Super Mario Maker 2 Release Date For Switch Revealed

The release date for Super Mario Maker 2 has finally been announced. The sequel to the popular Super Mario Maker on Wii U was originally announced in February during a Nintendo Direct.

The first Mario Maker released in 2015, and quickly became one of the Wii U’s most popular titles. The game allowed players to create their own Mario platforming stages. You could create in the style of the original Super Mario Bros., Super Mario Bros. 3, Super Mario World, and New Super Mario Bros. U. The tools were expansive, featuring all sorts of blocks, enemies, platforms, and more. Many players began successful YouTube and Twitch streams thanks to Mario Maker, thus helping the game to become a pop culture phenomenon. Even now, new stages are still being uploaded.

Related: 20 Greatest Super Mario Games Of All Time (And 10 Of The Worst)

Nintendo confirms the highly awaited Super Mario Maker 2 will be released on June 28, 2019 for Nintendo Switch. Nintendo already confirmed a June release date in the announcement trailer, and now we know the game will launch during the last week of that month.

Although Nintendo has only showed one trailer for the game, a lot of new features were confirmed. Of course, it’ll have the highly requested slopes. There will even be a new theme to create in: Super Mario 3D World. Another new feature will be adding water to ground stages. In the first Mario Maker, you couldn’t combine water and ground in a single section. This adds another layer to the creation process. All of this just scratches the surface of new content, as there are new enemies (such as Bully from Super Mario 64, and the Angry Sun from Super Mario Bros. 3), new platforms, and much more. The amount of new things almost makes the first game look like a prototype.

With Nintendo having distanced itself from the Wii U, it makes sense that the video game company would want to quickly get a new Mario Maker released. Being able to create challenging stages and share them online for the world to play is a fantastic concept. Even if one is not into making levels, there are going to be an endless amount of stages to play, making Mario Maker 2 a worthy pickup either way. It’s surprising that there’s been no footage since February, as there are still plenty of things that have yet to be unveiled. We’ll likely get at least one big overview trailer before release day. With Super Mario Maker 2, the Link’s Awakening remake, Pokémon Sword and Shield and more, Nintendo may have the best 2019 exclusive lineup.

More: 20 Switch Games Confirmed Coming In 2019 (And 5 That Are Possibilities)

Super Mario Maker 2 will be released on June 28, 2019.

Source: Nintendo

2019-04-24 07:04:30

Daniel Alvarez

The Real Reason Days Gone Removed Player Choices

The final, retail version of Days Gone will not allow players to make binary choices at various junctures in the story. Back when Days Gone was originally shown off to the public, players were able to make choices that would have a minor effect on the character of Deacon St. John, the protagonist portrayed by Sam Witwer. Now, those choices are no longer part of the game.

We spoke to Days Gone writer/creative director John Garvin about both the new game and his career in the gaming industry. In particular, we discussed the many changes the game has gone through since it was first unveiled at E3 2016, including the removal of binary choices the player makes for Deacon at various points in the narrative.

Related: What Days Gone Learned From Uncharted’s Amy Hennig

The reason why they removed these choices has to do with strengthening the character of Deacon St. John and serving the narrative of Days Gone. As John Garvin explains it:

The thing about player choices is, players didn’t get it! (laughs) …We thought it was going to be this awesome thing where Boozer’s morale was going to be this thing players would have to watch, but players just didn’t understand it. For the amount of work we were putting into it, there was no payoff. It was hurting the player experience.

Basically, player choice was getting in the way of the game. Days Gone is a narrative driven experience, but it’s not Mass Effect or a Telltale game. The choices were intended to add color to the player’s perception of Deacon, but they wound up making him an unclear figure, and even unlikable. The story of Days Gone is cinematic in nature. One of the goals of Sony Bend was to apply their experience making linear, narrative driven titles like Uncharted: Golden Abyss and Syphon Filter, and apply that to an open world game. That cinematic approach is another factor which led to the removal of binary choices. John Garvin elaborates:

On a motion picture script, you’ve 90 to 120 pages, give or take. You want your character to start out flawed and broken, and you want them to be in a place where they have a lot of room to change and grow. For Deacon, he starts out as this nihilistic, broken guy. Honestly, he isn’t very likable at first. The thing is, in a movie, you’re doing that for ten or fifteen minutes before you have a catalyst that makes him begin to change. That turned out to be eight hours in Days Gone.

There are some games which have deliberately unlikable protagonists, like Kratos from the original God of War or the titular protagonists of the Kane & Lynch titles, but it’s a delicate balance, and Days Gone didn’t want to present Deacon St. John as a total jerk, but to make him someone players could root for. To achieve that, binary choices had to go. The two big examples which had been showcased were whether to kill a wounded enemy, Leon, or allow him to burn to death in a horrible fire, and giving an ally, Boozer, his shotgun or having Deacon keep it for himself. Regarding these choices, Garvin says:

“If Deacon has the ability to leave this guy to be eaten alive or to put him out of his misery, the player, at that moment, doesn’t really know what the right thing to do is. In either case, it makes Deacon out to be… If he leaves him to be eaten alive, it turns him into a real a**hole! The same with taking Boozer’s shotgun. If you have an obvious choice to make, players will always choose the good thing. It’s something that we learned from looking at something like Infamous. The number of players who choose dark over light is actually very small, believe it or not.”

The solution to the problem came in the form of simply removing the choices. Instead of being given the option to keep Boozer’s shotgun, the game automatically has Deacon return the weapon to its rightful owner:

But the biggest thing was, it made Deacon’s character stronger. We just made the choice for the player. So Deacon will always shoot Leon in the first twenty minutes, and Deacon will always leave Boozer’s shotgun. We just basically made the choices in every case where we had them, and it was always making the character stronger.

There are some instances where player choice is an important factor in shaping a story as it unfolds, but that’s not always the best solution. For Days Gone, despite its open world nature, the decision was made to keep Deacon St. John’s character arc out of the hands of the player, and to have his key interactions with other characters be crafted entirely by the game’s developers.

More: Days Gone is 30 Hours Long, With 6 Hours of Cutscenes

2019-04-24 06:04:17

Zak Wojnar

What Days Gone Learned From Uncharted’s Amy Hennig

Video game writer John Garvin worked closely with Uncharted‘s Amy Hennig, and she imparted some useful wisdom which came in handy when he went on to work on Days Gone. Before they worked on the highly-anticipated PlayStation 4 game, Days Gone, developer Sony Bend worked on several titles for PlayStation’s line of handheld systems. On PSP, they created a pair of Syphon Filter titles (based on the series they created back on the original PlayStation home console), and a spinoff of Insomniac’s Resistance series.

When it came time to craft a game for the PlayStation Vita, Bend were selected to create a spinoff of Naughty Dog’s hugely popular Uncharted series. While developing on Uncharted: Golden Abyss, writer Garvin worked closely with Hennig, the creator of the franchise and writer/director of multiple titles in the series. During their time working on Uncharted, the team at Sony Bend learned valuable lessons which they would carry forward to Days Gone.

Related: Days Gone is 30 Hours Long, With 6 Hours of Cutscenes

In our recent interview with Days Gone writer/creative director Garvin, the discussion turned to the highly cinematic presentation of the upcoming post-apocalyptic adventure. Unlike most games of just a few years ago, Days Gone makes extensive use of motion-captured animations, particularly during cinematics. Because of this, the casting of real actors was more important than ever. To that end, Garvin cast Sam Witwer as the lead character of Days Gone, Deacon St. John. Witwer isn’t just a face to be scanned into a computer and a voice to deliver lines in the studio. He acts out every cinematic like an actor on a stage, and that performance is turned into what players see when they play the game. As Garvin elaborates:

“We knew we wanted screen actors. It’s one of the things I learned from Amy Hennig working on Uncharted. That whole process is literally about performance capture, which we had never done before. It’s about getting actors on the stage together, interacting with each other. We really needed our actors to have the chemistry with other actors, to collaborate and build the dramatic tension.”

In both movies and video games, motion captured performances have been one of the most rapidly advancing technologies in the drama industry. From photo-realistic characters in movies like Avatar or Planet of the Apes, to cutting-edge video games like Uncharted and Detroit: Become Human, characters are becoming more and more realistic because they’re being played by actual actors, whose every movement is captured to be displayed in a mass of animated polygons.

Until Sony Bend worked on Uncharted, they had never done extensive work with performance capture, and they had never done voice recording on the motion capture stage. Although it wasn’t a mainline Uncharted title, Golden Abyss was praised for how true it was to the cinematic production values of its big brothers, and the game remains one of the underrated PlayStation Vita’s most visually striking titles. Without the pedigree they developed working with Hennig on Golden Abyss, it’s possible the visual flair of Days Gone would be different from its current state. As it is, Days Gone is shaping up to be one of the most technologically advanced games on the market with regards to its incredibly realistic characters and detailed, motion-captured animations.

More: Screen Rant’s 25 Most Anticipated Video Games of 2019

2019-04-24 05:04:49

Zak Wojnar

Mortal Kombat 11: The Best Tips & Tricks To Know Before Playing

Mortal Kombat 11 is arguably a great jumping on point for beginners and older players who haven’t picked up a title in the long-running series for a while, with its time-bending storyline and highly polished fighting mechanics. With any game, though, there’s bound to be a learning curve involved and Mortal Kombat 11 is no exception.

The difference between Mortal Kombat 11 and other games, however, is that a lot of vital tricks to succeeding at or making the game a somewhat easier experience are hidden beneath the surface. This isn’t really new to a Mortal Kombat game, either, but this most recent iteration does a few things differently. With that in mind, there are a few different things players can do this time around, from completing early tasks to unlock skins for each character to making some of the difficulty away from some of oft-frustrating Towers of Time mode.

Related: Mortal Kombat 11 Fatal Blows Explained & How-To Guide

Some of these Mortal Kombat 11 tips and tricks are easier to accomplish than others, but all of them will make the game slightly easier or more enjoyable in the long run. Below you’ll find a comprehensive list of these various Mortal Kombat 11 tips and tricks that you’ll want to know about before booting up the game:

  • Make sure to complete each character tutorial, as it’ll guarantee you a new skin for each. This actually serves two purposes, as the very intuitive tutorials will make you a much better fighter as you learn the ins and outs of each of the quite large roster of characters.
  • Keep an eye on the offensive and defensive meters at the bottom left and right sides of the screen. Holding R1 or RB (depending on your console) and attacking will unleash more powerful attacks while defensive breakaway maneuvers (R2 or RT) will help you recover faster. These meters can deplete, but they will recharge.
  • Use projectile Konsumables in the Living Towers mode, especially with modifiers where it makes it basically impossible to block enemy attacks or buffs. This will increase your chances of winning and make the frustration at least somewhat bearable.
  • Customize character loadouts, as the standard ones may not play to your strengths as a fighter. Completing the aforementioned tutorials first will make customization all the better, as well, as you’ll better understand each character’s strengths and weaknesses.
  • Complete the story mode. This may seem like a no-brainer, but every activity in Mortal Kombat 11 rewards currency and cosmetics, including the story mode. It’s a great way to build some Koins before you head into competitive fighting.
  • Focus on one character at a time for augment slots. Otherwise you’ll be spreading your Koin spending out too thin and end up with a bunch of underpowered fighters. Pick your favorite and grind as much as you can stand toward making them powerful. It’ll pay off in the long run. Though, hopefully this changes with NetherRealm Studios’ promised updates to make things less grindy.
  • Experiment with combos. The move list is great for learning the basics of combat, but there are a ton of hidden combos for each character. Play around with different button combinations and see what wonderfully violent combos you can discover.
  • Complete daily challenges. These are a surefire way to getting Koins and other forms of currency as fast as possible. It will help you in both the Towers and Krypt modes.

While there are certainly other ways to become better at Mortal Kombat 11, the above list of tips and tricks are some of the best ways to turn yourself from a novice to a pro in a short amount of time. Keep in mind that a lot of these tips and tricks won’t help you much in ranked play as NetherRealm has designed it with previously designed character variations to ensure balance.

More: Mortal Kombat 11 Ending Explained (& How To Get All THREE Endings)

2019-04-24 02:04:51

Corey Hoffmeyer

KOTOR & Dragon Age Lead Designer To Head New Wizards Of The Coast Studio

Wizards of the Coast announced earlier today that the company would be launching a brand new studio in Austin, Texas, that will be headed by industry veteran James Ohlen. Ohlen is famous for a 22-year career at BioWare that saw him garner design and writing credits for Dragon Age: Origins, Star Wars: Knights of the Old Republic, Jade Empire, Neverwinter Nights, and the Baldur’s Gate series.

Ohlen stated when he left BioWare that he wanted to get back to Dungeons & Dragons, a game he loved, launching Arcanum Worlds, a publishing venture he co-founded and one that will release a new adventure book called Odyssey of the Dragonlords. Ohlen has a pedigree in role-playing games, and Wizards of the Coast has made a push to digitize its tabletop offerings, with the recent Magic: Arena online game garnering hundreds of thousands of views on Twitch and generating an esports tournament series that will award $10 million in 2019 alone.

Related: Fixing BioWare’s Problems Are A Top Priority For Studio

Wizards of the Coast’s new studio will have a strong start with Ohlen at the helm, a lead designer who can draw on decades of role-playing game experience to craft whatever venture will be the first project for the Austin-based company. Ohlen himself stated he was a little taken back by returning to gaming so quickly after he’d publicly stated his wishes to depart for a while to pursue other ventures, but in a quote released during the announcement, he also acknowledged it was an opportunity he was intrigued by:

I didn’t think that I would be coming back to the game industry so soon but working with Wizards is a once-in-a-lifetime opportunity. Our mutual love of RPGs, world-building, and interactive storytelling is a perfect match.”

It’s unclear exactly what that match will end up producing, but it will involve something new, as the press release also stated that the studio will focus on creating an “original IP outside of the Magic: The Gathering and Dungeons & Dragons’ brand.” It’s a curious decision given the resurgent popularity of both those franchises, but clearly Wizards of the Coast is looking to expand its offerings beyond its already successful IPs. Chris Cocks, the president of Wizards of the Coast, gave a vague clue as to the direction of the studio:

James [Ohlen] brings experience in creative direction and studio leadership that will prove important as we look to develop compelling new experiences that engage gamers all over the world.

Whatever the compelling new experience that the Austin-based Wizards of the Coast studio will offer, it’s going to be helmed by someone who is very capable in delivering premium RPG content to gamers. While the new IP will definitively not be based on an existing Wizards of the Coast property, there’s still a chance we’ll see a few crossovers, and with a company like Hasbro and Wizards of the Coast behind it, Ohlen’s new studio has immediately established itself as one to watch as time passes. Given that Ohlen wanted to leave the game industry for longer than he’s been away, there must have been something very tempting on offer with the new studio, which should excite fans just as much as it’s seemed to excite Ohlen’s creative side.

Next: BioWare’s Future Doesn’t Hinge On Anthem’s Success Says Developer

2019-04-24 02:04:22

Cody Gravelle

When Will Sony Unveil PlayStation 5 and How Much Will it Cost?

The PlayStation 5 was recently revealed by Sony, and fans of the console haven’t stopped talking about it since. The PlayStation community has had access to information about the console’s price and specifications for a bit now, and its backwards compatibility is another winning factor that has everyone hyped up. The only question that remains is when we can expect a PlayStation 5 release. Unfortunately, we don’t have a clear-cut answer to that yet.

There’s been some speculation about the price of the PlayStation 5 so far, but nothing has quite been confirmed by Sony executives yet. While it was discussed that the console may very well cost a bit more than the PlayStation 4 on account of the various hardware and software improvements, our guess was that the PlayStation 5 release price is going to be around $450 to $500. That being said, the price is only just one of the outliers of information that fans haven’t been updated on since the console was announced.

Related: The PlayStation 5 Needs To Make PSVR Worth It

There had been rumors that Microsoft was going to make a big announcement at E3 about some of its upcoming plans for the Xbox and Gamepass. Pushsquare reported on Sony’s fortuitous timing of divulging some information about the PlayStation 5 before Microsoft could reveal plans for the next generation of its consoles, commenting that making the specs public knowledge essentially let the company get the jump on its competitor’s plans for E3.

The insinuation was that while the Xbox One SAD wasn’t an insignificant announcement, it’s clearly not the future of the Xbox console line. In contrast, the impact of Sony’s announcement of the PlayStation 5 release may well eclipse what Microsoft puts out at E3 even if the consoles end up having comparable specs simply because it beat the latter to the punch, dooming whatever Xbox comes next to live in the shadow of “oh, just like the PlayStation 5” comments. Even if there isn’t hard data on the PS5’s release date just yet, it seems likely we could get it as soon as E3, and that it will release next year rather than in 2019.

The reason for that guess is simple: Sony has finally announced the console but is skipping E3 and didn’t host a PlayStation Experience in 2018 either. That seems to indicate that it doesn’t have any big announcements in store for the rest of 2019, which checks out based on what we’ve seen thus far. Expect 2020 to be a much bigger year for Sony as the company instead focuses on exclusives like Days Gone to buoy it in the interim.

As for the price, it seems like $499 is the analyst-consensus best price point for the new console. Someone claiming to be a European game developer working on a PS5 launch title indicated that the console would retail for $499 and that its release date would be November 2020, a claim that they could not back up with evidence but did coincide pretty close to when Sony announced the console to begin with, providing at least a little more feasibility in the process. The console’s $499 price point wouldn’t be as steep as it sounds, either; the PlayStation 5 will support ray-tracing technology, 8K resolution, the aforementioned backward compatibility, and more. That technology isn’t cheap right now, and isn’t likely to drastically dip in price in the next few years, so all of that combined with a next-gen console doesn’t seem like a bad deal.

It’s no secret that Sony is aiming high with the PlayStation 5, considering its been the first amongst its competitors to pull out ray tracing, a faster processor and a new SSD with a raw bandwidth higher than any available for PCs. On top of that, the future of the PlayStation line also promises PSVR support (which is a thing that the community has been clamoring for). While there’s not been confirmation about what the console will cost, or when it’ll be out, we wouldn’t put it past Sony to make an announcement around when Microsoft is expecting to take their E3 lap, just to rub salt into the wound.

Next: PS5 Price Will Be Appealing To Gamers, According To Sony

Source: Pushsquare

2019-04-24 02:04:05

Ginny Woo

Mortal Kombat 11 Fatal Blows Explained & How-To Guide

The Mortal Kombat games have always featured many different brutal attack methods, from standard attacks to fatalities, and Mortal Kombat 11 is no exception to this rule. This time around, the game has introduced Fatal Blows, a new finisher type to replace the X-Ray move that was previously introduced in the 2011 Mortal Kombat.

While the X-Ray attack required the charging of the super meter to a third level and then unleashing the attack on an unsuspecting victim, Fatal Blows is an entirely different thing altogether. In fact, Fatal Blows adds a whole new layer to Mortal Kombat 11 when it comes to strategy, forcing players to use it at ideal moments during a particular battle. For this reason, even Mortal Kombat veterans may need an adjustment period to get used to the fact that X-Ray attacks are no more and, perhaps more importantly, the best method and time to use them during combat.

Related: Every Mortal Kombat 11 Fatality Revealed So Far

Fatal Blows in Mortal Kombat 11 are all about timing, precision, and patience. They can only be activated when a player’s (or enemy’s) health hits 30 percent or lower. Don’t worry, a prompt will indicate the necessary buttons to push (it’s the both trigger buttons simultaneously on consoles). When activated, your character will enter an animation that’s similar to the X-Ray move, and your Mortal Kombat 11 fighter will deal quite a bit of damage. Keep in mind that the attack can be blocked and you’ll have to wait for the cooldown, which lasts around 10 seconds or so, to expire before a Fatal Blow can be tried again.

Perhaps the most important thing to remember about Mortal Kombat 11‘s Fatal Blows is that they can only be successfully used once during an entire match, so it’s important to choose ideal moments. Obviously, using it in round 1 probably isn’t the smartest idea as you’ll be left without a fail safe should you need it in future rounds. Instead, try and save it and play defensively and effectively use your block. Should you lose the first round and the second round isn’t going so hot either, you may not have a choice in the end, but it’s always better to save it in a first round. Remember that enemies can also perform Fatal Blows on you during a match so keep an eye on their health as often as you can, and make sure use block when you think they might be going in for the kill.

It’s also important to note that X-Ray attacks aren’t completely gone. Performing certain combos or powerful attacks on opponents will still trigger a neat little animation similar to that mode. These are called Krushing Blows. Still, Fatal Blows will likely become a vital part of a player’s inventory while playing Mortal Kombat 11 and, along with the tried and true Fatalities that still exist, is yet another fun and bloody way to deal a ton of damage to an enemy or finish them off entirely.

More: Mortal Kombat 11 Shao Kahn Reveal Trailer

2019-04-23 02:04:42

Corey Hoffmeyer

Anthem’s Release Still Considered Early Access, Key Content Delayed

Some bizarre information emerged from BioWare earlier today, as the development team revealed that the studio still considers Anthem to be an early access release and that nearly all of its key content from its initial roadmap will now be delayed indefinitely. The news comes hot on the heels of anticipation for the upcoming new Stronghold release, a move that would have inspired some excitement for a game that has too often been viewed as an exemplary instance of corporate greed and rushed development sinking an otherwise promising new IP.

Anthem‘s struggles are nothing new—in fact, they began in what fans initially believed to be the early access release period that saw Origin subscribers given a full week of play time before other PC, PS4, and Xbox One users were given the chance to join in. Lately, a player-made Anthem survey indicated the dire conditions that surround the game now, suggesting that over half the game’s initial playerbase had already quit the game permanently while a further third were considering leaving if something didn’t change relatively soon. After a flurry of initial Anthem patches saw developer BioWare attempt to stopgap some of the most egregious bugs and missing features, news about the game’s ongoing repair process has been strangely quiet.

Related: Former BioWare GM: Anthem’s Launch Was Tough To Watch

In an update posted to Reddit by Anthem team member Darokaz, staff updated fans on the status of the game as well as the silence that has been a troubling but consistent element of BioWare’s approach as of late. Troublingly, the post indicated that BioWare still inexplicably believes that Anthem is in early access release. The post then addressed Anthem Update 1.1.0, which introduced the new Stronghold called The Sunken Cell as well as a few other quality-of-life changes that have been requested for weeks now. Finally, the update dropped a bombshell on fans—a dramatic number of Act 1 features were being delayed, with little reason other than there being more pressing fixes given. Here’s what’s being delayed:

  • Mastery System
  • Guilds
  • Legendary Missions – Phase II
  • Weekly Stronghold Challenge
  • Leaderboards
  • Some Freeplay Events
  • Cataclysm

In short, nearly everything that has kept fans sticking around and hoping for something better in the near future will be delayed by BioWare as the studio continues to try and figure out how to sort out the cataclysmic mess that is Anthem. While Cataclysm was a huge focus on early content releases in the build-up to launch, its May release window is now being used to simply release information about the feature, which fans still don’t know about. The post also closes out by addressing the many complaints over Anthem‘s loot that have literally persisted since the beginning of the game’s launch, stating:

We have heard your concerns around end game loot. We agree that our loot and progressions systems need to be improved and we are working towards this. When we have more information to share, we will.

Basically, the most recent update on Anthem is that nothing is going right. Now seems to be an appropriate time for fans to panic, as months after the game’s release, the only thing Freelancers have to show for their continued support is one extra Stronghold and the promise that things will get better, just not on schedule. It’s an atonal message from a developer that already needed to do a lot to win back the faith many had placed in its ability to produce quality products, and it’s hard to imagine anything except an extremely negative backlash waiting in the wings for BioWare after the latest Anthem update brings nearly all bad news.

Next: Fixing BioWare’s Problems Are A Top Priority For Studio

Source: Darokaz

2019-04-23 01:04:37

Cody Gravelle

Mortal Kombat 11 Review Roundup: Bloody Good

According to early reviews, Mortal Kombat 11 is a worthy successor to a franchise that has had its fair share of ups and downs over the past decade or so. As the first entry in the beloved series in over four years, Mortal Kombat 11 has embraced all the elements of the franchise that fans may have missed in its absence, including over-the-top fatalities and a storyline that features time travel, Johnny Cage teaming up with Johnny Cage, and a first-time female villain with the ability to control the ebbs and flows of reality.

Mortal Kombat‘s last release was Mortal Kombat X, which was considered one of the best in the series despite having a PC release that was met with middling reviews over the severe technical issues players faced on that platform. In the time away from the series, NetherRealm Studios released Injustice 2, the DC-based super hero fighter that received equal amounts of praise for its prowess in the genre. To say that the developer has had a string of successes (excepting WWE Immortals) over its past few outings would be an understatement, and as such, expectations are high heading into Mortal Kombat 11‘s release tomorrow on April 23, 2019.

Related: Mortal Kombat 11 Leak Confirms [SPOILER] As DLC Characters

Luckily for those heavily invested in the adventures of Liu Kang, Scorpion, and the countless other iconic characters who grace Mortal Kombat 11‘s roster, it appears that early feedback on the game is extremely positive. Many reviewers are praising the game’s combat (spelled with a “c”, sorry), particularly what many have identified as a fluid, savvy tutorial system that immediately prepares players for the nuances of mechanical and timing-based online fighting. According to MetaCriticMortal Kombat 11 is currently sitting at an 84, which makes it generally favorable and something to keep an eye on. It’s a similar story with OpenCritic, which sees Mortal Kombat 11 at an 82% average with an 81% recommendation percentage from reviewers. Those are strong numbers, and should the reviews that are still to come continue the trend, it will be yet another impressive release from NetherRealm Studios. Read on to learn more about what Mortal Kombat 11 is doing to keep reviewers kraving more.

IGN: 9/10 – Mitchell Saltzman

It’s a rare fighting game that hits just about every note as strongly as Mortal Kombat 11 doesEverything from its methodical and deep combat to its fantastically absurd story mode and its rock-solid netcode, right down to its extraordinarily comprehensive tutorial is absolutely exceptional. It’s only when you get into its drawn-out progression that it triups up: the keys to unlocking Mortal Kombat 11’s rich vault of customization options are locked behind the frustratingly gimmicky and grindy barriers of the Krypt and Towers of Time.

GameSpot: 8/10 – Edmond Tran

MK11 isn’t just a sequel for series fans and NetherRealm devotees, it’s a gateway into the realm of fighting games for anyone who has a passing interest in watching ruthless warriors beat each other silly. Streamlined mechanics keep the act of fighting furiously exciting no matter what your skill level, and comprehensive tutorials encourage you to dig into the nitty-gritty. There’s a diverse roster of interesting characters and playstyles, and the story mode is an entertaining romp. The unfulfilling approaches to the game’s dynamic single-player content and progression may feel like they’ve totally whiffed (at least at this early stage), but Mortal Kombat 11 hits where it matters.

GamesRadar: 4/5 – Aron Garst

Mortal Kombat 11 struck a rare chord in me where, even after playing twenty hours in a few days, I want to go back and play more. I doubt I’ll be next in line to compete at EVO, but as a casual player who enjoys putting extra time in – I love what NetherRealm Studios has put together.

USGamer: 3.5/5 – Mike Williams

There’s a lot to love in Mortal Kombat 11. It’s a fantastic fighter with a roster of 25 varied characters, tons of customization options, beautiful graphics, and one of the best story modes in a fighting game. It’s a shame that modes like the Krypt and Towers of Time inject annoyance and tedium into what was an excellent experience. The progression is complex and obtuse, when it should be easy and straightforward. MK11 could been[sic] an all-time best, but it’s just a contender.

Variety – Nicole Carpenter

The violence in Mortal Kombat 11 is gratuitous, but it’s also self-aware. In both comedy and horror, we like to make ourselves feel uncomfortable. Mortal Kombat 11 is uncomfortable. Outlandish. Campy. Combined with the game’s complex, precise gameplay, it’s a damn good fighting game.

From the sounds of it, Mortal Kombat 11 succeeds as a fighting game, with mechanics, tutorials, fatalities, visuals, and even some absurd storytelling to make it one of the most compelling choices in the genre in 2019. As the reviews all tend to point out, though, the thing holding back NetherRealm Studios’ latest effort is the grind that is required to unlock many of its customization options: it’s time-consuming and has been called out by nearly everyone who has come into contact with it as a transparent means of either getting players to spend money to accelerate the process or to extend the game’s lifespan by several hours.

Overall, Mortal Kombat 11 seems to make up for its short-comings with a near-flaweless gameplay experience in-fight. While concerns over Mortal Kombat 11 microtransactions—especially after series creator Ed Boon was so adamantly against predatory game practices—remain a point of contention for the game heading into its broader release, it’s also possible the grind will be lessened based on reviewer feedback. As it stands now, Mortal Kombat 11 is another worthy entry into a historic franchise that should once again sit at the top of the fighting game genre alongside some of its fiercest competitors.

Next: Mortal Kombat 11 Brings Back Movie Theme Song In Launch Trailer

Mortal Kombat 11 will be available on PC, PlayStation 4, Xbox One, and Switch on April 23, 2019.

2019-04-22 08:04:27

Cody Gravelle

Sekiro Prosthetic Upgrade Locations & Guide

Sekiro: Shadows Die Twice has a unique mechanic at its core – the ability to use different prosthetic toolkits is what will get you around the various environments in the game, and help you defeat the various bosses that haunt your route. Our Sekiro prosthetics guide will tell you what prosthetics are available and how best to acquire them.

The prosthetics in Sekiro are vital to your ability to wear down your enemies and to generally make your life easier in the endless cycle of rebirthing, killing, and dying. Knowing what tools to use against which enemies is a valuable lesson to learn, and there’s honestly a prosthetic for almost every occasion in the game.

Related: Sekiro: How to Beat the Chained Ogre

This is the list of prosthetics available for you to unlock in the game. Check out the rest of our Sekiro prosthetics guide for the individual details of where to find the following tools:

  • Loaded Axe
  • Loaded Shuriken
  • Loaded Spear
  • Loaded Umbrella
  • Sabimaru
  • Flame Vent
  • Firecracker
  • Mist Raven

This is particularly useful against certain enemies, and you’ll note that we recommended it against the Chained Ogre in our guide. Protip: that boss is terrified of fire, which means that you’ll be able to cut short some of their attack animations by using the Flame Vent, and potentially inflict a DOT effect.

To acquire the Flame Vent prosthetic, you’ll have to convince the woman in the burned house in the Ashina Outskirts that you’re her son. Once you offer the bell she gives you to Buddha, you’ll be whooshed back in time and have to kill the bandits along the Estate Path in the Hirata Estate. Following the path culminates in an area with a small fire, where you can take out the enemies and loot the fire itself for the prosthetic. Bring it back to the Sculptor and he’ll have you running hot.

The loaded axe is one of the less complicated prosthetics in execution. Like the other loaded tools (spear, umbrella, shuriken), its purpose is pretty straightforward; it gives you the opportunity to do more damage. The axe does this mainly by smashing through things, which opens your enemies up to deathblows.

If you remember where you found the Flame Vent prosthetic just above, continue up the path that you were on and you’ll see a wounded Samurai who mentions the presence of the Loaded Axe at a shrine not too far from where you are. Head back to the main Estate Path, and there will be some chatty foes that you can eavesdrop on who mention not wanting to set the shrine sitting behind the closed gate alight. Get rid of them, and loot said shrine for the Loaded Axe before bringing it back to the Sculptor.

The Loaded Shuriken is, as the name suggests, a way for you to do ranged damage to your foes in Sekiro. As you upgrade the weapon later on in the game, you’ll be able to throw multiple shuriken and to increase the damage that you do with this tool. If used effectively, it can have the ability to halt the Posture recovery of foes.

Finding the Shuriken isn’t difficult. It’s located conveniently next to a corpse in the Ashina Outskirts and accessible by rooftop. If you head up to the second floor of the pagoda by the idol, there’ll be a way for you to enter it structure. In it, there’s a corpse in poor condition who will be hanging on to a Shuriken Wheel. Bring that item back to the Sculptor to gain the ability to harass your foes from afar with spiky projectiles.

Like the other Loaded items, this is a straightforward prosthetic to find, and straightforward in its effect. It gives you the ability to poke your enemies with an unblockable attack, and you can later then cleave them if you’re smart about your upgrades (and hit everything within the reach of your weapon to boot).

To find the Loaded Spear and to acquire it, you’ll have to make sure that you have an item called Gyoubu’s Broken Horn. This particular item is housed in a Gatehouse near Ashina Castle. Once you get to the Idol in the reservoir by the Castle, head to the main structure and you’ll be able to unlock the gatehouse to acquire this item. Bring the Horn back to the Sculptor to unlock the Loaded Spear.

The Loaded Umbrella is the last in our list of the Loaded tools, and as you may have been able to guess from its name it’s about helping you deflect attacks from foes. The Umbrella isn’t able to protect you from sweeping attacks from your enemies, but it has the ability to block projectiles. You can also upgrade it to enable you to repel projectiles back at enemies.

To find the Loaded Umbrella, you’ll have to go to Ashina Castle and head towards where the Old Grave idol is. There’s a convenient hole in the top of a structure nearby, and taking a leap of faith off that ledge into the hole will land you in front of a very small creature with a very large hat. They’re a merchant, and they’ll sell you the Loaded Umbrella prosthetic for 1,600 sen. Take this prosthetic back to the Sculptor to get your very own stylish barricade.

Page 2 of 2: Sekiro – Even More Shinobi Prosthetics

The Sabimaru tool is unique because it gives you the ability to poison your foes. This definitely has its uses, though it’s potentially not as valuable as some of the other more disruptive prosthetics like the Firecracker because it lacks the crowd-control utility that the latter would provide. That being said, the Poison status is handy in its own right for whittling away at tricky foes.

If you want to acquire the Sabimaru, it’s a matter of going to Ashina Castle. Head to the chamber in the Upper Tower where the Idol is, and take out any roaming enemies who get in your way. If you wander around on the floor above the idol and pop out onto the railing inside the building, you’ll see a samurai and some adds on the ground floor. Take them out to find a chest on that level which has Sabimaru, and take it back to the Sculptor to use it.

This is one of the most useful prosthetics in Sekiro. It does its fair share of damage against animals, and it’s also valuable because using it gives you the ability to divert the attention of your enemies enough to interrupt their attacks. In a title all about learning attack animations and responding to them, even the smallest reprieve from the cycle can leave you with enough of an opening to get a leg up on the bosses that are out for your blood.

The Firecracker costs 500 sen, and you can buy it from a merchant in the Outskirts Wall area who hawks his wares at the top of a stone tower by the Gate Path. Once you pick up the Firecracker from this merchant, get the Sculptor to pop it in and you’ll be setting off sparks in no time.

The Mist Raven prosthetic is probably one of the coolest ones out there. It affords you the opportunity to maneuver more efficiently around your foes by giving you the power to move and dodge faster. To get this tool, you’re going to have to loot the Mist Raven’s Feathers item.

To find the elusive feathers, you first have to go to the Hirata Estate. When you reach the bamboo thicket, move to the ledge to the upper left of the Idol and take a dip in the river that you find. Struggle against the current before grappling to a tree and cutting down some bamboo to reveal an enemy. Once you kill him, you’ll be able to access what he’s guarding and pick up the Mist Raven’s Feathers. Take those back to the Sculptor and voila!

Now that we’ve shown you how to get all of these cool tools in our Sekiro prosthetic guide, it’s time for you to get grappling and exploring so that you can be the lethal shinobi that you were meant to be. Check out our other guides for tips on how to beat some of the mandatory bosses and also how to unlock all of the game’s endings.

Next: Sekiro Endings Guide: How To Get All Four Sekiro Endings

2019-04-22 05:04:19

Ginny Woo