The version on the PlayStation 4, and then we have the remake coming to PS4,” Nomura said through a translator. “You’ll have this extremely, very, very pretty FFVII existing on the same plane. We feel that if that happens, it’s like, why have the same exact game?
“We think that if a game is on a certain platform and that platform becomes obsolete, then we’d recommend playing the new port version,” he added.
Currently, all we know about the Final Fantasy VII Remake is that it is now in production with key members of the original game’s staff on board, including producer Yoshinori Kitase and scenario writer Kazushige Nojima. Other developer details are unknown.
Square Enix showed off a bunch of new videos from its upcoming games. It can be hard keeping track of all of them, so we've gathered them in one place.
Nintendo showed off a lot of new trailers for its upcoming games at its E3 2015 event. It gave some more news about some games and announced a few other titles. Because it can be hard to keep track of all of the trailers, we've gathered them in one place.
Check out all the videos below:
Amiibo/Skylanders Trailer:
Animal Crossing: Amiibo Festival:
Animal Crossing: Happy Home Designer:
Fire Emblem Fates:
Genei Ibun Roku #FE/Shin Megami Tensei X Fire Emblem:
The last few Need For Speeds have done a commendable job catering to different driving preferences, but this latest installment just might be the most accessible version yet. The franchise has been around long enough that it has different fanbases from different eras, whether it's the period when the cars tended to grip the pavement and the era when there was more of an emphasis on drifting. Customization and tuning is commonplace in all kinds of racing games, and while the next offers a wealth of options to personalize your handing, having a Grip vs Drift slider makes the experience very pick up-and-play.
Given that arcade racing is my favorite genre, I'm often confident that I can place well (if not first) in my multiplayer racing booth demos at E3 year after year. Need For Speed threw me for a loop, given that its design is not as straightforward as point to point races. In a form of thoughtful rebranding Need For Speed's multiplayer score attack is called 8-Player Rep Attack. It keys in on the kind of skill-based driving that has been very popular these many years. It's not surprising for Need For Speed developer Ghost Games, which is primarily made up of former talent from Criterion Games, a studio known for the risk-taking driving from the Burnout series. From slick drifting to near miss car passes, you'll earn points toward your rep when you're competing with seven others at Rep Attack.
My match started with a point-to-point race, and while I placed first, I didn't earn the most rep points, probably because I did not drift enough and stayed far from incoming traffic. That wasn't the end of the competitive session, though. With the match over, every driver was left with several minutes to accumulate rep points however they saw fit. Some opted to lure cops into a chase, others just free roamed. Within my seven minute time limit, I managed to do all these things and ended up with a very respectable third place ranking.
In all, I enjoyed how the controls and my preferred grip setting felt. More importantly, the hands-on experience managed to emulate the intensity and visual realism of the flashy E3 2015 trailer. The isolated feeling from touring the dark streets of Ventura Bay (a fictional version of Los Angeles) were punctuated by the light-bleeds from the street lights and headlights. Need For Speed's attention to detail is never more apparent than in the garages. Rather than present them in their most pristine state, the cars in your collection have a "just driven" look, as if you had each of your cars out in the wet weather sometime in the last couple hours.
Time marches ever forward. So it is in life, and so it is with the Anno series, which glided into the future with its previous installment,
I appreciate some of the newer tweaks in Anno 2205. Bridges now connect your islands, and you do not have to worry about traffic jams. Modules allow you to upgrade structures by using surrounding land to enhance their production. And Anno 2070's ark has been replaced by a spaceport, which rockets a space shuttle towards the moon when the time comes, much to the delight of your applauding populace. There's also the matter of Anno 2070's always-online requirement, which has been unsurprisingly scrapped for Anno 2205.
And yet I didn't get to participate in any missions, make contact with other civilizations, or engage in combat when I played. Without having a sense of Anno 2205's unique flavor, it was hard to get a handle on anything beyond the basics. The game is quite literally shooting for the moon--and I hope that the coming months reveal more about Ubisoft's PC exclusive before its November release. Until then, all I can do is fill in the gaps with my imagination, and hope that reality meets or exceeds the fantastical scenarios my mind concocts.
Today during an E3 2015 presentation, owners to wonder if they would ever come to their console.
Now, Howard has confirmed that mods will be available on PS4...eventually. Howard stressed that Bethesda and Microsoft worked together to bring Fallout 4 mods to Xbox One, and said "the timetable is fuzzy" regarding when mods will come to PS4.
We'll have more on Fallout 4, mods, and other topics related to the RPG later this week from E3 2015.
To celebrate the 20-year anniversary of PlayStation, Sony will release a new special edition controller and headset for PS4 later this year.
Both the DualShock 4 and Gold wireless headset will feature a gray color similar to that of the original PlayStation. The former also feature a PlayStation button using the colors of the classic PlayStation logo.
account. Both will be available at some point during September in North America and Europe.
While the original PlayStation debuted in Japan in 1994, it wasn't until 1995 that it launched in North America and Europe--hence this year being treated as the 20th anniversary.
Variety is the spice of Call of Duty. As one of the most overexposed video game franchises of all time, differentiating the next title from the last is critical.
Credit where it’s due, thus far Activision and its cadre of Call of Duty developers have done a commendable job at giving each new entry in the series a sense of identity. Modern Warfare’s reliance on bleeding-edge fantasy tech and Black Ops’ focus on deep customisation have served as solid foundations for Infinity Ward and Treyarch to build distinct titles on.
This year’s Call of Duty will be the third entry in Treyarch’s Black Ops sub-series and, based on our hands-on experience, it may be the point of convergence.
Black Ops 3 does not stand out from its past. It iterates on last year’s Advanced Warfare, whilst maintaining the customisation at the core of Treyarch’s previous titles, but does too little to suggest it has made progress from last year’s entry. The freedom of movement, introduced in Sledgehammer’s Advanced Warfare last year, has become a pillar of Black Ops 3’s gameplay, though there have been some subtle tweaks.
"Black Ops 3 does too little to suggest it has made progress from last year’s Call of Duty entry."
First of the changes is an infinite sprint. Unlike previous games, where players would naturally transition out of a sprint and into a normal run after a set period, sprints can now be maintained for as long as you want. Obviously, this makes for maddeningly hyper multiplayer matches. But it also begs the question, why would you ever feel compelled to slow down? Treyarch has an answer: because situational awareness is much harder to maintain when you’re tearing around multiplayer maps. But you’ll still sprint anyway, like a manic shark-jumping grunt, leaping across rooftops, clambering up buildings, vaulting cover, and sprinting over walls. Everything introduced has become commonplace already.
Easily the most interesting part of Black Ops 3, the Specialists, has the unavoidable reality of being something already done-to-death by other genres and other first-person shooters. Let’s call the spade a spade: Specialists are classes (or Moba-esque Heroes), albeit with a Call of Duty edge.
This time around, instead of playing as generic soldiers, each multiplayer character has a back-story. For the most part, they’re in-line with the first-person shooter archetypes. Thankfully, each one also comes with a unique gameplay hook. Every specialist has either a powerful weapon or a special ability that can be taken into battle. Both the weapon and the ability operate on a cooldown which can be accelerated through killing.
This mechanic is an interesting way to offer something to those players that struggle to rack up enough kills to access the kill-streak rewards.
It’s good to see Treyarch attempting to create a little more personality for each of its multiplayer characters too, and differentiating each one with a unique gameplay hook is smart. But, again, there is not even a whimper of revolution here. If we’re honest, there probably doesn’t need to be. The game remixes what players already know, just enough, to force them to re-learn the tools.
The customisation is taken up a notch with Photoshop-esque tools that will enable creative players to put together impressive decals for guns. Of course there’s also the Pick-10 system, which lets players pick-n-mix guns, equipment, and perks to build unique, experimental builds.
Maybe that’s enough to make Call of Duty: Black Ops 3 worth playing, but at the moment it doesn’t feel very exciting.
Most (but not all) installments of Assassin's Creed represent another chronological leap forward for the series. The upcoming Assassin's Creed Syndicate takes place in 1868 London as the industrial revolution nears its end. Horse-drawn carriages may still fill the streets, but the world is charging towards a future represented by the city's speeding locomotives, and with new technology comes new struggles, as factions and their leaders battle to remain relevant in a changing political landscape. There's an irony, then, in an annualized series like Assassin's Creed, which simply cannot keep pace with the historical periods it depicts. Within the ongoing story, society is advancing at a rapid pace. Assassin's Creed itself has become staid, and it's hard to tell whether Syndicate can be the game that disrupts that expectation.
Of course, a 15-minute demo makes a difficult litmus test for a game's ultimate quality. I played two connected missions at E3 2015, the first of which led me to a local area that had fallen under enemy control, and needed to be liberated. As Jacob Frye, one of the game's two protagonists, I was tasked with eliminating the necessary targets and converting the local brawlers to the cause. "Nothing is true. Everything is permitted." So says the creed, though it was nice to find that I was permitted a new tool of locomotion--namely, the rope launcher, which allowed me to rappel up the sides of buildings as if I were a Victorian-era Batman. From the rooftops, I was able to get a handle on the challenge in front of me; all I needed to do was activate eagle vision and get a feel for my enemies' locations.
In spite of the game's weirdly yellowed visuals--a huge amount of bloom made me wonder whether someone at Ubisoft had accidentally turned up the ambient light slider--I was still taken by Assassin's Creed Syndicate's overall look. Small touches, such as the way Jacob removed his hat as he entered stealth stance, made a big impact, and I scaled walls and leapt across outcroppings with the amount of alacrity I expect from an Assassin's Creed game. But when it came to offing my targets, I was struck by how little has actually changed. Assassinations from behind are silently satisfying but largely the same. I made a leap of faith into a bale of hay and pulled an unsuspecting criminal into it as I slit his throat. I stepped directly into combat and performed a familiar blend of rhythmic punches and counters, but though swords have been replaced by fists and blunt melee weapons, nothing felt new. To be fair, I didn't expect a revolution in these regards, but for a longtime Assassin's Creed player like me, this was rote. The game was holding up Assassin's Creed flash cards, and I was reading off the answers without having to give them a second thought.
To be fair, I enjoyed the flexibility I was offered. I flung a throwing knife at the ropes holding up a crate, and gleefully watched as the falling object crushed by quarry underneath it. I enjoyed flinging a poisoned knife into a fire and watching nearby foes choke on the fumes, all while I sidled up to them and plunged by hidden blade into their flesh. And I enjoyed the sequence that followed, which had my racing after the region's criminal mastermind in a horse-drawn carriage. The carriage handled much as I expected it would; after all, even horse-drawn carriages have appeared before in the series, and while you can engage in fisticuffs atop these vehicles (the horses will miraculously head towards your intended destination), I raced directly to my adversary's location, bashing the carriages that dared to cross my path during my journey.
-style tower-defense minigame.
I still adore Assassin's Creed's core locomotion; that rush you develop as you climb towers and race across the rooftops remains undeniably fresh. I love the historical fiction that weaves the protagonists' fanciful actions into real-life events. But with Assassin's Creed Syndicate, I wonder more than ever before if it's time for the series to take a breath. It needs to find its footing, and I don't know that this fall's installment will be giving this franchise the momentum it needs.