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  • Game Informer News Feed: Former BioWare Devs Announce Co-op Action RPG Breach

    QC Games, a development team made of former BioWare developers, announced today an online cooperative action RPG called Breach. The team is made up of members that worked on Star Wars: The Old Republic, the Dragon Age series, and the cancelled Shadow Realms. We don't know a lot about Shadow Realms, but we do it was a four versus one action role-playing game, like Breach.

    In Breach, players must battle creatures of a parallel alternate mythological Earth that is invading modern Earth. Players pick a class to take on the Veil Demon, an antagonist that is controlled by another player. The Veil Demon can control the enemies and summon boss creatures. You can check out the trailer which details some of the available classes like Gunslinger and the Chronomancer.

    Breach will enter Early Access later this year with plans to enter a full, free-to-play launch in 2019. You can sign up to participate in the alpha by heading here. You can also check out a screenshot gallery from the game below.

     
  • Game Informer News Feed: We Played Sekiro And Died More Than Twice

    From Software’s biggest legacy is Bloodborne and Dark Souls. Fans of the studio’s brutal-but-deliberate combat are always eager to learn about its next project. At E3, the studio revealed Sekiro: Shadows Die Twice, a stealth action game about a shinobi’s quest for revenge. Sekiro introduces a lot of new mechanics and systems that haven’t been seen in the Souls series before, but after getting hands-on time at Gamescom we’re convinced From Software fans will find a lot of love in this new adventure.

    With Sekiro, From Software was heavily inspired by the late 16th century Sengoku period Japan. The environments are filled with pagoda-like structures and grass-camouflaged samurai. However, this world is also filled with every kind of nightmare from Japanese myth, and I was overcome repeatedly by headless warriors, giant snakes, and chain-clad giants.

    This lone shinobi’s arm has been stolen. In its place are any number of unique prosthetics, which are actually more useful than an arm in battle (good riddance). One prosthetic is called the loaded axe, and this basically functions as a heavy attack that breaks through shields. Another prosthetic fires off a steady stream of shurikens. When I followed this attack up with a traditional katana slash, the shinobi dashes toward his target, so this combo is a great way to close big gaps between opponents.

    However, one of my favorite arm tools was a fire rod that produces a shotgun blast of flame. When I performed a katana combo with this prosthetic, it set my sword ablaze, which increased my damage output for a short while. From Software said the final game will feature an even wider variety of prosthetic weapons players will be able to unlock and rotate through as they progress.

    As expected, most enemies have a health bar, but they also have a "posture" bar that slowly fills as you attack or deflect their attacks. This posture bar represents their defense, and when it fills, you can perform a powerful attack that will kill a lot of smaller foes and chip off a block of health from bosses. Of course, you also have a posture bar, and when that fills, you are incredibly vulnerable.

    I died several times after losing my posture, but as the title says, shadows die twice. When you die, you can choose to resurrect yourself and get the drop on enemies that don't expect a dead man to jump on their backs. Naturally, you only have a limited number of resurections, but will earn more as you kill enemies.

    One of the biggest changes from the Souls series is a stealth mechanic, but I found this a welcome addition. Sekiro is still primarily an action game where players must commit to deliberate and well-timed attacks, but this stealth mechanic is a tool that allows you to thin the herd before engaging bigger enemies that are hard to sneak up on. Once I learned the demo’s layout, I found it easy to sneak up on most of my foes and take them out with a satisfying slash, but From Software says that players might not want to leave too many foes untouched, because killing enemies ties into the game’s progression system, which the studio will detail at a later date.

    Sekiro’s feudal Japanese setting, mix of prosthetic weapons, and stealthily action set it apart from From Software’s previous work. Some Dark Souls’ fans might worry that Sekiro strays too far from their beloved formula, but every second of my demo felt as tense and engrossing as From Software’s previous work. Sekiro is a bold new thing, and that’s great.

  • Game Informer News Feed: Five Takeaways From Our Deliriously Fun Just Cause 4 Demo

    The Just Cause series has never been known for subtlety, but it’s tossing all restraint through the window for its fourth entry. We were wowed by Just Cause 4’s E3 showing, and that enthusiasm has only grown after playing a portion of that E3 demo at Gamescom. Here are five of our biggest takeaways.

    1. Getting around is more intuitive than ever

    Rico gets around, thanks in part to his skills with a wingsuit, parachute, and wrist-mounted grappling hook. After getting some practice in Just Cause 3, players were able to string together these three abilities seamlessly, propelling Rico along at an impressive clip. It’s been a while since I played that game, but getting back in the groove in Just Cause 4 took all of two minutes. Shifting from chute to wingsuit, then back again feels really, really good. During the demo, I kept hearing about how there were new vehicles with fun little gimmicks, such as a truck with a ramp-shaped attachment that you could stunt off. Sorry. Once I mastered traversal in Just Cause 3, I only drove when I had to. Seeing how well flight controls are in the sequel, I don’t see that changing.

    2. Having multiple tether loadouts is a godsend

    Just Cause 4’s sandbox is getting way bigger, thanks to Rico’s enhanced tethers and grappling-hook device. He can use it to string objects together, attach balloons to things, or fire propulsive flares to stuff and send it sailing. You can create your own recipes using mods, too. For example, you can set it up so balloons follow Rico instead of simply soaring into the sky. It looked a little overwhelming at the E3 demo seeing the dev swap between three different tether types, but it became second nature after a couple of minutes. Once I saw what each type did, I started seeing the game world as a series of opportunities. It was easy to tether one passing car to another, mount balloons to one of the vehicles, and then send it skyward, with just a few presses of the D-pad.

    3. The tornado is no joke

    The tornado has been a big part of the pre-release coverage, and for good reason. It’s a tornado. It tears through the world, ruining everything in its path – including enemy bases, traffic, and, as I learned, Rico. I tried flying close to it in my wingsuit, and it didn’t take much effort. It’s a tornado, after all. Its job is to pull stuff inside. I was able to break free of its windy influence, but just barely. It took a lot of diving to accelerate enough to pull away. 

    4. It encourages creativity

    I’m not suggesting Just Cause 4 should be used in classrooms, but it did open my brain a little once I got used to its new tools. Our demo started with some experimentation on a bridge, where we all dinked around for 10 minutes or so. It was an absolute riot. Rico has so many different ways of interacting with the world, and the game’s physics rewarded nearly all of my dumb ideas. I put boosters on a car and drove off the bridge, but because I wasn’t particularly careful about their placement I found myself whirling in an absurdly tight circle. Fortunately, I was able to dive out and grapple back up to safely before it careened into a cliff. I put balloons on people, waited a few seconds and then popped them, and then tried to have the bodies fall on me (don’t judge). I wasn’t successful, but I’m going to try again the next chance I get.

    5. This game has the potential of being a huge time sink

    Ultimately, the biggest takeaway for me was that this game might end up monopolizing a lot of my free time if I let it. I love open worlds and in-game destruction, which is in part why Just Cause has been such a satisfying time over the years. Now, more than ever, the world looks to be as much of a participant in the improvised mayhem as the player. And if I can’t find the time to fully devote my life to the game, there are bound to be some insanely great (or just insane) YouTube moments starting on December 4. 

  • Game Informer News Feed: Hands-On With Avalanche's Generation Zero

    Avalanche Studios’ output appears to be snowballing. In addition to housing the teams that are creating Rage 2 and Just Cause 4, the Swedish developer is working on a self-published game called Generation Zero. The game was announced at E3, and we were impressed with its first showing – as weird as its premise may seem. It features a mysterious robot uprising and environments largely barren of humanity. And, as a kicker, it just so happens to be set in an alternate version of Sweden in the ‘80s. At Gamescom, the studio let us get our hands on Generation Zero to see how we fared against the mechanical threats.

    The demo drops me and a co-op partner in a home inside a small rural village. The mission is simple: head to a bomb shelter in a nearby village, and perhaps find some fellow survivors. After foraging around for ammo and supplies, we head out into the darkness. The game is running on Avalanche’s proprietary in-house Apex Engine, and it looks great – and oppressive. The woods are thick, and the fog and rain combine to make every step feel tense. As it turns out, that tension is earned: A pair of robotic sentries called seekers hover over some nearby brush, and I nearly walk into their range. Fortunately, my partner tells me to hang back. Seekers can draw in robotic support, but when they’re isolated they aren’t particularly dangerous. We take the duo out with our pistols, and forage their remains for gear. 

    I’m lucky, and find an EMP cell in one pile of ruined scrap. It comes in handy a short while later, when we encounter dog-like runner robots patrolling a cluster of buildings. The EMP works as you’d expect, detonating with a nice flash and temporarily shutting down the runners’ systems. From there, my partner and I unload on the stunned beasts as quickly as we can before their bodies spring back to life. We’re mostly successful, but I manage to completely overlook a straggler on the side. It rushes toward us while we’re looting the remains of the others, knocking me to the ground. I’m able to restore my health with a medkit, but I’m rattled. 

    We continue toward our waypoint, picking up better weapons in abandoned cars and boxes along the way. I end up with a nice shotgun and a rocket launcher. Weapons have multiple ammo types, and I’m told the rocket launcher has some exotic projectiles of its own. Unfortunately, I have to make do with a boring old massive explosion – particularly helpful against clusters of runners. During the demo I also learn the value of using items like flares and fireworks to attract or disorient my foes, manipulating them and making it easier to take them out with a well-thrown grenade. 

    The bomb shelter turns out to be a bust, but a computer terminal has a clue: some survivors are heading toward a farm for some kind of last stand against the robots. Sounds like a party. We load up on gear and make our way to the farm. The party is cut short by the introduction of the ticks. These small enemies like to jump, and are an overall nuisance. They’re particularly effective when near other robotic types, since you have to take them out quickly before diverting your attention toward the more conventionally dangerous enemies. Ignore the ticks, and they’ll essentially hassle you to death with smaller wounds. 

    On the other side of the robot spectrum, the demo ends with an encounter from a tank. This shambling titan takes potshots from a distance, and its armor makes it a truly difficult foe. I’m able to make several successful shots with my rockets before the demo ends. Don’t worry, tank; you’ll get yours eventually.

    Avalanche says players will learn more about the robot apocalypse, but that portion of it will be hidden behind optional missions you may or may not encounter in the open world. Along the way, players will be able to outfit their character in true ‘80s style. My hero sported a backward cap and a thick, gold dookie chain, but that’s just the start. You’ll be able to find more cosmetics as you explore – loud patterns and tragic haircuts are apparently plentiful. Best of all, Avalanche says there won’t be microtransations, so you’ll have to earn the right to look so gleefully corny.

     
  • Game Informer News Feed: Hands-On With Claire’s Resident Evil 2 Campaign

    Claire just wants to find her brother. It has been two months since the events of the original Resident Evil. S.T.A.R.S. member and zombie survivalist Chris Redfield has gone missing. Since Chris isn’t answering his voice mails, Claire takes a break from college homework, and hops on a motorcycle to head over to Racoon City. Unfortunately, she’s not the only newcomer in town, and she quickly discovers the streets are overrun with undead.

    During Capcom’s big showcase at E3, we got hands-on time with Leon’s campaign. Both Leon and Claire have their own campaigns, which feature unique characters and environments, but there is some overlap between their journeys. For example, Claire will tour the police station like Leon, but her journey will diverge from his in other places. At Gamescom, we got a chance to see what kind of mess Claire will get into when Leon isn’t around.

    Our demo begins a few hours into the game, after Claire makes her way through the police station’s main structure and into a series of secret back rooms. At this point she encounters a young girl named Sherry. Those who played the original Resident Evil 2 (that still sounds weird) might remember Sherry is the daughter of William and Annette Birkin, two scientists who's work helped pioneer the t-Virus that ultimately spawned the zombie outbreak. When Claire encounters Sherry, she’s hiding behind a pile of debris and she doesn’t want to come out. Claire offers to protect Sherry. Unfortunately, someone else is also interested in Sherry: a mutated giant named William Birkin.

    Sherry’s father performed some gnarly experiments on himself that turned him into a gruesome freak who’s skin can withstand more than a couple hits from a napalm-spewing grenade launcher. Fortunately, Claire is packing a miniature arsenal that includes a semi-automatic pistol, a revolver, and that grenade launcher Billy laughed off.

     

    My encounter with this beast – called G in the original game – wears on my nerves and the surrounding environment. We battle throughout a maintenance room full of twisting pipes and tight walkways. Some of the pipe burst under the onslaught and the room slowly fills with smoke. Given the tight corridors, I occasionally have to run and hide to reload and gain my bearings, so I rarely know which corner G will jump out from. Thankfully, Resident Evil 2’s action feels good. The controls are relatively precise and smooth, and the aiming reticle hones in on your target the longer you take to line up your shot. Sadly, I rarely had that level of patience during this tense firefight.

    After burning through most of my health and ammo, I finally take down G and pull Sherry to safety. Our union doesn’t last long. A overweight cop (presumably Brian Irons) walks into the room, points and gun at Claire, and abducts our new ward.

    We’ll have to wait until we get our hands on the final game to rescue Sherry (again). Leon’s demo from E3 featured a lot of exploration and puzzles. This demo largely focused on Resident Evil 2’s action, and it was nice to better idea of how it works and feels.

    Capcom’s Resident Evil 2 remake will hit the PS4, Xbox One, and PC on January 25.

  • Game Informer News Feed: <img src="https://s3.amazonaws.com/prod

    With Soulcalibur VI launching later this year, fans are wondering which of their favorite characters might be returning for this soft reboot. While mainstays like Sophitia and Mitsurugi were never in doubt, Soulcalibur VI has not had many major returning villains yet with characters like Cervantes still MIA. The villainous aspect at least is being addressed with the reintroduction of Tira through a new trailer today.

    Tira is the first announced DLC character for the game, which itself does not come out for two months. While she is part of the season pass, she will also be available as standalone DLC later, though Bandai Namco's wording seems to imply that preordering the season pass is the only way to get her early. The Soulcalibur community is fairly split on whether announcing the DLC before the entire roster for the game has even been revealed is alright or not, but Tekken brand manager Mark Julio argues that it's an extra incentive to reward players who purchase early.

    People look at DLC as a negative. It’s a preorder bonus, so if you were buying game anyways you’ll get access to Tira no problem. There’s nothing wrong with giving incentive to those who are purchasing the title.

    — Mark Julio (マークマン) (@MarkMan23) August 21, 2018

    Bandai Namco also revealed the Libra of Soul story mode, which involves the series' divisive but unique create-a-character mode. Players create their own fighter and work their way through the ranks of other warriors both from the game and designed by other players to get to the top of the mode. You can check out the trailer for it below.

    The mode is separate from the other Soulcalibur VI story mode, which uses interstitial art and dialogue to tell the story of how everything returned back in time.

    Soulcalibur VI is releasing on PlayStation 4, Xbox One, and PC on October 19.

  • Game Informer News Feed: We Went Hands-On With Diablo III On The Switch For The First Time

    It’s a familiar refrain to anyone vaguely connected to the video game industry: “That game would be perfect on the Switch!” It has been said from Switch owners for nearly every game past and present, from A Boy and His Blob to Zuma. At some point, someone must have also said the same of Diablo III, Blizzard’s third game in their action-RPG series, and it seems like Blizzard and Nintendo agree. 

    And we do, as well, Diablo III is actually a shockingly good fit for Nintendo’s portable system. In fact, technological prowess aside, the foundational aspects of how the Switch works and the options it gives you how you play a game might actually make the Switch the best place to play Diablo III. 

    Technological prowess is actually a pretty good place to start. While undocked, Diablo III runs at 720p, so the full resolution of the Switch screen. Blizzard told us that, while docked, the game runs at 960p, so not quite the 1080p the Switch is capable of for other games. The reason for this is that Blizzard’s target for the title is 60 frames per second, regardless of how many players or enemies are on the screen, docked or undocked. During our demo, while we played the game undocked, meteors rained down every second of the battle, arrows were flying, enemies were flinging giant attacks, and the framerate never wavered.

    If you’ve never played Diablo III, you might be wondering what all the clamor is about for the game. The loot-driven action RPG can be played single-player or multiplayer and centers around using a created character to vanquish the devilish Diablo. The main quest is only the beginning, however, as thousands of hours of other content awaits any player willing to dive in to get more loot, crawl through more dungeons, and become a walking weapon of mass destruction.

    As we mentioned during the game’s announcement, it can be played via local, local wireless, or wireless internet. Any controller permutation you can think of to make this work will work. You can pair three Pro controllers and a single joycon with the Switch hooked up to a TV if you want. You can play with two joycons on a single Switch in tabletop mode while playing online with other players who are docked, you can also do that. If you want to play with one person holding their Switch upside down while leaning off the side of the couch while another person plays with dual-joycons on the TV and then slides both joycons into the Switch to keep the game going while walking out the door with the other person, you could do that if you really, really wanted to.

    The controls on most of those variations will be similar to the previous console releases of Diablo III over the years. One of the reasons Blizzard chose Diablo III for their Switch test case was because they had already mastered adapting the game to modern controllers, so that same style of control of moving with the left analog stick and rolling with the right one is retained. On the single joycon, however, rolling is handled by flicking the joycon in a quick motion. It is surprisingly reactive and accurate and works well as a solution to the lack of a second stick on the joycon.

    Diablo III also uses the Switch's HD rumble, though Blizzard is still tweaking it. The aforementioned constant meteor shower lead to the Switch rumbling consistently and loudly, prompting producer Matt Cederquist to proactively explain that they're going to change the rumble once they realized how aggressive it was on retail Switch units.

    The game uses Nintendo’s online service, which does mean that it is one of the titles that supports cloud saves. It also unfortunately means that that it uses the Switch app for voice chat. Players who are serious about playing together might want to consider external methods for communicating with each other unless they’re very dedicated to using the Switch online app on their phones.

    While we only got to demo the game for a little bit, we’re definitely excited to put it through its paces when it comes out later this year. If you want to find out more about Diablo III’s Nintendo-exclusive content, we wrote about the Legend of Zelda items right here. We also asked Blizzard who they would want in Smash Bros. if they got a slot.

  • Game Informer News Feed: <article class="embedded-entity"><div

    Playground Games has talked about Forza Horizon 4's shared world, but today at Gamescom more details about the racer's team-based competitive multiplayer were revealed.

    The traditional competitive multiplayer games like Infected and Flag Rush are now all team-based. For instance, Infected is now Survivor where your teammates can heal an infected friend.

    Similarly, in a team-based traditional race (the demo showed off two teams of six players) who wins is not based on who crosses the finish line first, but by which teams score the most points overall.

    The demo also showed off new quickchat options for each mode so everyone can be on the same page.

    Finally, Microsoft announced two Forza Horizon 4 bundles available at launch on October 2 – an Xbox One S bundle ($299) and one for Xbox One X. The latter also includes a copy of Forza Motorsport 7. The price was not mentioned for the Xbox One X bundle.

  • Game Informer News Feed: One Piece: World Seeker's Latest Trailer Shows Luffy Punching Bad Guys On Prison Island

    One Piece: World Seeker, the upcoming open-world One Piece game, got a new trailer during Gamescom that shows off a little bit of the game's setup.

    We've used the Arkham Batman games as a point of reference in the past for World Seeker, and it looks like the comparison is only getting stronger. The latest trailer shows Luffy going to a place called Prison Island where he will encounter past enemies.

    One Piece: World Seeker is coming this year, but Bandai Namco has not announced an exact release date yet.

  • Game Informer News Feed: Fallout 76 C.A.M.P. Trailer Outlines New Settlement Features

    The introduction of multiplayer in Fallout 76 affects many of the underlying systems powering the game, including settlements.

    C.A.M.P. takes the settlement system from Fallout 4 and expands it dramatically, allowing you to create workspaces and harvest resources. You can also build a much larger settlement with others by placing them next to each other, essentially creating a small village. If you don't want to leave your settlement vulnerable to nukes while exploring, you can take your camp and relocate it at any time for a small cap hit. You can watch Bethesda outline the enhanced system in a new trailer:

    Microsoft also announced a Fallout 76 Xbox One X bundle.

    The Fallout 76 beta begins in October for Xbox One owners. The full game releases on PS4, Xbox One, and PC on November 14. Dig deep into character customization here