Game Informer

Game Informer


Monster Hunter Stories 2: Wings Of Ruin Review – My Monstie And Me

Posted: 07 Jul 2021 05:15 PM PDT

Publisher: Capcom
Developer: Capcom
Release:
Rating: Everyone 10+
Reviewed on: Switch
Also on: PC

The mainline Monster Hunter series has seen a number of quality-of-life changes in recent years, but even with those changes the series is a tough sell for newcomers. On the other hand, the sequel to 2017's Monster Hunter Stories might be the perfect on-ramp for those who want to start hunting. In Monster Hunter Stories 2: Wings of Ruin, Monstie riders are people who create bonds with monsters, entrusting them to fight alongside them in battle. The Stories series has a greater focus on narrative and monster collection, and it converts the epic monster confrontations into turn-based RPG battles, though players can still expect plenty of the franchise's signature strategy and planning.

The Stories series differs from games like Monster Hunter World or Monster Hunter Rise in that the action is contained to strategic turn-based battles which wonderfully translate the franchise's hunting experience. Combat has rock-paper-scissors rules where you and your Monstie counter enemy attack types, choosing between speed, power, and technical attacks. Learning a monster's attack types is the key to surviving, as well as learning which weapon types affect each part of a monster. Veterans of the Monster Hunter series will already be intimately familiar with the ins-and-outs of this system, but Stories does a great job explaining the finer points to newcomers. Your character is the only fully controllable party member, but Stories makes that work. Monsties act on their own by choosing their own attacks and skills in battle, unless you tell them to use a specific skill. Whether I'm switching weapons mid-battle, doing a quick-time event, or targeting parts of a monster, I always feel like I have something to do and I'm making a difference in the battle. Kinship Skills are basically super attacks which allow you hop on your Monstie's back and unleash awesome, flashy attacks that bring a lot of fun moments to battles and show off each Monstie's full personality and power. 

Monsters are really the star of this show, and Wings of Ruin brings along a lot of series favorites to fight and collect. Of course, the series' mainstays of Rathalos, Nargacuga, Diablos, and Urugaan are here, but so are some offbeat monsters such as the bright yellow and orange lemur-like creature Kecha Wacha and my favorite toothy pale creeper, Khezu. I love how much of Stories feels like an alternate take on a traditional Monster Hunter but keeps your character's main form of progression tied to their gear. Defeated monsters drop items which can be used to craft rad looking weapons and armor, all of which have their own special properties. While experience and character levels factor into your success in combat, gear is the biggest difference maker. I enjoy pinpointing which monsters to target in the wild to create the next piece of gear to help me beat bigger foes, though having the right Monsties at your side is also important.

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Monsties aren't caught in battle but collected by hatching eggs taken from nests in monster dens. You don't need to defeat a monster to collect eggs but besting monsters in battle can cause them to retreat to their den, almost guaranteeing an egg discovery. A den's rewards are great, which makes venturing into them seem exciting, but these areas are mostly empty, dull, and repetitive, making the process of gathering eggs tedious.

One of the coolest aspects of Stories 2 are genes that give players the ability to tweak Monsties in fundamental ways. Each Monstie can have a total of nine genes that give different stat boosts or special moves. Genes can be transferred from one creature to another to give Monsties attacks or elemental properties they wouldn't have otherwise. I loved making wild, unique, and even funny combinations like an Anjanath who slams enemies with ice attacks or a Tigrex that farts toxic gas. This system was also helpful in eliminating weaknesses in my Monstie party by rounding out their potential attack types or empower existing ones. Gene manipulation can greatly extend your time with Wings of Ruin, especially if you're looking to throw down against other riders and Monsties in competitive multiplayer battles.

Multiplayer has some fun ideas, but It's a bit limited in scope. You can play with friends or random people online in two different ways. First, are head-to-head battles where you can put your genetically enhanced Monsties to the test by facing other riders in one-on-one or four-player team battles. Coop quests let you take on monsters and explore dens with friends. You won't be running around the single-player world map, but instead areas designed like dungeons. Players are able to take on monsters side-by-side, emulating the battle buddies who travel with you in the main scenario. Co-op missions lack variety at this point as there aren't many quest options to choose from, but I do like the option to spend some time collecting eggs and taking down monsters with a friend.

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Your character, the descendant of a legendary rider named Red, travels alongside Navirou, a talkative feyline, and Ena, a Wyvernian with connections to Red. Their goal is to uncover the secrets of a special Monstie you inherit named Razewing Ratha who is said to hold the power to bring ruin to the world just by flapping its wings. Your journey takes you through golden fields, snowy mountains, vast deserts, and molten volcanos, each with their own roaming monsters to battle and collect. Each area has a hub town where you can craft your gear and collect quests for additional money and resources. This narrative starts with a bang but quickly hits the brakes and doesn't pick up again until the back half. Much of the story revolves around the responsibility of having Ratha's immense power at your side, and how it isn't inherently good or bad. Some of those moral lessons fell flat for me, and I don't find many of the early flashbacks for some of my partner characters engaging. Stories 2 is at its best when dealing with the conflicts in the present, whether that's a goofy scenario involving Navirou or the incredible action centered around Ratha and the mysterious glowing pits of energy spread across the land.

Monster Hunter Stories 2: Wings of Ruin's story might not light the world on fire, but it's a fun experience that can acclimate new players to the great elements of the Monster Hunter series. Combat encounters are full of rich strategy, and Monstie collecting and gear customization kept me coming back even after the credits rolled. If you've been curious about Monster Hunter, but feel intimidated by the main series, Stories 2 might be just the entry point you're looking for.

Score: 8.5

Summary: Wings of Ruin is a great entry point to the Monster Hunter series while having plenty of monster fun for veterans to enjoy.

Concept: An approachable turn-based Monster Hunter where you befriend monsters and fight by their side

Graphics: Wings of Ruin's stylized approach to characters and monsters is gorgeous and fits with the vibrant and beautiful open environments

Sound: Monster Hunter Stories 2 features a wonderful orchestral score that's epic and at times whimsical

Playability: While much easier to start than traditional Monster Hunter games, Stories 2 builds upon its easy-to-understand concept of monster collection and battling in fun and unique ways

Entertainment: Hatching Monsties and battling alongside them against bigger monsters is very fun and pulls its weight more than the lackluster story

Replay: Moderate

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Red Dead Online Event Adds Debt Collection, Kidnapping, And Other Crime Activities

Posted: 07 Jul 2021 12:51 PM PDT

Another event is coming to Red Dead Online with a bevy of features that have been anticipated for quite some time. With new crimes and opportunities, "Blood Money" looks to round out the American cowboy fantasies that players have been yearning for since taking to the American frontier with their posse members. If it wasn't already obvious, the new event focuses on deviance and criminology as you'll be helping notorious villains in and around Saint Denis. The available crimes (or new activities) include debt collection, kidnapping, cloak-and-dagger coach holdups, multi-stage robberies, and more. Here's a synopsis of the backstory:

"There are whispers in the alleys of Lemoyne's capital that Guido Martelli — right-hand man and underboss to the infamous Angelo Bronte — needs gunslingers of strong constitution. Martelli is seeking to recover a valuable commodity known as Capitale. Originally devised as a unique system of exchange for more sensitive business dealings away from the watchful eyes of the taxman, it's since ended up in the hands of nearly every lowlife across the five states. Now, Bronte and Martelli want it back — if you can find and return it, Martelli will reward you with access to more worthwhile criminal opportunities."

Collecting this so-called Capitale will give you access to three Opportunities – the first of which drops on launch day – that might require you to eavesdrop on conversations or keep an eye out for VIPs. The four Quick Draw battle passes are also incoming in consecutive order. As per usual, you can opt in by purchasing the pass which will give you access to bonus cosmetics, like Dutch's outfit, as well as other enticing rewards. The post on the official Rockstar website reads as follows, "Each pass will cost 25 Gold Bars, all of which you'll earn back by completing the Pass' 25 Ranks. As an added bonus, players who purchase all four passes will receive the upcoming Halloween Pass 2 for free."

In response to community desires, Rockstar is also bringing back items from the Outlaw Pass, including unlocking the fast travel ability from a Wilderness Camp; this'll now be available for purchase at a Fence. And highly-requested Van der Linde gang outfits from the second and third Outlaw Passes will be obtainable once again. If you're a Windows player with an NVIDIA GeForce RTX graphics card, keep an eye out for the July 13 launch date of Blood Money as the PC port of Red Dead Online will offer NVIDIA DLSS support. 


Are you excited for the new event? What crime are you most looking forward to committing? I recently attended a Red Dead Redemption 2 concert and was blown away by the live performances. You can read about that here while staying tuned for the new event.

How Marvel's Guardians Of The Galaxy Uses Licensed Music

Posted: 07 Jul 2021 12:00 PM PDT

Marvel's Guardians of the Galaxy

When Marvel's Guardians of the Galaxy was revealed by Eidos-Montréal and Square Enix in June, the trailer made it clear the development team was forging its own path with the story, character design, and gameplay. However, certain elements of the tone many fans know and love from the Marvel Cinematic Universe films are present, including the action, humor, and, perhaps most importantly, the way licensed music from the past permeates the experience. 

As players blast their way through the cosmos, they can expect to hear a fully orchestrated soundtrack. The recording happened at the famed Abbey Road Studios in London, England, with inspiration drawn from John Williams' scores in the Star Wars movies. The notion was to create an accompaniment akin to what you'd hear in a popcorn-style action/adventure movie.

While every track we heard during our gameplay demo was fitting for the action on screen, the licensed tracks are simultaneously show-stealing attention grabbers and perfect complements to the action. Senior audio director Steve Szczepkowski was largely responsible for the licensed tracks appearing in the game. Just as Peter Quill (AKA Star-Lord) makes his own mixtapes in the Marvel Universe, Szczepkowski was essentially able to do the same for Marvel's Guardians of the Galaxy – with a few caveats.

Marvel's Guardians of the Galaxy

"As much as it was fun, it was actually quite challenging to try and limit myself to only a set amount of songs and be like, 'Which are the right songs?'" he says. "Even then, just because I want the song doesn't mean there's going to be a fit for the artist for whatever reason; they might not want to be involved in any games or they might not want to license their stuff, so there was a lot of factors into that."

Unlike the MCU films, where Peter is constantly popping in cassette tapes featuring the biggest hits of the 1970s, in Marvel's Guardians of the Galaxy, his musical taste skews more towards the big hits of the '80s. "One of the mandates we were asked by Marvel was to make it a unique standalone experience," Szczepkowski says. "What we did right away is decided to go, 'What if Peter grew up in the '80s?' Here's a decade that's rich and it's a lot more familiar for our audience than the '70s. It's a bit closer. The licensed music, and everything you're going to experience for that in the game is definitely wrapped up in the '80s."

The process Szczepkowski used for selecting the music that appears in the game, which ranges from Iron Maiden to Rick Astley, was bouncing ideas off of senior creative director Jean-François Dugas. Dugas veers more into the heavy metal acts from the '80s, where as Szczepkowski was raised on a steady diet of hard rock and new wave. While Szczepkowski acknowledges that he could have very easily thrown together a playlist of his favorite rock groups from the '80s in a few minutes, he understands the need for mass appeal. 

Marvel's Guardians of the Galaxy

"Without revealing too much, I even went after one or two earworms – those songs that when you would hear on the radio would stick in your head for three hours after and you'd catch yourself thinking it and want to punch yourself in the head for whatever reason. You're like, 'Why am I singing this song?'"

While much of the musical implementation (both licensed and orchestrated) is done organically, Szczepkowski alluded that there's one scene in particular where they designed the scene around the payoff of the song kicking in. Szczepkowski worked closely with the team to build properly to that moment so that when the track starts, it's earned and not jarring. 

In certain instances like that one, the right licensed song can make or break a scene, and when Szczepkowski knows the song is the right fit, he fights for its inclusion. "It's a gut instinct," he says. "I sit down and I'll try like 20 different tracks, and all of a sudden one track just rings for me, and regardless of what anybody else says, I know from my experience that's the right track in that moment and I'm ready to fall on my sword one way or another for it."

Marvel's Guardians of the Galaxy

Szczepkowski took on a proactive role in the implementation of licensed tracks, often going to other members of the team, like Dugas, and suggesting inserting particular licensed tracks into scenes. Prior to the COVID-19 pandemic forcing everyone to work remotely, Szczepkowski's desk was next to that of animation director Darryl Purdy. The two would constantly volley ideas back and forth about which scenes should have licensed tracks, how they implement them, and which track would fit best. 

"I can't talk about it now, but there's a moment in our game where we triggered a licensed track for a certain moment, and for me, it's my favorite part of the game," Purdy says. "It was the first one that we collaborated on and when we got it, we were like 'Oh, yeah, okay. We've nailed the tone of what we want!'"

Perhaps the most in-your-face way licensed music is used is in special huddle sequences during combat encounters. In one instance in the gameplay shown during the game's reveal, Star-Lord initiates a huddle during a difficult battle, which boosts his fellow Guardians as a popular song blares over the combat. In the instance shown in the reveal gameplay footage, Joan Jett's "Bad Reputation" was Star-Lord's track of choice. While the song that plays during these supercharged combat sequences changes, the concept is the same.

Click here to watch embedded media

"That basically came about from me seeing some artwork from one of the concept artists that had the Guardians in almost like a football-style huddle from in combat," Szczepkowski says. "I thought, 'Wow, that's really interesting' and he was telling me his concept. Then I went back and was like, 'What if one of these things is a power up and what if we tried playing licensed music over the combat, but not all the time, obviously, because anything that's cool, you overdo it, and it stops being cool really fast."

The team settled on having the huddle mechanic be almost a reward and celebration of sorts for players. The huddle concept layers on top of the core combat to create extra special sequences featuring massive hits that inject an extra punch to encounters. Moments like that exemplify exactly the kind of musical DNA that is intertwined with the foundation of Guardians of the Galaxy at this point. 

As those who have streamed or posted playthroughs of games that use licensed music can attest, recognizable tracks not created for the sole purpose of the video game they're featured in can be a nightmare of DMCA strikes. Thankfully, Marvel's Guardians of the Galaxy includes a Streaming Mode, which disables all licensed music and allows for streamers to broadcast and archive their streams worry-free. 

Marvel's Guardians of the Galaxy launches on PlayStation 5, Xbox Series X, PlayStation 4, Xbox One, Switch (via the cloud), and PC on October 26. For more on this upcoming title from Eidos-Montréal and Square Enix, be sure to click on the image below to head to our coverage hub!

Genshin Impact 2.0 Reveal Stream Airing This Friday

Posted: 07 Jul 2021 11:18 AM PDT

Genshin Impact update 2.0 will be revealed in an upcoming stream this Friday, July 9. Despite the numbering, this is the direct follow-up to the 1.6 update that went live last month. The announcement will confirm or deny the leaks and rumors surrounding the update's content, which suggests that fans could be some major additions. 

There's no official word on what the stream will showcase but the biggest leak points to the introduction of the lnazuma region to the game. Other reports suggest that cross-saving across all platforms is also incoming, a feature currently available between PC and mobile only. Take all of that with a few grains of salt because, again, nothing has been confirmed officially, though it's probably safe to expect some quality-of-life additions in the general sense. In terms of things we do know about, the Switch version of Genshin Impact is currently in the works (and was recently delayed). There's a decent chance we could get an update on its status as well.  

According to the Genshin Impact Twitter account, you'll have to tune into their official Twitch channel to watch the presentation. Those of us in the States will need to set an early alarm because the stream begins at 5 a.m. Pacific/8 a.m. Eastern. If you can't watch it live, the video will be uploaded to the game's YouTube channel at 9 a.m. Pacific/12 p.m. Eastern. 

2021 has been a busy year for Genshin Impact thanks to numerous updates that have brought a ton of content into the free-to-play game. These have included various in-game events, the addition of player housing, the launch of an enhanced PlayStation 5 version, and, of course, a bunch of new characters to spend precious primogems on. The game doesn't appear to be slowing down anytime soon, which is probably good news given that it's proven to be a quality experience and one of our favorite games when it launched last year. 

Genshin Impact is available now for PlayStation 5, PlayStation 4, PC, iOS, and Android. 


What do you think Genshin Impact 2.0 will entail and will you be watching the event? Let us know in the comments!

Destiny 2: The Witch Queen Reveal Date Set For Next Month

Posted: 07 Jul 2021 10:33 AM PDT

Destiny 2: The Witch Queen and its release date will be fully revealed next month, which is great considering Season of the Splicer is absolutely driving me insane with where the heck the story is going to go next. With Osiris being suspicious as all heck and Lakshmi being ... well, Lakshmi, things in the Last City are far from calm and with the blight taking over the Tower? It's far from over. We're getting ready to take the fight to Savathum it seems. But are we really? 

Bungie took to the Destiny 2 Twitter account to announce when fans can get their first look at the upcoming expansion, the follow up to the current storyline being told in Beyond Light. The showcase is set to go live on August 24, with our first look at expansion artwork below: 

With previous concept art being shared having the community thoroughly convinced that we're going to Old Chicago, what's next for the space shooter is anyone's guess. We know that Savathun has assumed the identity of a person in the Last City, but we don't explicitly know who yet. I have my suspicions though. Bookmark this, dear reader, and place your bets because I will eat all sorts of hats if I'm wrong, but I think we'll find out that Osiris is actually Savathun. What that could possibly mean for the story (if I'm right) and what role the Guardian will have in conjunction with the Witch Queen is anyone's guess, but homeboy is acting way too sus to ignore. 

While we await the Witch Queen showcase, Bungie did open up more about what we can expect from the upcoming expansion previously when the studio announced that the DLC was delayed: 

The Witch Queen represents an important evolution in the ongoing story of Destiny 2. Beyond Light built the foundation and allowed us to weave the world-building of Destiny and Destiny 2 together, but The Witch Queen will light the fire on a strongly interconnected narrative across Lightfall and beyond, unlike anything we've ever attempted before, with characters, arcs, heroes and villains that persist over multiple future releases. Even more importantly, the conclusion of these releases will also conclude the "Light and Darkness Saga," the conflict we first introduced with the launch of Destiny many years ago. As we've been developing The Witch Queen, we realized that we needed this release to be the first of many moments crucial to the story of Destiny. With so much leading to and dependent on what happens in The Witch Queen, we wanted to make sure that we gave ourselves enough time to build out this journey in the right way, starting with an exceptional first chapter.

We don't have an exact time yet, but that will come closer to the event itself, but you can add to your calendar "See what the heck is going on in Destiny" for the August 24 date. 


You've heard my theories, let me hear yours! Where do you think the Witch Queen will take us in Destiny 2? Who do you think Savathun is masquerading as? Sound off with your thoughts in the comment section below. Crow would want you to

Apex Legends Hacked Over Holiday Weekend, Respawn Responds

Posted: 07 Jul 2021 09:50 AM PDT

Both Titanfall games have become a mainstay in the competitive shooter space. Fluid physics and tight gunplay have kept the servers active long after the incredibly popular Apex Legends catapulted to stardom. However, DDoS attacks constantly plague the Titanfall experience and a group of hackers took it upon themselves to make Respawn more aware of the issue. 

Apex Legends was down for a number of players this past weekend, but Respawn's Director of Communications, Ryan Rigney, has assured the community that there were no detriments and that the hackers ultimately "achieved nothing of value." When loading into the main lobby of Apex Legends, players were greeted with a message that read, "TF1 is being attacked so is Apex." These threats replaced the normal game modes making the battle royale virtually unplayable. And anyone who could somehow manage to get into a match, was met with a line of text that said to "visit and repost savetitanfall.com." You can read the Twitter thread above.

In a series of response tweets, Rigney confirmed that the dev team has been working tirelessly to combat the DDoS situation that Titanfall players face, but matters like these are never easy to remedy, "The team has never stopped working on DDoS solutions, and anti-cheat is just a never-ending war of whack-a-mole. On the DDoS front, we WILL solve this. When we do, I promise you it won't be because hackers 'made us aware' by ruining a holiday." In any case, Apex Legends is finally back to normal. This means players can dive (quite literally) into the latest Genesis Collection Event to grab new cosmetics and play on the vanilla versions of Kings Canyon and Worlds Edge.


Any Titanfall players out there that have been experiencing DDoS issues? Any Apex Legends players out there that were affected by the hack? Let us know your thoughts on the state of the situation in the comments below!

[Source: PC Gamer]

Treat Yo Self To A Giant Mountain Dew Body Pillow, Because You're Worth It

Posted: 07 Jul 2021 08:02 AM PDT

Why seek human comfort when you could have a gigantic Mountain Dew body pillow instead? That's right; Mountain Dew is taking its marketing to a new, comfortable level with a humongous body pillow modeled after the sugary, high-fueled soft drink. Do you need one? No. Should you get one anyway? Absolutely. And you can do just that now because these comfy pieces of art are going on sale today through the Mountain Dew store (yes, the drink has a store). 

We're nearing the end of a global pandemic, hopefully, and you know what that means? We deserve good things. If the Tali from Mass Effect body pillow that we shared yesterday isn't your thing, do the dew instead: 

Given that this is one of the unofficial-yet-official Gamer Drinks Of Choice™, this meme-able piece of merch is actually kind of cool. Even if not for canoodling like the nice gentleman above. Wrap it around you like a pillow burrito while gaming for comfort, or mount it up on your front door to let your neighbors know you're completely off your rocker. Dealer's choice! 

"The Dew Body Pillow is a larger-than-life replica of a Mountain Dew bottle, perfect for those cold, winter nights when all you need is the comfort of your Mountain Dew to give you those warm, fuzzy feelings," says an official press release about the latest Mountain Dew piece of memorabilia. A spokesperson at Mountain Dew added, jokingly telling Game Informer: "Post-pandemic dating has taken a turn for the worse. Ghosting has become the new normal, and it's only expected to rise as things heat up this summer. If you or a loved one have fallen victim to ghosting, you may be entitled to cuddle compensation. So forget the attorney fees, and try your chance at winning your very own Dew body pillow."

Real talk? I'm going to rock the crap out of this. My partner might want to murder me, but it'd look pretty swanky next to my Garrus body pillow because who needs self-respect when you have comfort like this? 

This cozy piece of amazing is slated to go live in the Mountain Dew Store today. When this article was written, the listing wasn't live yet, but you can spam that refresh button like mad with this link here when they do come up for grabs. 

Play God Of War On PC Starting Today If You Have PlayStation Now

Posted: 07 Jul 2021 07:56 AM PDT

When Santa Monica Studios' God of War came out on the PlayStation 4 back in 2018, it was instantly a massive hit. The community adored the storyline, seeing Kratos in his role as a father, and learning more about this world from a different perspective. For those hoping to take to God of War on PC, you technically can now — starting today — as long as you have PlayStation Now. 

2018's God of War took what David Jaffe created back in 2005 into different waters, waters that felt comfortable and enticing at the same time. The story of Kratos and his son Atreus was one that felt meaningful every step of the way, and the combat challenges all felt unique and purposeful leading up to the game's conclusion. With the sequel in the works, a sequel that has been pushed back a little bit to ensure its quality reaches that of the vision, many eyes are on where God of War will go next. To pass the time, revisit the revitalized entry once more in a different format; on PC. 

What is PlayStation Now? 

For those that may not have PlayStation Now and may be a little confused about what it even is, it's a subscription service that Sony has offered for a while, one that allows players to play their favorite games on PlayStation 5, PlayStation 4, and on PC. The library continues to grow, with the latest addition being none other than Santa Monica's latest treasure. 

It's pretty straightforward on how to join the service; it can be done on your console through the PlayStation Store or on your PC. To get started, you'll need a PlayStation Network account with up-to-date payment information, a DualSense or DualShock 4 wireless controller (with USB, if on PC), an active PS Now sub (or a free seven-day trial, just remember to cancel it before that week runs out, so you don't get auto-charged), and a steady broadband connection. The service itself costs $9.99 for the standard version, which is the same price as Xbox Game Pass, or you can opt into paying $24.99 for a three-month period or $59.99 for the whole year. There is also a free trial period for PS Now as well; just remember the advice about the PS Plus trial period and auto-renewals. 

Our previous head of online, Joe Juba, loved his time with the game, scoring it an impressive 9.75 out of 10. You can read his full review right here, with a small blurb below: 

Years ago, Kratos killed the deities of Mount Olympus in a gory rampage. Now, in the Norse realm, he has remade himself into a different kind of god. He is quieter and more deliberate, affected by his history but not constrained by it. Kratos' reinvention serves as a narrative hook, but it also parallels the series' evolution as a whole; where God of War once relied on bombast and bloodlust, now it leaves space for strategy and nuance. It still has superb action and plenty of jaw-dropping moments, but it supports them with a new level of depth and maturity. God of War learns from its past while clearing an exciting path for the future and emerges as one of the best games of this generation.

God of War arrives on PC for PlayStation Now members today. 

New Mass Effect Legendary Edition Mod Gives The People What They Want, "Juicy" Sexy Hanar

Posted: 07 Jul 2021 06:48 AM PDT

Earlier today, I covered a pretty heavy topic dealing with abuse and misconduct. That heaviness, especially when coming from a place of experience in a similar vein, can make your heart hurt. So, because of that, I ask that you bear with me as I write something so delightfully stupid to make myself smile and hopefully, you smile too. So. Let's talk sexy hanar in Mass Effect Legendary Edition, shall we? 

There are a lot of mods for Mass Effect Legendary Edition so far, more so recently since BioWare made it easier to access the required code. Last week, we covered a nifty one that restored a longstanding glitch concerning the one and only Conrad Verner. This week, we're talking "juicy" hanar. It's called balance, sweetie. 

Created by modder u/Grixdale, the Sexier Hanar mod now comes with "100% more nips." It's a jesting mod, so don't take it too seriously, but too hilariously weird to not write up. The mod creator made this in joking retaliation to those that complained about a previous N7 Body-Con Dress mod that eliminated panty lines and covered nipples, so now they put all those hidden nipples on the hanar instead because life is chaos and we're all going to die anyway. 

"I took the nipples I no longer needed on the n7 dress and gave them to Blasto and the rest of the Hanar on the Citadel," said the mod's creator. "I hope the spirit of Susan B. Anthony is proud of me, because I took feminism from the 1900s and pushed us forward into 2186." That last part was added as a reference to those complaints against the previous mod centering around removing the nipples seen as an attack on feminism. This hanar mod is wild, y'all. 

Anyway, if you want those juicy hanar nipples in Mass Effect, you can make your dreams a reality right here. You can also learn more about Mass Effect Legendary Edition, including deep character dives, with our dedicated game hub here


Admit it, you want this mod. Sound off with how much of a work of art it is in the comment section below. Blasto would want you to. 

New Report Reveals Many Ubisoft Employees Unhappy With How Leadership Handled 'Me Too'

Posted: 07 Jul 2021 06:12 AM PDT

Summer 2020 marked a massive shift in the gaming industry, particularly those who have suffered sexual misconduct and abusive leadership when the #MeToo movement hit Ubisoft hard. After numerous reports surfaced regarding abuse, misconduct, and power corruption leading to several high-profile execs being fired, the investigations into the underbelly of this studio's culture continue. Investigations revealed that over 25 percent of employees experienced, or witnessed, workplace misconduct. While several notable executive roles became vacant due to these investigations, including Ashraf Ismail, Tommy Francois, and Maxime Beland, a new report shares that many employees feel unheard after numerous managers that were reported for misconduct remain in their leadership positions. 

Earlier today, we covered a report from Bloomberg about Assassin's Creed Infinity, a codename for the upcoming entry in the franchise that will be a live-service game. Shortly after, Ubisoft itself confirmed the report -- at least the part about the new game being in development and the vision for the series undergoing another shift. Another part of the report, however, includes the continued cycle of the work culture at Ubisoft. 

The next Assassin's Creed game is so large that the Quebec and Montreal studios are pooling together to work more closely than ever before for a more "collaborative" experience developing Infinity. This shift reportedly has many employees feeling frustrated and nervous about the future, especially given that new teams are being led by managers that had a berth of accusations against them, yet remain in their situated roles. "People familiar with the matter," told Bloomberg that the recent moves have kicked up the need for employees to speak up once more, causing the internal message board for said devs to air their concerns to become flooded with disappointment over how allegations were handled. 

The report also details the French union Solidaires Informatique reported that three Ubisoft Montreal managers were accused of "harassment or toxic behavior" as well as reports of overt racism and sexism, with an HR department that has reportedly not done anything of value in response. The Ubisoft spokesperson that Bloomberg spoke with refused to comment on specific reported cases but did add: "Any employee that had allegations and remains at Ubisoft has had their case rigorously reviewed by a third party and were either exonerated or underwent appropriate disciplinary actions," she said. "Employees who have been under investigation would not remain at Ubisoft if results of investigations warranted termination."

A Ubisoft spokesperson reached out to Game Informer with an additional statement regarding the latest report, saying: "We have full confidence in the entire Assassin's Creed team. Ubisoft takes each and every allegation seriously and conducted a series of investigations over the last year led by independent third parties taking swift and appropriate actions based on their outcome, including warnings, removal of managerial responsibility or dismissal. While we won't go into specific details about individuals, any employee that had allegations and remains at Ubisoft has had their case rigorously reviewed by a third party and were either exonerated or underwent appropriate disciplinary actions. Ubisoft is committed to creating an exemplary culture where everyone feels valued and respected. We do not and will not tolerate abuse, harassment, or discrimination. We've made significant internal changes and updates to create a safe and more inclusive workplace which were recently addressed by our CEO."

It was also revealed that growing unrest had caused a rising number of employees in the Montreal studio to leave to pursue other games under different companies because they are "tired of working on massive productions" and that Assassin's Creed Infinity's ambitions proved more than they were willing to continue doing. Here, it is important to remember that people leave jobs all of the time. Whether this is because of a feeling of needing more, needing something different, or no longer fitting with the mission statement and vision at their current occupation, with some reportedly leaving due to the scope of Infinity, that's not necessarily indicative of what fans can expect. We won't know that until we see an actual reveal with a context for that vision. 

[Source: Bloomberg]

Next Assassin's Creed Game, Infinity, Will Reportedly Be A Live Service Game (UPDATE)

Posted: 07 Jul 2021 05:56 AM PDT

Assassin's Creed has grown a lot through the years. Some missteps, some triumphs. The franchise hit a new high with Assassin's Creed Odyssey, with many fans loving the more immersive RPG aspects, dialogue options, and choice of protagonist. Valhalla continued on that trend, offering an even bigger experience. While some in the community have mentioned that they worry certain games are getting a little too big, bordering on overwhelming, it looks like Ubisoft is looking to go even bigger. More than that, a new report suggests that the next Assassin's Creed game, called Assassin's Creed Infinity, will be a live service entry. 

[Update] 7/7/21 at 8:14 a.m. Central: Ubisoft has confirmed Assassin's Creed Infinity, you can learn more with the full blog post here

In a new report from BloombergAssassin's Creed Infinity, a codename for the upcoming AC project, will adhere to a live service model that will continue evolving and growing post-launch. How is that different than previous entries with expansions? Look at recent live-service adventures. Some do it well, while others -- like Anthem -- failed to find a cohesive vision for the game's identity. It also means that the next Assassin's Creed will be much more time-jumpy than in games' past, jumping from one historical timeline to another within multiple settings. A spokesperson told the site that Ubisoft aims to "exceed the expectations of fans who have been asking for a more cohesive approach." 

When I think cohesive, I don't necessarily jump to live-service, but it is important to know that we don't have any real information at this time. Sometimes, context is key. However, on paper? This sounds like an odd pivot for the franchise, a franchise where change is sometimes too much if not nailed down to perfection. 

In the site's report, the change into live-service isn't the biggest hit with everyone working at Ubisoft either. Some even reportedly moved to other studios in Montreal because the scope of Infinity feels like too much, though both the Quebec and Montreal studios are both working on Infinity together. 

I played through Valhalla as a longtime lover of this series, including having read all of the companion novels and comic books. While it was absolutely glorious, it was needlessly massive. If completed the way it is meant to be played, it's easy to tank in over one hundred hours into the Viking adventure, and while younger me would have scoffed at those "rookie numbers," older me has a lot of other things on her plate. My circumstance should in no way impact development decisions, but I do know the thought that the Assassin's Creed games are growing larger and larger is a concern for many others in the AC community. What is size if it's not meaningful? While Valhalla was rife with meaningful sidequests, much like Odyssey and Origins before it, how big is too big (pause for 'that's what she said' jokes)?

The report also detailed unrest at the studio regarding 'Me Too', which you can learn more about here


What do you think about Assassin's Creed going live service? Are people worrying for no reason, or do you think this could potentially be the wrong move? Sound off with your thoughts in the comment section below! 

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