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Team Rocket Blasts Off (Again) into Pokemon Ultra Sun and Ultra Moon

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We haven’t seen hide nor hair of Team Rocket in a Pokemon video game for a long time, but it’s only fair the evil organization that made its debut in Pokemon Red and Blue (or Green if you’re in Japan) has a strong presence in the franchise’s last entry for the Nintendo 3DS, Pokemon Ultra Sun and Ultra Moon.

Even though the trailer labels the group as “Team Rainbow Rocket,” it’s still the same old organization gamers know and hate. Well, not exactly the same, because Team Rainbow Rocket has attracted the allegiances of every other main Pokemon villain. This sounds cool, but longtime fans will probably notice some inconsistencies, such as the presence of Cyrus (he disappeared into another dimension in Pokemon Platinum) and Ghetsis (he suffered a mental breakdown in Pokemon Black 2 and White 2). Still, a gauntlet of iconic Pokemon villains is a great way to close out the franchise’s run on portable platforms. And, if that’s not enough, Pokemon Ultra Sun and Ultra Moon will also introduce The Battle Agency, an organization that lets players borrow powerful, legendary Pokemon in special one-on-one battles for the chance to win rare items.

While Team Rocket and The Battle Agency are fun additions to Pokemon Ultra Sun and Ultra Moon, we all know why gamers really play Pokemon games: to catch Pokemon. Well, Pokemon Ultra Sun and Ultra Moon have some new features for gamers who just want to get out there and catch ’em all. Totem Stickers will be scattered throughout the game world, and players who collect enough will obtain jumbo-sized Pokemon as a reward, though I have no idea if they are more powerful because they’re larger than normal or if their size is cosmetic only. Also, players will have more opportunities to catch more rare Pokemon with the Island Scan, and the new Ultra Wormhole that connects the Pokemon world to the Ultra Beast world will house almost every legendary Pokemon from previous games. Sadly, judging by the trailer, players will not be able to find Mew, Celebi, Jirachi, Deoxys, Phione, Manaphy, Darkrai, Shaymin, Arceus, Victini, Keldeo, Meloetta, Genesect, Diancie, Hoopa, or Volcanion in the wormhole, but that might be subject to change.

Pokemon Ultra Sun and Ultra Moon are shaping up to be excellent entries in the franchise, but we will have to wait until Novembr 17th to learn if they live up to the hype.

All you have to do to get my attention is talk about video games, technology, anime, and/or Dungeons & Dragons - also people in spandex fighting rubber suited monsters.

Gaming

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

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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.

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

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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.

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

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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…”

https://twitter.com/CHSundberg/status/1793611234249482268?ref_src=twsrc%5Etfw%7Ctwcamp%5Etweetembed%7Ctwterm%5E1793611234249482268%7Ctwgr%5E1638081a010fee12594464218218d72f6556b261%7Ctwcon%5Es1_&ref_url=https%3A%2F%2Fwww.pushsquare.com%2Fnews%2F2024%2F05%2Fmad-max-dev-fires-back-following-furioso-director-george-millers-kojima-comments

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.

 

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