Showing posts with label Game Informer News. Show all posts
Showing posts with label Game Informer News. Show all posts

Monday, 2 July 2018

PlayStation Vue Subscription Price Increasing

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Resident Evil 2's Remake And Anthem Lead Game Critic Award Winners

Another E3 has passed us by and with it, here comes the final capping of that event with the Game Critic awards. This was a pretty competitive year when you think of all the titles that were on display and in attendees' hands, but still, some games definitely stood out from the pack. It's worth noting that the games had to be playable at E3 for the judges to be considered for all categories except the Special Commendation categories, which included non-playable games and trailers.

Here are the big winners for 2018.

Best of Show
Resident Evil 2
(Capcom for PC, PS4, Xbox One)
 
Best Original Game
Dreams
(Media Molecule/SIE for PlayStation 4)
 
Best Console
Marvel’s Spider-Man
(Insomniac Games/SIE for PlayStation 4)
 
Best VR/AR Game
Tetris Effect
(Resonair/Enhance Inc for PSVR)
 
Best PC Game
Anthem
(BioWare/EA for PC, PS4, Xbox One)
 
Best Hardware/Peripheral
Xbox Adaptive Controller
(Microsoft)
 
Best Action Game
Anthem
(BioWare/EA for PC, PS4, Xbox One)
 
Best Action/Adventure
Marvel’s Spider-Man
(Insomniac Games/SIE for PlayStation 4)
 
Best RPG
Kingdom Hearts III
(Square Enix for PS4, Xbox One)
 
Best Fighting Game
Super Smash Bros. Ultimate
(Bandai Namco Studios/Sorta Ltd./Nintendo for Switch)
 
Best Racing Game
Forza Horizon 4
(Playground Games/Turn 10/Microsoft Studios for PC, Xbox One)
 
Best Sports Game
FIFA 19
(EA Vancouver/EA for PS4, Xbox One)
 
Best Strategy Game
Total War: Three Kingdoms
(Creative Assembly/Sega for PC)
 
Best Family/Social Game
Overcooked 2
(Ghost Town Games/Team 17 for PS4, Switch, Xbox One)
 
Best Online Multiplayer
Battlefield V
(EA DICE/EA for PC, PS4, Xbox One)
 
Best Independent Game
Ori and the Will of Wisps
(Moon Studios/Microsoft for PC, Xbox One)
 
Best Ongoing Game
Fortnite
(Epic for iOS, Mac, PC, PS4, Switch, Xbox One)
 
Special Commendations for Graphics
Cyberpunk 2077
(CD PROJEKT RED for PC, PS4, Xbox One)
 
The Last of Us Part II
(Naughty Dog/SIE for PlayStation 4)
 
Ghost of Tsushima
(Sucker Punch/SIE for PlayStation 4)
 
Special Commendation for Sound
The Last of Us Part II
(Naughty Dog/SIE for PlayStation 4)
 
Special Commendation for Innovation
Cyberpunk 2077
(CD PROJEKT RED for PC, PS4, Xbox One)

For more on Resident Evil 2's remake, be sure to check out what we thought of our playthrough of the E3 demo here.

Really interesting to see a remake of a game from 1998 win Best in Show. Our Best In Show pick was Spider-Man but we're excited to play this new version of Resident Evil 2 as well.


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Bleach's Ichigo Join Jump Force's Roster

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"Greek Freak" Giannis Antetokounmpo to adorn 2K19's Box

Not content with simply being the first player in NBA history to finish a regular season ranked in the top 20 in total points, rebounds, assists, steals, and blocks, Giannis Antetokounmpo will also lend his visage to the standard edition of NBA 2K19.

Antetokounmpo has also won All-Rookie Second Team, NBA All-Defensive Second Team, All-NBA Second Team (twice) and Most Improved Player. In gaming lingo, we would call him "overpowered."

NBA 2K19 releases September 11.

 

Our Take
I won most-improved player when I was on the golf team in 7th grade, so I know what an honor that is. 



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Todd Howard Talks Bethesda's Future With The Nintendo Switch

During an interview with Gamereactor.eu, Bethesda director Todd Howard talked through tight lips about Fallout 76, Starfield, and a number of other Bethesda properties. However, things got a little more interesting when Howard offered his candid thoughts on The Switch as a platform as well as some promising if vague thoughts on the developer's future with the device.

Here's what he says:

There’s definitely interest, [but it's] not something that we are exploring right now. We think that the Switch is a great platform. It was the first time we really worked closely with Nintendo on Skyrim – really really great experience and we’ll certainly be doing things with the platform in the future, but right now it’s not a mainline Fallout 4.

You can watch the whole interview here at Gamereactor.eu.

For more on Bethesda's Switch endeavors, you can check out our reviews of the Skyrim and Doom Switch ports.



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Sunday, 1 July 2018

Thirty Years Of Arpeggios Come Together In This Video On Final Fantasy's Prelude

The ascending and descending notes of Final Fantasy's prelude are immediately iconic. Used throughout the entire series, the musical motif has been a funky electro beat, a heartfelt harp piece, and even mixed with Florence and the Machine to excellent effect.

In this video, Game Score Fanfare breaks down the various uses of the theme, and offers his thoughts on why it has such staying power. 



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Saturday, 30 June 2018

Learn The Story Of How Three Teenagers Helped Nintendo Create Star Fox In This Video

Though it hasn't held up as well as some other SNES titles, Star Fox is a notable part of Nintendo's history. It was one of the few 3D titles for the console, showcasing the power of the system many thought couldn't handle polygonal graphics. As it turns out, however, three young British programmers, none of whom worked at Nintendo at the time, were a major part in putting the title together.

Originally part of Argonaut Software, Dylan Cuthbert, Giles Goddard, and Krister Wombell were the three programmers responsible for bringing the game to life. Using the FX Chip (the on-cartridge tech that allowed SNES games to run in 3D in the first place), they crafted a demo of a game called an early demo of a 3D flight game. Nintendo then courted them and moved them over to Kyoto in order to work on the game fulltime. The video above catalogs the trio's abridged history of working with Nintendo.



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Reader Discussion – Can You Come Up With A Better Name For The 'Metroidvania' Genre?

Naming things can be hard, and often, names develop as a utilitarian way of getting a concept across. Before they were called first-person shooters, they were called "Doom clones." When games started making death impactful by regressing all of your progress when you died, we started calling them "Roguelikes." But "Metroidvania" might be the worst ad-hoc genre name in the industry.

"Metroidvania," which describes games (usually two-dimensional ones), in which you explore are relatively large map with a limited number of skills, then slowly unlock new ones that let you explore larger parts of the map, really does not do the genre justice, and limits the way we think about many games which take after Metroid or later Castlevania games. So we want to know: Can you come up with a better moniker?

It's not entirely descriptive, but I think "open-world platformer" works pretty well most of them. While it's not 100-percent indicative of what you do in these games, it more or less describes what you can expect: Side-scrolling, platforming (some puzzle-solving is implied here, right?), and exploring. While "open-world" might conjure up images of larger worlds, when connected to the world "platformer" I think it properly encapsulates the expectations of the genre.

Can you come up with a better name than that (I'm sure you can!)? Let us know in the comments.



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Reader Discussion – Can You Come Up With A Better Name For The 'Metroidvania' Genre?

Naming things can be hard, and often, names develop as a utilitarian way of getting a concept across. Before they were called first-person shooters, they were called "Doom clones." When games started making death impactful by regressing all of your progress when you died, we started calling them "Roguelikes." But "Metroidvania" might be the worst ad-hoc genre name in the industry.

"Metroidvania," which describes games (usually two-dimensional ones), in which you explore are relatively large map with a limited number of skills, then slowly unlock new ones that let you explore larger parts of the map, really does not do the genre justice, and limits the way we think about many games which take after Metroid or later Castlevania games. So we want to know: Can you come up with a better moniker?

It's not entirely descriptive, but I think "open-world platformer" works pretty well most of them. While it's not 100-percent indicative of what you do in these games, it more or less describes what you can expect: Side-scrolling, platforming (some puzzle-solving is implied here, right?), and exploring. While "open-world" might conjure up images of larger worlds, when connected to the world "platformer" I think it properly encapsulates the expectations of the genre.

Can you come up with a better name than that (I'm sure you can!)? Let us know in the comments.



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Hollow Knight Switch Sales Exceed 250,000 In First Two Weeks

After getting a surprise release date announcement during this year's E3-themed Nintendo direct a couple of weeks ago, the Switch version of Hollow Knight has sold over a quarter of a million copies on Nintendo's hybrid console.

The news by way of IGN, which received the info straight from developer Team Cherry. Originally released on Steam last year, the title has slowly gained a following, as well as strong praise from critics.

These strong sales follows in the wake of several indie projects performing exceedingly well on Switch. Previously, indie survival game The Flame and the Flood had its strongest sales on the console despite being one of the later versions released, and Blossom Tales did well enough to prevent its developer from closing.

 

Kyle was pretty hot on Hollow Knight last year, and I remember telling him I'd play it when it came to Switch. Time for me to be a man of my word!


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Fortnite's Sky Has A Big Crack In It Now

Fortnite players logging in and playing matches right on all platforms should be greeted with a strange sight in the sky: cracks. What this might lead to is still a bit of a mystery, but it's likely we're nearing the conclusion of a tease Epic set up earlier in Fortnite's fourth season.

When the season began, players noticed the map had undergone some changes, one of which was an enormous rocket players couldn't interact with. After a series of found countdown timers and teases, Fortnite players were shown a message saying the rocket would be launching today at around 12:30pm Central time across all platforms. Well, now the rocket has launched, and players have lost their minds.

Now that the rocket's launched, it's broken the sky. Or at least, caused a big crack in it to appear on every platform. So what's going to happen next? What is this big crack in the sky teasing? Some cool new content? Is this more on the trail of the Season 5 tease from earlier this year? Is the crack meant to symbolize the convergence of worlds, which will lead to crossplay with PlayStation 4, overcoming some of the obstacles to getting there? We can only stand back and see.

 

It's pretty cool that Epic was able to pull off a neat little cross-platform event like this and not have the servers break. But then again, that's one of the advantages of being one the biggest game in the world, right? Large servers?


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Fortnite's Sky Has A Big Crack In It Now

Fortnite players logging in and playing matches right on all platforms should be greeted with a strange sight in the sky: cracks. What this might lead to is still a bit of a mystery, but it's likely we're nearing the conclusion of a tease Epic set up earlier in Fortnite's fourth season.

When the season began, players noticed the map had undergone some changes, one of which was an enormous rocket players couldn't interact with. After a series of found countdown timers and teases, Fortnite players were shown a message saying the rocket would be launching today at around 12:30pm Central time across all platforms. Well, now the rocket has launched, and players have lost their minds.

Now that the rocket's launched, it's broken the sky. Or at least, caused a big crack in it to appear on every platform. So what's going to happen next? What is this big crack in the sky teasing? Some cool new content? Is this more on the trail of the Season 5 tease from earlier this year? Is the crack meant to symbolize the convergence of worlds, which will lead to crossplay with PlayStation 4, overcoming some of the obstacles to getting there? We can only stand back and see.

 

It's pretty cool that Epic was able to pull off a neat little cross-platform event like this and not have the servers break. But then again, that's one of the advantages of being one the biggest game in the world, right? Large servers?


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Watch The Witcher 3's Geralt Take On The Griffin, Samurai Jack-Style

 While he may be a bit more pragmatic about his bad guy-killing by taking payment for it, Geralt does share a few traits with Samurai Jack's titular ronin. Both wander the world slaying monsters and humans alike (when necessary), and both are the best at they do.

Mashed has also seen the similarities, and decided to blend the two series together into one pretty great animated short. While the character may be Geralt, the short is all Samurai Jack; the hunt is medatative, but brutal where it needs to be, with The Witcher's general opining about the nature and morality of monster-hunting giving way to a calm, wordless approach.

 



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Watch The Witcher 3's Geralt Take On The Griffin, Samurai Jack-Style

 While he may be a bit more pragmatic about his bad guy-killing by taking payment for it, Geralt does share a few traits with Samurai Jack's titular ronin. Both wander the world slaying monsters and humans alike (when necessary), and both are the best at they do.

Mashed has also seen the similarities, and decided to blend the two series together into one pretty great animated short. While the character may be Geralt, the short is all Samurai Jack; the hunt is medatative, but brutal where it needs to be, with The Witcher's general opining about the nature and morality of monster-hunting giving way to a calm, wordless approach.

 



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Valve Is Working On Replacing Steam Spy For Developers

Months after the company effectively ended third-party Steam sales data tracking site Steam Spy by updating their privacy settings, Valve has announced it is working on a more accurate replacement for developers.

PCGamesN reports that at this week's White Night game developer event in St. Petersburg, Russia, indie game developer Michael Kuzmin asked Valve's Jan-Peter Ewert about whether the company was working on a way of getting sales data to developers. While Steam Spy was a third-party site whose accuracy was inconsistent, it allowed developers to make informed decisions about whether their particular kind of game could do well, who their biggest competitors were, and when the right time to release might be. While the numbers weren't exact, it often gave important ballparks for developers to consider when marketing their game.

"Our general approach has been to provide open APIs so that when we don't offer the amount of tools that we should, the community can step in, which allows things like Steamspy to happen," Ewert responded. Valve had two problems with Steam Spy, however. The first was its lack of compliance with GDPR (a European set of guidelines that enforce data privacy) protocols. The second was that Steam Spy "had a broad variance in how accurate it was," Ewert said. "It was very accurate for some games, it was very inaccurate for a few others."

To fix the issue, the company announced it is working on something better than Steam Spy, since anything that helps developers market and sell their games can only help Steam. "The only way that we make money is if [developers] make good decisions in bringing the right games to the platform and finding your audience," Ewert said. "So yes, we are very much working on new tools and new ways of getting data out of Steam, and we hope that data can be more accurate and more useful than what Steam Spy previously offered."

 

One thing that's immediately worth noting here is that there's a good chance the public will likely never see these numbers directly, considering GDPR protocols. More likely, these newer, more accurate numbers will be shared for developers for decision-making purposes, but the average user will likely not have access to them. Valve's knack of letting their community build on their foundation might point toward a more open platform, but we shouldn't get our hopes up in this case. Still, developers (particularly smaller ones) need these numbers the most, so hopefully Valve is able to put these tools together before long.


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Valve Is Working On Replacing Steam Spy For Developers

Months after the company effectively ended third-party Steam sales data tracking site Steam Spy by updating their privacy settings, Valve has announced it is working on a more accurate replacement for developers.

PCGamesN reports that at this week's White Night game developer event in St. Petersburg, Russia, indie game developer Michael Kuzmin asked Valve's Jan-Peter Ewert about whether the company was working on a way of getting sales data to developers. While Steam Spy was a third-party site whose accuracy was inconsistent, it allowed developers to make informed decisions about whether their particular kind of game could do well, who their biggest competitors were, and when the right time to release might be. While the numbers weren't exact, it often gave important ballparks for developers to consider when marketing their game.

"Our general approach has been to provide open APIs so that when we don't offer the amount of tools that we should, the community can step in, which allows things like Steamspy to happen," Ewert responded. Valve had two problems with Steam Spy, however. The first was its lack of compliance with GDPR (a European set of guidelines that enforce data privacy) protocols. The second was that Steam Spy "had a broad variance in how accurate it was," Ewert said. "It was very accurate for some games, it was very inaccurate for a few others."

To fix the issue, the company announced it is working on something better than Steam Spy, since anything that helps developers market and sell their games can only help Steam. "The only way that we make money is if [developers] make good decisions in bringing the right games to the platform and finding your audience," Ewert said. "So yes, we are very much working on new tools and new ways of getting data out of Steam, and we hope that data can be more accurate and more useful than what Steam Spy previously offered."

 

One thing that's immediately worth noting here is that there's a good chance the public will likely never see these numbers directly, considering GDPR protocols. More likely, these newer, more accurate numbers will be shared for developers for decision-making purposes, but the average user will likely not have access to them. Valve's knack of letting their community build on their foundation might point toward a more open platform, but we shouldn't get our hopes up in this case. Still, developers (particularly smaller ones) need these numbers the most, so hopefully Valve is able to put these tools together before long.


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Destiny 2's Big July Patch Permanently Ups Crucible Player Count To 6v6, Adds Prestige Raid Lairs

July 17's Destiny 2 update, 1.2.3, holds several major updates in the lead-up to September's Forsaken launch. Crucible will never be quite the same, and Prestige raids will be a little more varied. Or at least, have better motivators to entice you to play them.

Bungie has laid out its plans for the update. The biggest change to the Crucible comes to the more lax Quickplay playlist, which sees a long-requested return to six-on-six matches. On top of that, the Supremacy game mode will be demoted from regular rotation to being a featured weekly playlist. Meanwhile, Rumble (the free-for-all mode) will become a full-time, separate playlist for anyone to play at any time. The last major, non-numerical change involves numerical changes: Now you can earn Valor (the sort of "experience" currency you can't lose) from any Crucible playlist besides Rumble and private matches. The full change log is as follows:

Crucible Playlist Update

  • Quickplay
    • Increasing player configuration to 6v6 and updating the playlist description
    • Removing Supremacy from the pool of available game modes
    • Control
      • Updating Control win score to 150
      • Control Zones will initially be neutral
    • Clash
      • Updating Clash win score to 100
  • Competitive
      • Bomb Fuse timer in Countdown lowered from 40 seconds to 35 seconds
  • General
    • Rumble will become a full-time playlist
    • Supremacy will be added to the weekly featured playlist, updated to 6v6, and have a win score of 150

Crucible Ranks Update

  • Players will be able to earn Valor rank from additional playlists:
    • Competitive
    • Crucible Labs
    • Iron Banner
    • Trials of The Nine
       
  • Joining a game in progress will protect your Valor Win Streak for that game
    • If you lose: No penalties incurred to your Valor Win Streak
    • If you win: Valor Win Streak increases
       
  • Players will be matched using their Glory rank
    • This means your opponents will be of similar rank to you
    • The higher you climb, the tougher the opponent
       
  • Glory Loss Streaks will be re-tuned to be less punishing over time
    • Consecutive losses will decrease the Rank Points lost instead of increasing
    • Streaks will still cap out at 5
       
  • All Rank Streaks will no longer reset once they hit their cap

If you're more of a co-op player, there's reason yet to plug away at Warmind. Once 1.2.3 hits, you'll be able to chase the first 400-power weapons in the prestige versions the two raid lairs, Eater of Worlds and Spire of Stars (the proper Leviathan raid will not contain these changes). Not only that, but raids will now drop ornaments for raid gear, as well as Masterwork catalysts that only drop in certain activities from the raids.

What are these activities? Basically, you'll bonuses restrictions and modifiers to consider when playing the raid lairs (the fundamental encounters of which remain unchanged), such as having to use three specific kinds of guns (though you can still swap out individual guns), and deal with new modifiers (such as the old Prism modifier that cycled the amount of damage each element dealt on regular basis). These modifiers will rotate every week. For the full breakdown on the prestige raid lairs, check out the full blog post.

Finally, the team took to answering a few questions about how collections will work after Forsaken hits. Some highlights:

  • Collections will compile all of your weapons, armors, ghosts, ships, sparrows, emblems, and shaders for reacquisition in Year 2.
  • Anything in your inventory after the launch of Warmind is safe to dismantle and will be a part of your collection.
  • You will not be able to re-acquire Year 2 gear through the collections feature.
  • Once you collect a particular shader, you'll be to apply to it to everything you own by drawing it out of your collection one at a time, but there will be a cost per draw.

That won't be the only Destiny 2-related thing to look forward to next month. On July 31, the Solstice of Heroes event will arrive, bringing with it 400-power armor.

 

This is a lot to take in. For one, I'm upset about the demotion of Supremacy. That was my favorite mode! It would have mode more sense to keep Control locked to Iron Banner to make it feel more special and keep it out of my Quickplay because I don't like it. Second, I think it's cool to add weekly modifiers to the raid lairs to spruce them up from week to week, but at this point, I think many players have shifted to waiting for Forsaken, which means only the most ardent players will see these changes in effect until September.


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Read More

Destiny 2's Big July Patch Permanently Ups Crucible Player Count To 6v6, Adds Prestige Raid Lairs

July 17's Destiny 2 update, 1.2.3, holds several major updates in the lead-up to September's Forsaken launch. Crucible will never be quite the same, and Prestige raids will be a little more varied. Or at least, have better motivators to entice you to play them.

Bungie has laid out its plans for the update. The biggest change to the Crucible comes to the more lax Quickplay playlist, which sees a long-requested return to six-on-six matches. On top of that, the Supremacy game mode will be demoted from regular rotation to being a featured weekly playlist. Meanwhile, Rumble (the free-for-all mode) will become a full-time, separate playlist for anyone to play at any time. The last major, non-numerical change involves numerical changes: Now you can earn Valor (the sort of "experience" currency you can't lose) from any Crucible playlist besides Rumble and private matches. The full change log is as follows:

Crucible Playlist Update

  • Quickplay
    • Increasing player configuration to 6v6 and updating the playlist description
    • Removing Supremacy from the pool of available game modes
    • Control
      • Updating Control win score to 150
      • Control Zones will initially be neutral
    • Clash
      • Updating Clash win score to 100
  • Competitive
      • Bomb Fuse timer in Countdown lowered from 40 seconds to 35 seconds
  • General
    • Rumble will become a full-time playlist
    • Supremacy will be added to the weekly featured playlist, updated to 6v6, and have a win score of 150

Crucible Ranks Update

  • Players will be able to earn Valor rank from additional playlists:
    • Competitive
    • Crucible Labs
    • Iron Banner
    • Trials of The Nine
       
  • Joining a game in progress will protect your Valor Win Streak for that game
    • If you lose: No penalties incurred to your Valor Win Streak
    • If you win: Valor Win Streak increases
       
  • Players will be matched using their Glory rank
    • This means your opponents will be of similar rank to you
    • The higher you climb, the tougher the opponent
       
  • Glory Loss Streaks will be re-tuned to be less punishing over time
    • Consecutive losses will decrease the Rank Points lost instead of increasing
    • Streaks will still cap out at 5
       
  • All Rank Streaks will no longer reset once they hit their cap

If you're more of a co-op player, there's reason yet to plug away at Warmind. Once 1.2.3 hits, you'll be able to chase the first 400-power weapons in the prestige versions the two raid lairs, Eater of Worlds and Spire of Stars (the proper Leviathan raid will not contain these changes). Not only that, but raids will now drop ornaments for raid gear, as well as Masterwork catalysts that only drop in certain activities from the raids.

What are these activities? Basically, you'll bonuses restrictions and modifiers to consider when playing the raid lairs (the fundamental encounters of which remain unchanged), such as having to use three specific kinds of guns (though you can still swap out individual guns), and deal with new modifiers (such as the old Prism modifier that cycled the amount of damage each element dealt on regular basis). These modifiers will rotate every week. For the full breakdown on the prestige raid lairs, check out the full blog post.

Finally, the team took to answering a few questions about how collections will work after Forsaken hits. Some highlights:

  • Collections will compile all of your weapons, armors, ghosts, ships, sparrows, emblems, and shaders for reacquisition in Year 2.
  • Anything in your inventory after the launch of Warmind is safe to dismantle and will be a part of your collection.
  • You will not be able to re-acquire Year 2 gear through the collections feature.
  • Once you collect a particular shader, you'll be to apply to it to everything you own by drawing it out of your collection one at a time, but there will be a cost per draw.

That won't be the only Destiny 2-related thing to look forward to next month. On July 31, the Solstice of Heroes event will arrive, bringing with it 400-power armor.

 

This is a lot to take in. For one, I'm upset about the demotion of Supremacy. That was my favorite mode! It would have mode more sense to keep Control locked to Iron Banner to make it feel more special and keep it out of my Quickplay because I don't like it. Second, I think it's cool to add weekly modifiers to the raid lairs to spruce them up from week to week, but at this point, I think many players have shifted to waiting for Forsaken, which means only the most ardent players will see these changes in effect until September.


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What To Watch This Weekend: SGDQ, Dragon Ball FighterZ, And Hearthstone

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What To Watch This Weekend: SGDQ, Dragon Ball FighterZ, And Hearthstone

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