Master of The Free World Productions | Jumpcut Entertainment Network

Get Ready For Our Mass Effect Andromeda GI Game Club

Mass Effect Andromeda is almost here, and we want to play through the entire game with you. If you're not familiar with the GI Game Club format, we break up a game into multiple chunks and then discuss each segment in detail on The Game Informer Show podcast while reading off emails from the community that are sent in to [email protected]. We're looking for all types of emails, from lore-hounds to funny little things you might have noticed.

The first discussion will air on The Game Informer Show on March 30th, and will cover everything in the game up to the completion of the main story mission on the second planet. If you watched our live stream, you know that there is also a short introductory planet and we're not counting that one. So please send in your thoughts on anything/everything in the game up until you've finished the main story mission on the planet after the planet named Eos.

If you're looking for some discussion points to get the ball rolling, here are some suggestions:

- What do you think of the Ryder twins? How do they compare as a protagonist to Commander Shepherd?
- How well does the game build a sense of wonder about exploring a new galaxy?
- How important is it to understand the backstory and racial politics among the species from the original trilogy?
- What gameplay changes have you noticed, appreciated, or hated?
- Which character has made the biggest impact on you?
- What's your favorite moment or sequence so far? 

Once again, send your emails to [email protected]. We're really looking forward to playing through this game with you, so please subscribe to The Game Informer Show podcast and get ready for a lot of fun discussion on BioWare's next game!

To get caught up on previous GI Game Clubs, click through the links to hear us discuss the following games in exhaustive detail: Final Fantasy VIIUncharted 4: A Thief's EndDeus Ex: Human Revolution, BioShock, and Pokémon Sun and Moon.

www.GameInformer.com – The Feed

Get Ready For Our Mass Effect Andromeda GI Game Club

Mass Effect Andromeda is almost here, and we want to play through the entire game with you. If you're not familiar with the GI Game Club format, we break up a game into multiple chunks and then discuss each segment in detail on The Game Informer Show podcast while reading off emails from the community that are sent in to [email protected]. We're looking for all types of emails, from lore-hounds to funny little things you might have noticed.

The first discussion will air on The Game Informer Show on March 30th, and will cover everything in the game up to the completion of the main story mission on the second planet. If you watched our live stream, you know that there is also a short introductory planet and we're not counting that one. So please send in your thoughts on anything/everything in the game up until you've finished the main story mission on the planet after the planet named Eos.

If you're looking for some discussion points to get the ball rolling, here are some suggestions:

- What do you think of the Ryder twins? How do they compare as a protagonist to Commander Shepherd?
- How well does the game build a sense of wonder about exploring a new galaxy?
- How important is it to understand the backstory and racial politics among the species from the original trilogy?
- What gameplay changes have you noticed, appreciated, or hated?
- Which character has made the biggest impact on you?
- What's your favorite moment or sequence so far? 

Once again, send your emails to [email protected]. We're really looking forward to playing through this game with you, so please subscribe to The Game Informer Show podcast and get ready for a lot of fun discussion on BioWare's next game!

To get caught up on previous GI Game Clubs, click through the links to hear us discuss the following games in exhaustive detail: Final Fantasy VIIUncharted 4: A Thief's EndDeus Ex: Human Revolution, BioShock, and Pokémon Sun and Moon.

www.GameInformer.com – The Feed

Get Ready For Our Mass Effect Andromeda GI Game Club

Mass Effect Andromeda is almost here, and we want to play through the entire game with you. If you're not familiar with the GI Game Club format, we break up a game into multiple chunks and then discuss each segment in detail on The Game Informer Show podcast while reading off emails from the community that are sent in to [email protected]. We're looking for all types of emails, from lore-hounds to funny little things you might have noticed.

The first discussion will air on The Game Informer Show on March 30th, and will cover everything in the game up to the completion of the main story mission on the second planet. If you watched our live stream, you know that there is also a short introductory planet and we're not counting that one. So please send in your thoughts on anything/everything in the game up until you've finished the main story mission on the planet after the planet named Eos.

If you're looking for some discussion points to get the ball rolling, here are some suggestions:

- What do you think of the Ryder twins? How do they compare as a protagonist to Commander Shepherd?
- How well does the game build a sense of wonder about exploring a new galaxy?
- How important is it to understand the backstory and racial politics among the species from the original trilogy?
- What gameplay changes have you noticed, appreciated, or hated?
- Which character has made the biggest impact on you?
- What's your favorite moment or sequence so far? 

Once again, send your emails to [email protected]. We're really looking forward to playing through this game with you, so please subscribe to The Game Informer Show podcast and get ready for a lot of fun discussion on BioWare's next game!

To get caught up on previous GI Game Clubs, click through the links to hear us discuss the following games in exhaustive detail: Final Fantasy VIIUncharted 4: A Thief's EndDeus Ex: Human Revolution, BioShock, and Pokémon Sun and Moon.

www.GameInformer.com – The Feed

The Golf Club VR Review – Searching For That Perfect Swing

The thought of a VR title replicating my real-life golf swing is simultaneously alarming and marvelous. There are few rules to my swing – and therefore little consistency – and The Golf Club VR is able to capture it and the wide variety of outcomes it produces. This doesn't do my score card any favors, but it does point to a believable, engaging VR experience.

No matter what your swing is like, the game accommodates the user in various way to allow them to find that sweet spot between ease of use and frustration, which is crucial. This ranges from general difficulty settings that offer various levels of swing support (to help smooth out some of the more wild results) to the ability to move freely around the ball and vary your club length. The latter two are about letting you get in a comfortable stance in relation to a virtual golf ball that doesn't exist at a fixed point in physical space. This leads to some strokes where you may miss the ball, but on the whole, the game does a good job of translating slice, topped balls, and low power from your swing. The game also has the ability to convey that deep satisfaction that comes from a great shot: A tee shot that flies straight, far, and true, or a delicate chip from a sand trap. Putting is also gratifying. The speed of the greens and the need for a smooth stroke reproduces the joy and frustration of the short game.

Most VR games talk about how the medium does or does not make you sick. While The Golf Club VR does not have this concern, taking full-powered swings with a headset on your face that has a cord coming off the back isn't the most comfortable gameplay situation. Several times a round I would step on the headset cord, screwing up my follow through and yanking the headset down. While you can look around the environment and get your bearings, the headset doesn't easily allow you to get into your stance, glance down at your ball, look to the side to see the fairway or pin, and adjust your body accordingly – like you do in real-life. There are ways around this, but the headset itself is an impediment to the experience. Conversely, the game utilizes the controller very well with various commands such as being able to hold it up and see your distance to the hole and the wind, and it acts as a zoomable viewfinder.

The Golf Club VR has asynchronous multiplayer, but is very light in the features department. Apart from the laudable gameplay and the sheer volume of the courses available, the game lacks a career mode, structure, or any alternate modes. This does not detract from the gameplay, but leaves the Golf Club VR in between clubs with a par on the horizon. 

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www.GameInformer.com – The Feed

Peter Moore leaving EA to join Liverpool Football Club as CEO

Longtime industry veteran and current Chief Competition Officer Peter Moore is ending his near decade at EA to become the next CEO of the Liverpool Football Club. …


Gamasutra News

[Update] Peter Moore Leaving EA For Liverpool Football Club

Update: Electronic Arts CEO Andrew Wilson released a statement regarding Moore's departure from the company.  It reads, in part:

In the weeks to come, Peter will continue to guide EA’s Competitive Gaming Division in its mission to make stars of all of our players. Peter has built a fantastic team that is now running dozens of global tournaments and events with millions of players. With more exciting expansion plans on the horizon, Peter will be working with the teams to drive a leadership transition before he returns to the UK this summer. If you see him around the next couple of months, I hope and trust you will take the opportunity to shake his hand, or give him a hug, and wish him the very best on this great adventure.

Original Story: Game industry veteran Peter Moore – who has held senior positions at companies like Sega and Microsoft – is leaving his current role as chief competition officer at Electronic Arts. Though he won't be peddling virtual sports games anymore, he's not giving up on the spirit of competition.

Moore (pictured right, above) will be taking on the role of CEO for the Liverpool Football Club, according to the club's announcement. In the past, Moore has not been shy about his love for LFC, so it seems like an ideal match for everyone involved.

Moore will move to Liverpool and start his duties in June.

[Source: Liverpool Football Club]


Our Take
Moore's experience and charisma will be missed in the gaming scene, but those qualities are sure to serve him well. We wish him the best in his new position. 

www.GameInformer.com – The Feed

The Sports Desk – A New Look At The Golf Club 2

The Golf Club franchise has redefined video game golf. The first title not only created an enthusiastic community of course architects with its creation tools, it also supported that community by building on the core game with updates instead of a perfunctory yearly release. In short, it took on video game sports heavyweight EA Sports and won the round with a better product.

Now that developer HB Studios is preparing to release The Golf Club 2 this spring (PC, PlayStation 4, and Xbox One) we'll see if the studio can take the next step with the series, build on the first title's solid gameplay foundation without a swing HUD, grow the career mode (which was added in a post-release update for the first Golf Club), and continue to spur the talents of its course creators.

HB Studios debuted the game at E3 last year, but has been rather quiet since then. Today, however, we have a new dev diary-style trailer for the game showing and discussing its core tenets, as well as a Q&A dive into some of the details courtesy of producer Shaun West.

One of the subjects addressed are Societies, which are central to the entire game whether online or off. These are your ticket to a big clubhouse, in-game competitive wagers between Societies, and attracting the crowds and prestige of major tournaments.

The video also offers a glimpse at the revamped course creator, which not only contains new objects, but also tools that HB says makes the whole process easier. And if you have already created a masterpiece in the first Golf Club, don't worry, you can import those creations and take advantage of the updated look and new course creation features of The Golf Club 2. 

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In addition to the video, producer Shaun West graciously answered some questions we had about Societies, the new tempo swing, course creation, and more.

Will the game release simultaneously on all platforms? Is there any cross-platform transferring of user-created courses between the platforms?
Yes to both. The game releases on all platforms simultaneously, and when a course is published it will be shared across all platforms for users to enjoy.

How does the game handle bringing your offline Society online? Does the entire Society (clubhouse, etc.) go online, or is it just the money that transfers?
The only things that carry over from Career Mode to Societies are your earnings and any player customizations that have been purchased. The progression of a Society will evolve as it grows with members and more prestigious events.

What can a player do if they have trouble recruiting other players? Will that slow their society/clubhouse progress?
As your Society continues to grow you will be able to upgrade your clubhouse, the number of events and majors that build a season, and the payouts players will receive. If users are having a hard time bringing members into their Society, one of the best ways to get recognition will be to join other Societies and compete in Society vs Society. As you and your members help your Society climb to the top of the leaderboards you will create a brand that other users will want to be a part of and represent.

How one-to-one is a TGC1-created course in GC2 after it's imported? Will there be any physical features or objects missing?
When importing a legacy course from TGC1 into the new course designer, there will be minimal touchups required. Due to updates we have made to new assets via either improvements or replacements, there will be the odd case that an object needs to be rotated to get it back in its original position. Overall, we have found that the import process is headache-free and works very well.
All TGC2 features will be able to be used on an imported course before it's republished. We strongly encourage users to take advantage of our new tools, as well, before they republish. We have so many amazing creations from TGC1, but the additions we have added to the sequel will bring those courses to the next level. We're very excited to see what kind of improvements are made to the imported courses and the new masterpieces to come when TGC2 is released.

Can you give an example of an aspect of course creation that is much easier in GC2 that may have come from a community request?
There have been many great designers who have created multiples of the same course to create different pin and tee locations in TGC1. Now, in TGC2, you will be able to set up to five tees and pin locations through the course designer. These options can then be set through course details when playing a course or when setting up an event for a Society season. This will create a much more streamlined process for designers, and is going to play well with custom events.

When online Societies are playing against each other, in terms of matchmaking, does it matter if the Societies are of different member sizes or have more money in the bank?
When competing in Society vs Society there will be multiple leaderboards for each event. Depending on the number of members you have completing in that event, your Society will be grouped in a corresponding leaderboard. All Societies will be free to complete in any event that's being held, if they can meet the criteria set by the hosting Society.

The game's debut dev blog mentions having three tiers of swing difficulty. I also heard at E3 that there are three sets of clubs (normal, pro, and tour). Are these mixed and matched at will? Is the game's increasing difficulty in career mode related to these options, or is it that your competition gets harder the more you progress?
Users will have the freedom to choose the club set (swing difficulty) that they would like to use. When choosing your swing difficulty, it's a risk vs. reward option. As you progress through the club sets, shots will require more precision and solid tempo, but the reward can be more distance. The choice of club set does not directly impact the difficulty of AI players in your career mode.

Missed some of the previous Sports Desk entries? Take a look at the past installments via our Hub page by clicking on the banner below.

Have a suggestion or comment? Put it in the comments section below, send me an email, or reach me on twitter at @mattkato.

 

THE TICKER
A quick rundown of some of the sports news from the week.

EA Announces Madden to Use Frostbite, Delivers Updates On NBA Live, Skate 4, NFS & UFC 

EA Sports' Super Bowl Prediction With Madden 17 Hits & Misses

Mutant League Football Trying to Kickstart Online Multiplayer Mode

Pro Evolution Soccer 2017 Gets Its Third Free Update On February 9th
Includes updates of player faces, Legend players, classic kits, and more.

EA Teams Up With ESPN, NFL Network & Univision For eSports Broadcasting
This includes the FIFA Ultimate Team Championship series and the Madden NFL EA Major tournaments 

Motorsport Manager Now Supports Steam Workshop, Allows Player-Created Liveries
The dev is also running a livery contest for £1,000. For more on the game, check out this preview.

www.GameInformer.com – The Feed

Club Penguin is closing down to make way for a new mobile game

After nearly 12 years online, the Club Penguin team has announced that it is ending support for the social MMO Club Penguin to make way for a new mobile spinoff called Club Penguin Island. …


Gamasutra News

Get a job: Yacht Club Games is hiring a Senior Artist

Yacht Club Games is on the lookout for an experienced artist to help out on the next big batch of Shovel Knight updates and future projects in Marina Del Rey, California. …


Gamasutra News

GI Show – Super Mario Run, Let It Die, Pokémon Game Club

Welcome back to another episode of The Game Informer Show! On this episode, Matt Kato joins us to talk about the (probably overlooked) winter sports game from Ubisoft called Steep. Then we really get to the most exciting release this week, by diving into Super Mario Run on iOS with Kyle Hilliard. After that, we take a turn for the dark with Javy Gwaltney talking about the complete season of Telltale's Batman game and Dan Tack showing a lot of love for Let it Die on PS4 and Overwatch's festive Winter Wonderland update. After some great emails from the community, we finish off our wonderful GI Game Club discussion with the community of Pokémon: Sun and Moon.

You can watch the video below, subscribe and listen to the audio on iTunes or Google Play, or listen to episode 327 on SoundCloud. Also, be sure to send your questions to [email protected] for a chance to have them answered on the show and win a prize by becoming Email of the Week!

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To jump to a particular point in the discussion, check out the time stamps below…

1:05 – Steep
12:20 – Super Mario Run
21:20 – Let It Die
35:00 – Batman: The Telltale Series
41:50 – Werewolves Within/Superhot VR, Star Wars X-Wing VR
47:30 – Overwatch's Winter Wonderland
54:04 – Community emails
1:17:20 – Pokémon: Sun and Moon Game Club Part 2

www.GameInformer.com – The Feed