Control Ultimate editon has been announced for PS4, Xbox One and PC. Steam will be getting the game first on August 27th and the 10th of September for the rest of the platforms.
If you own a copy of Control and all the expansions, you wont be getting the free upgrade to PS5 and the Xbox Series X.
According to their FAQ on 505 games, this is what it says.
“Will Control Ultimate Edition give me access to Control on Xbox Series X and PlayStation 5? We will offer a free next-gen digital upgrade for those who buy Control Ultimate Edition on PlayStation 4 and Xbox One. For more information on eligibility, stay tuned to our website and community channels.
“What if I purchased the original version of Control previously? The free upgrade path to Xbox Series X and PlayStation 5 version of Control is only available for Control Ultimate Edition.”
343 Industries has today confirmed Halo Infinite will be delayed till 2021. Announced via their twitter, they want to make sure the team has adequate time to deliver a Halo experience that meets their vision.
With the gameplay footage reveal last month. Halo Infinite got off to a rocky start with the public via its visuals. It has came to no surprise that Halo Infinite would get the inevitable delay. As Microsoft are definitely pushing the worlds most powerful console envelope, another dink in the release window with a game to really show off its capabilities come launch.
A welcome change to the formula of FUT is finally happening. Yes, fitness items is going to be no more for FIFA 21. Nothing has been mentioned about contracts for players you have brought from the transfer market place, packs you have purchased or via rewards.
Alongside fitness items, training items have also been given the boot.
“Fitness items have been a light management element in Ultimate Team since the very beginning,” EA said. “The decay of players’ fitness was put in the game originally to encourage rotation in the squad and to simulate some of the management decisions that football squads have to consider.”
“However, we’ve evaluated these mechanics and have decided that it wasn’t creating the desired effect in rotation and players were spending time doing a management action that was frequently required and, ultimately, not very fun.”
“So this year, while Fitness and Player Stamina will still be important factors inside of a match, dictating, for example, how much you can sprint and for how long, you will no longer have to manage that mechanic in the menus as well.”
The UK Nintendo Store list several new wireless and wired controllers for the Switch. The wireless controllers are offically licensed by Nintendo and produced by HORI. Their rechargable internal battery will provide 15+ hours of battery life with a 10 meter range. And while they don’t support NFC, Infared or HD Rumble, they will feature motion controls and cost less than the regular Switch Pro Controllers.
Also featured are three new Nintendo Switch Mini Controllers. These wired controllers are offically licensed by Nintendo and produced by DPD. Featuring a translucent shell these small, ergonomic controllers are designed for players of all ages. They won’t support NFC, Infared, HD Rumble, or motion controls, but considering their price this was to be expected.
The Street Fighter series executive producer, Yoshinori Ono has today confirmed he is parting ways with Capcon after 30 years at the helm.
Ono, made the announcement via twitter thanking the people who he has worked with over the years and of course the Street Fighter fans all over the world. Ono said in his statment “I’ve been with the Street Fighter brand for a long time, experiencing good times, bad times, and even non-existent times. My heart is filled with appreciation to those players who’ve been giving warm and kind support on the brand especially little over the past decade or so as all the activities on the Street Fighter brand regained sunshine and grew its liveliness.”
He continues “And now, after serving almost 30 years at Capcom, I am leaving the company in this summer. This means that I will resign my position as the brand manager for Capcom’s various titles including Street Fighter.”
“Capcom staff in the new generation will continue taking care of the Street Fighter brand and leading the World Warriors,” he added.” And, I do believe that they will continue making Street Fighter extraordinary. I will look forward to seeing the new Street Fighter brand and how it’s going to be expanded, as just one of regular gamers next time.”
“trying to contact those whom I’ve gotten to work with in the past” about his resignation, but acknowledged “it’s quite difficult to reach out to all of the people I’ve associated without throughout my career for almost three decades”.
Personally, its sad news to see such iconic figure leaving a franchise that I have grown up with. From playing Street Fighter II on the megadrive all the way to current day consoles, Street Fighter V. I hope Yoshinori Ono wont be a stranger and all the best to his future endeavours.
Today, Capcom have announced the details for the very last Street Fighter V season pass via their live stream known as the summer update.
5 new characters have been announced with the last character yet to be revealed at a later update. As you can see below is the SFV Season 5 roadmap going into Fall 2021. For me personally, this is great to see and of course characters such as Dan and Oro returning!
Street Fighter league is expanding. Not just in the US, players from across the world will be participating in 3 vs 3 and become the best in the world. If you missed out watching the stream from earlier you can watch it below.
Another video for your viewing leisure is the first gameplay footage of Dan!
We got in touch with Mattis Folkestad, developer of award-winning point-and-click adventure Milkmaid of the Milky Way, about his upcoming game Embracelet. I personally can’t wait!
ND: Hi Mattis! Thank you for speaking to me. How are you doing with this pandemic?
MF: Hi! I’m doing all right, all things considered. I have a decent setup for working at home, but I do miss being around other people and leaving work physically after a long day.
ND:Did the Coronavirus affect the development or publishing of Embracelet at all?
MF: When the pandemic started, I had to work from home while also taking care of my kids. Productivity dropped quite a bit, and I lost a bit of momentum when I was planning to finalize production. Also many festivals and conferences where I’d planned to show off Embracelet were cancelled, and the uncertainty of everything at the moment makes it a bit more scary and difficult to release a game.
ND:Could you tell us a little bit about Embracelet, and what inspired it?
MF: After I made Milkmaid of the Milky Way in 2017, I spent some time travelling to conferences and festivals and ported it to a lot of different systems. Summer of 2018 I felt inspired to start an even more ambitious project. I’ve long thought the north of Norway where I grew up to be a great setting for a game, and started working on some different ideas. I also started playing piano again, and some of the themes I created actually inspired the story and feel of Embracelet. I wanted to create a mellow, melancholic game about the transition into adulthood and the joys and pains of growing up. I was also inspired to make a game in an art style I’ve never done before, so when I got a grant from the Norwegian Film Insitute I was overjoyed to start working on Embracelet full time.
ND:Obviously you developed the entire thing on your own, which can’t have been easy! What sort of problems did you come up against, and did you have any support from other developers in the community?
MF: Making games is incredibly, ridiculously hard! But the challenge is also super rewarding, and since I’m fortunate to have worked on a lot of creative projects both on my own and in teams I have quite a lot of experience in a wide variety of fields. There have been many problems and technical challenges, and many funny bugs throughout the development process. But the most difficult has been to create so much content in such a short timespan. Embracelet has lots of characters and sceneries, and around 27000 words of dialogue and in-game text. It’s not a big game compared to games released by studios, but for a solo developer it’s been a lot of work.
Before the pandemic I shared offices with Hyper Games and Krillbite here in Oslo, and though they didn’t work on the game directly it was very helpful being around so many talented game developers. I’d love to have a bigger budget and a team of people one day – that would be the dream!
ND:If there’s one piece of advice you’d give to someone wanting to develop a game on their own, what would it be?
MF: I’d encourage them to find some unique idea or vision to follow, and not make something too big. Even a small game is a lot of work, and actually finishing a project – or at least getting it to some playable state for others to enjoy – is such a rewarding and great learning experience.
ND:Do you have any other game ideas or projects you’d like to share?
MF: Not until I’ve released Embracelet! But I’d love to plug Krillbite’s Mosaic and Hyper Games’ upcoming game Mörkredd.
ND:What sort of games do you like to play?
MF: When I’m in development I rarely get to time or have the energy to play other games. I’m quite genre-agnostic and enjoy any game with some sort of uniqueness, either in visual style, gameplay or story. I can’t wait to release Embracelet and finally get to play all those incredible games that have been released the past two years!
ND:If you could think of absolutely any game to appear on the market, what would it be and why?
MF: I’d like to see more games discussing real world issues and creating game mechanics that can teach us about ourselves. I also think there’s room for more comedy and romance in games!
ND:It’s been lovely talking to you! I can’t wait to get my hands on Embracelet, which launches on Steam and the Nintendo Eshop in September 2020. To whet our readers’ appetites, here’s the official trailer:
No review code was provided. This was purchased by myself, and my full opinion based on a full comprehensive playthrough.
Lets grind straight into it shall we. Easy Day Studios have made a solid attempt at a skateboarding game. With its intuitive controls the player can use the left stick and right stick to go in any direction to move your feet individually. Such freedom can make certain tricks look epic and real too. Ollie and want to grind the handrail and do transitions? You can. Do you want to kickflip down a 12 step set of stairs to land on a rail and finish off into manual? You can. However… As much as the controls is its main star attraction. Most times the input doesn’t exactly register and you will end up in a crumbled mess on the floor.
You can make some brillaint set pieces as you can see below from my footage I have recorded.
Graphics, sound, performance
Skater XL isn’t the prettiest game to grace the Xbox, Playstation or PC. Again, if you were expecting eye candy then this game isnt it. Saying that it isnt a bad thing either as this game doesnt need to be spectactular. The graphics/visuals is good enough for me. The game does come with a tracklist from bands I have never heard off, which is good for those indie exposure, plus EDS (Easy Day Studios) is independant studio themselves. So please dont expect the tracklist to be like Tony Hawks Pro Skater 1 & 2 days.
The performance of the game can be hit and miss. The framerate drops like a sack of spuds at times and the game becomes all choppy as well. Not only some of these issues apparent, glitching underneath the map and smashing through walls and other items is rife. Shame, game performance is hindered by these issues but on the flip side the game is actually fun to play.
There is no difficulty. The only thing I can say about the ‘potential’ difficulty is the player. Constant playing and getting use to the controls is the best advice I can give on such a game. With both sticks being able to be used freely does create the possibility of great tricks like I have said previously, plus those great set pieces.
I would say overall Skater XL isnt a bad game. Rough around the edges, huge canvas to improve and add to the game. You can customize you’re character to the liking. The game does have licensed clothing from DC, Independant, Etnies, ES, Element and skateboards such as Blind (classic reaper, brings back memories when I use to skate awful lot in my youth) and even spitfire wheels. Yes, you can customize your skateboard with the griptape, trucks, wheels and the vinyl of the board itself. EDS has hit the customization to a T. With the above issues of performance, controls and the emptiness each map provides plus missed opportunties. Skater XL falls short, but, it has huge potential to be great when these improvements and more added content hits the game.
Verdict Don’t forget to wear your helmet, elbow pads and kneepads as you will be falling off quite a bit. Skater XL is a nice fill with the lack of skateboarding games as of late, though less we speak about Tony Hawks Pro Skater 5 the better. Maybe wait until the game goes on sale in prep for the remaster of Tony Hawks Pro Skater 1 & 2 and of course Skate 4. 5/10
Bandai Namco has revealed Season 4 is heading to Tekken 7 this autumn on Playstation 4, Xbox and PC.
As you can see below, Bandai Namco revealed season 4 via a trailer. Season 4 will come with a complete new balance and tweaking to characters such as new moves and a new online ranking system called Tekken Prowess.
Characters such as Paul will receive a new shoulder charge whilst Hwoarang has a new hop kick to his arsenal. A new improved online experience has been shared too, which allow players to see if the opponent has wifi connection and their disconnect rate before accepting the challenge.
You can also see a silhouette at the end of the trailer, new character confirmed it seems!