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The Star Wars Celebration this weekend was heavy on news. We saw a new Star Wars Episode VII -- The Force Awakens trailer and learned tons of new details about DICE's upcoming Star Wars: Battlefront. But the show itself was quite a sight to behold, as you can see in the image galleries below.
We attended the Star Wars Celebration this weekend and walked the halls of the Anaheim Convention Center, taking in the sights and sounds. We also snapped 50+ photos, showing off all manner of impressive Star Wars cosplay and more. Click the thumbnails below to see the images at full size.
What was your favorite moment from the Star Wars Celebration this weekend? Let us know in the comments below!
Dark Souls II has suffered from a pretty terrible bug caused by the higher frame rate the game can hit on PC, Xbox One, and PlayStation 4, and it's still in the game today.
Weapon durability in Dark Souls II is tied to frame rate, so getting 60 frames-per-second means weapons degrade much faster than they would when playing with 30 frames-per-second. Only recently did publisher Bandai Namco say that it's working on a fix for this issue.
“The fix will be issued for PS4, Steam and Xbox One, and will be apparent for people running the game at 60fps as the durability decrease rate is linked to the frame rate,” Bandai Namco told Kotaku. “We are still working on the exact release date for the patch, which will also fix additional issues not just durability, and will follow up with the date as soon as possible."
Hopefully Bandai Namco releases the patch sooner rather than later, because Dark Souls II is great otherwise, and worth playing at the higher frame rate.
Valve has introduced a new policy that aims to reduce cases of spam and phishing on Steam by limiting what users can do before they spend at least $5 on the digital games distribution platform.
"Malicious users often operate in the community on accounts which have not spent any money, reducing the individual risk of performing the actions they do," Valve said. "One of the best pieces of information we can compare between regular users and malicious users are their spending habits as typically the accounts being used have no investment in their longevity. Due to this being a common scenario we have decided to restrict certain community features until an account has met or exceeded $5.00 USD in Steam."
Users will now need to spend at least $5 on the Steam store before they can:
This isn't the only security upgrade Valve has introduced recently. Earlier this week, Steam added a Mobile Authenticator beta group, where users can test a new two-factor authentication. If you don't already use two-factor authentication on your other online account (you should), it sends you a text with a new password every time you log in, making sure that it's the actual account holder trying to log into the account.
If Steam's previous beta groups are any indication, this feature will roll out to all users soon.
Bloodborne is a challenging game even under the best conditions, so imagine how hard it would be to finish using nothing but a Rock Band guitar controller.
That's just what a player named Benjamin "Bearzly" Gwin recently accomplished. You can watch his entire "Guitarborne" run archived on his Twitch channel, or you can just watch him take on one of the most challenging fights in the game in the YouTube video above.
"I used a 'Titan One' to use my Xbox 360 Rock Band 1 guitar on a PS4 and remap the controls," Gwin said. "There are a couple issues with PS4 support but overall I was very impressed with it!
If this all sounds a little familiar, it's probably because you've seen Gwin pull off a similar stunt before. Last year, he used a Rock Band guitar to beat Dark Souls as well.
According to the latest report from the NPD on physical video game sales in the US, Bloodborne, which is exclusive to the PlayStation 4, was the second best selling game during March. It came in right behind Battlefield Hardline, which was released on Xbox One, PS4, Xbox 360, PS3, and PC.
NetherRealm has released patch 1.02 for its fighting game Mortal Kombat X, the developer has announced.
The patch includes new costumes for a few fighters, including a classic skin for the ice-wielding ninja Sub-Zero. More importantly, the patch makes a few gameplay changes, which are listed below.
In case you missed it, yesterday NeatherRealm released a patch on PC that fixed several issues, and granted an extra 10,000 Krypt Koins to all PC players for their patience on launch day.
On Twitter, NetherRealm creative director Ed Boon said that the patch should also improve performance on PC.
Mortal Kombat X launched earlier this week, and though he didn't share specific numbers, according to Boone it was the biggest launch in the franchise's history.
Mortal Kombat X is currently available for Xbox One, PlayStation 4, PC, and mobile devices. The Xbox 360 and PlayStation 3 editions of the game have been delayed and will arrive this summer.
We haven't seen Alienation since Gamescom 2014, but the top-down shooter is looking pretty good in a recently released video.
The video, posted to developer Housemarque Games' YouTube channel shows an early pre-alpha, three player cooperative session. It's still a work in progress, but Alienation seems like a mix of two of Housemarque's previous games. On its website, Housemarque describes Alienation as a spiritual successor to the top-down zombie shooter Dead Nation, and it does seem to share similar characters and level design, but it also looks like it has the fast pace action and weapon types of Super Stardust HD.
Alienation is a four-player action game with drop-in drop-out multiplayer exclusive to the PlayStation 4. It will have cooperative, single player, and player-versus-player modes. Housemarque has yet to announce a release date, but the game's official site says it's "coming soon." Sony also previously confirmed the game for a 2015 release.
Realistic racing game Project Cars will have 110 courses and 30 locations at launch, developer Slightly Mad Studios has announced.
The courses and locations are based on real tracks from around the world, including famous spots like Nürburgring in Germany, Zhuhai International Circuit in China, Chesterfield in the United Kingdom, and the 24 Hours of Le Mans in France.
Most locations will have multiple layouts for different types of races, which is how Project Cars reaches the impressive 110 courses mark. The California State Route 1, for example, has five different configurations.
You can find the full list of courses and locations on Project Cars' website.
Following a succession of delays to the project on at least three occasions, the racing sim is now due to ship in the Americas on PC, PlayStation 4, and Xbox One on Friday May 6. The UK market will get the game on May 8.
Developer Slightly Mad Studios has plans to ship a version on Wii U, but details on the release date for this remain vague.
Mortal Kombat X upholds the series' legacy, which is evident in the story mode and the return of a dozen classic characters. Once again, the focus is on the battle between realms, elder gods, and humanity. The introduction of a few new faces on the side of Earthrealm, the good guys, freshens things up, although not as much as you would hope. The inclusion of the offspring of legacy characters, like Johnny Cage and Sonya Blade's daughter, Cassie, may prove to be intriguing for die-hard fans of Mortal Kombat's lore, but with the exception of Takashi Takeda (Kenshi's son) and Kung Jin (the younger cousin of Kung Lao), most of them are too similar to their relatives and ultimately fail to stand out in a meaningful way.What are you looking at?!
There are also a handful of new bad guys, though "fresh" may not be the best word to describe their grotesque visages. Characters such as the insect like D'vorah and the gunslinger Erron Black inject new personalities into the series' aging roster and introduce new fighting styles. D'vorah strikes with spider-like arms that spring from her back, Erron Black uses firearms, and the fighting duo called Ferra Torr is comprised of a little girl who commands a hulking brute from atop his back. The new characters on each side of the battle fit into their respective factions, but it's the bad guys that are most notable, largely because they are original creations, rather than derivations from pre-existing characters.
If you care about Mortal Kombat lore, you will get a lot out of the story mode, which has excellent voice acting and a handful of unpredictable developments that affect long-standing relationships. It's not a story that everyone will relate to, sadly, with only a couple of scenes that deliver emotional moments. Cassie Cage may be a boring character, but she provides the necessary motivations for Johnny Cage and Sonya Blade to explore their feelings, and ultimately, grow as people by the time the credits roll.Good luck, Takeda!
Even if you don't care about the made-for-fans story, it's hard not to appreciate the new fighting engine, which is the smoothest the series has ever seen. It's not a sea change from the last game, but you quickly appreciate that combos are more fluid and that animations are more nuanced. The meter you charge by taking hits and doling out special moves returns from the last game, allowing you to power-up special attacks, break enemy combos, and perform an x-ray attack, which reveals the insides of one opponent while the attacker breaks them into pieces in slow motion, accompanied by excruciating moans of pain. The introduction of a stamina bar limits your ability to spam dashing maneuvers, which makes it more difficult for you to rely on spacing alone to win a fight. Likewise, the interactive elements in each stage, which allow you to pummel your opponent with a background item, or escape a corner by leaping off of a large object, can only be used if you have enough stamina. This particular meter recharges on its own, but it takes long enough--relative to the pace of a heated battle--to make it an important consideration during high-level matches.
Local battles are great fun, but online matches are where modern fighting games thrive in the long run. Chances are, the best players in the world don't live on the same street, leaving online matches as the true test of one's skill outside of tournaments. The netcode that drives Mortal Kombat X's online matches is fine, meaning that it will sometimes offer an experience that feels proper, but that you should expect laggy matches from time to time. When you get into a fight with a poor connection, you may as well exit and search for a new opponent, because it will be difficult to pull off simple combos and special moves. At that point, its a competition between man and machine. Thankfully, this is a rare occurrence.
One of the great aspects of Mortal Kombat X is the amount of non-traditional fighting game content. Towers are back, providing an arcade mode-like challenge, as well as a series of other themed battles that offer a wide variety of combat conditions. The Test Your Luck tower puts you in a series of fights with randomly selected modifiers, which mix up everything from terrain to physics to keep you on your toes and alter the way you approach a fight. The modifier-driven fights are also the crux of the new living towers, which offer fixed modifier sets and challenges, but are remixed every hour, every day, and every week, depending on the specific tower.Everything you buy in the Krypt is a gamble, making it easy to lose hard-earned koins.
Mortal Kombat X also marks the introduction of factions, or teams, that compete on a worldwide scale. Joining a faction is the first thing you do after booting up the game, and as you fight in the game's various modes, you earn points for your faction and level up. Eventually you hit milestones that open up faction kills, which are essentially simpler versions of fatalities. Every week, a faction is chosen as the winner and its members earn a reward in the form of a faction kill or a cosmetic item. Once in a while, an invasion occurs and factions compete to fight a character with extreme rules, and the more you play, the more you contribute to the team's efforts. The faction system isn't the sort of feature that will grip your attention, but invasions are nice because they make you feel like you're contributing to a concentrated effort, rather than the long-winded score chase of the weekly faction war.
As you play Mortal Kombat X, you earn currency in the form of "koins." Koins are used to unlock movelist details for secondary fatalities (by default, secondary fatalities don't have inputs listed in the movelist menu), brutalities (another form of finishing move), fan art, and character skins, to name a few. You find these items in the Krypt mode, which is a first-person dungeon crawling game. The Krypt is composed of a handful of areas that are populated with tombstones, sarcophaguses, and other treasure chest-like containers. You need to spend koins to get at the treasures within, but there's a catch: you never know what you're buying until you've purchased it. This adds an air of suspense and tension to each purchase, because you're either going to get something cool, or something lame. This would be easily dismissed if koins were more plentiful than they are, but they're currently doled out in small doses. One trip through the story mode nets you enough koins for but a small fraction of the items on display, and other modes are less generous, making the chase for unlocking the entire Krypt a long and arduous one. Like factions, it's not something worth focusing all of your effort on. Save that for learning characters and fighting styles, and go to the Krypt only as needed.Don't worry, when you're ready to cough up some cash to unlock a character that's finished at launch, you'll know right where to go.
There is another option: you can pay real world money to unlock every item in the Krypt. All you need is $20 to bypass the slog of earning koins, but that isn't exactly cheap. Then again, neither is time, so it's a bit gross that the koin distribution is balanced in such a way that you are tempted to spend real world cash if you want to unlock brutalities and the like. Mortal Kombat X is a great fighting game with a wonderfully demented world and cast of characters, but when you're pressured into spending money, it's easy to lose focus on the positives. You can always ignore the options to buy items with real world money, such as awards that allow you to perform two button fatalities and the aforementioned Krypt unlocks, but the biggest item on the main menu of the game is a link to the game's store, with items you can purchase or look forward to purchasing in the weeks and months to come. You're teased with DLC for characters that you fight within the story mode, as though you aren't going to put two and two together and realize what a despicable bait and switch that is. There's so much to love about the new Mortal Kombat that it's a shame to see such blatant monetization practices overlap with your experience, whether you're looking for it or not. You can always choose not to pay out of pocket for anything, but you know in the back of your head that you're likely missing out on something.
Mortal Kombat X's lesser elements exist outside the most important part of the game: the fighting. A great roster with a wide range of diverse fighting styles and variations gives you plenty to play around with, and the new fighting mechanics add the right amount of depth to nudge Mortal Kombat X ever higher on the list of respectable fighting games. There's also the gruesome creativity, which is entertaining for its absurdity but shocking for its emphasis on acute torture. Although you can't escape it, Mortal Kombat X's violence doesn't come at the cost of great gameplay design; it's either your punishment for failure, or your reward for mastering the art of kombat.
We Are Doomed makes an excellent first impression, thanks to its striking audiovisual presentation. The enemies and animations all combine to form the same kind of strikingly jagged, abstract aesthetic that was featured in Everyday Shooter, while the music and backgrounds grant a trippy touch of synesthesia similar to what you'd find in a Jeff Minter game. And though We Are Doomed only ever features one aesthetic tone, it fuses with the game's mechanics and progression in small, smart ways. The swirling pink and purple of the main stage juxtaposes with the level's boundaries, which are marked by a starry, spacy backdrop. When you clear a wave, the pinkness wipes away for a moment as space engulfs it before it returns to deliver a new round of foes to clear. Your laser weapon looks big and powerful, almost as if it's ripping at the edges.The Superbeam: Bigger, badder, and purpler.
Movement is as smooth and effortless as a twin stick shooter should be, and enemies are clearly visible. It's easy to learn their particular patterns quickly (though many just bimble around aimlessly). But most importantly, shooting things feels good. The giant beam not only looks impressive, but it feels powerful when you're slicing through enemies. You don't immediately destroy them when they touch your beam, as they can withstand maybe half a second of direct exposure, but you can feel that resistance as you wait for the moment when they break, and that makes the moment of destruction all the more satisfying. The superbeam is the satisfying pinnacle of the action, letting you fire an even longer, more powerful version of your beam for a short time. The superbeam feels amazing, since the resistance you felt from the vanilla beam disappears when you cut through entire blobs of foes as if they were butter.
We Are Doomed's bells and whistles are silenced, however, when you look past its presentation. The game can be played in an endless mode or in a finite waves mode that features thirty scripted waves of enemies to survive. It features only one weapon: A beam that constantly protrudes from your ship, but only reaches so far, like a lance. Gathering flashing cubes increases your score modifier, and also grants you access to the superbeam. And that's it. You get no alternate weapons beyond the beam, no smart bombs that let you relieve the pressure when you're about to get overwhelmed, and no other fancy options in your bag of tricks. Though there is some charm in the challenge of playing with a limited toolset, here it makes for a flat experience. All you're doing is carving through swarms of enemies in one specific way each and every time.We Are Doomed offers very few modes, putting a heavy emphasis on scoring.
The big problem with We Are Doomed is how much it limits itself to its detriment. Not only do you get only one weapon, but the game also does nothing interesting with the environment or enemies. You end up shooting things like tiny squids, triangular missiles, and giant disco ball-like circles, but all they do is try to bump into you or shoot you. We Are Doomed features some non-enemy threats, but they also fall under the banner of ramming or shooting. There's so much potential for a wide variety of different encounters. Even genre stalwart Geometry Wars employed devices such as the black holes that messed with the gravity of the playing field. But We Are Doomed is unfortunately content merely to crowd you until you die.
That's the frustrating thing about We Are Doomed: Despite all these issues, you can have fun with it. Because Vertex Pop took so much care in making everything feel right, nothing gets in the way of your enjoyment. You'll still remember the near-deaths you deftly flew your way out of. You'll still panic as the blobs of enemies cluster in and choke every available escape route until there's nothing but death left. And you'll remember the elation when you clear all thirty waves. The problem is that you can get those exact experiences and more elsewhere, whereas We Are Doomed doesn't really care to stake its own claim in the crowded shooter space. You're not going to see the surprising environmental twists of the Geometry Wars games or the charming DIY spirit of Everyday Shooter. In reality, you're just playing Twin Stick Shooter: The Game.You can't do anything about the scrolling machines that shoot beams of death except dodge them.
Even a solid game needs some spice, and We Are Doomed never gives you much. You will certainly notice how good it feels to play the game, and the presentation is top notch, but it never really gives you a reason to care. Sure, you're thrown a bunch of stages including about seven different enemy types, but when the bump and shoot behaviors wear thin, you aren't left with anything more to look forward to. Soon, the only thing that's doomed is your waning interest.