Gaming News - Page 140
RockStar Games has never been shy of controversy, so you shouldn't be surprised to hear about a new secret mission in GTA Online that needs you to get obliterated, before you unlock it. Check out the video below:
Before you can begin the secret mission you'll need to own a penthouse in the Diamond Casino & Resort of GTA Online, as you need the penthouse to unlock the story missions that R* built into the casino update recently. The first mission is called Loose Cheng, something you'll need to host and play to unlock casino work missions.
The secret mission is activated by getting blind drunk, so you'll need to visit the private penthouse bar or the public bar in the casino itself, and start slamming drinks down. You will need to drink shots of Macbeth Whiskey, where after each shot your character get super drink, blacks out, and you wake up somewhere new.
After seven long, long years of development, the hugely ambitious Skyblivion project shaping up into an "actual video game."
The wizards behind Skyblivion--a total conversion mod that recreates the entirety of Oblivion in the Skyrim engine--have made tremendous progress with the mod since development began in 2012. The small dedicated 50+ team of volunteers just released a trailer showcasing said progress, revealing one of the most amazingly authentic recreations in gaming history.
For all intents and purposes, the TESRenewal team is remastering Oblivion with a free mod. It's actually something I'd pay for on Bethesda's failed Creation Club mod storefront. I absolutely loved Oblivion when it released--it was the purest example of next-gen gaming I've experienced to date--and am total awe of this level of talent, skill, and pure dedication.
Dragon Age 4 senior producer Fernando Melo just left the BioWare, but before went he gave a quick update on the game's progression. Despite BioWare's massive internal studio problems, Melo says Dragon Age 4 is ramping up to be the most ultimate medieval fantasy RPG to date.
BioWare is currently making a new Dragon Age game codenamed Morrison, and from the sounds of it the game will be incredibly ambitious. Now-departed producer Fernando Melo says DA4 will be the definitive project, and hints the game is in a good place development-wise. Melo decided to jump ship during the "least disruptive time," which could mean Dragon Age 4 is farther along in development than we thought.
"With great game leadership in place, a fantastic creative vision, and some of the best devs in the world, Morrison is well underway to becoming the definitive Dragon Age experience--and I'm incredibly proud and honored to have played a part in that. I'll be eagerly awaiting the opportunity to experience the next Dragon Age as a fan this time around," Melo said in an email.
Seasoned Mass Effect and Dragon Age producer Fernando Melo leaves BioWare after 12 years, coming just days after the departure of Anthem dev Ben Irving.
The games industry is constantly in flux. People come and go from teams all the time. Projects are developed for years and cancelled suddenly. And there's always so much going on behind the scenes we don't know about. But BioWare is a unique case, and its recent string of departures seem to align with reports of anxiety, depression, and mismanagement endemic in the company.
Now another key dev is leaving BioWare. Fernando Melo, who worked on Dragon Age Origins, Dragon Age 2 and Mass Effect: Andromeda in his 12-year tenure at BioWare, said his departure is entirely his own decision. Melo is leaving to "disconnect and explore a couple ideas for the next chapter" of his career. Before leaving Melo served as senior producer of Dragon Age 4.
In an effort to avoid harsh crunch and keep Destiny from growing into an unmanageable leviathan, Destiny 2's seasonal content cadence is changing considerably.
Destiny 2 director Luke Smith confirms Destiny 2's seasons will soon rotate content in and out rather than permanently add content to the game. It's all part of Bungie's ambitious new vision for Destiny which seems the game live up to its original scope: an ever-evolving world full of meaningful events. This new content rotation will also ease the intense crunch and toil Bungie faced while adding Year 2's seasonal content.
In the most recent and last Director's Cut update, Smith says Shadowkeep's new Season 8 will bring a world-changing event. Each season will be its own act, complete with a setup, a middle, and a resolution that fuels another act.
"During [Shadowkeep's] Season 8, a new situation will unfold on the Moon. Over the course of the season, parts of the game will change before the situation culminates in an event that will ultimate resolve it, and its content will be exhausted. But this resolution sets up the events of Season 9, which again adds something new to the game and resolves it, something that too will go away, but not before setting up Season 10, et cetera."
Apex Legends developer Respawn is in the hot seat right now for over-monetizing the battle royale shooter with a $170 axe. After lots of pushback from the community, the game's project lead sparks more outrage with some rather choice words.
According to Apex Legends Project Lead Drew McCoy, most players are freeloaders who don't actually pay anything. The new Iron Crown Collection event that kicked off this fiasco was an experiment to see how much Respawn could make. Not a lot of people are buying Apex's lootboxes and skins, McCoy says, and the team is looking for new ways to make money on the free-to-play BR sensation.
The skins probably won't ever become any cheaper, either. McCoy says a price drop wouldn't "move the needle" and the game may not be viable without its higher cosmetic pricing. "There is a wealth of data available on how monetization works in free-to-play games, and we ourselves have run tests by putting skins on sale in the store. The amount of people who spend is crazy low, most of ya'll are freeloaders (and we love that!) and a change in price doesn't move the needle," McCoy said.
"The data is very clear. We would make substantially less money [by lowering skin costs], to the point where the game might not be viable."
Halo 6 creative director Tim Longo leaves 343 Industries after six years, a move that could possibly impacting Halo 6's release date, build quality, campaign vision, and much more.
After six years with 343 Industries, Tim Longo departs the studio as Halo 6 enters its last year of development. The next big Halo game is due out Holiday 2020 alongside Microsoft's next-gen Project Scarlett, and is a tremendous proving ground for the console and 343i. With Halo: Infinite, aka Halo 6, the studio hopes to re-capture the magic of the first game with a spiritual reboot--but that overall vision could change with Longo's departure.
343i is making some changes Halo 6's dev team. Longo, who served as creative director on both Halo 5: Guardians and Halo: Infinite (known as Halo 6), just left the studio. Infinite's campaign team also got a new boss with studio vet Mary Olson, who will now lead the campaign experience. Here's what Microsoft told Kotaku: "Our Executive Producer, Mary Olson will now take charge of the Campaign team on Halo Infinite as the Lead Producer, utilizing her many years of experience at 343 to help craft a great campaign for fans."
The Epic Games Store is slowly but surely morphing into a more competent storefront, complete with features consumers enjoy on Steam.
When it's all said and done, the Epic Games Store should closely resemble Steam. The fledgling marketplace is just now getting more meat on its bones, complete with wide cloud save support across its games. There's still things missing like mods and a shopping cart, but the store is getting a lot better. In a recent update, Epic reveals that more games are supporting cloud saves and the storefront is getting some stylish improvements. 17 new games now support cloud saves, including the free titles Epic gave away this month.
Now the Epic Store sort of resembles a place I'd buy games from. Sure it needs lots of work, but devs now have more tools to make their game's pages look less ramshackle. Presentation is incredibly important, especially when you're trying to convince someone to buy your game without any prior exposure.
Bungie's learned a lot from Destiny and Destiny 2 over the years, and many of these hard lessons will be used to fuel Destiny 3.
Photo: Joseph Biwald, Bungie
Destiny 2 has changed a lot since 2017. We've seen Bungie add more content than ever before and deliver a consistent slate of new updates, tweaks, and innovations across the sequel, all of which helped successfully monetize and engage millions of players. But all that work took a considerable toll on the team. The annual pass required lots of crunch and intense live game management, which culminated in what Destiny 2 game director Luke Smith calls an "unsustainable development cycle."
So what's Bungie to do? Find a more streamlined and standardized alternative that carries Destiny 2 into Year 3 and beyond. The way Bungie talks about this makes me think this new methodology will be the foundation for Destiny 3. That's not really a surprise considering all devs constantly iterate on their previous mistakes and successes. Once Bungie finds a healthy way to juggle all these spinning plates, they'll have unlocked one of the most valuable lessons in live gaming and it'll carry them well into the future.
Bungie recently detailed some pretty big changes to Destiny 2's armor system, which is centered around a vast sea of RNG possibilities.
Photo: Joseph Biwald, Bungie
Destiny 2's loot has come a long, long way. At the beginning, all the weapons and armors had fixed stats. Now with the game's upcoming Armor 2.0 update, there's a galaxy of potential rolls. Bungie is significantly overhauling the armor system with a massive level of customization, progression, and randomness to feed a bigger focus on RPG elements.
Every piece of armor will soon have three randomized points: stats (which now include old-school stats like intellect, discipline, strength, alongside mobility, resilience, and recovery), elemental affinities like solar, arc, and void , and a raw energy level. Players can boost up the energy level with crafting resources--a clever hook to keep you playing and engaged--but the elemental affinities and stats are fixed via RNG rolls. You can't change those.