Connect with us

Gaming

New Pokémon Ultra Sun and Ultra Moon Trailer and Details Revealed

blank

Published

on

blank

Pokémon Ultra Sun and Ultra Moon were revealed to be in development over two months ago, but we haven’t learned much about them since then. We got a few scattered details here and there, such as Lycanroc’s new form. Now, we have a new trailer with a bunch of new details to go over.

For starters, as the featured image above suggests, we have new trainers to play around with. They each have new designs that are very appropriate for the Hawaii-inspired Alola Region along with further character customization.

As Pokémon sequels and updates tend to do, there is a huge amount of returning Pokémon and characters from the previous games in this generation, Sun and Moon. However, Ultra Sun and Ultra Moon look to be giving certain Pokémon and characters from previous the games that didn’t have much story focus more time in the spotlight here. This is exemplified by various scenes showed off in the trailer and the one narrative element we know so far.

So far, all we know for sure about this story is that it will have a big focus on Necrozma. Originally just the final Ultra Beast to catch and forget about in Sun and Moon, Necrozma is now darkening the skies of Alola and it’s up to the player to find out why.

As for other characters shown off in the trailer, the flying-type Elite Four member looks to have a place in this story, along with Ryuki, one of the many challengers you can fight as champion. Both characters more or less appeared out of nowhere in the original game, with you meeting them both for the first time in the Pokémon League Championships. Ryuki especially is a character many might not have met since he only appears if you go through the Elite Four again and he is randomly selected as your challenger out of a group of 10. Both are featured in this trailer above any other character besides your own implying that they have a much more substantial role this time around.

There are also various other story elements that get a focus in this new trailer, such as story beats about an Alolan Vulpix, a new foresty and Japan-inspired area, more to do on Exeggutor Island, etc. Pokémon Ultra Sun and Ultra Moon release for the Nintendo 3DS on November 17th, 2017. More details are promised to be revealed by Nintendo between now and then.

I spend most of my days working towards my Writing and Rhetoric degree at the University of Central Florida, but I spend a lot of my down time keeping up to date on the best TV, movies, and video games the industry has to offer. Here I put all of that extended time to use discussing each of them in-depth.

Gaming

Frostpunk 2 offers a thrilling combination of post-apocalyptic survival strategy and intense political maneuvering

blank

Published

on

blank

Frostpunk 2 is the follow-up to a morally challenging strategy game that has captivated players, and it appears that even more difficult decisions await in the sequel. The game is set to release on PC and Xbox Series X|S on July 25th, with plans for a later release on PS5. Thanks to IGN, we were treated to an in-depth preview of 11 Bit Studios’ dark and gritty survival city builder.

Players are faced with the challenging task of making difficult decisions in order to endure the impending storm. They must carefully navigate through various ideological technology trees to reach their inevitable outcomes. Considering the shortage of manpower, are you planning to employ underage workers to fulfill the demand? What is the most efficient method for controlling a rebellious population: using brute force or employing religious manipulation?

In Frostpunk 2, players are transported to a world 30 years after the catastrophic global weather event that challenged their survival skills in the original game. The world remains frozen, with the most pressing danger now coming from fellow survivors vying for scarce resources and the growing democratic nature of your own people. Take a look at the trailer below to get a taste of what makes the series truly exceptional.

Can you handle the challenging decisions necessary for your survival? Are there any boundaries you refuse to cross? Feel free to share your thoughts in the comments section below.

Continue Reading

Gaming

Baldur’s Gate 3 had a more manageable development process compared to Larian Studios’ previous RPGs

blank

Published

on

blank

According to Swen Vincke, the founder and CEO of Larian Studios, the level of crunch on Baldur’s Gate 3 was lower compared to their previous games like Divinity: Original Sin 2. Crunch, also known as “crunch culture”, refers to the overtime that many developers are often expected to work when production deadlines are approaching.

According to GamesRadar+, Vincke was questioned about the challenges that emerged during the game’s extensive development and whether the studio had to work under intense pressure. Vincke mentioned that they are investing less in BG3 compared to their previous projects. We definitely did. We encountered unforeseen events.

Vincke highlights Larian’s global studio setup as a method through which the developer alleviated the pressure. This structure was established to guarantee round-the-clock coverage, specifically designed to prevent individuals from having to put in additional effort to resolve late-night issues. The Belgian developer has expanded its reach by opening a seventh office in Poland.

According to Vincke, employees who had to work long hours were compensated with overtime pay. He also mentioned that after 8pm, the offices would be nearly empty, and weekend work was a rare occurrence at the studio. Expanding on the topic, he clarifies: “We didn’t excessively push ourselves, but we did have to put in some extra effort.” And I believe, honestly, there will always be a sense of anticipation when you’re working towards completing a project, particularly when there are numerous intricate elements that need to be integrated.

Did you know that the development of Baldur’s Gate 3, with its immense size and scope, involved developers working tirelessly to meet the deadline? Please share your thoughts in the comments section below.

Continue Reading

Gaming

Mad Max developer responds to comments made by Furioso director George Miller about Kojima

blank

Published

on

blank

Last Friday, we shared with you the news that George Miller, the director of the Mad Max franchise, mentioned Hideo Kojima as his top choice to develop another video game adaptation during the premiere of his latest film, Furiosa: A Mad Max Saga. By doing so, it appears that he also criticized the previous game with the same name. The founder of Avalanche Software and creator of the Just Cause series, Christofer Sundberg, the developer behind the last Mad Max game, has responded with strong determination.

On Twitter (thanks, Eurogamer), Sundberg expressed his disagreement with Miller’s comments about Avalanche’s Mad Max game not meeting his expectations. The director stated: “I prefer to only engage in activities if they can be executed at the utmost level of excellence.” Sundberg strongly disagreed with Miller’s statements, describing them as baseless and arrogant. He then proceeded to provide insights into the game’s development, revealing some interesting details.

Sundberg believes that Hideo Kojima has the potential to create an incredible Mad Max game, but emphasizes that it would offer a unique and distinct experience. He adds: “The publisher made extensive efforts to transform this game into a strictly linear experience, despite partnering with a developer known for their open world games.” In a subsequent Tweet, Sundberg elaborated on the situation, revealing that after the initial year of development, the higher-ups came to the realization that they had inadvertently steered them towards creating a linear experience instead of the open world game they had originally proposed. He stated: “We wasted an entire year of effort and were informed that ‘players desire independence in the current era’.” Well, obviously…”

Larian Studios’ director of publishing, Michael Douse, expressed his opinion, stating that Avalanche faced challenges in capturing the spirit of the 2015 film due to limited access and legal restrictions on intellectual property. He suggests that there may be a subtle detail that Miller is unaware of.

Mad Max, developed by Avalanche and published by Warner Bros Games, was released in the same year as Miller’s previous Mad Max film, Fury Road. Drawn from the series, it presented a backstory for Max, where players were assigned the mission of collecting components for his legendary Magnum Opus.

What are your thoughts? Were Miller’s comments inappropriate? What are your thoughts on Avalanche’s Mad Max game? Additionally, would you be curious to see how a Kojima-led adaptation would bring a unique perspective to the game? Please share your thoughts in the comments section below.

 

Continue Reading

Trending