Ghost Of Tsushima — Here's When Reviews Will Hit Ahead Of Release Date

Now that July is officially here, we’re inching closer to the release of Ghost of Tsushima. The highly anticipated PS4 exclusive launches on Friday, July 17, and now we know exactly when reviews for the game will go live.

The review embargo for Ghost of Tsushima is Tuesday, July 14 at 7 AM PT / 10 AM ET / 3 PM BST. That means that in less than one week you’ll begin seeing outlets–including GameSpot–publishing their reviews of the game ahead of its release.

Ghost of Tsushima is an open-world action game developed by Sucker Punch, the studio behind the Sly Cooper and Infamous franchises. The title features only one playable character, Jin Sakai, who is fighting to reclaim his home island from the invading Mongols. Throughout the story, players will have the choice to face their foes as an honorable samurai or become the “Ghost” and use stealth and other deceitful tactics.

In the lead up to its release, Sucker Punch has been sharing more details about Ghost of Tsushima. The studio gave us a much closer look at exploration and combat in May’s State of Play broadcast, and last week it detailed stances and the deadliness of Jin’s katana. Sony also recently shared a new trailer to get you ready for war.

While Ghost of Tsushima’s release date is quickly approaching, there’s still time to pre-order a copy of the game and snag some extra bonuses, including a mini soundtrack and dynamic PS4 theme. You can learn more in our Ghost of Tsushima pre-order guide.

Ghost Of Tsushima News

  • Ghost Of Tsushima's Long Journey To Release, Unlikely Inspiration, And Intricate Combat
  • Ghost Of Tsushima: Everything We Know So Far
  • Ghost Of Tsushima Pre-Order Bonuses, Collector's Edition Announced (PS4)

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BREN Esports dominate Yangon Galacticos to setup Vec Fantasy Main rematch in grand final

BREN Esports has set up the rematch against Vietnam’s Vec Fantasy Main after decimating Myanmar’s Yangon Galacticos in the lower bracket finals 2-0.

The first map was a tough won for the Myanmar team as KarlTzy (Hayabusa) and Pheww (Pharsa) helped guide a dominant run to take the 1-0 lead.

Things wouldn’t get any better in game two either as there was clearly a fire lit beneath BREN Esports. FlapTzy had a ridiculous nine kills, six assists, and two deaths while KarlTzy wasn’t too far behind with seven kills, eight assists, and two deaths himself.

The best-of-five between Vec Fantasy Main tomorrow should be a good one as the Vietnamese team was able to sweep BREN Esports in yesterdays matchup, a result that came as a shock to many.

VPEsports is releasing interviews with all MPL-PH teams. Check out their opinions on MLBB, mobile games, etc., and please stay tuned for more fresh and interesting interviews and stories!:

  • SGD Omega tells who the best up & coming players are
  • Bren Esports – pheww says mobile esports can match that of PC
  • Team BSB says who the best player in Mobile Legends: Bang Bang is & more
  • GeekFam wants Fanny to be competitive in MLBB and explains how to fix her – interview
  • Blacklist International’s DEX STAR wants the Season 3 meta back; “Even EVOS Indonesia & EVOS SG weren’t able to beat us in scrims”
  • Blacklist International coach BON CHAN believes the Mage mid meta: “requires skill, timing, and lots of action rather than farming all day long”
  • HONDA BEAST: “My MLBB Journey will be completed if ever we win a championship”
  • KIL LER of Blacklist International: “a higher prize pool would really motivate people to strive for MLBB”
  • MLBB pro Aqua: “Tuuu is part of the top 100 global players, he is hardworking and can get along the pros”
  • Sunsparks’ (now Aura) Rafflesia: “The best thing to happen to MLBB was the update to the ranking system”
  • Yuji of STI Mobile Legends: Bang bang – “The best thing so far is having a 30yrs ban to maphack users”
  • Mobile Legends: Bang Bang ULVL – “MLBB being a PC game would be more complicated. More keys to press, more keys to memorize. It would be like Dota.”
  • Mobile Legends: Bang Bang pro Riddler – “I was a Chess player before going pro”
  • Sunsparks answer questions about MLBB, favorite meta, heroes, and more
  • ONIC PH’s Mobile Legends: Bang Bang player Wise: “I think SGD is the best team right now”
  • Team BSB’s Mobile Legends: Bang Bang player Jeraxnu wants: “heavy punishment for players who feed and AFK”

Want to discuss this and other news with the author? Check him out live on Twitch where you can ask questions!

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The Division 2 Update 10.1 Arrives Very Soon

A new State of the Game for The Division 2 has revealed that the Title Update 10.1 patch is tentatively scheduled to arrive on July 21 for PC, PlayStation 4, Stadia, and Xbox One.

In the broadcast, members of the Massive Entertainment development team discussed what’s to come in Title Update 10.1. Along with addressing various bug fixes and balance adjustments, the upcoming patch will tweak the attributes and stats of loot drops. Loot will now have its minimum item power increased on higher difficulties, with slight bumps for Challenging and bigger bumps for Heroic and Legendary difficulty settings. This is in direct response to the item power change from last month’s Title Update 10 patch.

Additionally, Ubisoft is looking into how skills can be swapped when Title Update 10.1 drops. This change is for skills with long cooldowns that make switching between them a hassle. “The team’s main priority is to give players back the ability to switch their loadouts while a skill is on cooldown,” Ubisoft said. “The planned change will let players switch their loadouts while the skill on cooldown remains equipped.”

While Title Update 10.1 is slated to arrive later this month, Ubisoft confirmed that Title Update 11 is currently in the works. No release date has been announced, but the studio said more details will come soon.

Season 2 of The Division 2’s Warlords of New York expansion is still underway. The looter-shooter recently received a new Iron Horse raid that was reserved exclusively for Level 40 players. However, the eight-player raid is now available for non-expansion pass owners who are also Level 30. It should allow more players to continue experiencing the game together, particularly with it now being over a year old.

Play For All 2020 News And Events

  • GameSpot Play For All Week 6 – What To Expect This Week
  • GameSpot's Play For All: Here's How To Donate
  • Ubisoft Forward: Date, Stream Start Time, Free Watch Dogs 2 Offer, And More
  • Xbox Series X Event Confirmed For July 23
  • PS5 Reveal Event: All Games And Console Details Announced

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Die besten Tipps für Call of Duty – Loadouts, Waffen und mehr

In Call of Duty gibt es viel zu wissen, wenn ihr in Warzone immer die besten Plätze erreichen oder in Modern Warfare eine gute K/D haben wollt. Deshalb gibt es hier alles, was ihr dafür braucht.

Loadouts, Strategien und mehr – Call of Duty ist mit dem aktuellen Ableger komplexer denn je. Wir helfen euch, das Maximum aus euren Runden heraus zu holen.

Die besten Loadouts für jede Waffe

Die PKM:

Die P90:


Die besten Sturmgewehre

Die besten Sekundärwaffen mit Overkill

Diese 10 Waffen solltet ihr lieber meiden


Perks sind Fähigkeiten, die ihr in euren Klassensetups auswählen könnt. Sie gewähren euch im Spiel kleine, aber entscheidende Vorteile, sobald ihr an eine der begehrten Ausrüstungskisten kommt. Anders sind sie in Warzone nämlich nicht zu erhalten.
Diese Perks sind unerlässlich. Ihr könnt jeweils nur ein Extra pro Slot auswählen.

Perkslot 1: Kaltblütig oder Eiltempo
Perkslot 2: Overkill, Geist oder Alarmiert
Perkslot 3: Eifrig, Kundschafter oder Fährtenleser

Hier erfahrt ihr mehr über die verschiedenen Perks.


Die besten Spots zum Looten in Verdansk:

Die Karte Verdansk aus Warzone hat eine enorme Größe, trotzdem gibt es verschiedene Hotspots auf der Karte an denen dein Team mit höherer Wahrscheinlichkeit direkt guten Loot finden kann. Allerdings sind diese lila und orange markierten Orte mit Vorsicht zu genießen, denn ihr werdet vermutlich nicht alleine dort landen. Aus diesem Grund solltet ihr euch am Anfang eher von diesen Orten fern halten, wenn ihr nicht vorzeitig in den Gulag geschickt werden wollt. Mit Dropspots wie Boneyard, Farmland, Dam oder Military Base sollte dein Team auf der sicheren Seite sein.

In diesem Artikel erfahrt ihr mehr zu Dropspots und Waffen.

Mehr zum Thema CoD:

  • Herzschlagsensor zerstört Spielerlebnis
  • 3 Waffen tragen Dank Bug

Was ist euer Favorit als Loadout und Dropspots? Schreibt es uns auf Facebook, Twitter oder Discord!
Gebt uns auch gerne Feedback zu unserer Website!

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Heavyweight Boxing Champions Tyson Fury And Anthony Joshua Are EA Sports UFC 4 Pre-order Bonuses

EA Sports UFC 4 was just announced with Jorge Masvidal and Israel Adesanya as the cover athletes. The promotional cycle may be incredibly short, with just over a month before launch, but EA Sports still wants to entice players to pre-order the fourth iteration in its UFC-licensed series. Those who pre-order EA Sports UFC 4 get a collection of customization items, but the biggest additions come in the form of heavyweight boxing superstars Tyson Fury and Anthony Joshua.

Fury, who most recently won his rematch against the powerful puncher Deontay Wilder by TKO in February, is the holder of the WBC, The Ring, and lineal titles. “I have a lot of respect for the UFC fighters but I’m the greatest fighter in the world,” Tyson said in a statement provided by EA Sports. “It’s going to be exciting to watch players use my boxing skills to outshine the most talented MMA fighters in UFC 4.”

Joshua is also a heavyweight champion, holding WBA, IBF, WBO, and IBO titles since winning his rematch against Andy Ruiz in December. “Fighting is what I have dedicated myself to,” Joshua said in another statement provided by EA Sports. “No matter the stage or opponent, I’ll always back myself. My character in UFC 4 will be no different, I’m ready for any challenge and hope we’ve made something in UFC 4 that can get fight fans excited this year.”

Those who pre-order also receive customization packs for created fighters themed around UFC 4’s two unique arenas: Backyard and Kumite. The Backyard Customization Pack features jean print shorts, a Backyard camo shirt, Backyard MMA gloves, a skull cap, and a gold chain. The Kumite customization pack gives you Kumite gladiator shorts, a Kumite cobra shirt, rope gloves, a cobra mask, and a Kumite necklace. 

This isn’t the first time the EA Sports UFC team, which features many members of the team behind the Fight Night boxing series at EA, called back to its history in the sport. Recent UFC titles have not only featured Mike Tyson as a DLC character, but UFC 3 even added Fight Night Champion’s fictional stars Andre Bishop and Isaac Frost as post-launch characters. Despite the toe-dipping into the sport and nods to the Fight Night franchise, the team says it currently does not have any plans, nor does it have any idea when EA Sports would want to develop a new Fight Night game. That means that, for now, boxing fans will have to settle for seeing Fury and Joshua square off in the Octagon.

If you own EA Sports UFC 3 and pre-order through the in-game menu, you receive 10 percent off the standard edition, both fighters and customization packs detailed above, Bruce Lee as a playable character, and 500 UFC points. EA Sports UFC 4 hits PlayStation 4 and Xbox One on August 14. To learn more about what it brings to the table, check out our in-depth preview.

EA Sports UFC 4

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It's Good To Be Bad In The Upcoming Rogue Lords

There are numerous roguelike adventures out there where you unlock various abilities and power ups from run to run, but few let you play as the devil.

Rogue Lords is a roguelike RPG coming to PlayStation 4, Xbox One, Switch, and PC in 2021 where you play as the forces of evil, including the devil himself.

From what we’ve seen early on, it looks pretty stylish, and offers some fairly interesting mechanics alongside the usual stuff you’d expect from a turn-based role-playing affair. Not only will you take on the forces of good with the likes of Dracula, Bloody Mary, and Baron Samedi, but you can command the powers of hell itself – allowing you to use a special resource to tinker with aspects of the battle that other RPGs would never let you do, like just going into the UI and reducing your enemy’s life points to nothing. Of course, such a strong ability comes with heavy costs, so you must weigh your opportunities carefully.

Check out the story trailer below!


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Answers To Our Biggest Deathloop Questions

Arkane has made a name for itself with the gameplay freedom, creative abilities, and detailed worlds in the Dishonored and Prey franchises. Now Arkane Lyon is working on a new IP called Deathloop, bringing together the studio’s strengths with some new twists. The first-person shooter tasks you with eliminating eight targets in a single day to break a time loop. But beware! A rival assassin, who can optionally be a PVP opponent, also hunts you. Deathloop was announced at E3 2019, and we got our first look at the gameplay in action recently. However, there’s still a lot we don’t know about this intriguing sci-fi experience. We recently sat down with Arkane Lyon to get some clarity on what to expect. 

On What’s Different From Past Games

If you watched the gameplay trailer, it was easy to see the echoes of Arkane’s previous properties, especially Dishonored. When asked about what’s being carried over from previous games and how Deathloop will have its own identity, game director Dinga Bakaba didn’t shy away from the familiarity. “Something we are bringing back that we care a lot about is the flexibility of the gameplay, the flexibility of the worlds – the player being able to sneak past situations or go in action-heavy to find creative and intuitive solutions to challenges,” he says. “We care about world-building and placing players in a world with a lot of interesting lore elements and little stories to uncover. There are also some abilities that we have in the game that you might have seen in the gameplay reveal that do resemble some that we had in the past.”

While it looks like Deathloop is speaking to the studio’s strengths, Bakaba also assured us there’s plenty of new lifeblood. “This project was really started on the premise of doing something different, to experiment with different concepts after eight years of doing Dishonored, he explains.

“I would say the story is more player-driven than [anything] we ever did before. You can do things in almost any order. That’s something new for us. The time loop itself is something very different in terms of the structure of the game and how you approach, for instance, dying in the game. And lastly, I would say another key element that is new is the multiplayer elements. Colt is trapped in a one-day time loop and in order to escape, he has to kill eight targets before the end of the day. One of those targets actually can be played by another player. The fact that the main antagonist of the game called Julianna can be played by another player is also one of the key novelties on display here.”

On How Arkane Keeps The Time-Loop Structure Engaging

Deathloop centers on its Groundhog Day-like structure; if you die before reaching the end of the day (or fail to meet certain objectives), you relive it until you beat all eight targets. But how does that stay interesting for a player beyond the challenge? Loops invite repetition, and that’s not always fun in games. We asked Bakaba how the structure stays engaging for the long haul. 

“The story progresses along with your actions and the knowledge that you piece together about the events,” he explains. “It’s something that progresses iteratively, but as it progresses, the world resets. You’re really trying to solve this impossible situation by learning more about your targets and the place, and once you know something, it’s knowledge you can act upon.” Bakaba uses the example of finding the code for a safe that holds important information, but it’s located in another district and can only be accessed in the morning. Obviously, you’d have to wait for the day to start anew to unearth those details and use that information. 

The island is divided into several districts. By entering them at different times of the day, you see different events and routines. “Depending on where you are, different things happen,” Bakaba says. “Just exploring all the permutations of those districts through the day is something that’s exciting to do. And then starts the experimentation: But what if I do this? What happens then? Can I prevent this character from dying? Oh, wait a minute, I killed that character, but he was digging a hole, what if I don’t kill him and come back in the afternoon and then maybe this opens the passageway to something else. It is really about this clockwork; pushing a domino here, pushing a domino there, and then seeing the ripple effects.”

Bakaba also confirmed there is “no such thing as a perfect day,” meaning there will be some slight variations and differences each time a day resets. For instance, maybe a character wears a different color shirt, eats something different for breakfast, or begins the day in a different mood. The main events are always the same, but little details may change.  “[The experience is] more about what the player is throwing into this and how they’re making it change. So there is all this exploration and then experimentation, you know, trying different things and taking a different approach.” Bakaba spoke about giving players more agency to either avoid certain challenges until they’re ready or just discovering different ways to approach things that might offer new or better results. 

At the end of the day, your goal is to find “the golden loop,” a way to complete this eight-target puzzle.  How many times players repeat days before they find it will vary. “How you get to that knowledge is really freeform,” he explains. “Even though this is about Colt being on the clock to take out the targets before midnight, we didn’t want the experience to be a race, so time in that sense is a bit abstracted. If you want to spend all your time in one district and read every note before you go on to the next day, you’re welcome to do that. I am sure some players will try to make a super-optimized version of the campaign where they take fewer loops to be able to complete the game. I think that would be interesting to see what speedrunners do with this game.”

On Creating Cool Weapons And How Progression Works

Arkane has a flair with creating nifty abilities and weapons that open up different ways to pursue situations. That’s not changing here. In fact, one of the big things the studio was excited for creating a first-person shooter and creating interesting guns. 

“This is the first first-person shooter we are doing since two of our projects, Return to Ravenholm and The Crossing, never shipped,” Bakaba says. “So it’s been a long time and we just wanted to make really big guns that really look awesome and have those nice toys for the player. Our approach here was to go for an arsenal that was accessible, so I would see it and immediately be able to say, ‘Okay, that’s a shotgun, that’s a precise pistol, that’s an automated assault rifle.’ We wanted to have those tent poles of first-person shooters, but give them their own vibe visually in terms of gameplay. We also wanted to make a few little bit crazier weapons.” Bakaba pointed to one of the guns we saw in the trailer as a good example, where you can use two guns that shoot two bullets, but can combine them into a full rifle that fires off four bullets in one burst. “It’s a nice weapon, it’s stylish, it allows us to do those cool animations when you combine the gun. It’s one of my favorites.” 

As for abilities, Bakaba said to expect some familiar ones from Arkane’s previous work, pointing to the shift ability, which functions similarly to Dishonored’s Blink, where you’re teleported to an area nearby. A new one he shared was Julianna’s signature ability. “Colt and Juliana have a vast set of abilities and weapons that they can access, which they share for story reasons, but each has a few specificities and one of Julianna’s is a power we call masquerade,” he says. “Masquerade allows you to take the appearance of any character on the island, any of the NPCs. You can play a mind game on Colt and make some kind of ambush. There is a number of things you can do with this power and we think it will be very exciting to see what players will do with it, especially the kinds of mind games and the kind of surprises that will arise from this.” Bakaba reiterated the abilities always make sense for the character and reflect their personality in some way. 

One part that especially has us curious is how progression works in a game where you’re literally starting each day anew. “When you’re playing through the campaign, especially in the beginning, it’s a time loop, right? So anything that you pick up whenever the day resets is gone,” Bakaba says. “You have to really deal with the fact that this is a time loop. But somewhere in the story, there is something important that happens, and Colt finds some kind of loophole, so to speak, and he’s able to keep some of those abilities across loops. From then on, the progression becomes a bit closer to what you’d expect from a modern action/RPG, where you can unlock those abilities. So, it’s interesting because we go through this phase where we’re really subject to the rules of the time loop, and then more and more, we start breaking those rules and Colt starts taking ownership of this world.”

On How The Story Is Told And The Assassins’ Unique Relationship

The story takes you to the island of Blackreef, a mysterious, chaotic place stuck in an eternal time loop. For the inhabitants, the island is a never-ending party and breathtaking wonderland. For Colt, it’s a prison – a world ruled by decadence where the delinquents keep him captive while their party never stops. Colt must find answers to why the time loop exists and discover a way to break it, but that’s only scratching the surface of this sci-fi tale. “In all of our games, we’ve been trying to toy with the concept that the world is much bigger than what you see,” Bakaba teased. 

Bakaba said Arkane wanted a really focused experience, so expect something more on the order of Prey’s space station. “We are telling much less of a linear story than we did in something like Dishonored, where you would go from one place to the other and have emotional beats along the way that we could control like a blocking cutscene,” he says. “Here, the player will really piece together the story at their own pace. And there are a number of narrative design elements that go into supporting that; there’s non-linearity and the fact that we have multiplayer components”

Bakaba teased there’s an element here they can’t talk about, but one he could mention was the relationship between Colt and Julianna. These two are at odds. Colt desperately wants to break the time loop, since it’s not the best day for him playing on repeat. Julianna will do everything in her power to keep it going, as she sees this as the ultimate playground with no consequences. Colt and Juilianna’s rival relationship is a core element of the narrative, as she’s the main person you’re conversing with during the adventure.

“They talk with each other very often during the story, which is a bit reactive based on what you just did, where you are, and with what you’ve uncovered with the narrative up until now, Bakaba says. “It’s a relationship that is built. Trying to draw a comparison, it’s something like you would get in something like Firewatch where you’re very often on the radio with Delilah and you have this relationship growing and taking left turns.”

Bakaba said it’s a more freeform narrative, and while Arkane certainly has some new tools for how it’s telling Deathloop’s story, it also brings in its signature environmental storytelling that invites exploration to uncover Blackreef’s deeper mysteries. “I think it’s the most player-driven narrative that we’ve done in a game until now,” he says.”

On What The Eight Different Targets Bring To The Table

Deathloop has its own cool, retro, ‘60s-inspired world, and it’s safe to say interesting people inhabit it. But what makes these eight targets special? More importantly, how do they impact the gameplay and environments we visit?

Bakaba said the team will talk more about this at a later date, but he did divulge a bit about the first target named Alexis, who was shown off in trailers. “One thing I’ll say about him is he’s not a very likable character, and he’s hosting this crazy party at night where everyone is dressed as a wolf,” he says. “There’s this strict dress code to the party and figuring out which one is Alexis is definitely part of the challenge in how you approach the mission, especially the first time when you don’t have any clues.”

Bakaba didn’t go into specifics about the rest of the cast, but he did leave us with this on what to expect: “The only thing I can say is that we really try to have a diverse cast of targets. They are all part of a group called The Visionaries. They are the people that are responsible for the time loop – the physical anchors of the phenomenon. That’s why they have to die. We have targets that have different views and different beliefs about the events.

“One of them might be seeing all of this as something more spiritual, or even religious to an extent. One of them will be more about seeing all this endeavor as a scientific experiment. For another one of them, it’s a moral thing, where the time loop is the only way we can be free because there is no consequence. They all have different reasons for kickstarting this whole crazy program together. As we do in our games, the environments in which you find them is really a reflection of who they are and what they bring to the program.”

As you can see, Deathloop has plenty of mysteries to uncover, and we can’t wait to see what’s in store. Hopefully, we’ll learn more in the coming months before release, but our chat certainly left us more intrigued. What do you think so far? 

Deathloop launches this holiday season for PS5 and PC.

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Get A Long Look At Windbound's Gameplay

Windbound is an upcoming survival game with stylish visuals and exploration-focused gameplay. Ahead of the game’s August 28 release, publisher Deep Silver and developer 5 Lives Studios have released a lengthy look at the game in action.

As protagonist Kara, Windbound has players scavenging for resources, fighting creatures, and sailing a ship between islands in a seafaring adventure. By watching the video above, you can learn more about how all of that works, as well as how the game is structured.

Windbound is releasing for PlayStation 4, Xbox One, Switch, and PC.

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Sega Unveils The Astro City Mini Arcade Cabinet

Reported by The Verge, Sega is coming out with yet another mini-experience that collects a swath of classic games. A new Astro City arcade cabinet features a micro-approach that comes with 36 titles and is looking to release in Japan this year (Sorry gang, no global release news right now…).

The package has a MSRP of around 120 USD and comes with a smattering of games, including classics like Altered Beast, Golden Axe, Columns II and more. Oh and Fantasy Zone. Who doesn’t love a game or 100 of Fantasy Zone, seriously?


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Crysis Remastered Arrives On Switch July 23

On July 23, we finally get to answer the age-old question – “But can it run Crysis?”. While Crysis Remastered is coming to PlayStation 4, Xbox One, PC, and Switch, the only platform we’ve got a hard date for is Switch. An update posted on Facebook today revealed the launch date. 

Wondering how Crysis Remastered will run on the Switch? There are some spiffy short videos you can check out over at the official Crysis website here.

Delays have been the story of 2020, with studios suffering from the effects of massive workplace shifts due to the COVID-19 pandemic. It remains to be seen how the other versions of the game will be impacted in terms of delay.


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