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

Jedi: Fallen Order is Single-Player (With No Microtransactions), Releases 2019

In the current AAA gaming climate in which live-service multiplayer and microtransaction-soaked mobile games reign supreme, there are a few words that will bring gamers to a new a title in droves right now, and Respawn Entertainment’s Star Wars Jedi: Fallen Order is saying all of them: single-player with no microtransactions. Star Wars Celebration is on in full-force this week, and even though potential players will finally be learning some concrete details about Star Wars Jedi: Fallen Order today, it’s likely this latest news is all that some needed to hear.

Jedi: Fallen Order‘s presence at Star Wars Celebration has been known for a little while now, and the public’s reception to what’s shown of the game today may ultimately be a deciding factor in publisher EA’s future with partner Disney. Having more or less piddled away six years of its exclusive ten-year Star Wars license with nerf-herding duds like the multiplayer-focused Battlefront games and, well, virtually nothing else, the pressure is on at EA and Respawn for Jedi: Fallen Order to be a commercial hit. Earlier this week, though, fans got a tiny taste of what’s to come in the form of a leaked poster, and the hype surrounding this small news seems palpable enough to allay some fears about the game’s performance upon launch.

Related: What Trailers & Reveals To Expect At Star Wars Celebration 2019

Respawn co-founder Vince Zampella took to the Star Wars Celebration stage yesterday to proudly announce that Jedi: Fallen Order is a strictly story-based experience with “no multiplayer” and “no microtransactions.” As captured in the video below, the waiting crowd went understandably wild at these words alone. The small reveal has since reverberated throughout the internet, taking the gaming community’s excitement for the mysterious game to heights even Cloud City would envy. Additionally, if Twitter user Nibel is to be believed, the hype train isn’t letting off anytime soon as the game apparently has a release date: November 15, 2019.

Set after the cataclysmic events of Star Wars: Episode III – Revenge of the Sith, Respawn’s Jedi: Fallen Order will see players follow the (probably bleak) journey of a Padawan who somehow escaped death after the declaration of Order 66 – Anakin couldn’t get all of them in the Jedi Temple, after all. Left only with a small droid companion and a lightsaber, the Padawan protagonist must make his “journey to – what, well we don’t know,” according to a humorously coy Zampella. What’s known, though, is that Jedi: Fallen Order is highly unlikely to follow in the footsteps of EA’s last major Star Wars title, Battlefront II, which was lambasted by consumers and critics alike for its shamelessly greedy balance around predatory loot boxes. A holiday release this year for Jedi: Fallen Order would only put icing on the cake.

Though it may feel like fans know a lot already, there’s still a Star Destroyer-load of unknown details about Jedi: Fallen Order that have yet to be revealed. With luck, though, today’s panel focusing exclusively on the upcoming game will confirm what’s been leaked so far, and it can be hoped it’ll also show more than it tells by providing footage of the game’s never-before-seen gameplay.

More: Star Wars Explains How General Grievous Killed So Many Jedi

Source: Star Wars Celebration, Nibel/Twitter

2019-04-13 10:04:02

Phillip Tinner

Is Friday The 13th: The Game Single Player Worth The Wait?

Friday The 13th: The Game’s single player mode was much hyped but was it worth the long wait? The success of John Carpenter’s 1978 classic Halloween inspired a wave of low-budget imitators, including My Bloody Valentine and Sleepaway Camp. The original Friday The 13th was another entry in this slasher subgenre and was a mystery thriller enliven by the occasional gory murder and a shocking final scare.

The movie proved to be a surprise smash hit for Paramount so the studio immediately commissioned a sequel. The problem was that the original killer, Pamela Voorhees, was very dead. The first movie revealed Pamela had been driven insane with grief over the death of her young son Jason due to the negligence of camp counselors, leading to her killing spree. The sequel instead brought Jason back as an adult to continue the massacre – which made little sense from a timeline perspective – but he soon became a horror icon to rival Michael Myers or A Nightmare On Elm Street’s Freddy Krueger. His trademark hockey mask, which he acquired in part three, also became iconic.

Related: Friday The 13th Really Shouldn’t Be This Hard To Reboot

There hasn’t been a Friday The 13th film since 2009’s reboot and while the franchise is currently caught in a messy lawsuit, Friday The 13th: The Game for the PlayStation 4, Xbox One and PC provided fans with all the gory thrills they could hope for. The game started life as a multiplayer-only experience, where players controlled various Crystal Lake camp counselors trying to escape another player controlling Jason. The counselors had to work together to survive or escape while Jason hunts them down and dispatches them in messy ways.

Friday The 13th: The Game was clearly made by developers who love the franchise; not only did they capture the mood and tone of the early movies, they also included iterations of Jason from over the course of the entire franchise. They even included Roy Burns, the Jason copycat killer from Friday The 13th: A New Beginning in an update. Fans had been asking for a Friday The 13th game single player mode since it launched, which was eventually added in May 2018.

The single player challenges mode once again put players in the boots of Jason as they have to carry out a series of killings. Friday The 13th: The Game’s single player also invokes the movie’s atmosphere a little more since the victims don’t know Jason is stalking them, allowing for some creativity on the player’s part. The mode also encourages replayability in the form of achievements and unlockables. Sadly, the Friday The 13th game single player ultimately plays like a mediocre Hitman game. Jason hunts some bot controlled counselors around Crystal Lake and while the murders are suitably grisly, it grows old quickly. It lacks the gleeful fun of the multiplayer and while the movies were hardly known for their deep stories, the lack of any kind of narrative is also a disappointment.

With no new movie on the horizon, Friday The 13th: The Game’s single player mode is probably the closest thing fans will get to a new Jason Voorhees adventure for a while. It’s just a shame it wasn’t much stronger.

Next: Why Freddy Vs Jason 2 Hasn’t Happened

2019-04-12 10:04:07

Padraig Cotter

StarCraft 2’s Best Player Isn’t Obvious In 2019

The title of StarCraft 2‘s “Best in the World” isn’t as cut and dry as it felt just a few months ago when 2018’s campaign had (mostly) come to a close. Lee “INoVation” Shin-hyung threw his name back into the discussion for the lofty accolade after winning WESG 2018 this past weekend, beating Joona “Serral” Sotala in a gripping 4-3 finals to win $150,000 USD.

While most esports titles have passionate, subjective debates rage on for years about who the best player or team is, StarCraft 2 experienced something of a rarity in 2018 when Serral ripped through the game’s western and Korean scene simultaneously, cementing himself as the undisputed king of the game by the end of that year. In that span, Serral won every single WCS stop in the Western hemisphere, won the GSL vs. The World tournament that pitted South Korea’s best against him, and then capped it off by winning the World Championship in November. While Cho “Maru” Seong Ju had a similarly impressive Korean campaign by winning all three major tournaments there in 2018, he fell well short of the finish line at Worlds, not even making it to the finals clash against Serral virtually every analyst predicted.

Related: One Of StarCraft 2’s Best Players Just Broke A Six Year Curse

Serral’s reign of terror might not be over, but it has at least abated. INoVation met Serral in the finals of WESG 2018 earlier today, and the two played an intense grand finals that went back and forth until a deciding Game 7 that saw the Korean Terran claim his first Major trophy since 2017. While losing by a 4-3 scoreline doesn’t remove Serral from the discussion of best in the world, it has re-opened it for others, with the most obvious contender being INoVation. Maru isn’t that far behind, either: he finished 3rd after completing a reverse sweep in the consolation finals. If there’s a debate to be had, it certainly begins with those three players.

WESG 2018 was an interesting experience. The games were fascinating and varied from quick romps to drawn-out, map-draining affairs, but it’s hard to suggest that there were any surprises. If someone were asked to identify the three best players heading into the tournament, they’d have likely indicated the top 3 performers, even if the order might have changed around a little. The only surprise came when Dark was eliminated in the Round of 8, but that was in a match against Serral. Scarlett, another foreign players with a pedigree for success, saw her stock rise slightly as she finished fourth and nearly beat Maru in the consolation finals.

If 2018 was the rise of a dynasty, 2019 could be the beginning of one of the most vicious struggles for relevance StarCraft 2 has ever seen. The divide between the best and everyone else seems to be widening as the game grows older, but it’s an incredibly tight pack vying for first place in every Major tournament, and there might not be any obvious favorites like there were last year. INoVation, Serral, and Maru represent a cerberus of talented, power-hungry athletes at the top of their game, but a resurgent TY, a curse-free soO, and an on-form Dark are all threats in every tournament they compete in. 2018 was a battle between Serral and Maru, but 2019 could be even more exciting.

More: StarCraft: Remastered Announcement Trailer

2019-03-17 06:03:04

Cody Gravelle

Battlefield V Player Visibility Issues Hilariously Exposed by YouTuber

Despite a recent major update, Battlefield V‘s player visibility problem is still alive and well, and YouTuber Jackfrags has exposed just how difficult it is to detect other players when they don’t want to be seen. The game’s second free expansion, Chapter 2: Lighting Strikes, addressed some of the game’s most egregious gameplay issues, but Battlefield V‘s hardcore approach to player visibility continues to provide a steady source of community frustration.

Shortly after its November 2018 launch, Battlefield V has earned a reputation for its ability to incite considerable backlash within its player base. The most explosive reaction was sparked when developer DICE attempted to amend the game’s intentionally low time-to-kill (TTK) to be more forgiving, much as it had been in previous franchise titles. After a period of intense outrage, DICE rolled the TTK change back to its launch state. Because of this and other incidents, such as the missteps taken with the game’s Company Coins, Battlefield V has suffered some sizable hits to its player count, and the last thing DICE needs on its hands is more negative community sentiment in regard to the game’s persistent struggle with player visibility.

Related: Battlefield V Has Problems: Here’s A List of Its Issues

Luckily, DICE can save themselves the time of looking deeper into the issue, as gaming YouTuber Jackfrags has conducted an experiment of his own in a recent video. Playing on public Battlefield V servers on a fresh account with nothing but each nations’ default camouflage equipped, Jackfrags hides in various places on the game’s two maps most guilty of hampering player’s ability to see enemies, Devastation and Fjell 652. Though some of his hiding spots are more clever than others, the video mostly consists of his character lying prone more or less out in the open. Surprisingly, most of the time the tactic works quite fantastically, with Devastation’s dark, rubble-strewn corridors and Fjell 652’s jagged, snow-covered rocks allowing his character to vanish right before enemies’ eyes, especially when lying on his back and staying still.

At the conclusion of the comical experiment, Jackfrags lends DICE his ruminations on the matter of player visibility in light of his findings. Whereas Battlefield 1 and other series releases before it offered players lenient 3D spotting systems that bathed enemy players in red light and placed handy markers over their heads, DICE opted to do away with this in Battlefield V in an attempt to increase players’ ability to immerse themselves in the action. Jackfrags takes no issue with this change and says it’s is a “more hardcore mechanic that’s functioning as intended” and that he’s “cool with that.” However, he recognizes that “the contrast between the players and the environments could be improved a lot” and ends with the following suggestion:

“So perhaps look at slightly increasing that fake glow that [DICE] added around the characters before launch…but you don’t want it to get to a point where people have red outlines again. So it’s a very tricky, spinning ball to balance, and I suppose that just testing a few things and seeing how they’re received is the best thing you can do.”

Battlefield V is by no measure a bad game, but it is an online shooter that is visibly struggling to compete with the likes of Call of Duty: Black Ops 4. As such, DICE and Battlefield publisher EA can’t really afford to let well-known issues like low player visibility go unaddressed when they consistently result in irritating deaths that feel unfair. It’s worth noting that this particular problem is far from new, with both Devastation and Fjell 652 having shipped with the base game at launch, making DICE’s inability or unwillingness to take another crack at fixing the issue even more questionable. To its credit, the developer recently proved that it was capable of making large compromises between its original vision for Battlefield V and what players of the game are looking for in an online experience with the changes that rolled out with the Lightning Strikes expansion, so it is likely a question of “when” and not “if” player visibility will finally receive DICE’s focus.

More: Black Ops 4 Now Calls out Players For Not Buying DLC Season Pass

Source: Jackfrags

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2019-01-23 01:01:41

Overwatch Team Loses Only Female Player Due to “Unforeseen Reactions”

Overwatch Sombra

Overwatch esports team Second Wind began the new year with the disappointing news that its sole female player, Ellie, would be stepping down from the team due to “unforeseen reactions.” Ellie was, briefly, one of the few female players in Overwatch esports and was signed on the back of her ascension as one of the best online DPS players without a team.

Second Wind signed Ellie despite a lack of public information regarding the player, which had aroused suspicion in the online Overwatch community. Ellie attempted to verify her identity by then appearing on Overwatch streams for Second Wind. Unsatisfied with her appearances, some members of the Overwatch esports community suggested she was talking on the mic while letting someone else play for her.

Related: Overwatch Developer Update Aims to Tackle In-Game Toxicity

The backlash over Ellie’s signing reached a boiling point when the player began receiving threats to her safety, alongside attempts to doxx her and leak her personal information online. Second Wind announced that Ellie “opted” to step down from the team while also asking people to support her continued ventures in Overwatch on Twitter:

The “unforeseen reactions” that the team refers to are likely the many negative events that swirled around Ellie when she attempted to step into the public eye to prove herself to a community that had taken it upon itself to erase her accomplishment. The team’s response to the situation has been widely criticized on the competitive Overwatch subreddit, which has lambasted the organization’s decision to shift the blame entirely onto the community. While toxicity is a part of many esports communities, posters have argued that the organization has some responsibility to insulate and support its player from the negativity that surrounded her signing. It doesn’t help that Justin Hughes, the owner of Second Wind, released a questionable statement regarding Ellie’s status:

In particular, Hughes’ notion that his team “wanted a player” is troubling because it implies that a good player doesn’t bring this sort of reaction from the community, which is obviously outside of a player’s control. It’s worth wondering just how much support Second Wind offered Ellie during this situation, as it reads like the support from her team might not have been there when it mattered most.

It’s unclear if Ellie’s departure from the team is entirely because of the backlash she faced or if other factors were at play. What remains is an unsettling look into an esports community that did its best to drive out a female presence in its game. With so little female representation in competitive Overwatch leagues already, members of the community chose to run a smear campaign on Ellie rather than accept that she had earned her position as a talented, rising star. It’s a sobering reminder that, even with a prospectively exciting 2019 for esports as a whole, there remains a lot of work to be done before the scene finally begins to mature.

More: Blizzard Is Changing And We’re Not Sure What It Means

Source: GameRevolution

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2019-01-04 01:01:45

Red Dead Redemption 2: 13 Side Quests Every Player Needs To Complete (And 7 That Aren’t Worth It)

Where Red Dead Redemption 2 really sets itself apart is in the details. While there are plenty of open world games that allow your character to wander around and interact freely, there are only a rare few in which the developers have hand-crafted such incredible particulars. For example, not only might you hear about a show that’s playing in town, but you can actually buy a ticket and watch a full-length vaudeville act, complete with a freak show and an actress that performs a little show tune (and this is within a side quest). Some people could complete the main campaign and never bother seeing the show. No doubt, this is why Red Dead Redemption 2 is breaking sales records. So much care and feeding went into every single playable detail that you’d swear this world actually exists.

However, Arthur is only as involved as you want him to be. It is you, the player, that gets to decide what side-adventures he plays a part in and whether or not he even completes the side missions he starts. It’s a rich world and a weird one on top of that. Depending on the side quest, Red Dead Redemption 2 can be a comedy, drama, mystery, horror film, romance, or even a sci-fi adventure. Whenever you undertake a new mission, you have no idea where it might lead or who will be left standing at the end of it. According to players and critics, here are 13 Side Quests That Every Player Needs To Complete (And 7 That Aren’t Worth It).

20 Complete: Oh, Brother

You’re taking a stroll through the town of Valentine when you encounter two brothers trying to impress the same woman. With one look, they decide to get you involved in deciding which brother deserves the girl. One brother excitedly says: “Do I look like a coward to you? I mean, obviously, I do because I look like that milksop there…” To which the other brother retorts: “I apologize sir… for his SMELL.” Suddenly, they’re asking you to fire at bottles off their heads to prove their courage.

And so the rest of this weird mission goes, with two insecure brothers whose egos are only matched by their comical vocabularies. Before you know it, they’re threatening to throw themselves off a cliff. It’s not like Arthur to entertain fools, but these guys are just hilarious enough to make it worthwhile.

19 Complete: The Noblest of Men, And a Woman

In Valentine, you meet Theodore Levin, an author who is writing a book about the notorious slinger Jim “Boy” Calloway. The book isn’t going so well, largely because Calloway hasn’t been very cooperative or helpful in interviews. Levin drafts you on a mission to interview other colorful characters that have had experience with Calloway in order to help round out the book.

This ends up being quite the adventure, as everyone on the list is pretty dangerous, with some more likely to respond to interviewers with bullets rather than anecdotes. You’ll run into wild personalities like Flaco Hernandez, Billy Midnight, Emmet Granger, and Black Belle, just to name a few. There are great rewards on this mission as you’ll get at least three great weapons that are worth your while, all in a perilous quest that will continue to surprise you. Keep your trigger finger frosty.

18 Complete: The Mercies of Knowledge

The ethical part of scientific experimentation was still pretty dicey in this era. The field of electrical science has been particularly spooky in its development, with harrowing stories of Edison publicly using elephants to prove the powers of electricity.

In this mission, you run into an inventor in the northern area of St. Denis who needs an ample supply of moonshine. The bigger picture is that he needs a permit and a test subject to publicly demonstrate his latest invention: the electric chair. You would be right in guessing that he needs Arthur to help him get the permit and the test subject. In the inventor’s mind, he is creating a humane alternative to capital punishment, but it doesn’t work out so well, for all involved. It’s a morbid adventure, but you don’t really want to miss it.

17 Not Worth It: Of Men and Angels

Arthur, despite himself, often ends up doing the right thing. He certainly has no qualms about being violent, but he’s not some kind of sociopath either. It’s ironic, though, that so many feel comfortable asking Arthur for help having no idea of his highly criminal background.

In this mission, a nun asks Arthur for a simple charity: donate food to the poor. If you donate, the nun catches on quickly that Arthur doesn’t like when people see his soft side. She says: “You are wonderful, Mr. Morgan.” “That ain’t true,” he replies. “Oh, I meant wonderful but… so very [spooky]. As you wish.” That’s it. That’s the mission. The hardest thing you’ll have to figure out is whether you want to give her the canned apricots, the canned kidney beans, or the Bluegill fish.

16 Complete: The Ties That Bind Us

When you first encounter these two escaped prisoners on the lam, they are literally at each other’s throats. After calming them down a bit, you agree to help get the law off their back by collecting all the posters with their faces around town. After this is done, you expect them to go their separate ways, however, these two just can’t quit each other.

You run into them several more times, where it becomes apparent that they can’t survive without each other. They quarrel like an old couple, but when push comes to shove, there’s a lot of love there. It’s hard not to find these two adorable, and they provide a nice bit of comic relief to all the other serious goings-on. If you want to help them out, look for them southwest of Rhodes Town.

15 Complete: A Bright Bouncing Boy

This one is really quite special. In West St. Denis, you’ll encounter Marko Dragic, an obvious nod to the very real Nikola Tesla. Dragic wants your help showing off his breakthrough wave-based technology to potential investors. To you, he’s blathering on about a toy boat, but to him, he’s demonstrating invisible waves you can’t see that are controlling the boat remotely. Arthur is understandably skeptical, repeating with disbelief: “Invisible waves I can’t see.”

Later, he needs your help in capturing electricity from a nearby storm. Arthur is ignorant enough about electricity to not think twice about running around outside with metal rods. The third mission is straight out of early science fiction, and we won’t spoil it for you here; just make sure to follow the mission until the very end to learn the fate of the mysterious Marko Dragic.

14 Not Worth It: Do Not Seek Absolution

Arthur’s not sorry for all the people he’s hurt in the past, because in his mind, so many of them deserved it. But occasionally, he runs into a situation where he IS sorry because life is complicated, and deep down, he has a heart. Such is the case where he accidentally encounters Edith Downes in Annenberg, a woman he had previously shaken down to settle a debt. Arthur collected, but she and her grown son are now destitute as a result.

If you choose to help in this mission, you will do it against her wishes and most likely out of a sense of guilt. In the end, you will end up $35 poorer for your troubles. If you must for your conscience, then it might be worth it, but it’s a sad little quest for which you will get little thanks.

13 Complete: He’s British, Of Course

The title of this mission reflects what’s going on in Arthur’s head. If you run into a man in Lemoyne dressed as a woman who happens to be missing a few circus animals… well, he must be British. This circus performer begs for Arthur’s help in tracking down a missing zebra, tiger, and lion. The zebra and the tiger hold some hilarious surprises, but it’s the lion that will give you the most trouble, and resultantly, the most excitement.

It’s a man-eater, so you’ll have to use your tracking, hunting, and hiding skills to get the lion. You’ll learn quickly how NOT to trap a hungry lion in a barn and the reward is pretty good, too. It’s a nice and weird break from the typically “western” things you usually have to do.

12 Not Worth It: The Aberdeen Pig Farm

You wouldn’t take candy from strangers, right? So, why on earth would you take liquor and beef stew from strangers? Perhaps the smell of those delicious vittles made Arthur forget that there are weird folks out there that are up to no good. It starts out, innocently enough, with a plump guy wearing only his overalls inviting you into his and his sister’s remote cabin for supper. Maybe they’re just lonely? This just seems like a dumb move on Arthur’s part.

He’s a little too close with his sister, and on top of that, it seems like she’s putting the moves on you. However, it’s not long before you wake up after being poisoned, blacked out, and robbed of everything you own. You can get it all back, but you’re just recovering your losses. Avoid these degenerates, it’s not worth it.

11 Complete: The Smell of the Grease Paint

The circus act wasn’t the only traveling show in these parts. While stopping by a saloon at the Van Horn Trading post, you meet Miss Marjorie and her gigantic friend with a misshapen head, Bertram. Bertram is in the midst of ending the bartender when you manage to intervene and de-escalate the situation.

Miss Marjorie is the head of a freak show act, of which Bertram is a part, but she’s missing her little person magician, Magnifico. She wants you to track him down and wrangle him back into his contractual responsibilities for the show. If you do as asked, you can later see their show in St. Denis and get a $40 reward in a letter from Miss Marjorie. The developers actually made a little entertaining show for you to watch, so that alone is worth it.

10 Not Worth It: Good, Honest, Snake Oil

There’s a literal snake oil salesman that’s been peddling medicine that’s been sending folks to an early grave. The way the Sheriff sees it, that’s far worse than ending people in with ammo, so he sends you after him, but he wants him alive.

It’s not that the cause isn’t worthwhile, it’s just sort of a nothing mission, over in just a few minutes. You’ll find your man, he panics and jumps in the river. Then, you have to chase him downriver on horseback, lasso him in the water and endure his complaining all the way back to town. You’ll be rewarded about $50, so not a bad haul, but… it’s over soon and you’re not missing much if you skip it.

9 Complete: The Veteran

Arthur is no-nonsense and he tends to hold people at arm’s length. So, when he meets someone he has a genuine affection for, it’s really something special. It all starts when he encounters Hamish Sinclair, a one-legged war veteran out in the middle of Grizzlies East who needs help wrangling back his runaway horse. The infernal creature happened to run off with his prosthetic leg, too. Since Arthur can’t leave the poor guy without his leg or horse, he obliges.

After he returns the horse, Hamish invites him fishing and they make fast friends as Arthur can’t help but take a genuine shine to him. We won’t spoil the ending, but if you want to see what kind of person Arthur gets along with best, this veteran and outdoorsman would be on the top of his list.

8 Not Worth It: Brothers and Sisters, One And All

It’s a beautiful day in St. Denis. You’re making small talk with some church-folk: Brother Dorkins and Sister Calderon. Suddenly, a pick-pocketing kid takes off with Sister Calderon’s crucifix. The mission is simple: chase the kid and get the crucifix back.

The only thing is, this mission is more trouble than it’s worth. After you get the crucifix back, you run into Edith Downes, who promptly calls the law on you. Now, you’ve got to run and hide until the meter shows that the law has given up trying to find you. If you know what you’re doing, you can elude them. But, you still risk capture just for trying to do the right thing and get a nun’s crucifix back to her.

7 Complete: Arcadia for Amateurs

The inclusion of a wildlife photographer as a character is an ingenious way to highlight the natural splendor of the wilderness that designers created.  When you first encounter Albert Mason southeast of Strawberry, he explains that he’s moved on from photographing people and instead, wants to capture shots of wildlife. Unfortunately, he’s not much of an outdoorsman, and while trying to take great pictures of coyotes and wolves, he needs you to defend him so he doesn’t end up a pile of bones picked clean of meat.

It’s a multi-part mission that finally ends with him attempting to get shots of eagles over a breathtaking view of the countryside. Albert is a bit of a dunce when it comes to nature, but he does have an amazing eye for pictures and it’s worth it just for the sight-seeing.

6 Complete: Fatherhood and Other Dreams

Arthur definitely has a heart, but he’s a bit of a weird romantic. However, what he lacks in his verbal expression, he makes up for in deeds as he is definitely a man of action. In this mission, he sells a brooch on behalf of his former flame, Mary. It’s more complicated than that, but you’ll see once you undertake the mission. After it’s done, you’ll have an opportunity to take Mary to the theater for a genuinely entertaining vaudeville three-act show.

Afterward, you’ll have a bittersweet exchange with Mary, who so desperately wants you to run away with her. But, you must remind her that you are a wanted man and you don’t want her mixed up in all that. It’s sad because you can see that they both want a fairy tale ending… it’s just not going to happen.

5 Complete: The Wisdom of the Elders

Sometimes, wicked people cover their tracks with a little supernatural camouflage; kind of like all the bad guys in Scooby Doo. West of Van Horn, Arthur gets drawn into a bizarre plot after rescuing a man near the river who appears weird. The villagers tell him that their region is cursed, and later, you are attacked by “demon dogs” and encounter a shaman who asks you to terminate some cursed charms. The shaman also told the villagers not to go near the old mines.

If you investigate, you find the mines are leaking poisoned water into the creek, which explains people and animals going nuts. The shaman works for a fuel company and is trying to get the illiterate townspeople to sign a contract to protect them from any liability. Arthur enacts a little frontier justice on the shyster, which is pretty sweet to watch.

4 Not Worth It: The Course of True Love IV and V

Getting involved as a go-between and defender for two star-crossed lovers from feuding families seems like the last thing that would be on Arthur’s list of things to do. And honestly, it really should. You’ll get involved with the acrimony of two well-off families that dislike each other’s guts in an earlier main story, but this later mission is completely optional. After you receive a letter from Penelope, you have the option of traveling to Butcher Creek to defend her and Beau from trigger-happy relatives on the train platform.

You’ll board a train the easy way or the hard way to ward off attackers trying to get to Penelope and Beau. In the end, you’ll receive a small reward that hardly seems worth continuing this soap opera gone wrong.

3 Complete: American Dreams

Arthur has seen quite a few unpleasant things during his short time on Earth, which actually gives him a lot of practical experience when it comes to figuring things out. In this mission, you’ll get to play detective when you discover corpses laying about, deliberately meant to be found with cryptic messages left behind.

You’ll have to follow some clues, solve some puzzles, and do a bit of sleuthing to get to the bottom of who is responsible. The perpetrator is a prophecy-style criminal and has his eye set on you for his next casualty. This is a hard R-rated mission for unsightly images. Once you solve the puzzle and meet the madman, be sure to stay on your toes as he’s out of his mind and you’re the only one that can bring him to justice.

2 Not Worth It: Money Lending and Other Sins

Your gang has a few outstanding debts it needs to collect, and your compatriot, Leopold Strauss, wants you to do it. As Arthur, you’ve shaken down a few people in your time, so it’s not a weird thing to ask. So, if you want, you can go through the list one by one and go collect the money. You can do that by collecting actual currency or just taking collateral such as horses and jewelry to satisfy the debt to Leopold.

It’s an ok mission, but the reward you get is embarrassingly small for all the work you do. If you complete the list, you’ll get more than if you just partially complete it. But honestly, you can skip this whole little side quest and you won’t miss much.

1 Complete: American Inferno, Burnt Out

This mission can only be completed after you complete all the main story missions. South of Strawberry and the Montana River, you’ll encounter Evelyn Miller, a famous author. He’ll invite you to his home, and you’ll run into a few disagreeable poachers along the way. Throughout the mission, you become Evelyn’s link to the outside world as he locks himself into his cabin to work on his book. He’ll need to be brought food about three times over the course of several days.

Evelyn is certainly passionate about his work as he ignores the needs of his body and literally writes himself into an early grave. After you find him passed away, you can collect a few things of value and then try to fulfill his last request. It’s a sad mission, but at least you can help him a little.

Have you experienced any other missions worth completing or neglecting in RDR2? Let us know in the comments below!

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2018-12-10 01:12:36

BATTLEFIELD V Official Single Player Trailer (2018) Video Game HD

BATTLEFIELD V Official Single Player Trailer (2018) Battlefield 5, BO5 Video Game HD
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2018-10-16 13:08:09

Black Ops 4 Beginners Guide: How to Play (& Win) in Zombies Mode

The release of Call of Duty: Black Ops 4 brings with it a variety of different gameplay options for players. Although plenty of eyes seem to be on the title’s battle royale mode, Blackout, the traditional multiplayer modes like Team Deathmatch are still available. Also returning is the franchise’s Zombies game mode, this time with more options than ever before.

Indeed, Zombies is something of a different beast this time around. The mode comes complete with three maps, with two of them on the expansive side to boot. As such, new players might find it a little bit daunting, particularly given the intricacies of the game mode in comparison to some of the more simplistic elements of Call of Duty.

Related: Black Ops 4 Blackout Guide: Pro Tips For Battle Royale Beginners

Thankfully, new players can get a head start thanks to this guide. Read on to learn how to play Zombies mode, as well as some good strategies to help get that first win in what can be a tense and difficult part of Call of Duty.

What’s New In Zombies Mode?

This time around, Zombies is huge, with three different scenarios to choose from. Two of these revolve around Scarlett Rhodes and her band of misfits, with Voyage of Despair taking place aboard an RMS Titanic that had to handle a zombie threat alongside hitting an iceberg, while IX takes the team back in time to face gladiatorial combat in a Roman coliseum. Alongside this, there’s also the option to play Blood of the Dead, with the return of Richtofen, Dempsey, Takeo, and Nikolai.

Within that, the core gameplay loop remains the same. Survive waves of the zombie horde, unlocking areas of the map as and when the points are available, as the fight gets progressively tougher and tougher. This time around, though, it’s fair to say that the levels feel a little more maze-like and expansive, so make sure to be aware of the surroundings at all times to stop from getting stuck in a bottleneck.

Prioritize Your Points

As always, using points effectively is extremely important in Zombies. First and foremost, opening up areas of the map is a given, but more pressing is how the player uses their points towards perks and weapons. Although in early waves things like shotguns and pistols are all well and good, it’s important to aim to get weapons that have a faster fire rate and (most importantly) a faster reload rate as the game progresses. As such, look to weapons like the Spitfire or GKS to be most effective.

It’s also very important to improve the power of weapons as the game goes on. The most obvious way to do this is to keep returning to the Pack-a-Punch Machines once available, which give a 25% boost with each use. This does come at a considerable cost of 2,500 points per use, but it’s an undeniable way to get that firepower up.

Keep Moving

Staying static for too long in Zombies this time around is a recipe for disaster, as there is always the very real threat of being overrun by the horde. Whereas previous games could work with players cementing a position with a strong defensive line, at least for early portions of the game it’s recommended to keep moving. Not only does it avoid the issue of getting stuck in one place, but it also will keep players refreshed when it comes to where the different unlock options are in the map.

Keeping space from zombies is important for reasons other than this, too. Should one member of the team fall, they’ll have to be revived, and with a slightly longer revive time in Black Ops 4 it’s more vital than ever to have enough room to revive a teammate without having chunks taken out by an unseen zombie. This is particularly true when it comes to those special zombies that attack, so always keep an eye out.

Use Your Perks

In Black Ops 4‘s Zombies mode, players are able to use class customization for the first time. This isn’t just there for show, either, as a good grasp of what perks are available and how to use them can make the difference between success and failure. What’s more, the perks that can be chosen can actually work well for a variety of different play styles.

Those who want both power and speed could choose the likes of Deadshot Dealer, which automatically targets the zombie’s head when aiming down the sights, as well as Stamin-Up for a permanent boost to movement speed. Meanwhile, the frost explosion created by Winter’s Wail and the increased ammunition of Bandolier Bandit work well for those whose last stand may come from a more secure position. In essence, it comes down to how an individual best plays the game, and it’s good to have a variety of perks in the team to make the most of these options.

Work Together

As always, teamwork is the key to having an easier run of things in Zombies. Although it’s possible to play the game solo, this is always a challenge, and to help with this there are now bots to play with. Even so, it’s best to play with other human players, and as such taking on the game as a team of four is recommended.

It’s not just a matter of getting other human beings involved in the zombie slaughter, however. Working together cooperatively is key; don’t stray too far from one another, watch out for any fallen that need reviving, and potentially coordinate the perks used to make sure that everyone has bases covered for any eventuality. That way, the team should be set for what the game throws at them.

With these tips in mind, players should now have a solid framework to build on to get through the game’s Zombies mode. Whether taking a trip back in time to arena combat or trying to fight off zombified versions of Jack and Rose, Zombies is always a challenge for players, but with this guidance in mind players should be able to have a fighting chance of beating the supernatural threat.

More: Call of Duty: Black Ops 4 Trophy List Completely Revealed

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2018-10-14 02:10:08 – Rob Gordon

Wonder Woman Does The Unthinkable To Save DC’s Magic

Warning: SPOILERS For Wonder Woman #56

The latest chapter of The Witching Hour crossover has seen Wonder Woman and her allies in Justice League Dark joining forces with her most powerful enemy – the sorceress Circe. Given Circe’s long-standing grudge against the Amazons and Diana, it would take extraordinary circumstances for her to put aside her legendary spite for a common goal.  Of course with magic itself dying in DC’s Universe, describing the current circumstances as “extraordinary” is putting things lightly.

Based on the character from Greek mythology, the DC Comics version of Circe first appeared in Wonder Woman #37 in 1949. The precise reasons for Circe’s hatred of The Amazons and Wonder Woman have changed several times over the years, but the most common reasons are that The Amazons were responsible for imprisoning Circe for her crimes against humanity and that a prophecy predicted that Circe’s doom would be brought about by the Amazon princess. Though she first appeared during the Golden Age of Comics, it was not until George Perez’s revamp of Wonder Woman in 1987 that Circe was redeveloped into a major player in Princess Diana’s Rogues’ Gallery. It is a position of dishonor she has held ever since.

Related: Wonder Woman Unlocks New Powers of Witchcraft

The first chapter of The Witching Hour revealed that Wonder Woman was a conduit for hereto unknown magic powers – the result of her having been branded as a child by followers of Hectate, the Ancient Greek goddess of Magic. With Zatanna having discovered the meaning of the magical brand, Justice League Dark was able to start seeking answers as to what was happening to Wonder Woman and why.

This led them to Aeaea – the island home of Circe, according to The Odyssey. It was hoped that Circe, who drew her powers from a connection to Hectate, might know something of what was going on and be willing to bargain for that knowledge.

Though she was hostile at first, Circe was mollified the moment she saw what she called “the witchmark” on Diana’s forehead. Circe went on to explain the history of Hectate and how she was truly a power far older than the Olympian gods. The first wizards tried to tap Hectate’s power for their own uses unsuccessfully, caging a far more evil source of power that would come to slowly infect the world, and Hectate herself, with darkness.

This led Hectate to take the majority of her power and split it among five mortal vessels, The Witchmarked, who would hold Hectate’s pure and unsullied essence until a time when the magic of the rising darkness had begun to fade. Then Hectate would reclaim her power to defeat it, once and for all. As each of The Witchmarked died, the followers of Hectate would find another woman to hold Hectate’s power, passing her energy down from generation to generation.

The problem, Circe reveals, is that the passing years have corrupted Hectate’s mind and she is now a being born of spite and hatred rather than love and light and it was that desire for revenge that made Circe into a perfect avatar for Hectate’s power. The practical upshot is that while Hectate may be capable of fighting the rising darkness, she will forever destroy magic as it is known on Earth, with no magical power but her’s existing. This leaves Justice League Dark with few good options, as Wonder Woman seems doomed to die no matter what and the best option involves all magic being under the control of a single vengeful goddess. Of course all this assumes that Circe is telling the truth and this isn’t part of her own plan for revenge on Diana.

Wonder Woman #56 is now available from DC Comics.

More: Say Goodbye To Magic in DC’s Comic Universe

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2018-10-11 01:10:54 – Matt Morrison