Monthly Archives: July 2020
Dragon’s Dogma Netflix Anime Release Date, First Art Revealed
Netflix previously found considerable success by adapting Konami’s Castlevania series into an anime with the help of producer Adi Shankar. Shankar is now developing several more video game adaptations for Netflix including ones for Hyper Light Drifter, Assassin’s Creed, and Devil May Cry.Only the Arisen can face the Dragon and defeat the apocalypse. Here's your first look at the anime series adaptation of Capcom's action fantasy classic Dragon's Dogma, arriving September 17th. pic.twitter.com/UxJMcUrsdp
— NX (@NXOnNetflix) July 14, 2020
You can check out IGN’s review of Dragon’s Dogma: Dark Arisen, which was recently released on the Nintendo Switch. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.A new Arisen is born! Follow Ethan, along with his pawn Hannah, in his journey to reclaim his heart. @Netflix Original Anime Series Dragon's Dogma releases worldwide on September 17, 2020 https://t.co/Eu6FKFOJjr pic.twitter.com/yxWD74oTWm
— Dragon's Dogma (@DragonsDogma) July 15, 2020
Dragon’s Dogma Netflix Anime Release Date, First Art Revealed
Netflix previously found considerable success by adapting Konami’s Castlevania series into an anime with the help of producer Adi Shankar. Shankar is now developing several more video game adaptations for Netflix including ones for Hyper Light Drifter, Assassin’s Creed, and Devil May Cry.Only the Arisen can face the Dragon and defeat the apocalypse. Here's your first look at the anime series adaptation of Capcom's action fantasy classic Dragon's Dogma, arriving September 17th. pic.twitter.com/UxJMcUrsdp
— NX (@NXOnNetflix) July 14, 2020
You can check out IGN’s review of Dragon’s Dogma: Dark Arisen, which was recently released on the Nintendo Switch. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.A new Arisen is born! Follow Ethan, along with his pawn Hannah, in his journey to reclaim his heart. @Netflix Original Anime Series Dragon's Dogma releases worldwide on September 17, 2020 https://t.co/Eu6FKFOJjr pic.twitter.com/yxWD74oTWm
— Dragon's Dogma (@DragonsDogma) July 15, 2020
Call of Duty: Modern Warfare Renames Controversial ‘Border War’ Skin
The new description has been changed to “play along with the deer and the antelope with the Home on the Range D-Day operator skin.” Aside from the name and description change, the skin remains the same. The rest of the patch was dedicated to bug fixes and closing an exploit where players could pick up weapons they dropped before the infil sequence. [ignvideo url="https://www.ign.com/videos/2020/03/23/call-of-duty-warzone-review"] In recent months, Activision and Infinity Ward announced redoubled efforts to remove racist names from the game’s online multiplayer lobbies. The studio also removed the OK hand gesture due to its recent association with white supremacy. For more, check out IGN’s Call of Duty: Warzone review and guide. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.A patch is now live across all platforms that fixes: · Renames D-Day’s ‘Border War’ skin and bio · An exploit where players could pick up weapons they dropped before the infil sequence in #Warzone · A Rytec AMR bug where shots were hitting above the crosshairs in their scope
— Infinity Ward (@InfinityWard) July 14, 2020
Call of Duty: Modern Warfare Renames Controversial ‘Border War’ Skin
The new description has been changed to “play along with the deer and the antelope with the Home on the Range D-Day operator skin.” Aside from the name and description change, the skin remains the same. The rest of the patch was dedicated to bug fixes and closing an exploit where players could pick up weapons they dropped before the infil sequence. [ignvideo url="https://www.ign.com/videos/2020/03/23/call-of-duty-warzone-review"] In recent months, Activision and Infinity Ward announced redoubled efforts to remove racist names from the game’s online multiplayer lobbies. The studio also removed the OK hand gesture due to its recent association with white supremacy. For more, check out IGN’s Call of Duty: Warzone review and guide. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.A patch is now live across all platforms that fixes: · Renames D-Day’s ‘Border War’ skin and bio · An exploit where players could pick up weapons they dropped before the infil sequence in #Warzone · A Rytec AMR bug where shots were hitting above the crosshairs in their scope
— Infinity Ward (@InfinityWard) July 14, 2020
Superhot: Mind Control Delete Review – Hack ‘N Slash
You gotta respect a game that tells you exactly what it is upfront. Within minutes of starting Superhot: Mind Control Delete, you're told, in those now infamous subliminal text cards that pop up from time to time in the previous games, that yes, this game will give you more. No story. No closure. No long-winded explanation of what happened in the last two games. Just more senseless shooting, and then it'll be over. And to Superhot Team's credit, they deliver on their promises. This is, definitely, a lot more Superhot. But it's also a few other things that aren't nearly as welcome.
Mind Control Delete is still fundamentally following the same mantra as the other two games: Time Moves When You Do. It's still a first-person shooter that places you in sparse, stark white, and self-contained little killzones, against a small group of keen-to-kill goons made out of, seemingly, fragile red glass. Your job is to John Wick your way out of whatever wild scenario you've been placed in, using objects in your environment to your advantage. There are guns, but with very limited ammo. So, when you don't have a gun, grab a sword. If you don't have a sword, grab a knife. If you don't have a knife, grab a book, a pen, or a teacup. Even with a relatively limited moveset, the time mechanics at play turn what would be a breathless massacre at full speed into a sort of kinetic chess game, allowing you the ability to plot every maneuver down to the millisecond. While gunplay is certainly your bread and butter in Superhot, there's a maniacal glee that comes with taking out a guy wielding a katana by throwing a typewriter at him in Superhot that makes it truly special. That winning formula is still very much in full effect here in Mind Control Delete, but a few new ingredients have been added to the concoction: rogue-lite elements. And while the formula hasn't been ruined in the least, the effectiveness has been lessened a tiny bit.
For starters, the game's levels, which were once all unique, impeccably staged setpieces, are now relegated to around a dozen or so themed rooms--such as lab, disco, prison, or casino--with enemy/item placement and your own start point randomized each time. There's more variety to be had than one might think in that randomization. The environments are elaborate and full of tiny, devilish design elements for you to mount for a better vantage, mail slot-sized holes to shoot through, or daredevil jumps to make out of windows to stomp an enemy from above. Even despite the minimalist aesthetic, these are still impeccably designed, functional places that still evoke the tense feeling of getting into a shootout in a place clearly meant for public use. The environments follow real world placements for everyday objects, which means using them to your advantage--using an open car door to evade a bullet, grabbing the handle off a slot machine to use as a weapon, or getting behind a DJ booth to take cover behind a speaker. Suspension of disbelief in the sparseness of it all tends to vanish in the moment. There are vast, glorious opportunities for you to surprise your enemies, or vice versa, and it takes hours to get to a point where things start to wear thin.
Continue Reading at GameSpotSuperhot: Mind Control Delete Review – Hack ‘N Slash
You gotta respect a game that tells you exactly what it is upfront. Within minutes of starting Superhot: Mind Control Delete, you're told, in those now infamous subliminal text cards that pop up from time to time in the previous games, that yes, this game will give you more. No story. No closure. No long-winded explanation of what happened in the last two games. Just more senseless shooting, and then it'll be over. And to Superhot Team's credit, they deliver on their promises. This is, definitely, a lot more Superhot. But it's also a few other things that aren't nearly as welcome.
Mind Control Delete is still fundamentally following the same mantra as the other two games: Time Moves When You Do. It's still a first-person shooter that places you in sparse, stark white, and self-contained little killzones, against a small group of keen-to-kill goons made out of, seemingly, fragile red glass. Your job is to John Wick your way out of whatever wild scenario you've been placed in, using objects in your environment to your advantage. There are guns, but with very limited ammo. So, when you don't have a gun, grab a sword. If you don't have a sword, grab a knife. If you don't have a knife, grab a book, a pen, or a teacup. Even with a relatively limited moveset, the time mechanics at play turn what would be a breathless massacre at full speed into a sort of kinetic chess game, allowing you the ability to plot every maneuver down to the millisecond. While gunplay is certainly your bread and butter in Superhot, there's a maniacal glee that comes with taking out a guy wielding a katana by throwing a typewriter at him in Superhot that makes it truly special. That winning formula is still very much in full effect here in Mind Control Delete, but a few new ingredients have been added to the concoction: rogue-lite elements. And while the formula hasn't been ruined in the least, the effectiveness has been lessened a tiny bit.
For starters, the game's levels, which were once all unique, impeccably staged setpieces, are now relegated to around a dozen or so themed rooms--such as lab, disco, prison, or casino--with enemy/item placement and your own start point randomized each time. There's more variety to be had than one might think in that randomization. The environments are elaborate and full of tiny, devilish design elements for you to mount for a better vantage, mail slot-sized holes to shoot through, or daredevil jumps to make out of windows to stomp an enemy from above. Even despite the minimalist aesthetic, these are still impeccably designed, functional places that still evoke the tense feeling of getting into a shootout in a place clearly meant for public use. The environments follow real world placements for everyday objects, which means using them to your advantage--using an open car door to evade a bullet, grabbing the handle off a slot machine to use as a weapon, or getting behind a DJ booth to take cover behind a speaker. Suspension of disbelief in the sparseness of it all tends to vanish in the moment. There are vast, glorious opportunities for you to surprise your enemies, or vice versa, and it takes hours to get to a point where things start to wear thin.
Continue Reading at GameSpot