mercredi 1 juin 2016

Overwatch Ranked Competitive Play Seemingly Delayed


It's a one tweet apocalypse.

Overwatch's ranked play, Competitive mode, appears to have been delayed until mid-to-late July.

Responding to questions about the mode on Twitter, the official Overwatch account mentioned the new date:

A follow-up tweet clarified the mid-to-late July timeframe.

This timeframe only appears to apply to the PC version of the game. In a separate tweet, the same account said that "we don't have anything to announce right now" in response to a question about Competitive Play on consoles.

Previously, game director Jeff Kaplan had said that the ranked mode would be released "sometime towards the end of June".

"Competitive mode is the current focus of the Overwatch team," he said in a Facebook Q&A at the time, "and it's the most important thing for us to add to the game right now."

Blizzard has rather a lot on its plate right now, judging by the sheer breadth of tweaks it has planned for the game already.

We've contacted Blizzard for comment.

Joe Skrebels is IGN's UK News Editor, and this just gives him more time to stop embarrassing himself. Embarrass him on Twitter.

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New Skylanders Lets You Create Your Own Skylanders


And carry them around like Pokemon!

2016’s Skylanders game allows players to completely create and customize their own Skylanders, using a robust in-game character creation menu. The premise is adorably inspired by the hundreds of drawings kids have sent to Toys for Bob - the series’ developers - of their own Skylanders designs, and is, fittingly, called ‘Skylanders Imaginators’.

Imaginators seemingly has the same core gameplay as previous installments in the Skylanders series, focusing on simple puzzle solving and light, hack and slash-style combat, but this time, with an in-game character you’ve created all on your own. Your Imaginator Skylanders’ powers, weapons, heads, ears, tails, abilities, catchphrases, fighting styles (and more) are all fully customizable and can be edited and updated at almost any time, through a simple menu that manages to neatly hide just how extensive it is - a nice change from last year's totally underwhelming customization. If you don’t want to delve into fully creating a new character, though, you can fully randomise one, use any of the 300+ character toys from all of the previous Skylanders games, or select from a handful of new ones.

SI_Crystal_7dFIRE_FINAL_NoGlow_HiRes

The new customization system is neatly tied into the game’s story, too, and even more creatively tied into the Skylanders Toys-To-Life system - your created Skylanders will live on physical ‘Creation Crystals’, like a Pokemon to a Pokeball. The Creation Crystals are cylinder ‘toys’ that are activated on your portal, and will save your Skylander to be transported and used across any console, at any time, which is particularly appealing for local co-op play. The Creation Crystals come in different colors that represent their different elements, and stickers to help you identify them from one another. It’s amazing that Ash never needed that with his Pokeballs, come to think of it.

Senseis, on the other hand, are more typical Toys-To-Life Skylanders. They’re a line-up of 20 new characters and 11 former in-game villains that will all be released as classic physical toys for Skylanders Imaginators, and assume the role of ‘masters’ to your Imaginators, unlocking unique Imaginator weapons and secret techniques, increasing their level cap and unlocking specific areas of the game. The Sensei’s also have pretty cool ‘master’ moves called ‘Sky Chi’, which vary depending on their Battle Class, so they play notably differently, as well as being fairly Godly looking toys in their own right. That said, you could still finish the core Skylanders game solely with your Imaginator Skylander, Sensei’s just add a little extra content, and likely also some exciting context in the minds of some of the imaginative kids who might play with them - like, 'this is the Sensei who trained my Skylander to become a great warrior!'

The entire premise is so, so appealing to my inner 10-year-old - getting to make my own creature in an extensive creation menu, train it up and improve it alongside a glorious looking ‘master’ character, and then carry it around with me in a little ‘crystal’, including to friend’s houses to introduce to their Imaginators, so we could fight evil together.

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Skylanders Imaginators Announced


Create your own Skylander in Activision's next toys-to-life game.

Activision has announced a new entry in its Toys-to-Life franchise, Skylanders Imaginators.

Coming October 16 in the US, Skylanders Imaginators will allow you to create your own Skylanders for the first time in an all-new story in the universe, brought to you by the original Skylanders creative team Toys for Bob.

Skylanders Imaginators will support the toys from all previous games, while the eponymous 'Imaginators' - characters you can build from scratch - can be created and transported into the game anytime and anywhere through a new toy type, the 'Creation Crystal'.

'Guest stars' will also be introduced in Skylander Imaginators called "Senseis", which include 20 new characters and 11 former villains.  Each Sensei is a master of one of 10 Battle Classes such as Knight, Sorcerer, Brawler, and have the ability to launch Sky Chi – "the ultimate Battle Class super move".

Activision has also confirmed Skylanders Imaginators will support local co-op multiplayer, and the Portal of Power will support two Creation Crystals as well as the usual combo of toys.

Want to know more? You can check out out our preview of Skylanders Imaginators here. 

Skylanders Imaginators will hit the PS3, PS4, Xbox 360, Xbox One and Wii U on October 16 in the USA, October 14 in the UK, and October 13 in Australia/New Zealand. Fans can pre-order the a special Skylanders Imaginators Dark Edition, which includes three exclusive black and silver variant designs of new Senseis, three Creation Crystals and more. The Skylanders Imaginators Dark Edition Starter Pack will be available for USD$99.99 RRP at GameStop and EB Games.

Lucy O'Brien is an editor at IGN’s Sydney office. Follow her ramblings on Twitter.

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Overwatch is Getting a Ton of Tweaks


It's hiiiigh... time for a nerf.

As with any thriving online game, tweaks will always be coming to Overwatch sooner rather than later, but Blizzard's new shooter is planning for a raft of changes already.

The game's official forums are predictably stuffed with comments and suggestions applying to the length and breadth of the 21-character roster, but three characters have been singled out by the designers themselves.

In a post complaining about the power of revolver-toting Offense standout, McCree, Blizzard principal designer Geoff Goodman indicates that changes are coming. Referring to the character's ability to stun and kill many characters with a flashbang-fan the hammer combo, Goodman says:

"Its probably a bit too good at dealing damage to higher health targets such as Tanks and barriers. I don't have any concrete changes yet, but I'm going to be testing some things internally to see how he plays." He went on to say that the power of the fan the hammer attack is more likely to see changes, as opposed to the flashbang element.

Goodman took an opposite stance on D.Va, agreeing with comments that the mech-piloting Tank was a little underpowered, saying: "I do think there is some room for some D.Va improvements, but these are unlikely to take the shape of increasing her damage output significantly."

He added: "The goal is that she should be a viable aggressive initiation tank, much like Winston can be right now, rather than some sort of beefy flying assassin. So any changes will likely be helping her in that direction."

The last character to get an (albeit smaller) change, will be gaseous shotgun bastard, Reaper. Unlike most characters, the effects of his attacks aren't colour-coded depending on which team he's on, which can lead to a mild terror when you see a teleportation effect appear beside you, only to see a friendly character emerge.

Game director, Jeff Kaplan has said that a fix has already been completed internally, and will be released in mid to late June: "Our VFX lead, Nick, made a change so that allied Reapers will have blue coloring to their effects. It actually looks really cool - it's an overall improvement."

Characters aren't the only elements receiving changes, it seems. Kaplan also took to the forums to address the shortcomings of the game's Highlights feature, which archives up to five clips of your recent best plays. However, in the current version of the game, these can only be saved or exported by using console sharing options or third-party software.

"Our hope (and what we're working toward)," he writes, "is to allow players to save highlights or export them to a video format someday."

Finally, speaking to GameSpot, lead software engineer Rowan Hamilton has indicated that the team "constantly" look at how to improve the Play of the Game highlights that showcase important moments from the preceding match.

"It's a really hard problem to have a computer figure out what is cool", he explains. "They're not very smart [...]  It's going to be an ongoing process, and hopefully we continue to improve it."

Complaints have focused on how offensive characters are more often shown off than support characters, but Hamilton makes clear that this is a major swing from the testing phase:

"At [one] point when we were tweaking it, Zenyatta would almost always get Play of the Game every time he popped his ultimate, because he would just do this massive amount of healing and the algorithm would almost always freak out, but it was just Zenyatta just sitting there floating."

As a frequent Zenyatta player, this writer would actually kind of welcome that back. Watch me float.

Joe Skrebels is IGN's UK News Editor, and he watched a McCree get 54 eliminations the other night. Bring on the nerfs. Follow him on Twitter.

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Why The Rock Won't be Fighting Al-Qaeda in Doc Savage


Shane Black explains why movie must be a period piece.

IGN recently caught up with Shane Black to discuss new movie The Nice Guys, and while we had him cornered, we asked about Doc Savage, his forthcoming superhero flick that will star Dwayne Johnson as the title character, and most definitely won’t feature ‘The Man of Bronze’ fighting Al-Qaeda in the present day.

“There’s 182 stories in the original cannon, and I must confess I’ve only read 107 of them” he explained. “That’s going to be a blast… Anthony Bagarozzi and Chuck Mondry are working on the script with me, just seeing those characters that represented my childhood so vividly come to life in a way that I can control is a dream.”

As for whether it will be a period piece, Black is pretty adamant.

“It has to be. I’m not going to do it otherwise. And if it doesn’t happen for that reason it doesn’t happen. People say ‘Well, we have all these tie-ins we want to do with merchandise and we can’t do them if it’s 1930s, can’t you make it present day? He’ll fight Al-Qaeda.’ No! That’s not who Doc Savage is. What sets him apart is that he was the first of the Supermen. With all the attendant mythology about being trained from birth to be perfect."

One of the original Doc Savage paperbacks.

One of the original Doc Savage paperbacks.

Black continues: "There’s so much to explore too about a character who is perfect, but who isn’t charming – has no social skills. The things that fascinate him are the things that his father taught him to be fascinated by. So there’s a discipline and an iron rigidity to his existence which he must always be trying to overcome. And a moral quandary because he’s been taught – even though he’s a nice guy essentially – how to fight and kill. He’s a perfect soldier.”

“But beyond it I always laughed when I read them – there’s a lot of humour too. It’s the perfect mythology; superhero-meets-a little bit of the offbeat in that Doc is almost autistic in his inability to fit into society. And then there’s the humour.

“It’s so hard when you have 182 stories to choose from – you’re not going to just pick one. What you do is saturate your mind with as much of that mythology as you can and see what elements prevail. What is the best summation that hopefully scrapes the barrel and gets most of what is the shape that Doc Savage is comprised of. That’s what we’re trying to do – we’ve got our trowels and we’re scraping away.”

Doc Savage is set to shoot after Black has finished The Predator, while The Nice Guys hits UK screens this Friday (June 3), and you can find out why TV executives turned the project down in the below vid...

Chris Tilly is the Entertainment Editor for IGN in the UK and urges you all to go see The Nice Guys this weekend as it's ace. He can be found talking nonsense on The Superhero Show and Twitter.

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New Screenshot Seems to Show Liberty City in GTA 5


Concrete jungle where dreams were made.

A Rockstar artist's portfolio website seems to have revealed an area from GTA IV's Liberty City remade within GTA V's version of the RAGE engine.

Discovered by GTA Forums users Spider-Vice and BlackScout, Adrian Page - who currently works at Rockstar, going by a LinkedIn page - uploaded a series of what appear to be in-engine concepts to the portfolio, of which one appears to be GTA IV's Middle Park location:

Middle Park in what appears to be GTA V.

Middle Park in what appears to be a new engine.

Here's a comparison gif, showing that shot against the same location as it appeared in GTA IV:

Comparing the GTA IV location to the screenshot. [Image credit: WildBrick142, gtaforums.com]

Comparing the same GTA IV location to the screenshot. [Image credit: WildBrick142, gtaforums.com]

Rumours about the possibility of Liberty City DLC have swirled since even before GTA V was released, with ex-Rockstar North president, Leslie Benzies discussing the possibility of "one big world containing all our cities [that] let the player fly between them and revisit their favorite areas" back in 2012.

As ever, the existence of the screenshot doesn't necessarily indicate anything new - this could be porting work done to test the RAGE engine (some on GTA Forums have pointed out that the lack of 3D modeled grass could indicate that the screenshot comes from the last-gen version of the game), scrapped content, or a simple passion project on the part of Page.

As for GTA content in the "definitely actually real" zone, Rockstar last week announced "Further Adventures in Finance and Felony", one of the "biggest and deepest updates" to GTA Online, which will allow players to become a criminal CEO when it arrives on June 7.

Joe Skrebels is IGN's UK News Editor, and he just won't give up on a new GTA London. Imagine the stereotypes! Bliss. Follow him on Twitter.

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PES 2017 Feels Very Similar to the Last Game, and that’s Great


Revealing your PEStiny.

A peek behind the curtain: to preview an established annual sports game is something of a farce. You sit down in a whitewashed room, buoyed only by the gentle waft of supermarket pastry, and play a few scant matches of a game that fans will eventually sink hundreds upon hundreds of hours into. It doesn’t really make sense in the usual “this does this! That does that!” preview format, because a sports game’s quirks and brilliances rarely become clear until you’ve hammered the thing for months.

In the case of PES, there are two options here. I could analyse what I played against each of Konami’s own bullet-pointed new features, buzzword-y shout-outs like “Adaptive AI” (unprovable), or weirdly straightforward stuff like “Goal Keeping” (I’m absolutely positive that was in the last one - yes, I checked, there are several goalkeepers in it).

I could even attempt to discuss how I squinted to see glimmers of PES 2017’s new “Real Touch” system, that claims players will control the ball in “unique and different ways” depending on the situation they’re in - but in the thick of an improbable match-up between Germany and Atletico Madrid, both pressing each other when out of possession almost constantly, it’s honestly pretty hard to tell.

PES 2017 screenshot

PES 2017 screenshot

Maybe, 80 hours in, I will see Mario Götze louchely slip the ball behind his trailing leg - like some beautiful tiny dog burying its own spherical muck - as I twist an analog stick to escape a challenge and think to myself, “yes, galloping box-to-box stalwart Sami Khedira would not, in my vast experience, be able to replicate such an eye-catching yet subtle manoeuvre.”

Maybe. That’s the point - it’s practically impossible to tell.

Instead of looking forward then, let’s look back. I have played hundreds of hours of PES 2016 - between the flashing white streaks that are probably Real Madrid, or the lumbering JCB-people that make up some of the more obscure international teams’ back lines, I’ve seen just about the full breadth of possible play styles in often excruciating detail. I’m familiar with its foibles, its presentation, its overall feel and, most particularly, its horrible, Spotify-party-playlist-made-by-mortal-enemies soundtrack. Here are a few important points of comparison:

1) It looks very, very similar

Menus are important - they offer you a sense of style, can tell you how simple or complex a game might be at a glance, even help you improve your play. PES has had some very bad menus (remember the mouse cursor on a console game? Who came up with that? Are they alright?), but PES 2016 turned a corner, generally speaking. It’s perhaps no wonder that its sequel looks practically identical.

In-game presentation is much the same - Konami’s clearly happy to iterate on its move to FOX Engine, and it can look very handsome indeed up close, even if it does continue to lack FIFA’s TV presentation panache.

PES 2017 screenshot

PES 2017 screenshot

2) It seems to know who you’re trying to pass to

Perhaps it’s cruel to ask a sweltering mess of computer parts to understand that I want to fake out my opponent by appearing to pass in the direction of a stationary Moussa Dembele but am actually attempting a piercing through ball to the right wing, where Kyle Walker flits up the line with his peculiar stomping run. But I have to admit, I still scream in anguish when PES’ detection systems see poor Moussa get pelted in the shins with a proper stinger.

The new game feels immediately a little smarter, seemingly better at reading the power meter on passes, evaluating not just how hard I want to hit the ball, but why I’d be hitting it that hard in the first place (assuming I’m not just awful or gripped by an aneurysm or something).

PES 2017 screenshot

PES 2017 screenshot

3) Mid-game tactical changes work

PES 2016, perhaps better than any other football game in memory, could create a sense that the team you’re using was playing to its own strengths. Beyond the individual statistics of players, there felt like some intangible approximation of how its teams played in real life - Barcelona sweep up the pitch like a Blaugrana fog, Nigeria dart in odd directions, sprinting and harrying and usually losing in exciting fashion. What it couldn’t handle as well was not playing that way.

Beyond altering the physical formation of the team, or adjusting a nebulous attack philosophy slider, the amount of control you had over how things could be changed felt lacking. Here’s where one of those Konami buzzwords actually comes in handy - Advanced Instructions can now be assigned and switched on during a game, telling full-backs to make blistering runs up the wing, or telling your team to start playing tiki-taka, or mark more intimately. It’s a nerdy, Football Manger-y touch that budding Claudio Ranieris will appreciate.

PES 2017 screenshot

PES 2017 screenshot

4) It’s still really great fun

PES 2016 was amazing. As with all of Konami’s games, that comes with the caveat of “yes there are licenses missing, and it’s a bit heavy on the needlessly complex terminology, and the commentary’s dog-rough, and that version of Troy Deeney looks more like an old shoe than his actual face”, but play it, get a feel for its more physical, flighty style and it will amaze you over and again.

I’m pleased to report that, handful of matches or no, it’s immediately apparent that PES 2017’s not letting that slide. It’s a trite observation, but a 1-1 scrap in PES can and should feel more hard-fought, more satisfying, than a 7-0 FIFA shellacking, and that’s very much still the case. I won and lost games, helped Paul Pogba score goals that could get his foot banned by the Geneva convention, and found out that the terrible, dream-crushing force of Arsenal FC persists even in digital form.

PES 2017 screenshot

PES 2017 screenshot

There are many things a hands-on like this can’t show us: whether the last game’s viciously restrictive and time-consuming editing suite has been streamlined. If MyClub mode will be cleaned up and made a genuine Ultimate team contender. Most importantly, if Konami can release a roster update quickly enough after a transfer window that I haven’t visibly aged by the time it arrives.

I might not be able to say how this game will seem after hundreds of hours - but I can say I already feel like I’ll be putting those hours in.

Joe Skrebels is IGN's UK News Editor and is in no way bitter about Tottenham's performance last season. Make him cry on Twitter.

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