Monthly Archives: September 2020
The Witcher: Monster Slayer AR Gameplay Revealed
Twitch Now Lets Anyone Host Amazon Prime Video Watch Parties
Image credit: Twitch[/caption]
It is also important to note that Amazon's library of movies and TV shows will be restricted based on an individual user's geographical location despite the feature now being globally accessible. Amazon's catalogue varies between regions, therefore the streaming of licensed content will be prohibited on titles that are unavailable in the host country. For instance, US residents will not be allowed to stream or watch UK-only titles, such as Star Trek: Picard.
Twitch started rolling out the Watch Party feature in October of last year, allowing some creators to test out the function and come together with their viewers to watch, react, and discuss any movie or TV show that is available with their Amazon Prime or Prime Video subscription. Twitch made the feature more widely available to users in the US this year, before making the move to roll out Watch Parties to streamers and subscribers worldwide.
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While movie theaters were forced to temporarily close their doors during the global coronavirus (COVID-19) pandemic, streaming services witnessed a surge in online traffic, as consumers searched for alternative ways to connect with family and friends. Some turned to Netflix Party, a Google Chrome extension that allows multiple users to stream a Netflix show or movie together at the same time.
The global expansion of Twitch's new Watch Party feature offers additional entertainment options for those hosting or attending virtual gatherings, with Amazon originals like The Boys, The Marvelous Mrs. Maisel, and Homecoming all available to stream. Plus, Amazon Prime Video is due to debut the highly anticipated second season of The Boys on September 4, with a special three-episode premiere.
For the latest on the streaming service, read our rundown of all the new movies and shows coming to Amazon Prime Video in September.
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Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.Project Athia Studio Shows Off Its Impressive Open World Engine
Tell Me Why Review – Cleaning Out My Closet
There's an important milestone in every adult's life when they realize that their parents aren't just monolithic figures known only as Mom and/or Dad, but people in their own right who have hopes, dreams, thoughts, and desires that have nothing to do with their children. That’s not exactly new territory in other art, but it's a rarity in games. In the few that do explore that idea, it's usually Dad who gets the attention. That makes Dontnod's Tell Me Why a fascinating anomaly right off the bat. It is, without question, a shattered portrait of a single mother, pieced back together by those who knew her best. The framework of the game screams narrative murder-mystery, but the game takes a Knives Out approach to that; the question of who killed Mary-Ann Ronan is answered by the end of the first episode. Why she died is a far more complex question, and the answers depending on unreliable, traumatic memories throws another wrench into the mix.
The memories in question mostly belong to Mary-Ann's twin children, Tyler and Alyson. The facts from the start are these: Mary-Ann and her kids live in a tiny middle-of-nowhere town in Alaska called Delos Crossing. The family is poor, relying on handouts from other folks in town, while all the entertainment comes from either nature itself or Mary-Ann's fantastical imagination teaching her kids how to tell stories with and to each other. Over time, however, Mary-Ann's mental health deteriorates, culminating in a fateful night where Mary-Ann suffers some sort of mental break and attacks Tyler, who is later accused of killing her in self-defense. Tyler is sent away to live in a group home, while Alyson is taken in by a family friend, a cop named Eddy. Fifteen years later, Tyler and Alyson finally reunite to go back to their old house and clear it out to be sold, only to unearth some harrowing truths about their mother and their hometown--and everyone's roles in how Mary-Ann died.
There are quite a few mysteries to be unraveled in Tell Me Why, but calling Tell Me Why a mystery suggests the game is more action-packed, twisty, and turny than it actually is. It's actually closer in tone and mechanics to Fullbright's Gone Home than Dontnod's own Life Is Strange. There’s still quite a lot of Life Is Strange in this game’s blood, though. Most of Tell Me Why involves simply walking around, pressing A when you come close to anything highlighted to hear characters expound on a particular object and continue the story, making dialogue choices for characters along the way. The developers' design ethos is familiar, they're excellent at making towns and communities that are awash in detail, places that feel rich, lived-in, and full of history and culture. That's particularly special in Tell Me Why, given the cultures represented here that are rarely if ever presented with this kind of TLC, if they've ever been presented at all. In particular, the way the indigenous Tlingit tribe is simply woven into the fabric of Delos Crossing, and doesn’t call out to itself as exotic or foreign is just excellent. There’s much to be said about the existence of The Other being portrayed not as a strange curiosity, but a fact of life in a narrative.
Continue Reading at GameSpotTell Me Why Review – Cleaning Out My Closet
There's an important milestone in every adult's life when they realize that their parents aren't just monolithic figures known only as Mom and/or Dad, but people in their own right who have hopes, dreams, thoughts, and desires that have nothing to do with their children. That’s not exactly new territory in other art, but it's a rarity in games. In the few that do explore that idea, it's usually Dad who gets the attention. That makes Dontnod's Tell Me Why a fascinating anomaly right off the bat. It is, without question, a shattered portrait of a single mother, pieced back together by those who knew her best. The framework of the game screams narrative murder-mystery, but the game takes a Knives Out approach to that; the question of who killed Mary-Ann Ronan is answered by the end of the first episode. Why she died is a far more complex question, and the answers depending on unreliable, traumatic memories throws another wrench into the mix.
The memories in question mostly belong to Mary-Ann's twin children, Tyler and Alyson. The facts from the start are these: Mary-Ann and her kids live in a tiny middle-of-nowhere town in Alaska called Delos Crossing. The family is poor, relying on handouts from other folks in town, while all the entertainment comes from either nature itself or Mary-Ann's fantastical imagination teaching her kids how to tell stories with and to each other. Over time, however, Mary-Ann's mental health deteriorates, culminating in a fateful night where Mary-Ann suffers some sort of mental break and attacks Tyler, who is later accused of killing her in self-defense. Tyler is sent away to live in a group home, while Alyson is taken in by a family friend, a cop named Eddy. Fifteen years later, Tyler and Alyson finally reunite to go back to their old house and clear it out to be sold, only to unearth some harrowing truths about their mother and their hometown--and everyone's roles in how Mary-Ann died.
There are quite a few mysteries to be unraveled in Tell Me Why, but calling Tell Me Why a mystery suggests the game is more action-packed, twisty, and turny than it actually is. It's actually closer in tone and mechanics to Fullbright's Gone Home than Dontnod's own Life Is Strange. There’s still quite a lot of Life Is Strange in this game’s blood, though. Most of Tell Me Why involves simply walking around, pressing A when you come close to anything highlighted to hear characters expound on a particular object and continue the story, making dialogue choices for characters along the way. The developers' design ethos is familiar, they're excellent at making towns and communities that are awash in detail, places that feel rich, lived-in, and full of history and culture. That's particularly special in Tell Me Why, given the cultures represented here that are rarely if ever presented with this kind of TLC, if they've ever been presented at all. In particular, the way the indigenous Tlingit tribe is simply woven into the fabric of Delos Crossing, and doesn’t call out to itself as exotic or foreign is just excellent. There’s much to be said about the existence of The Other being portrayed not as a strange curiosity, but a fact of life in a narrative.
Continue Reading at GameSpotEvergate Review – Ever Great
Evergate surprised me. It looked at first to be slightly derivative of Ori and the Blind Forest, and I became interested in it because of those similarities, not in spite of them. In actuality, its common traits with Ori are superficial, and its strong focus on the puzzle part of the puzzle-platformer genre makes for a rich and wholly distinct experience.
You play as Ki, a small wisp occupying the afterlife and awaiting reincarnation by journeying through the Evergate. When a crisis threatens to undo the entire afterlife itself, Ki assists by going through the Evergate to relive key memories throughout time and solve the mystery behind the looming disaster. If that concept sounds heady, it is. The game doesn't give you much exposition to start, so you spend the first few hours piecing together the mythology at play. Characters freely throw out terms without explanation, and it's on you to catch up.
The main gameplay hook bears a strong resemblance to one of the main platforming mechanics in the Ori games. In those, the "Bash" move lets you spring off objects in mid-air, shooting in a particular direction. Evergate uses the same basic concept, but plumbs the depths of it as a deep well of puzzle mechanics. The entire game is built around a series of nodes with different effects, as long as you have a clear line of sight to an ethereal white object or grounding. As you progress further, finding these sightlines and discovering the order of nodes to hit becomes increasingly complex--and often acrobatic, as you use a time-slowing mechanic to line up your shot in mid-air.
Continue Reading at GameSpotEvergate Review – Ever Great
Evergate surprised me. It looked at first to be slightly derivative of Ori and the Blind Forest, and I became interested in it because of those similarities, not in spite of them. In actuality, its common traits with Ori are superficial, and its strong focus on the puzzle part of the puzzle-platformer genre makes for a rich and wholly distinct experience.
You play as Ki, a small wisp occupying the afterlife and awaiting reincarnation by journeying through the Evergate. When a crisis threatens to undo the entire afterlife itself, Ki assists by going through the Evergate to relive key memories throughout time and solve the mystery behind the looming disaster. If that concept sounds heady, it is. The game doesn't give you much exposition to start, so you spend the first few hours piecing together the mythology at play. Characters freely throw out terms without explanation, and it's on you to catch up.
The main gameplay hook bears a strong resemblance to one of the main platforming mechanics in the Ori games. In those, the "Bash" move lets you spring off objects in mid-air, shooting in a particular direction. Evergate uses the same basic concept, but plumbs the depths of it as a deep well of puzzle mechanics. The entire game is built around a series of nodes with different effects, as long as you have a clear line of sight to an ethereal white object or grounding. As you progress further, finding these sightlines and discovering the order of nodes to hit becomes increasingly complex--and often acrobatic, as you use a time-slowing mechanic to line up your shot in mid-air.
Continue Reading at GameSpot
