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Here’s Exactly When You Can Play Homefront: The Revolution’s Beta And Other Details

Homefront: The Revolution's beta begins tomorrow, and Dambuster Studios has offered some details about it, including exactly when it will start.

The beta is closed, so you will need a code to get in. Here's where you can apply. It's only available on Xbox One and begins Thursday, February 11 at 11 a.m. PST (2 p.m. EST, 7 p.m. GMT, 8 p.m. CET) and goes until Sunday, February 14, midnight PST (Monday 3 a.m. EST, 8 a.m. GMT, 9 a.m. CET).

The beta will be testing out three missions in Resistance mode, which you can find more about here. You can find some more details on the mission below:

Enemy at the Gates
There's an elite squad of KPA Special Forces operating within Holloway Red Zone. They have been taking out our patrols out all across the zone. We need to deal with them or run the risk of being driven out of Holloway for good. That's where the Wraiths come in. Find a KPA communication array and hack into it. You should be able to triangulate their position from there. You'll need to control two dishes in order to get a precise location, but be careful. Once the KPA know what you're doing they will come down on you hard.

A las Barricadas
This area has been quiet for a while but recently there have been reports of enemy movement. Our guess is that they are trying to identify our safe houses and tunnel entrances; we can't let that happen. We are sending the Wraiths, Bridgeburners, and Eagles to scout out the zone and report back on enemy movements, and numbers. This is strictly a reconnaissance mission, we don't want to draw the KPA further into the area and risk exposing our location. If they have figured out where we are, we're in trouble. This area has become a relative safe haven for us recently, let's try and keep it that way.

Infiltration
We have been monitoring this KPA outpost for weeks, hoping for Intel on supply movements. Yesterday, our surveillance paid off. It appears that a pair of armored cars loaded with military grade medical supplies and food rations, are set to leave the outpost in a few days’ time. Your team will make its way through KPA territory, infiltrate the enemy stronghold, and neutralize all resistance. Once secure, Clarke and his team will meet up with you at the stronghold. Your team will provide escort for the trucks whilst Tobias and his team drive them to the rendezvous point.

Resistance mode, following release, will get frequent influxes of additional content, all for free. Homefront: The Revolution takes place in Philadelphia under North Korean
rule. The game is positioned as an open-world first-person shooter, and
supports both solo and cooperative play. It releases May 17 on PlayStation 4, Xbox One, and PC. For more on the game head here.

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Konami Outlines Details On Paid Metal Gear Online DLC

Late last month, Konami revealed that some new DLC would be making its way to Metal Gear Online in March. Today, the publisher has providing additional information on the Cloaked in Silence pack, which includes three maps and Quiet as a playable character. You'll also be able to add some additional personality to the game – but it'll cost you.

The Cloaked in Silence DLC will set you back $ 3.99, and it includes the following maps (with descriptions from Konami):

 

  • Coral Complex: A dedicated Motherbase environment, allowing players to access tall towers, use storage containers and other internal areas as cover for tactical advantage. Coral Complex mixes open areas and a myriad of hiding opportunities.
  • Rust Palace: Set within Afghanistan, the Rust Palace is a large multi-level building. The skeletal nature of the decrepit ruin means that cover is scarce, and the internal areas are rich in dusty rooms and high-up sniping positions.
  • Azure Mountain: An outdoor plain under Africa’s baking sky. A small cluster of buildings offers scant cover, with only derelict walls and occasional scrubland surrounding the massive rock known locally as the Cradle of Spirits. 

 

Players can also use Quiet in the game, taking advantage of her movement speed and ability to jump up to areas that would otherwise require the use of a ladder.

Players who want to use in-game emotes will be able to do so in several new downloads, which Konami is calling Appeal Actions. Characters can equip up to five of these emotes. Each of these downloads – the Basic Appeal, Battle Appeal, Dance Appeal, and Hero Appeal packs – costs $ 1.99.

There will be a free update to the game in March, too, timed with the release of the paid DLC. It adds a new competitive mission type called Sabotage, where players have to either destroy or Fulton the opposing side's missile before the timer ends. Attackers have to first hack into computers to deactivate an electromagnetic barrier, at which point defenders can either focus on rearming the barrier or protecting the missile.

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Bungie Details Destiny’s Time-Limited Crimson Doubles Crucible Mode

Love is in the air, and so is molten death. It’s time to celebrate Valentine’s Day the Destiny way.

In this week’s update, Bungie has unveiled the two-versus-two Crimson Doubles mode that will launch along side the in-game Crimson Days event. You’ll need a date for this one, so find your special someone.

Crimson Doubles is an elimination game mode. When your partner dies, you’ll get a “broken heart” buff that makes you more lethal by taking your armor, agility, recovery, and weapon handling stats to max level. 

You’ll be able to earn special rewards during the event, and your kills count for your partners bounties and vice versa. Crimson Days is scheduled to start on February 9. The salt about Crimson Days started last week, and you can read more about it here.

[Source: Bungie]

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Rumor: More Details From Canceled Legacy Of Kain Game Revealed

Anybody remember Legacy of Kain? Nifty little series filled with angry vampires doing nasty things. The spin-off series from Kain, Soul Reaver, was probably one of the more memorable action-adventure titles of the late '90s. In 2012, there was new entry in the series being developed called Dead Suns. It starred a new protagonist and was being developed by Climax Studios, with Psyonix creating a multiplayer component. Dead Suns was eventually canceled and Psyonix went on to create a fully-fledged free-to-play multiplayer game set in Legacy of Kain's universe called Nosgoth (and a little game you might have heard of called Rocket League).

Since Dead Suns' cancelation, details about the project have drifted shown up on NeoGaf from time to time, revealing screenshots, footage of gameplay, and concept art. Eventually the game's existence and cancelation were verified by George Kelion, the former community manager for Square Enix Europe. Today, some more concept art and renders supposedly from the project have popped up on the forum.

Though it's difficult to say with 100 percent certainty that these shots and artwork are the real deal without official confirmation, the release of these screens is in keeping with the manner that previous details concerning Dead Suns have come to light. The renders and concept art match the style of previously leaked materials and MamaRobotnik, the poster responsible for investigating Dead Suns' cancelation back in 2013, is also responsible for supplying these new screens and art. MamaRobtnik's original assets led to Kelion's confirmation about Dead Suns, so it's probable these new materials are real as well.

You can check more of the shots, as well as fall into the deep, fascinating hole that is the investigation of Dead Suns' cancelation, here.

Source: [NeoGaf]


Our Take
I enjoyed both Legacy of Kain and Soul Reaver back in the day, so it's a bit of a bummer that Dead Suns was canceled, as the images released from the dead project look pretty promising. Oh well.

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Nintendo Details Zelda: Twilight Princess HD’s Amiibo Functionality, Shows More Gameplay

A new video (on Nintendo's German YouTube channel for some reason)
shows how amiibos will work with Twilight Princess HD, and confirms what the Wolf Link one
will unlock.

The video below shows new footage of the high-definition game in action and explains what all the Zelda amiibos unlock. Link and Toon Link restores arrows. Zelda and Sheik restores Link's hears. the Ganondorf amiibo makes the game harder by causing Link to take more damage. Finally, the Wolf Link amiibo unlocks the Cave of Shadows which lets Link and Midna take on waves of enemies.

(Please visit the site to view this media)

The Legend of Zelda: Twilight Princess HD releases on Wii U on March 4. For our thoughts on the DLC potential of amiibo, head here.

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Update: More Details Regarding Ex-Harmonix Devs

Update #2: Harmonix has elaborated on their earlier statement, further explaining the situation.

After reaching out again to Darren Williams, VP of marketing at Harmonix, Williams sent along more details regarding the unfortunate circumstances.

As the studio evolves so do the skills required of our team. Some new skills are needed, as illustrated by our large number of open roles and recent internal promotions. And some skills are not quite a perfect fit and so changes are made as happened with two people today. And to state once more, there is no layoff. Quite the contrary, we are looking for new people as you can clearly see on our careers page.  

Harmonix's website does indeed list a number of open positions, and while Williams acknowledges that the pair are unfortunately no longer employed, at least there isn't more on the way.

 

Update #1: Harmonix has responded to the layoff of two developers, saying that thankfully more are not on the way.

Darren Williams, VP of marketing at Harmonix, sent us this statement on the situation: "While two people have left today we can state categorically that there is no layoff and that there are absolutely no plans for a layoff."

 

Original Story: Layoffs have hit Harmonix, but it's unknown if there are others on the way. The information comes from the Twitter accounts of a pair of devs, and hopefully it's not a sign of more to come.

According to a tweet from Eric Pope, the studio's former community manager, game designer Adam Cardoza and Marissa Flabouris were let go. The pair's Twitter accounts also reference the unfortunate turn of events.

It's unknown if there are more layoffs that have happened or will happen. Amplitude just released, and it's not unusual for developers to be laid off once a project is over, but it's unknown if this is related to the game's release.

We're trying to contact Harmonix about the situation, and will update this story if we hear anything.

[Source: Eric Pope on Twitter via NeoGAFAdam Cardoza on Twitter, Marissa Flabouris on Twitter]

 

Our Take
If this is related to the Amplitude release, it makes you wonder if the game's Kickstarter origins makes some developers even more susceptible to the usual ebb and flow of employment around projects.

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Learn How Star Wars Snuck Its Way Into Chrono Trigger And Other Obscure Details

The latest Did You Know Gaming episode looks at the SNES classic Chrono Trigger, and why dreams were an integral part of its creation.

Learn how much of the game's soundtrack was born during composer Yasunori Mitsuda's dreams, and how the stress of development gave him a stomach ulcer. The video also looks at what is known about the franchise's future, and a possible character overlap with the game's sequel Chrono Cross.

(Please visit the site to view this media)

You can check out other videos from the Did You Know Gaming channel covering Uncharted, Super Mario Maker, Silent Hill, Sonic Adventure 2, Jak & Daxter, amiibo, Metal Gear Solid V: The Phantom Pain, Persona, Dr. Mario, Dragon Age, Zelda: Majora's Mask, Tetris, Monster Hunter, Grand Theft Auto, Halo, more Halo, The Last of Us, Pokémon, more Pokémon, even more Pokémon, Pokémon Snap, Assassin's Creed, Mario, Jet Set Radio, Mega Man, Fire Emblem, Donkey Kong, Killer Instinct, Rayman, Mass Effect, Dragon Quest, Guitar Hero, Final Fantasy, Castlevania, Star Fox, Punch-Out, Metroid, Zelda, more Zelda, even more Zelda, Final Fight, Doom, Dragon Ball Z, multiple Super Smash Bros. videos, Team Fortress 2, Harvest Moon, Tony Hawk's Pro Skater, the history of the NES, Genesis, Dreamcast, PlayStation 2, Xbox, GameCube, Nintendo 64, the DS, the PlayStation, PlayStation 3, and two covering the Game Boy by hitting the links.

[Source: Did You Know Gaming]

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Fan Video Details Cloud’s Super Smash Bros. Move List

Cloud may be a formidable fighter, but he’s only as good as the player controlling him. A new fan video details the move list for the Final Fantasy protagonist in Super Smash Bros., revealed in last week’s Nintendo Direct.

Produced by Andy Garner (or “MasterOfHyrule” on YouTube), the video details all the known moves seen in last week’s presentation. Some moves remained absent from the showing, however, and thus remain a mystery until a new trailer is released or Cloud becomes available in-game at a currently unannounced date.

Check out the video below for the rundown. You can also check out our initial report and screenshots here.

(Please visit the site to view this media)

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Fire Emblem Fates Version Details Explained

We’ve known that the upcoming Fire Emblem release would be split into two alternate versions, but has Nintendo released some info about how exactly the distribution of these iterations will roll out.

Birthright and Conquest present two takes on the same story, so you may only want to purchase one. However, players who get one version (which costs $ 40) will be able to download the other for a discounted $ 20.

Beyond those, a third epilogue chapter, entitled Revelation, will come out after Birthright and Conquest release. If you absolutely must have the complete experience, you should get the $ 80 special edition, which includes Birthright, Conquest, Revelation, an art book, and a pouch for your 3DS.

Players will also be able to additional DLC further down the line, including one free map and six more for purchase.

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New Details And Screenshots On Quantum Break’s Frozen Reality

In Quantum Break, time is just as much an ally as it is a foe. The player has some special abilities when it comes to time manipulation, but occasionally time stutters will freeze the action and shift time in dangerous, uncontrollable ways. It's up to the player to survive.

During time stutters, aspects of the world will pause, but many others will get caught in these indefinite, indecipherable loops. During one of our demos for the game, we saw debris stuck in a time loop where it continually fell, threatening to crush the player. We spoke with narrative designer Greg Louden about the process of designing a world that isn't necessarily in motion and what goes into making it a compelling experience.

Louden has an interesting background that doesn't involve work on video games. He joined Remedy in 2012, and before that he was heavily involved in the animation and special effects for the motion picture industry. He worked on films like Legend of the Guardians: The Owls of Ga'Hoole, Sucker Punch, and Happy Feet 2. He was also involved in Prometheus, helping to create the digital effects of the ship landing and sandstorm sequences. Louden also had a hand in one of World War Z's most memorable aspects – the simulation of the massive mobs of zombies. However, Louden seems most proud of his work on Gravity. “Usually in film you work on maybe five seconds of film. In Gravity I worked on maybe 45 seconds,” Louden says.

For Quantum Break, Louden's job title is narrative designer, but he is also involved with level design and the game's Junction Points, where players make decisions that direct the story. The time stutters, which Louden is also involved with, offer some of the most compelling aspects of level and visual design, as it's much more than a simple pause of the action. “Stutters are basically the apocalypse," he says. "You can’t control it. Basically, you’re going down the street, a stutter happens and everything starts going crazy. It’s not slow motion – it’s a stutter. It’s a frozen moment of chaos."

The creators looked to long exposure photography to help influence design, painting streaks of light from assorted light sources, and made sure to fill the environment with debris and leaves where appropriate in order to fill the world with elements that show the world was in motion when the time stutters occurred.

Time may be mostly paused in these moments, but some aspects of the environments move and shift. These moments are meant to feel dangerous. The animated .gif above showcases, with a handful of connected screenshots, how the world changes when a time stutter is activated. The color and tone of the world changes, creating an uncomfortable environment that you're clearly not in control of. Alan Wake experimented with the idea of the player versus the environment, and that idea appears to be moving forward in Quantum Break, albeit in a different way where everything is not shrouded in darkness. “We really want to scare the player with this," Louden says. "We don’t want them to want stutters to be normal. We want them to think, ‘How do I get out of this?' Whether it’s during the level having cars that go back and forward as they are stuck in a violent loop, or how do we kind of illustrate that this is kind of what your trying to stop. This is the goal of the game.”

Even when the world is not paused during a stutter, Quantum Break requires a different set of design ideals, because the player can manipulate time to a smaller degree. “[The time powers] have made it so much more complicated," Louden says. "Being able to run around the enemies all the time, and how do we design that? Always having to find ways to gate players, which is a very level-design thing. Like how do you block the player from proceeding to the next sequence?"

During one moment in the game, which was shown earlier this year at Gamescom, a ship crashes into a dock during a time stutter. Louden says this differs from the typical set-piece moment. “In most games, you would just play through that and it would be over, but in Quantum Break we can freeze it," he says. "We can freeze that, so you are jumping on cars that are flowing down. We’re not inhibited by natural environments. We can create our own environments to create new and exciting ways for players to adventure, which has been really cool.”

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