt the free to play method, bring the unique take on the widely popular genre.

Rumors began hitting the forums and messages boards late last week, with Kotaku’s Jason Schreier breaking news that the game’s initial reveal would be take place later that weekend, with a possible soft launch on Monday, February 4th. Last night, many content creators and streamers took to social media to confirm the existence of the game, along with Respawn themselves, promoting their reveal stream today.

While a mainline Titanfall sequel was confirmed to be in development by Respawn, it is unknown if that project had morphed into Apex Legends or if the original project is still in the works. Respawn, who EA purchased in December 2017, is also scheduled to release an upcoming Star Wars game later this year, titled Star Wars Jedi: Fallen Order.

Apex Legends is now available on PlayStation 4, Xbox One, and PC (Origin). For more information, tune into Respawn Entertainment’s deep-dive stream on the game starting at 3 PM EST/12 PM PST.

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WarGroove Has Already Covered Development Costs In Its First Three Days Of Sale

The indie smash hit WarGroove hit an important milestone, by already covering development costs in its first three days on sale.

In a blog post from developer Chucklefish, the indie darlings touched on a number of topics, but started their release by acknowledging the financial mark. “First of all, I want to say how humbled and thankful we all are here at Chucklefish for the incredible launch weekend. It’s truly been amazing, we’ve already covered the cost of development and are throwing ourselves into improving the game further.”

Along with the announcement, the team behind the 2D tactical strategy game also laid out their plans for the game. In the really short term, the team is currently waiting for approval on their first post-launch patch that has been submitted to each platforms respective stores. The patch includes various bug and stability fixes. A number of quality of life fixes are currently being addressed by the team as well, including the ability to skip battle scenes more quickly and the ability to force fast map movement to ‘always on’. Lastly, the team also announces they have began looking into a larger content update, DLC and more, but preface that it may not arrive for a bit.

WarGroove is now available on Nintendo Switch, Xbox One, and PC (Steam).

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Blizzard Announces New Overwatch Map, Paris

Blizzard Entertainment has announced that their hit hero shooter Overwatch will be receiving a new map soon that is set in Paris, France, and it is currently live on the game’s Public Test Region for PC players.

Announced through the game’s newest set of patch notes along with a tweet from Overwatch‘s official Twitter account, the new map themed around the famous European city is an Assault map, which pits teams against each other by capturing and defending a pair of points throughout the map. ‘Begin your journey at the Cabaret Luna, where the velvety alto voice of preeminent diva Luna charms movie stars, revolutionaries, locals, and tourists alike” described Tom Powers, Community Manage of Overwatch within the patch notes. “After the encore, step outside to see the sights and seize victory. Artisanal shops line the streets as you approach the first point, so duck in to sample a macaron or escape enemy fire. Battle through alleys and corridors before clashing with your foes on the banks of the Seine. Once you establish dominance over your adversaries, make your way to Maison Marat and deliver the coup-de-grâce.”

Paris will be the first map to hit Overwatch since the addition of Busan in September 2018, along with the first Assault map since June 2017’s Horizon Lunar Colony.

While Blizzard has not released a specific date on which the map will go live from PC, PlayStation 4, and Xbox One players, normally the test period lasts a few weeks before integrating them into the game’s main map rotation. It wouldn’t be shocking to see the map go live by the end of February (if not earlier).

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Option To Turn off Xbox One/PC Cross Play Coming to Sea of Thieves

In a weekly Developer Update video released on the game’s official YouTube account, Executive Producer of Sea of Thieves Joe Neate announced that an option to turn off cross play between Xbox One and PC players was coming to the game.


While touching on a number of topics surrounding the game and its community, Neate stated that listening to the feedback from players, especially concerning the new Arena on the horizon, and that their focus as a developer was to make sure everyone was given a level playing field. “We’ve been discussing this in length internally and we’ve arrived at a solution that we are starting working on implementation.” Neate reiterates that this option will not be coming right away, but players should be made aware that measures are being taken into effect in the near future.

Sea of Thieves is one of many Xbox One first party titles that is receiving mouse and keyboard support on the console version of the game, which has since caused a bit of worry in certain sects of the game’s player base. Given the game’s first person perspective, many players believe that given the mouse and keyboard option will provide a competitive advantage heading into the new PvP mode that is due out within the next few months. Providing more detailed matchmaking and cross play options to the upcoming mode would help balance the competitive nature of it.

The Arena, which was announced at Microsoft’s XO18 event in Mexico City last November, is a free content update that is slated to release in the first half of 2019.

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Resident Evil 2 (2019) Review – The Nightmare You’ve Always Dreamed Of

The long-running Resident Evil series has become one of gaming’s most iconic IPs over its 20-plus year history, with titles first appearing on the original Sony PlayStation in 1996. For decades, Capcom’s zombie-filled survival horror franchise has continued to iterate and change the formula continuously to adapt to the current climate and trends in modern games. While they have found success in their newest mainline entry, 2017’s Resident Evil 7, fans continuously have shown interest in bring the classic style of survival horror found in its earlier entries back to the series, and luckily their voices were heard. Resident Evil 2, one of the series’ most popular entries, received the full remake treatment and the results couldn’t have been better (well, baring a few personal complaints). The inclusion of modern controls and perspective, along with the intense immersion level from the combination of the RE Engine and superb visuals, make this re-imagining of Resident Evil 2 one that has set the bar high for the process of remaking games.

Building Resident Evil 2 within the modern RE Engine may be one of the biggest payoffs that Capcom hit during the development of the game. Focusing on shadows and “wetness”, the RE Engine helps realize the immersion levels that Capcom wanted to hit. Many horror games rely heavily on atmospheric elements to help build suspense within their title, but no one has seem to truly do it better than Capcom’s teams working on the current crop of Resident Evil games. Specifically in Resident Evil 2, the reliance on the survival aspects of the game are monumental. Items and ammunition are limited, and many times players will find themselves facing a flight or fight situation that sometimes leads to avoiding the conflict to be the best approach.

Outside of the gorgeous visuals, the updated control and camera mechanics are the biggest improvement when comparing the original 1998 release and the 2019 release.  For clarification, Capcom’s newest Resident Evil release is not a remaster, but more of a re-imagining. Gone are archaic tank controls found in the original entries, along with the dated fixed camera, and replaced with a modern third-person, over the shoulder perspective found in many modern series in the same vein. While those original mechanics added to the immersion and fear-factor of the original release, modern visuals and presentation offer the ability to add that same level of helplessness and fear while offering fluid control over Leon or Claire. Another great inclusion and modern touch is the inventory system and map management. Keeping many traits similar to Resident Evil 7, the item management between your Hip Pockets and Item Box found throughout the dozens of Safe Rooms makes transferring and storing items a breeze. In terms of map management, players will easily be able to plan their routes throughout the multiple areas of Resident Evil 2‘s environment by seeing what areas are cleared (marked in blue) and what areas still contain a puzzle, secret, item, etc that hasn’t been completed or found (marked in red). Backtracking will still be an aspect that’s encountered throughout your time will the game, but having a modernized map system such as this one helps streamline your experience and combats many pacing issues that could stem from the backtracking.

Players are spoiled by how well immersion is handled in the overall experience of Resident Evil 2. The way enemies stagger towards and that sinking feeling when you miss that close range pistol shot, the deranged Lickers that scourer the Police Department; everything things makes you feel so helpless but in the best way possible. But the most nerve racking aspect in the game, hands down, is Mr. X (or the Tyrant). You can’t kill him. You can’t necessarily hurt him (outside of staggering him with a Magnum shot if you’re lucky). You can only run from him, and outside of the Safe Rooms littered throughout the game’s map, he will not stop chasing you. When you hear his heavy, boulder like steps marching towards you, your stomach will drop. One of my biggest fears is being chased (no idea why, but that horror element has always freaked me out), so hearing the unsettling score pick up to the rhythm of his deafening pace, calling it unsettling would be putting it lightly. He may not be as visually terrifying as the Bakers from Resident Evil 7, but man, does he make up for it the tension he produces.

While some of the original’s puzzles tropes make their way into the newest iteration, many of them were new enough that I never found myself annoyed by the back tracking throughout the labyrinthine Raccoon City Police Department. That’s not to say that some of the puzzles aren’t formulaic. In classic Resident Evil fashion, themed keys make their return, and only some can be accessed by the certain player you play, providing more of a reason to relieve the horror of that fateful night in Raccoon City. At the same time though, the elemental puzzles that are found feel unique and interesting.

Being a re-imagining of the original, I expected many of the eccentric narrative elements that the series is known for to be present, but to my surprise this feels like the most overall grounded take on a Resident Evil story yet. Yes, it’s still a zombie infested town with outlandish monster and mutants at times, but the way these creatures are designed and presented offer the feeling of “what if?”; the feeling of “if a zombie apocalypse truly took place, I could see it going this way”. 2017’s Resident Evil 7 helped lay the ground work for this approach with its first half of its story focusing on a southern cult, showing fans what the series could look like based in more realism. While it’s latter half fell a bit short and relied on more wacky elements, it still helped ease fans minds on the direction the series could be going with its favorable reception. At the end of the day, it’s still Resident Evil. You’re going to get zany mutants and dozens of undead beings chasing after you, but think of it as the Marvel Studios approach to horror; you know what’s going on isn’t possible, but if it was, realistically it could look like this.

At the same time, the biggest issue the game has can be found within its narrative, as the two story lines of Leon and Claire just don’t differ as much as I hoped they would. One of the best parts about the original was its dual plot lines going on between the two protagonists. While both still have enjoyable narratives, for as much re-imagining was put into the overall game, I expected a bit more difference between the two. Considering you explore the same area during the same time when doing the Second Run version, having certain elements such as doors unlocked by Leon during your first playthrough still be unlocked for Claire would only amplified the immersion that is already so greatly implemented throughout the game. On a side-bar related to the Second Run mode, the word is a bit confusing when trying to activate the mode and not a completely new game from scratch. Just make sure you are attentive after the credits have rolled and the game will emphasis using the ‘Second Run’ option listed on the main menu.

Capcom’s re-imagining of Resident Evil 2 should be considered the new standard-bearer for gaming remakes moving forward. Almost all aspects of the game feel fresh and new, while also scratching that nostalgic itch for the original. Outside of the small complaints with the similarities between Leon and Claire’s narratives, this the Resident Evil experience I’ve been waiting for. Classic survival horror is not dead ladies and gentleman (and neither is an inflected being in Raccoon City after a full clip of ammo…I know, not the best attempt at humor). Resident Evil as a series is in such an interesting spot after this. My hope is for the series to go the same route that Nintendo has taken our favorite plumber, by having multiple styles of games coexisting. One thing is for sure, Capcom has found the secret formula to success again with this franchise, and I can’t wait to see where it goes after how much I enjoyed Resident Evil 2. It’s only January, and we may be looking at one of the front runners for 2019’s Game of the Year.

Capcom Announces Release Date For Resident Evil 2 Free Update ‘The Ghost Stories’, February 15th

Capcom has finally confirmed a release date for The Ghost Survivors, a free content update for Resident Evil 2, coming on February 15th, 2019.

Announced last week, the free content update delves deeper into the fateful events that took place in Raccoon City during Resident Evil 2, centering around three characters that don’t receive a brighter spotlight within the game’s narrative: the gunshop owner, the mayor’s daughter, and the solider. The titles of the specific scenarios have been released as well: No Time to Mourn, Runaway, and Forgotten Soldier.

The remake to the original survival horror classic released last Friday, January 25th, to massive critical acclaim, and it appears to also be finding commercial success as well. Eurogamer is reporting the re-imagining of the classic title has topped the UK sales charts for the last week, and is the best selling Resident Evil entry since Resident Evil 7 in 2017 (though RE2‘s sales are currently 18% less than that of RE7 during the same time frame). US sales numbers have yet to be released, but we will provide an update when they are.

Resident Evil 2 is available now on PlayStation 4, Xbox One, and PC.

UPDATE 1/28/19 12:25 PM EST: Capcom has also announced that two character skins resembling the 1998 aesthetic of the original for Leon and Claire will be coming to Resident Evil 2 for free on February 15th, 2019.

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Cyberpunk 2077 Creative Director Joins Blizzard Entertainment

CD PROJEKT RED, home of the critically acclaimed Witcher series and highly anticipated Cyberpunk 2077, will soon be looking for a new Creative Director, as Sebastian Stepien has recently left the company to join Blizzard Entertainment.

As first discovered by ResetEra user Gerwant, the longtime employee of the Polish gaming company had recently updated his LinkedIn profile to reflect the change in employers. Most recently credited as Narrative and Setting Director, Stepien also served as Creative Director on CD PROJEKT RED’s projects since early 2013. His time at the company spanned over 12 and a half years.

While employment changes like this aren’t necessarily uncommon in the gaming industry, it does raise some eyebrows on a few aspects. Normally, in a situation like this, when an employee on the development side of the project leave, it likely because their obligation to the project has wrapped. In this case though, Stepien was credited as Creative Director on Cyberpunk 2077. Many industry members, analysts and commentators believe the upcoming open world, futuristic RPG is still a few years off, but given the change in leadership, it may signal the game is a bit further along than some may this. With the game being in a playable state, and a lengthy demo shown to public, this may signal the game is already in or close to a beta build. At the same time, this speculation could be off but it does raise a flag of interest towards the Polish gaming entity.

With all of the negative press surrounding Blizzard over the past few months, this seems to be a great get for the PC-centered gaming giant. While nothing has been announced on what the project could be that Stepien was hired on to oversee with Blizzard, it will be interesting to see the fallout on both sides of the spectrum for each entity.

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Psyonix Releases Rocket League Spring 2019 Road Map and Season 9 Rewards

Rocket League continues to be one of the most popular options for players in terms of games as a service offered today. With the beginning of Competitive Season 10 right around the corner, Psyonix has released an updated road map covering Spring 2019 for the zany car-soccer hybrid that includes updates, DLC drops and new rewards.

February
  • End of Competitive Season 9, plus rewards for the current season!
  • Beginning of Competitive Season 10
  • All new In-Game Event
  • Friends List (previously referred to as RocketID)
    • Cross-Platform Party system
  • New Crate launch
  • New in-game Music
March
  • New Licensed Premium DLC
  • Rocket Pass 2 Ends
  • Rocket Pass 3 will be launching soon after the conclusion of Rocket Pass 2, but no official date or details pertaining to what fans could expect were released.
Competitive Season 9 Rewards

With Rocket League’s Competitive Season 9 winding down, Rewards for the season will begin to be distributed following its conclusion. This season brings a unique set of wheels, representative to each rank earned within the competitive playlist.

Below is the distribution breakdown provided by Psyonix:

COMPETITIVE AND EXTRA MODE REWARDS

  • Bronze I or higher – Season 9 – Bronze Wheels
  • Silver I or higher – Season 9 – Silver Wheels + lower Wheels
  • Gold I or higher – Season 9 – Gold Wheels + lower Wheels
  • Platinum I or higher – Season 9 – Platinum Wheels + lower Wheels
  • Diamond I or higher – Season 9 – Diamond Wheels + lower Wheels
  • Champion I or higher – Season 9 – Champion Wheels + Lower Wheels

GRAND CHAMPION REWARDS

  • Competitive Grand Champion – ‘Season 9 – Grand Champion’ In-Game Title + all Season 9 Wheels
  • Rumble Grand Champion – ‘Season 9 – RNG Champ’ In-Game Title + all Season 9 Wheels
  • Dropshot Grand Champion – ‘Season 9 – Floor Destroyer’ In-Game Title + all Season 9 Wheels
  • Hoops Grand Champion – ‘Season 9 – Dunk Master’ In-Game Title + all Season Wheels
  • Snow Day Grand Champion – ‘Season 9 – Blizzard Wizard’ In-Game Title + all Season 9 Wheels

Players are reminded that you must receive placement in a competitive playlist before receiving the rewards. Psyonix also says a soft reset of placement that was found in the previous season will also occur when transitioning to Season 10.

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EA Cancels Open-World Star Wars Game From Vancouver Studio

According to reports from those close to the studio, publishing giant Electronic Arts has canceled its open-world Star Wars project. Originally developed by Visceral Games, the game has since continued its development under the arm of EA Vancouver.

First reported by Jason Schreier of Kotaku, the Vancouver based studio had been developing the project since October 2017, when EA shut down Visceral, While the project was under development at Visceral at the time of closure, reports suggest that the development of the game had changed quite drastically since the Vancouver studio took control. Code-named Ragtag, the game centered around a linear action-adventure play-style, with Uncharted director Amy Hennig leading the project. Since taken it over, EA’s in-house studio replaced much of the game, outside of a handful of art assets, to fit their open-world gameplay.

EA Vancouver handles support for multiple franchises within EA, including FIFA and Battlefront, with the Ragtag being a main focus with a portion of those within the studio. While it is not clear what EA Vancouver’s next project will be, but Scheier suggests that it may fall within the Star Wars IP.

In 2013, Disney and EA signed an exclusive, 10 year licensing agreement for EA to publish Star Wars games developed by then Visceral Games, DICE, BioWare, and now Respawn Entertainment. While the deal is approaching its sixth year, it has only beared witness to two console experiences (Battlefront 1 & 2), along with the mobile experience Galaxy of Heroes (iOS and Android). With the poor reception to both Battlefield entries from DICE, along with multiple game cancelations for the series, one must ask, at what point does Disney explore its options with the IP, including terminating its agreement with EA?

Respawn Entertainment, an EA owned studio, announced at EA Play event at E3 2018 that they were currently developing a new single-player, narrative driven Star Wars game, titled Jedi: Fallen Order. The game is currently scheduled for a 2019 release, with many expecting to see the game hit store shelves this fall.

We will continue to provide more information as it becomes available.

UPDATE (1/16/19): More details have began to surface since our previous post. Schreier notes those close to the project, codenamed Orca, have detailed that it would’ve set players in the role of a scoundrel or bounty hunter who could explore various open-world planets and work with different factions across the Star Wars universe. He also notes that the game was quite early in development, and that when EA’s top decision maker’s examined their internal road map for the next handful of years, they decided they wanted to get a project out sooner rather than later. Enter a new, smaller-scale project that EA and their Motive studio will be heading, that is planned to launch as early as 2020 (also noting this would line up well with the rumored 2020 launch of next generation hardware, although none of this has been confirmed). Also important to note that EA did not lay off anyone as part of this transition, and possibly rebooting the Ragtag project (technically again) isn’t off the table in the future.

For updates on EA and their canceled Star Wars experience, follow us on Twitter and Facebook, and keep it locked in at Bonus Accessory.

Anthem Will Have Matchmaking For Every Activity In The Game

BioWare’s newest IP Anthem is shaping up to be one of the biggest releases of 2019, with fans itching to jump into the world the EA owned developer has created. While excitement is high for the upcoming multiplayer Sci-Fi experience, a common concern amongst fans is the issue of gaining the full experience intended within the game when other players aren’t available to play. Now, a lead producer on the project is confirming details that will help players ease themselves, knowing that there will always be players to group up with.

Responding to a question on Twitter yesterday, lead producer on Anthem Ben Irving confirmed that “there is matchmaking for every activity in the game.” While the statement does comes off a bit vague, Strongholds, free roaming, missions and much of the core gameplay seems to be a given at this point. Players will likely find this feature to be most useful when attempting to tackle Strongholds, which require four players to enter. Traditionally, matchmaking in experiences like Anthem and Destiny (open, shared world shooters) has proved to be a bit problematic. The latter of the two listed in destiny saw multiple revisions to its matchmaking system over its two entries. While the confirmation of matchmaking within the game does ease many players’ minds, Irving went on to clarify that matchmaking is an optional feature that you can opt out of.

Anthem, which was officially shown and announced at Microsoft’s E3 2017 press conference, sets players in the role of a Freelancer who sets out to leave their civilization to explore the surrounding landscapes. Controlling exosuits called Javelins, players will fight and explore their way through a vast world in hopes of finding a better tomorrow. In traditional BioWare fashion, the game will also feature a heavy emphasis on single player content, through their trademarked storytelling excellence.

Anthem is set to release on February 22, 2019 on Xbox One, PlayStation 4, and PC.

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