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Showing posts with label videos. Show all posts

Wolcen: Lords of Mayhem review






An unhealthy number of hours spent carving my way through ARPGs like Diablo and Path of Exile ensured that Wolcen: Lords of Mayhem felt like putting on a familiar, bloodstained gauntlet. It's another misadventure set on a miserable world full of unrelenting hordes of monsters, all seconds away from popping like balloons filled with blood and gold. Unfortunately, the bugs and balance problems are just as numerous, and they've proved to be a greater challenge to overcome.

In a genre that keeps trying to do Diablo 2 again, Wolcen's reliance on its predecessors is hardly egregious. There are gem slots, cursed chests, an intimidating passive skill tree—some ancillary, others crucial—but rather than feeling like a hodgepodge of earlier ARPGs, it's unified by the game's true objective: building your perfect dungeon-delving hero.

Wolcen takes this fantasy and runs with it, much further than Path of Exile or Diablo. Notably, there are no fixed classes locking you into a choice early on. You make your own out of your gear, active skills and passive skills, drawing from lots of different archetypes to create something just for yourself, or borrowed from one of the many theorycrafers busily crunching numbers and experimenting with builds.


(Image credit: Wolcen Studio)
I've lost sleep thinking about the labyrinthine passive skill tree, the Gate of Fates. Like Path of Exile's, it's an elaborate network of skill nodes, some of which might give you a boost to your toughness or ferocity, increasing your damage and ability to take a beating, while others might be more exotic, like turning a percentage of your damage into fire damage. Within a few levels, you can fundamentally change how your character works. It's also split into three rings, each of which can be rotated individually to open up new paths on the road to your perfect build. It's all very tactile and mechanical, like you're working with a mystical machine in an alchemist's lab.

 

You have to wait to level up before you can dabble in the Gate of Fates, but with active skills you'll be batting them away as they're flung at your head. Skills can be bought or looted, and the only prerequisite to use them is that you need an appropriate weapon. Spells need a stave or a catalyst, melee skills require melee weapons, ranged skills require ranged weapons—but thanks to duel-wielding, you can double up, making a magical warrior or a swashbuckler with a pistol for backup. Skills also level up, letting you spend points on build-defining augmentations that completely change how they work.
I wouldn't get too attached to any of them, though. Despite being out of Early Access, Wolcen still feels very much in-development. There's a long list of skills and passives that don't work as intended, don't work at all, are ludicrously overpowered or broken in some other way. Wolcen Studio has started fixing them, but judging by the last patch notes there's still a long way to go, and inevitably some popular builds are going to end up defanged. This is a game driven by numbers, and right now those numbers are all over the place. It's hard to get invested in a character when they might be completely changed next week, and when so much of the game is wrapped up in experimentation and theorycrafting, it's a serious blow.

(Image credit: Wolcen Studio)
Itemisation, the final ingredient in your custom hero, is also the victim of some wonky numbers. Wolcen's gear comes with no restrictions, you can mix and match different gloves and spaulders, and you'll constantly be drowning in allegedly 'rare' weapons and armour—most of it won't be any use to you at all. Like the early days of Diablo 3, the RNG is an utter bastard. The magical bonuses that randomly get applied to gear often don't make much sense, and Wolcen certainly doesn't take into account your skills or build when dumping more loot in front of you. It's just a grab bag of largely useless junk waiting to be begrudgingly sold, along with the occasional underwhelming 'unique' weapon.

Each new weapon or piece of armour that you pick up unlocks that skin in your cosmetic menu, letting you set a custom appearance for a small fee, as well as a colour change if you've unlocked some dyes. If you feel like a more meaningful transformation, it's also surprisingly easy to just wipe the slate clean. Drop some cash and some magical currency and you'll be able to reset your stats and passives, and you can swap out your active skills whenever you fancy. You can quit your job as a time mage and start sauntering around dungeons as a slick gunslinger within a few minutes.
While I've ended the game with a melee-focused brute, I had the most fun hopping between magic and stabbing stuff. Wolcen has this great tug of war going on between willpower and rage—the resources that fuel your magical and physical attacks respectively. Your willpower generates passively, while your rage builds up as you deal and receive damage; and as one goes up, the other goes down. So I'd open with a flashy magical assault, maybe taking a bit of damage in the process, then I'd wade in with my sword, all pumped up, and start popping off my melee abilities, turning myself into a whirlwind of destruction until my willpower recharged.


There's a third resource, stamina, which allows you to use your active dodge. Hit the space bar and you'll roll out of danger, or maybe into it. Tumbling around like an acrobat to avoid yet another explosion, charge attack or frost ray does have a way of breaking up the flow of battle, unfortunately, and the boss fights in particular seem to be allergic to letting you get a few hits in before it's back to running away. Most fights involve you slaughtering packs of gormless enemies.
Throughout both the campaign and end game, the vast majority of enemies barely take a single hit before exploding. Jumping into a pack of regular monsters guns blazing is like detonating a nuke in a petting zoo—it's carnage. It's like being the Grim Reaper; you just walk into a room and everyone dies. It could do with being a touch more challenging, especially to balance out the much, much tougher boss battles, but it's still immensely satisfying to wipe out an army in a minute.
The monster massacres are great, but whenever it feels like I'm getting into a rhythm exterminating Wolcen's rather plain menagerie, something interrupts me—as inevitable as a chest only spitting out items I don't need. At first it was terrible input lag and the inconsistent frame rate, and while performance has improved a little bit thanks to the last update, the bugs have continued unabated. Sometimes they're easy to fix, like when I have to attack something to stop my character from moonwalking, but other times the only solution is quitting the game and losing progress.


Dungeon entrances not working, my inventory freezing, my character vanishing—this review could too easily become a litany of bugs, but thankfully there are already countless posts, as well as our own breakdown, that show the extent of Wolcen's problems. There's also a general lack of responsiveness that makes clicking on items, quaffing potions and dodging spotty, frequently leaving me yelling at my perfectly innocent monitor.
With more patches, Wolcen might be able to come back from its rough launch, but I'm not sure what can be done about its missing personality. The maps, which take us to all the old haunts, like a desert, a forest and some ruins, are all rendered in a style that, I guess, resembles Diablo, but in a sort of neutral, forgettable way. It's the same with the story, which is all about demons and corruption and some factions fighting each other—it's generic fantasy without a spark of its own identity. Everyone in Wolcen is completely bereft of charisma, and with every conversation more of the colour is drained from the world.
Confession: I checked out of the story pretty quickly. I still sat there and let Wolcen tell me its dreary tale, but I'm convinced it's too dull to retain. By the final boss of the campaign, I had no idea what was going on or who the Big Bad was. Early on I tangoed with a demon and got the power to transform into a massive boss-killer with a special set of attacks, and that's about the only story beat that matters.


I perked up when I hit the end game. The reward for finishing the campaign is a new mode where you're put in charge of a city in need of rebuilding. A management game inside an ARPG? What pervert has been looking at my dreams? Sadly, my excitement was perhaps a little premature. The Champion of Stormfall mode is still a neat twist on Diablo 3's rift-focused end game, but it's more like a different take on character progression than a slice of city management.
Reconstructing Stormfall confers a slew of benefits that run the gamut from an additional skill slot to new crafting features, but each building and reform takes time and resources. They all have a specific amount of production that needs to be reached before they're completed, and production is only generated when you're out slaying monsters in random maps. You can pop off on a one-map mission, or you can risk going on an expedition, taking on up to three maps for greater rewards. In both cases, death leaves you nothing but what you crammed into your inventory.


It's a slow grind. You can add modifiers that make expeditions trickier, netting you even more rewards, and you can build things that raise your base production, but it's a lot of work to move an inch. Levelling up takes a lot longer, and the problem with itemisation remains, so there are less opportunities to grow your character. Progression is also more of a slog because you can only unlock higher level expeditions by getting to the end of the trio of maps—if you die, disconnect or get stuck, you'll lose your progress. In my case, every failed expedition also makes my character invisible, except for his weapon, and unable to move. I've decided to disappoint Stormfall's citizens and put the reconstruction efforts on hold. It turns out that killing monsters is not the most efficient way to build a city.    
Wolcen's free-form character progression and enthusiasm for experimentation could be great additions to the genre, but most of the good is undone by the sense that, as we're slicing through throngs of enemies, we're really just beta testers. And where it's not buggy and in need or rebalancing, it's incredibly beige. Also, and I really can't stress this enough, Wolcen is a really terrible name. There's no way to say it without it sounding like 'Wilson,' which might be the worst possible name for an APRG.



Life Is Strange 2: Episode 5 Review - Beyond Good Or Evil


It's been some time since the explosive events of Haven Point, and even longer since Sean and Daniel Diaz's journey first began in Seattle, but the end of Life Is Strange 2 has finally arrived, and with it a satisfying conclusion to the tumultuous and emotional story we've witnessed thus far. Episode 5 abandons the goofy villains and cliches of Episode 4 and reconnects us with what makes Life is Strange 2 work best: nuanced characters, deep relationships, and a narrative that is unafraid to show the ugly side of present-day America while still spending plenty of time unearthing the beauty that lies beneath.
No matter what kind of relationship you've built between Sean and Daniel so far, the game kicks off with the two camping out under the stars in Arizona, during which Sean says to Daniel, "I love you no matter what happens, okay?" This scene illustrates a significant strength of the series which has carried through from Episode 1--while you can guide Sean's choices and morality and the impact that has on his little brother, no choice you make will change the love they have for each other. Even a low-morality Sean with a penchant for stealing who swears like a sailor will still love Daniel and protect him at all costs. The stellar performances delivered by each of the brothers continue to make their connection believable and their sibling affection palpably relatable.

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Sean's spot-on characterization makes him a fantastic conduit to understanding the beauty in the characters you meet, the pain in the vile circumstances he so often finds himself in, and the overwhelming adoration he has for his brother. You love Daniel because Sean does, do your best to trust your estranged mother because Sean does, and feel palpable terror in the face of the worst of America because Sean does. His sense of self remains intrinsic to any version of his character and that is vital to your ability to empathize with him. As for the impact you can have, Daniel's personality can shift depending on how you've treated him and the choices you've made in previous episodes. He will have increased or decreased morality, and that trait will drastically change how he acts in the dramatic final moments of the series. As a result, your ending to the story will likely feel earned and satisfyingly in line with the events in your journey.
The inclusion of Sean and Daniel's mother is explored in more depth and with greater nuance than in Episode 4, where her appearance was overshadowed by the tonally inconsistent plot. The layers of her character and preference for isolation are cleverly mirrored by the first major location you explore in Episode 5, called Away, a community of people who have shunned society in favour of a self-sufficient life in the desert. The strength of Life is Strange 2's writing buoys up its new characters in the final episode, most of whom feel complex and well rounded. You meet a middle-aged gay couple whose familes' homophobia has driven them to a quieter life outside the city, a familiar face from Life is Strange 1 who gets the chance to exhibit the growth they appeared capable of in the previous series, and Diego and Carla, a Mexican man and his pregnant wife trying to build a better life by immigrating to America.
 

The latter example in particular is a testament to another of Life is Strange 2's greatest strengths: its willingness to ask complicated questions, amplify marginalized voices, and attempt to explore the complicated sociopolitical climate of present-day America. This difficult undertaking isn't always executed flawlessly, and some of the more extreme representations of xenophobic Americans can come off a little on-the-nose. But the larger themes of politics, racism, and differing perspectives as a result of ethnicity and privilege are effective due to the nuance and believability behind Episode 5's characters. Because of this, it's the quieter moments that deliver the themes most effectively, such as when the Diaz brothers arrive at the Mexican border and Daniel asks if there is also a towering border wall between America and Canada. Or when a particularly tense moment in the game is broken up by Sean meeting Carla and Diego, who engage with Sean entirely in Spanish and explain why they're so desperate to flee Mexico to provide a better life for their child.
However, some interactions in Episode 5 remain a little too hard to swallow. An entire encampment of social outcasts deciding they aren't phased by a 10-year-old with superpowers is unlikely, and sometimes otherwise intelligent characters seem to have inconsistent lapses in judgment or logic. That said, ignoring the social impact of Daniel's powers lets the plot to move forward without belabouring well-trodden ground, which returns the focus to the characters whose stories often paint a relatable picture of people's attempt to do right by others as they do right by themselves.
The impact of Episode 5's interactivity also falls flat in some places. Despite some heart-pounding events late in the game, the use of Daniel's powers doesn't amount to much as a mechanic. While awe-inspiring to behold in a cutscene, there is little weight behind actually using them. You mostly point at very clearly highlighted interactables and watching Daniel unleash his power on them. Save for a section with some variable choices late in the game, this is almost always too simplistic, as was the case in previous episodes, making the act of using Daniel's powers feel less exciting than it should, even in the emotionally-charged final moments.
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The multiple endings to the series are significantly different and largely reflected how I had interacted with Daniel in both of my playthroughs. Both endings I reached were truly satisfying in their own way, and in the case of my main playthrough, heart-wrenchingly sad. There are no easy answers which feels appropriate, but there is positivity to be found in each possible conclusion. Coming to the realization that there is unlikely to be a purely happy ending for the Diaz brothers is disheartening, but it works to solidify the thematic undercurrents of Life is Strange 2's story--the troubled state of the current sociopolitical climate, identity, brotherhood, and what it means to be American.
Saying goodbye to the Diaz brothers is as difficult as it was to leave Chloe and Max in the original Life Is Strange, which is a testament to the extraordinary strength of the game's character building. Though the story of the Diaz brothers arrives at some kind of ending, the larger implications of the story and its politically-charged themes raise more questions than they can possibly hope to answer, though to even ask them feels like an admirable feat. As the game itself states within the blog of a gone-but-not-forgotten ally from Episode 1, "It's not a happy ending, but maybe it can be a hopeful one."

Shovel Knight: King Of Cards Review - Royal Refinement


King of Cards, the third (and final) Shovel Knight expansion, feels almost like a full-blown sequel. Starring the memorable King Knight, it harkens back to the gameplay of the original Shovel Knight adventure in both structure and execution. It's filled to the brim with varied and challenging levels, each more refined and focused than before by building on the many established strengths of this enduring franchise.
Shovel Knight: King of Cards acts as a prequel to the events of the original game in the same way that Specter of Torment did, following King Knight prior to his induction in the Order of No Quarter. It's a humorously written tale that gives more insight into the petulant and egotistical (but consistently entertaining) self-proclaimed King as you battle across the land to claim your namesake through a frivolous Joustus tournament. This is a new card game sweeping the kingdom, controlled by three of its best players in each of the regions you'll visit and claim for yourself.
King Knight's adventure falls squarely into standard Shovel Knight fare, with King of Cards feeling the most similar in structure to the original adventure out of the three expansions and the closest to a sequel in its scope. There's the same Super Mario Bros. 3-styled overworld map that you can work through in various ways. You can choose the shortest path to the region's boss battle or enjoy exploring by using alternative exits in levels to create paths to secret stages filled with valuable loot or new weapons and abilities. Side boss battle and optional treasure challenges pop up on the map to tempt you into treading off the beaten path, rewarding your detours with unsurprisingly stratifying platforming puzzles or nail-biting bouts that the series has become known for.

 

Stages adopt familiar themes from the series, from the neon-soaked labs of Plague Knight to the gold-laden walls of King Knight's future abode. Revisiting these areas is initially welcoming--a trip back to a familiar world--and does make some of the newer stages stand out more, given that you're not seeing them for potentially the fourth time like with the returning ones. King of Cards often feels like a celebration of Shovel Knight and its world, but it can at times feel overindulgent in its return to boss fights and stages you may have experienced multiple times already. While stages are altered enough to feel different beyond their visual makeup to account for King Knight's new moves, boss fights can feel much easier given that their attack patterns and abilities haven't really changed since their first appearance in the original Shovel Knight.
King Knight's own move set does make combat and platforming feel fresh, though, while also feeling faithful to the original flow of Shovel Knight. His standard attack is a horizontal dash and bash, flinging you into the air on contact with an enemy or a wall. When launched into the air, King Knight pirouettes into a dangerous spin, letting you hop between enemies while damaging them until you hit the ground again. It's reminiscent of Shovel Knight's vertical attack without the added benefit of choosing when you can enact it. Instead you have to carefully connect multiple dashes with reactive movements in the air that keep the chain going for the best effect, studying enemies' various attack patterns to pick the right moment to engage and the best window to get out. It gives combat a much quicker pace than any other previous protagonist, and retains the satisfaction of it despite the recycled enemies.
This puts a different spin on platforming, with each stage being suitably designed to challenge your understanding of King Knight's unique movement. While Specter Knight was able to wall jump and glide through lanterns, King Knight feels more restrained. Most walls can be dashed into to initiate a higher jump, but levels will routinely shake things up with elements that both restrict and change the way you perform this simple action. Slippery, ice-slicked platforms add a dangerous momentum to each of your landings, for example, while walls overgrown with vines prevent you from jumping against them from certain angles. Learning when you can chain together dashes and jumps and using the opportune positioning of enemies to bounce between long stretches of dangerous falls feels great. The designs of each stage make you feel like you're constantly on the brink of failure, but are forgiving enough to make each attempt feel fair. It's incredibly rewarding to push past each of King of Cards' challenging platforming gauntlets, and the varied level design makes consistent use of your limited movement in inventive ways.
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King of Cards features many, many stages for you to tackle, and scratches the same sort of itch previous entries in the series have. But it also features an entirely new avenue of play in Joustus. Central to King Knight's quest is a card game that has captivated the land, filling taverns in each of the game's unique areas with challenging opponents. In Joustus, you use a deck of 16 cards to strategically move cards you've placed on a board onto green gems. Once the board is full and a player can no longer make a move, the player with the most cards on the gems on the board wins. Unlike card games such as Hearthstone or Gwent, Jousts feels more akin to strategic games like Go. It's less about individual card abilities and more about using specific cards to push around ones on the board, where thinking three steps ahead of your opponent and anticipating how they might affect the board is paramount to victory.
Vendors and beaten opponents will reward you with cards to build your deck, with their unique abilities adding to the complexity of the matches that follow. Initially, cards are inscribed with arrows that indicate directions that can push others on the board, but it doesn't take long for them to include effects that let you destroy other cards, alter their player allegiance, or push them much further than the standard single square. It takes some time to adjust to the rhythm that Joustus demands, especially when thinking about how your cards on the board can be moved around into inescapable areas. But it's a challenging side activity that acts as a rewarding respite from the demanding platforming, balancing the overall pacing of King of Cards.
Standard progression isn't gated by Joustus if you choose not to engage with the card game at all, despite the rewards attached to them. Vendors even offer cheats that turn each Joustus game into a trivial affair, letting you reap the rewards without needing to engage with deck construction and card collection if you're just here for standard Shovel Knight fare. It's easy enough to ignore the cheats if you want to feel the rush of a strategically demanding game of Joustus, but not obscure enough to miss if you're just looking for an easy way out.
Whether you're challenging foes at a table in a tavern or bashing them into oblivion with your scepter, King of Cards is like comfort food if you already have a taste for Shovel Knight. It doesn't stray from its established formula and often sticks closer to the format of the first game in the series rather than the more experimental expansions that came after it. And while its well-balanced platforming and demanding combat are a treat, its use of existing boss fights and enemies with little to no change in their mechanics saps some of the surprise out of these exciting encounters. It's been a persistent issue in each of Shovel Knight's expansions, but the King of Cards' attention to level design and deeply engrossing gameplay do help mask it better than before. If this is meant to be a farewell to Shovel Knight's first adventure, it goes off with all the spectacle and confetti it deserves.

Call Of Duty: Modern Warfare Is Not Awarding XP Right Now, And Fans Are Upset






Call of Duty: Modern Warfare is currently facing what sounds like a pretty big issue. In some cases, the game is not awarding XP after matches, which is pretty much the whole reason to play.

The issue was first acknowledged by Infinity Ward's Twitter account earlier in the day on March 8, and then the studio said hours later that it's still investigating the issue. "We'll keep you updated and thank you again for your patience," Infinity Ward said. So far, however, there is no timeline for when the fix will be available, or details on what was causing the problem in the first place.



A quick Twitter search for "modern warfare XP" shows that a lot of people are experiencing this issue, so hopefully it gets resolved quickly and that XP can be retroactively restored.
Modern Warfare is expected to add a new battle royale mode called Warzone in March. While this has yet to be confirmed, a lot of details about the mode have emerged ahead of time.
Modern Warfare also recently added a new pet, Tamagotchi-style creatures called Tomogunchi pets. It's a bit confusing how they work, so check out this explainer to find out what you need to know to grow and evolve your pet.

Destiny 2 Developers Now Working From Home Amid Coronavirus Concerns






The COVID-19 (novel coronavirus) is impacting the world of video games, and this includes Bungie and the Destiny franchise. The studio is located in the Pacific Northwest--Seattle specifically--which is where a number of cases have been reported and deaths have occurred.

Over the past few weeks, Bungie's management has been working on measures to keep their employees safe, and the company disclosed some of its strategies today--including working from home.

Bungie has created a "remote work infrastructure" to support its ambition to keep Bungie's business operations moving smoothly. All of Bungie's employees around the world are now capable of working from home, and there should be no impact on Destiny 2's development.
"This includes delivering on our current content plans, the maintenance and upkeep of Destiny 2, as well as continuing development of the game," Bungie said.
Bungie has also created "technical solutions" for its employees so they can stay in communication, and keep developing and evolving Destiny 2 while working remotely.
"Our goal is to continue crafting the ever-evolving Destiny universe, while making those behind-the-scenes efforts to keep everything running smoothly invisible to our fans," Bungie said. "While there is a possibility that this change could affect our patching cadence in the short term, we will be sure to keep players informed about those schedules as much as possible."
The next update for Destiny 2 is the Season of the Worthy, which launches on March 10. Next up will be the return of the Trials of Osiris event beginning on March 13.
Microsoft, which is also headquartered in the Seattle area, is allowing its developers to work from home as well amid the coronavirus outbreak.

Top New Video Game Releases On Switch, PS4, Xbox One, And PC This Month - March 2020


 
 
Each week, New Releases highlights the top new games out on Nintendo Switch, PS4, Xbox One, and PC. This episode is packed full of the latest entries in fan-favorite series, including Pokémon Mystery Dungeon: Rescue Team DX, Ori and the Will of the Wisps, Nioh 2, MLB The Show 20, Animal Crossing: New Horizons, and Doom Eternal.

Destiny 2 - Where Is Xur? Exotic Vendor Location Guide 3/6 - 3/10

 

Season of the Dawn is on its final week before Guardians transition for Destiny 2's Season of the Worthy. Trials will be back alongside a bunch of new activities, but before all that launches, Xur has returned one last time. Here's where to find the exotic vendor in this video guide.

Destiny 2's Season Of The Worthy - Everything You Need To Know

 

Let the hype commence! Bungie revealed more information on Destiny 2's upcoming season alongside an electric gameplay trailer. Here's everything you need to know about the story so far, and what you can look forward to.



 
Destiny 2 continues its rollout of new content with the Season of the Worthy on March 10, with new story elements, new activities, and new loot. Bungie has finally laid out some of the details about what we can expect from the new season, including the return of Destiny's greatest PvP challenge, the Trials of Osiris. Check out the video above for a full rundown--there's a lot of ground to cover.
Trials is the biggest element of the new season. The weekend event offers some of Destiny 2's greatest, toughest-to-earn rewards, but only if you manage to go through several rounds of competitive play undefeated. Trials has been out of the game since way back in 2018, so its return is a big deal to some of the most dedicated in the Destiny 2 fanbase.

If you're more of a PvE player, though, there's plenty for you as well. The Season of the Worthy is all about working with Rasputin, the giant AI that was central to the Warmind expansion, and the new Seraph Tower activity is all about working with other players to power up the computer so it can defend the solar system. Those are covered on the season's content roadmap. We also know you'll be chasing The 4th Horseman, an Exotic shotgun from the first Destiny, which appeared in the season's trailer.
There are a whole lot more details for the Season of the Worthy in the video above--but don't be surprised if Bungie slips in a few secrets it hasn't placed on the roadmap, as well.

Apex Legends But Everything Is Smooth As Eggs | Potato Mode



There are people who are always pushing for better graphics and smoother textures. And then there are idiots like us. Welcome back to Potato Mode, the series where we play some of the most visually-appealing video games with their visual settings knocked down to as low as we can.
This episode's victim is Apex Legends. In the video above, Max Blumenthal and Jean-Luc Seipke drop into Respawn's battle royale to see how World's Edge looks without all the technical settings that make it one of the prettiest locations in the Outlands. Spoiler alert: it looks terrible, almost nightmarishly bad. We do not recommend playing the game this way.


Instead, play Apex Legends the way it was meant to be played--and while you're at it, take the time to enjoy the gameplay changes implemented into the battle royale during System Override. The addition of Octane's heirloom brings the current count of Apex Legends' rarest items to five, and it's now much easier to claim the one you want. The in-game inventory system has also been revamped, largely to make Wattson less of a must-have in Ranked. Respawn continues to alter Bloodhound and Gibraltar too, with the former undergoing numerous transformations that are (finally) making them more of a recon character.
In GameSpot's Apex Legends review, Phil Hornshaw wrote, "Apex Legends is a mix of smart shooter ideas that makes for a competitive, team-based game that gets at all the best parts of battle royale while addressing a lot of the weaknesses. Respawn's intense focus on team play makes Apex more than just a worthy addition to the genre; it's an indicator of where battle royale should go in the future."

Top New Games Out On Switch, PS4, Xbox One, And PC This Week -- March 8-14, 2020


 
 
Each week, New Releases highlights the top new video games out on Nintendo Switch, PS4, Xbox One, and PC. This episode is action-packed thanks to Nioh 2, My Hero One's Justice 2, Ori & the Will of the Wisps, and Granblue Fantasy Versus. Retro strategy fans can also get their fix with the remastered Langrisser 1 & 2.

Pokemon Sword And Shield: Gigantamax Toxtricity Event Ends Tomorrow


Pokemon Sword and Shield's latest Max Raid event is coming to an end this week. The newly introduced Gigantamax Toxtricity will leave the games at 4:59 PM PT / 7:59 PM ET on Sunday, March 8, making this your last chance to catch it.
Until that time, Gigantamax Toxtricity will appear in Max Raid dens around the Wild Area. The Gigantamax Pokemon is available in both Sword and Shield, but which form it takes differs depending on which version you're playing. Sword players will encounter Amped Form Toxtricity, while Shield players will find Low Key Form. Both variants have the same base stats, but each learns some different attacks.



When Gigantamaxed, Toxtricity's Electric attacks will become the G-Max move Stun Shock. In addition to dealing damage, this attack will also either paralyze or poison all Pokemon on the opponent's side of the field.
Also leaving Max Raids on March 8 are Gigantamax versions of Kingler, Grimmsnarl, Orbeetle, and Hatterene. These Gigantamax Pokemon will remain in the game, but their spawn rates will return to normal, which means they'll be significantly rarer to encounter. You can see which Pokemon are available in each game in our Max Raid event roundup.
In other news, The Pokemon Company recently unveiled a new Mythical Pokemon for Sword and Shield: Zarude. The monster will star in the upcoming film Pokemon the Movie: Coco, which premieres in Japan this summer. You can also still grab a few freebies in Sword and Shield.
 
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