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  1. Today
  2. 10 min games are always better. You can run your offense and not feel rushed. @LynnRamosif you want to do a 10 min game, I'm down with it.
  3. Yesterday
  4. Yeah, and that is completely understandable. Just wanted to throw out there that if by any chance someone feels the same way I do, we could play 10 minute games.
  5. As you mentioned- most prefer a 50+ minute game instead of a 100+ minute game - but any two teams are always free to do that.
  6. Note to everyone. The other day I played a 10 minute game and I kind of liked it better on every aspect. If someone prefers to play 10 minutes instead of 5, I'm all for it. I know many/must prefer 5 minutes because it gets games under an hour and are less exhausting. But with 10 minutes I feel I can actually run the ball and sustain a nice drive without consuming literally 30% of the game.
  7. The Resident Evil 3 remake may not be officially out until April 3, but that hasn’t stopped enterprising modders from giving us what we’ve wanted all along: Nemesis in an Umbrella-branded beach thong. First spotted by Eurogamer, a Patreon-backed modder by the name of Marcos RC is responsible for this new abomination. As if Resident Evil 3’s iconic undead, invincible boss wasn’t already bad enough, we now get to see him stomping around the streets of Raccoon City all half-naked. You can watch Marcos RC’s video on his YouTube channel, or check out screenshots below. [widget path="global/article/imagegallery" parameters="albumSlug=resident-evil-3-beachboy-nemesis-mod-by-marcos-rc-screenshots%20gallery%203&captions=true"] The mod is officially called the “Beachboy Nemesis” mod, with a 3D body base created by “MisterHecks.” You can download the mod from Marcos RC’s Patreon page here. Could you imagine how horrifying this would be with the first-person Resident Evil 3 mod? Sexy Nemesis mods are all we get for now, since Capcom recently delayed the Resident Evil Resistance beta on PS4 and Steam, with the Xbox One version rolling along as originally planned. Capcom has also warned that physical editions of Resident Evil 3 may be delayed in Europe thanks to COVID-19 impacting shipping infrastructure. [ignvideo url="https://www.ign.com/videos/2019/12/11/resident-evil-3-comparison-remake-vs-original"] MisterHecks, who created the Nemesis model that Marcos RC utilized, similarly made a thong mod for Mr. X in the Resident Evil 2 remake. [poilib element="accentDivider"] Joseph Knoop is a writer/producer for IGN, and looks forward to gamers rising up for this mod. View the full article
  8. In what seems to be becoming a regular thing, a well-known dataminer, Senescallo, leaked a bunch of upcoming Call of Duty content on Reddit, revealing plans for the rumored Modern Warfare 2 Remaster, along with details on new maps and weapons that are headed to Modern Warfare (you know, the latest one) Season 3. Perhaps the biggest bit of information revealed by the Call of Duty leak seems to indicate that the highly anticipated Modern Warfare 2 Remaster could be sold from within Modern Warfare (2019) and as a standalone game. Further, spotted by Eurogamer, the Reddit leak indicates that Activision only plans to remaster the Modern Warfare 2 campaign, not the multiplayer. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-call-of-duty-review&captions=true"] Based on the leak, players will be able to purchase the remaster as a standalone game and will receive the Underwater Demo Team Classic Ghost Bundle with their purchase. Alternatively, players could purchase the Ghost Pack: Oil Rig Bundle from within Modern Warfare to receive the MW2 campaign remaster, a legendary skin for Ghost, weapon blueprints for the M4A1 and 1911, and a few other commodities. Purchasing the Modern Warfare 2 Remaster from within Call of Duty: Modern Warfare is expected to cost 10,000 COD points, which comes out to about $80. It's currently unclear how much the standalone version would cost. [ignvideo url="https://www.ign.com/videos/call-of-duty-warzone-isnt-just-a-battle-royal"] Remaster's aside, the leak also revealed some information about Modern Warfare Season 3, which is expected to release in the coming weeks. It seems that two maps from previous titles will be making a return to the franchise in the third season — Backlot (Call of Duty 4: Modern Warfare) and Village (Modern Warfare 3). [caption id="attachment_232761" align="alignnone" width="720"] Source: Reddit user Senescallo[/caption] [caption id="attachment_232761" align="alignnone" width="720"] Source: Reddit user Senescallo[/caption] Additionally, an SKS Sniper and a Renetti Pistol are likely two be added along with two new Operators, Alex and Ronin. Lastly, Season 3 could be receiving creator codes, which would allow players to support their favorite Call of Duty creator with any in-game purchases. Activision and Infinity Ward have yet to confirm any of this, so of course take it all with a grain of salt. Developers recently launched Warzone, the highly anticipated battle royale mode, which hit 6 million players in the first 24 hours. While it's gotten off to a great start, we think Warzone is imbalanced in one specific way. For more on Warzone, be sure to check out our review. [poilib element="accentDivider"] Andrew Smith is a freelance contributor with IGN. Follow him on Twitter @_andrewtsmith. View the full article
  9. The Final Fantasy 7 Remake is just around the corner, with an official release date of April 10. Some people just can’t wait, however, and have broken the street date, according to Eurogamer. Square Enix has also issued a warning, saying it can’t control when the game is released in western regions because of the various COVID-19 lockdowns. “As you will be aware, many countries are limiting entry or closing their national and state borders and restricting the distribution and delivery of non-essential items,” Square Enix wrote in a blog post. “Understandably these restrictions are being implemented so that essential items can reach their destination as fast as possible. This does not mean that box copies of Final Fantasy 7 Remake will not be dispatched, it just means that we cannot control the date the game may arrive.” [ignvideo url="https://www.ign.com/videos/2020/03/23/final-fantasy-7-remake-producer-tries-to-explain-why-its-episodic-ign-now"] Square Enix added that it is taking steps to ensure that pre-orders of Final Fantasy 7 Remake made through the Square Enix store will reach customers by April 10. Meanwhile, with some people breaking street date on Final Fantasy 7 Remake, pictures have begun appearing online of the final product. [widget path="global/article/imagegallery" parameters="albumSlug=final-fantasy-7-remake-29-new-wall-market-screenshots&captions=true"] One Reddit user by the name of NateLo22 posted to the r/FFVIIRemake subreddit with a picture of the deluxe edition of the game and its packaging. [caption id="attachment_2327575" align="alignnone" width="720"] Source: Reddit user NateLo22[/caption] Square Enix isn’t the only company facing some difficulties in getting their game to ship out in an orderly fashion. Resident Evil 3 remake developer Capcom said the game could experience a delay in Europe before its April 3 release date. [poilib element="accentDivider"] Joseph Knoop is a writer/producer/Tifa-stan for IGN.View the full article
  10. We here in the IGN UK office really like Rezzed. The indie-focused show is: a) Packed to the airy rafters with new, exciting, and deeply strange games, b) Within walking distance of our office, and c) Has a pub on-site. It's the best, basically, which makes it very sad that the show has been postponed to this summer. Thankfully, its online equivalent, Rezzed Digital is running in its stead, and its organisers gave us a healthy bunch of the games that should have been on show this weekend to try out from the comfort of our quarantine zones. Here are some of our favourites, which we highly recommend you look up, wishlist and mentally bookmark for future reference. The Falconeer Imagine if in Waterworld - yes, the infamously bad post-apocalypse movie featuring Kevin Costner - everyone flew around on the giant eagles that saved Gandalf in The Lord of the Rings. Now imagine those eagles also have canisters strapped to their back that collect lightning from storm clouds, which can then be fired at other eagles. You’re now part of the way to understanding The Falconeer, a gorgeous eagle dogfighting game. Or, should I say eaglefighting? The Falconeer shares a surprising amount with Failbetter’s Sunless games, in that it takes place in a vast, dismal open world dotted with safe harbours where you can dock (or, in this case, perch) to take on mercenary work. That work is often challenging; all the missions I undertook in the demo resulted in the quest giver being rather angry with my performance. Part of it is down to the combat, which - as aerial fights often are - is a little tricky to get the hang of, but also because the instructions aren’t all that clear to begin with. But while there’s a room for extra clarity, The Falconeer has already nailed its beautiful aesthetic and haunting atmosphere; that it manages to be so somber despite its daft bird combat premise is fantastic. - MP Steam Page, Website Shadows of Doubt Shadows of Doubt looks like one of those Minecraft maps surgically enhanced by lighting mods, shaders and heavy-duty hardware. But it plays like- er, well I’m not sure what else plays like this, because it’s a simulated open world detective-stealth game. Haven’t come across too many of those. Made by one-man developer Cole Jefferies, it’s a game about the bits of detective work usually deemed unsexy by games - i.e. the actual detective work. Every one of the hundreds of persistent citizens in your procedurally generated dystopian noir city have names, jobs, and houses. You can explore every single apartment, and every room in those apartments. Some of those apartments have TVs playing the sound of real-life detective dramas on them, which isn’t important, but I love anyway. You piece together cases by visiting crime scenes, interviewing suspects and, quite often, circumventing the law to find the evidence you need. My favourite touch? Your internal notes and objectives are controlled by your own internal red-string corkboard, where you can pick up and rearrange every clue you deem important. Even in its very early stages, I’m overwhelmed by the possibilities in here, and excited by how deep this little thing could get. - JS Steam Page, Website Liberated Remember how the Max Payne games told the story via graphic novel segments before each mission? That’s also how noire thriller Liberated reveals its narrative, but it goes one step further: you play the game within those panels, too. As the pages of the dystopian story turn, the key panel of the issue becomes the frame for a black-and-white side-scroller that combines the atmospheric puzzler approach of Limbo and Inside with snappy stealth and gunplay. When fights break out fantastic ‘BANG’, ‘POW’, ‘UUGH’, and ‘HEAD SHOT’ onomatopoeia words erupt from your weapon and enemies. Scraps are over quickly thanks to low health pools, and so it’s encouraged to sneak and blend in with the shadows to keep yourself alive. There’s multiple perspectives, too, which provide different gameplay opportunities. As freedom fighter Barry, a member of ‘The Liberated’ who are rebelling against an autocratic state, you’re reliant on little more than your pistol and a phone to hack into computers. But when perspective switches to one of the city's cops, you’re able to use automatics weaponry and even pilot a bomb-setting drone in one scene, setting up a bloodbath for members of The Liberated. It’s all a bit grim, but nonetheless stylish fun. - MP Steam page, Website Scourgebringer It might be structured like Dead Cells, and look like Katana Zero, but this absurdly stylish 2D action roguelite actually reminds me most of Doom (and not just because of the Mick Gordon-esque metal that kicks in during every fight). At first glance, it looks like other combat platformers of its kind, but its combat is faster, meaner and, in my limited experience, cooler. A mixture of light and heavy slashes, dashes - that do not make you invulnerable, crucially - and an ammo-limited gun make up the building blocks, but the cement holding them altogether is how they chain together. Any time you connect with a hit, your double-jump recharges, meaning you can more or less stay airborne for entire fights. It’s not only thrilling, it’s important, as things begin to tend toward the direction of 'bullet heck' before long, forcing you not only to fight well, but move well to make it through its twisting, generative single-screen maps. I want to do much more fighting. I need to do much more moving. - JS Steam Page, Website Eldest Souls The name may sound like a cynical SEO trap, but Fallen Flag Studio’s project provides a novel new perspective on edge-of-your-seat boss rush games. Eldest Souls’ combat is built around a charge attack; build up a meter until completely full and your protagonist will dash at the enemy for a strike, but also momentarily gain the Bloodthirst buff. This allows for a powerful overhead sword-swing that not only badly stings a boss, but also restores a chunk of health. Already you can likely see how a battle plays out. While each boss is distinctly in the mold of Dark Souls (the first two in the demo are a werewolf with a giant bone shield and a colossal knight with a towering halberd), it’s Eldest Souls’ nuances that make it stand out. You’re not limited by stamina for attacks, but you can only dash three times in succession before a cool-down kicks in. It means you can go hog wild on damage, but approaches and escapes demand finesse. Victories also unlock further abilities, such as a dash that deals a flurry of blows as it finishes, which encourages some fun, sometimes risky playstyles. - MP Steam Page, Website The Almost Gone How can something that looks this pretty be this dark? The Almost Gone is less of a point-and-click adventure than a point-and-click drama, pitched dreamily between the micro-detail of the Room series and a European art film. The story is, I think, about a child planted in the middle of a divorce, but it’s told through the medium of picking through remains of a literally cracking family home and its surroundings. Its best idea is also its biggest problem right now - every area you visit is atomised into tiny slices of room that can be rotated and prodded at to find clues and unlock new areas. They’re gorgeous, pastel-shaded bits of architecture and clutter but, once you’re navigating between half a dozen at once, it can begin to feel more of a chore to navigate than it should. It’s a minor gripe, however (and could be easily fixed with a mini-map) and, once you get your head around each location, puzzles unfold naturally and satisfyingly across multiple rooms. Just be prepared to feel quite sad as you complete them. - JS Steam Page, Website Trials of Fire The surging popularity of card-based battlers has led to plenty of innovation, and Trials of Fire has several neat mechanics in its deck. Core of these is recycling; each card costs Willpower to play, but you begin each turn with none of the resource. Instead, you must scrap cards in your hand in exchange for Willpower. It’s a system that demands plenty of forward thinking, but is helped out by the fact that each of your three warriors has their own hand of cards. If one character doesn’t need to attack this turn, you can sacrifice their cards to provide Willpower for another character. Trials of Fire features attack and spells cards with similar traits to games like Slay the Spire, but battles are played on on a hex-based grid, allowing for characters to move across the board each turn. This further complicates battles and allows for tactics such as flanking enemies with multiple fighters, and casting spells with areas of effects. The battles are framed by a pen-and-paper style RPG adventure told through the turning pages of a dusty old book, but those elements feel merely narrative dressing for the elegantly designed battles, the arenas for which rise out of the tome’s pages. - MP Steam Page, Website A Monster’s Expedition What drew me into A Monster’s Expedition was its self-billed genre - an open-world puzzle game. I kind of got it, but didn’t really have a sense of how it’d work in practice. What I quickly realised was that this wasn’t an open world in the sense of a city to explore or side-quests, but choices. At its heart, this is a sprawling, picturesque puzzler about rolling logs into place to get from miniature island to miniature island (it’s not far in approach from Stephen’s Sausage Roll). It also has a wonderful generated soundtrack to go with your moves, and some very endearing writing. But its brilliance is that, pretty early on, you begin to see multiple routes appear, then fast-travel, and then you realise you can try things out in different order, and scratch an exploration itch. The only obstacle is your brain getting to grips with the puzzles and their growing set of internal rules (logs pushed on the side roll until they’re stopped, logs pushed from the end move square-by-square, etc.). From what I can tell right now, it’s something like a Metroidvania, except the gear-gating is based on your own neurons connecting and getting smart enough to work things out. I’m in. - JS Steam Page, Website Lord Winklebottom Investigates Endearingly low budget, Lord Winklebottom Investigates is a Sherlock Holmes point-and-click adventure, but Sherlock is a giraffe called Winklebottom and Watson is a hippo by the name of Dr Frumple. They’re just the first of a cast of beautifully drawn animal characters, all of whom are animated in a bizzare, stretchy way that makes the entire thing look like a hybrid between Terry Gilliam’s Monty Python skits and an Aardman show, with the static framing of a Wes Anderson movie. It’s as gently strange and amusing as that sounds, too. It seems like half the cast is voiced by a single actor, and while it’s not clear if the game is in on that joke, it works in its favour. Each animal you meet natters away with one of several British dialects which only strengthens its appeal. Oh, and the very first puzzle involves making a cup of tea, which cements it as probably the most English game ever made. - MP Steam Page, Website [poilib element="accentDivider"] View the full article
  11. @Lord Destro Tues - Sat @ 8 PM?
  12. WEEK #2 Standings & Schedule: https://www.scheduleague.com/LXVI [Fantasy season: all time teams]
  13. Last week
  14. Netflix is adapting another iconic video game franchise, with none other than Ryan Reynolds in talks to star in and produce a live-action film adaptation of Dragon's Lair. First revealed by The Hollywood Reporter and then confirmed by Netflix's Twitter account, Reynolds is in talks to star as hero knight Dirk the Daring, the hero charged with rescuing Princess Daphne from a vicious dragon. This news comes hours after Netflix officially announced its Castlevania animated series is getting a fourth season. [widget path="global/article/imagegallery" parameters="albumSlug=every-video-game-movie-in-development-almost&captions=true"] Assuming a deal is finalized, Reynolds will produce the movie through his company Maximum Effort. The movie will also be produced by Vertigo Entertainment's Roy Lee and Underground Films' Trevor Engelson, along with Don Bluth, Gary Goldman and Jon Pomeroy. Originally created by Bluth and Rick Dyer, Dragon's Lair first debuted in video arcades in 1983. Despite its limited interactivity, Dragon's Lair was notable for taking advantage of Laserdisc technology and featuring far more detailed sprite graphics than most games of the time. Dragon's Lair has been ported (with varying degrees of success) to numerous home consoles over the years, including recent ports for the Nintendo Switch, Xbox One and Playstation 4. The game also boosted the popularity of both Bluth and Goldman, who eventually went on to lead the creation of films like Secret of NIMH, An American Tail, All Dogs Go to Heaven, The Land Before Time, and Anastasia. This isn't the first attempt to adapt Dragon's Lair to other media. ABC aired a short-lived Dragon's Lair animated series in 1984, and CrossGen published a comic book adaptation in 2003. Bluth and Goldman previously ran a Kickstarter campaign in 2015 aimed at funding a short proof-of-concept teaser for a Dragon's Lair animated movie. While that campaign failed, the duo were successful after shifting the campaign to Indiegogo. However, it appears that animated adaptation has been repalced by a live-action treatment instead. Given the nature of the original game and Netflix's previous experiments with interactive programming like Black Mirror: Bandersnatch, we could easily see Dragon's Lair being developed as an interactive movie. [ignvideo url="https://www.ign.com/videos/2015/11/01/is-there-enough-interest-to-fund-a-dragons-lair-movie-game-scoop"] Do you think Reynolds is the right choice for Dragon's Lair? Do you want the movie to have an interactive component? Let us know what you think in the comments below. Be sure to check out our breakdown of all the video game movies currently in development and get the latest update on when the perpetually troubled Uncharted movie will resume production. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter. View the full article
  15. Thanks Joe. I still can't believe the team was able to defeat you, Mike and @Lord Destro's Redskins. You guys are always extremely difficult to beat and the Redskins have killed us the last 3 or 4 games. The Ravens had a tough season - just got hot in the playoffs - the real Ravens have done that - twice.
  16. I thought I would be bored by the time I beat up my 500,000th marine lackey, but to my surprise, One Piece: Pirate Warriors 4 never let the smile fall from my face – except for when it’s trying to make me cry with its many faithfully recreated scenes of One Piece’s most emotional moments. One Piece: Pirate Warriors 4 is an Omega Force musou game through and through, letting you satisfyingly steamroll hundreds of thousands of enemies single handedly as powerful hero (or villain) characters. But it comes with most of the typical baggage that goes along with that distinction: it’s not the prettiest looking game in the world, there are lots of reused assets from prior games, and outside of a few select boss fights, its hoards of baddies offer very little resistance. [widget path="global/article/imagegallery" parameters="albumSlug=the-greatest-one-piece-moments-of-all-time&captions=true"] That said, Pirate Warriors 4 managed to surprise me with a well thought out combat system that has a ton of variety strewn across its selection of more than 40 playable characters, excellent cooperative support, and a highly respectable retelling of One Piece’s absolutely massive story. Wealth, Fame, Power Pirate Warriors 4’s main story mode, Dramatic Log, attempts to summarize nearly 900 episodes worth of One Piece plot into a single 15-hour campaign. It’s an impossible task, to be frank, but a lot of effort was made to make these storybook-esque recaps as entertaining and informative as they can possibly be. Everything is fully voiced by the original Japanese cast; there’s a good mix of narration, still imagery, and scenes from the show recreated in-engine to keep things visually interesting; and when they do decide to go all out and do a full-on CG version of One Piece’s biggest moments, they always look and sound stunning with Omega Force’s signature guitar riff-heavy soundtrack pumping in the background, though many of those moments are straight-up reused from prior Pirate Warriors games. [ignvideo url="https://www.ign.com/videos/2020/03/25/one-piece-pirate-warriors-4-the-first-10-minutes"] It’s also worth noting that if you’re coming into Pirate Warriors 4 as anything less than a gigantic One Piece fan who has watched everything up to the start of the currently airing Wano arc, you’re going to get spoiled big time. This definitely is not a replacement for actually watching the show. Pirate Warriors 4 covers six main arcs: Alabasta, Enies Lobby, the Paramount War, Dressrosa, Whole Cake Island, and a shoddily thrown together original version of the Wano arc that exists solely to give Pirate Warriors 4 an actual ending since the real Wano arc isn’t finished yet. Those who played Pirate Warriors 3 may get a little bit of deja vu, as the only completely new arcs are Whole Cake Island and Wano, but Pirate Warriors 4 goes much deeper into each of them than its predecessor, with every arc consisting of at least six missions. [poilib element="poll" parameters="id=5182b790-9bad-4ea7-9d8b-94cea362e964"] Each chapter has its own selection of playable characters to choose from, with some levels restricting you to just the one character that’s relevant to the story, while others allow you to choose from a wide variety of heroes that are present in the scene. I always jumped at the opportunity to try out a new character, and fortunately, those opportunities presented themselves at just about every turn. It was this variety that kept Dramatic Log fun and interesting throughout its 15 hour length, despite the repetition inherent to Pirate Warriors 4’s gameplay. Dramatic Log is the main course of Pirate Warriors 4, but there’s also the Treasure Log mode which is a series of mostly context-less levels that come with their own rewards and ready-made challenges. Just about everything in Pirate Warriors 4 can be played with two-players co-op in split-screen, but certain levels in Treasure Log can also be played with four players online, and have unique objectives as a result, which is great. Multiplayer is definitely a strong suit for Pirate Warriors 4, especially considering how easy it is to pick up, smash some buttons, and watch the fireworks fly. Take it to the Sky(piea) If you’ve played a musou game before, you know what to expect from Pirate Warriors 4 on a base level. This is a game all about simple button presses leading to impressive actions. One that treats enemies like they’re a million styrofoam peanuts and the player like they’re a leaf blower. [poilib element="quoteBox" parameters="excerpt=This%20is%20a%20game%20all%20about%20simple%20button%20presses%20leading%20to%20impressive%20actions."] Pirate Warriors 4 adds a few interesting wrinkles to the fold, mainly the ability for every character to utilize air combos, which actually does a lot to further differentiate its roster. By pressing the jump button in the middle of a combo, characters take everything around them up into the air where they have an all-new series of attacks. Some characters, like Sanji, absolutely thrive in the air where they can use multiple special moves to deal big damage or utilize a buff that gives them unlimited stamina, which allows them to continuously cancel and restart combos with an air dash to stay in the air for as long as they want. Other characters, like Jimbei, are hopeless in the air and basically need to be on the ground in order to do significant damage. The gameplay is super fast. With the ability to connect a three to four-hit ground combo, then launch enemies up for another combo, then combo that into a special move, which can then be canceled into more air combos, there’s just a ton of frenetic movement that always keeps the action fluid and exciting. Despite that though, the implementation of aerial combat is not perfect. Some characters are given the ability to fly freely, but the controls are messy. There’s no way to control your height, which can make it frustratingly difficult to actually hit enemies when you’re above them, and sometimes characters can move so fast that it can be hard to actually focus on a single enemy like a commander or boss if you need to take them down first. [ignvideo url="https://www.ign.com/videos/2020/03/24/one-piece-pirate-warriors-4-launch-trailer"] Above all else though, Pirate Warriors 4 is a One Piece power trip, and it’s a really good one at that. Just about every character feels insanely strong in their own satisfying way. Luffy in particular feels nigh unstoppable when he transforms into either of his Gear Four forms, but especially when he’s in Bounce Man form and starts charging up a Kong Gun that ominously looms over the heads of hundreds of helpless enemies that are about to get sent flying. Omega Force has done a great job with its progression mechanics as well. Not only does each character have their own skill trees that build upon their arsenal of unique moves and stats, but there’s also a universal skill tree that provides bonuses to all characters. It’s a nice system that forces you to make some interesting decisions when it comes to stats with regards to whether you spend resources making everyone a little bit stronger, or you focus in on making a single character stronger that you might only use for one level. Between the 15-hour story mode, the many additional hours that it’ll take to complete Treasure Log, and unlockable characters that are tied to getting S ranks on missions, there’s a ton of worthwhile content in Pirate Warriors 4 that will keep me busy for quite some time. View the full article
  17. Congrats TJ! How fitting for you to win the “dazzo47” trophy by having to go through both dazzos to get to the final. And to top it off all 3 games were down to the wire controller breakers. Lol Congrats go out to destro for a great season.
  18. Capcom has announced the Resident Evil Resistance beta has been postponed on PlayStation 4 and Steam due to technical issues. However, the Xbox One version is unaffected and currently available for download. Announced on Twitter, Capcom did not offer any kind of timetable for when the Resistance beta would be available. With the Resident Evil 3 Remake set to release on April 3, hopefully it won't be too long. [widget path="global/article/imagegallery" parameters="albumSlug=resident-evil-3&captions=true"] Resident Evil Resistance is a multiplayer horror survival mode, where four players face off against a Mastermind. The four players' goal is simple – survive – while the Mastermind is responsible for setting a variety of obstacles and traps to try and prevent survival. Thus far, there are four confirmed Masterminds for Resistance – Daniel Fabron, Annette Birkin, Alex Wesker, and Ozwell E. Spencer. Each Mastermind will have their own unique set of abilities, giving some variety to the role. Additionally, Capcom has confirmed there will be both a prison and casino themed map available at launch. [ignvideo url="https://www.ign.com/videos/2020/03/27/resident-evil-3-jill-valentine-trailer"] Resistance is part of the Resident Evil 3 Remake which was announced in December. The game will feature protagonist Jill Valentine and the infamous antagonist Nemesis. Not only will he be scarier than ever, but he is trying to eliminate members of the Special Tactics And Rescue Service team, more commonly referred to as STARS. A demo of the Resident Evil 3 Remake released on March 17 and is currently available for download in your platform's store. In the meantime, be sure to check out everything we know about the Resident Evil 3 Remake guide for a full rundown ahead of its April release. However, Capcom has issued a warning to European players that the physical edition may receive a slight delay. Andrew Smith is a freelance contributor with IGN. Follow him on Twitter @_andrewtsmith. View the full article
  19. The inclusion of early microtransactions in video games seemed, at first, to teach players to regret spending money, according to Valve's Robin Walker. But it doesn't need to be that way. In this month's episode of IGN Unfiltered, Ryan McCaffrey sat down with Chris Remo and Robin Walker from Valve to talk about microtransactions, Team Fortress 2, Half-Life: Alyx, the mystique of Valve, and much more. [ignvideo url="https://www.ign.com/videos/2019/07/17/igns-top-10-free-to-play-games-on-steam"] Since it first released, Team Fortress 2 has undergone massive changes, especially from a monetization standpoint. When asked about Team Fortress 2, the current state of microtransactions in the video game industry, and where things are headed, Walker said, "Team Fortress [was], in a lot of ways, our learning tool... It seemed like microtransactions should be a customer-positive thing... if we're saying, 'How about, instead of you giving us the money up-front, before you know [if] the game's any good, how about you play it and, if you like it, you can give us some money?' "We were also hitting a point in Team Fortress where, bizarrely, we would get emails from fans saying, 'I've been playing this game for four years... Do you have a donation tip-jar or something?' At the point where fans are mailing our corporation asking if we have a donation tip-jar because they want to give us extra money... it's a strange thing." [widget path="global/article/imagegallery" parameters="albumSlug=half-life-alyx-first-screenshots-4k&captions=true"] These sorts of letters seemingly run counter to the perception of customers, Walker says. "I think people have this really, weirdly adversarial relationship with customers, where they think customers fundamentally don't want to give, don't want to spend money, they just want everything for free, whereas we always think of it as; people want to spend their money on the things they like... "I, personally, really enjoy spending money on the bands, and the artists, and the movie-makers and so-on, who build things that I love. I wish I could give them more if it meant that they'd make more. [ignvideo url="https://www.ign.com/videos/2016/06/27/igns-top-10-fps-games-of-all-time"] "So, to us, Team Fortress was the place where we tried to figure out how to do that. We know we've got a bunch of people who are enjoying this, and they're mailing us and telling us that they're enjoying it... it seems like they would prefer spending their money on this than another game and so we were trying to figure out, 'What is it that they like? What would they want?'" As for the industry at large, Walker was surprised opinions solidified on microtransactions so quickly. "I think it took us years, and we're still learning an enormous amount... I think that was the other thing that was... shocking to us at the time: the industry seemed to have already decided it understood how microtransactions worked. "This was... 2011 or something. There was microtransaction stuff going on in web games and stuff like that. There was all this stuff written about how you've got to add friction to your game, and then people can pay to take it away... there was all this sort of stuff and it seemed really unlikely to us, given how young microtransactions were at that time, or even just service games in general... that the industry had already figured out the 'optimal' way. [ignvideo url="https://www.ign.com/videos/2020/03/04/half-life-alyx-13-minutes-of-valve-commentary-ign-first"] "We felt like everything that was being done then was, basically, teaching players to regret every bit of a dollar they spent. You would play a game and just regret it. So... we thought, 'There's got to be a way to do this. We've got to be able to figure out a way to do this where this is an addition that people enjoy and want. That came with a set of things around... making sure that... there was an enormous amount of the game that you still got for free or... with Dota... it's entirely cosmetic, none of it affects the core game, itself." Walker wrapped up the topic by saying that the progress Valve has made in making microtransactions something people want to engage in, instead of something they feel they are forced to engage in, has allowed the company to make games like Counter-Strike and Dota 2 completely free. Catch up on every single episode of IGN Unfiltered here so you can hear from the best and brightest minds in the video game industry, such as Hugo Martin and Marty Stratton (id), Stig Asmussen (Respawn), Sam Lake (Remedy), Bonnie Ross (343 Industries), Ted Price (Insomniac), and a whole lot more. [poilib element="accentDivider"] Brian Barnett writes news, features, wiki guides, deals posts, and much more for IGN. You can get your fix of Brian's antics on Twitter and Instagram (@Ribnax).View the full article
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