Master of The Free World Productions | Jumpcut Entertainment Network

Ubisoft Reveals For Honor Multiplayer Details, Alpha & New Trailer

At Gamescom today, Ubisoft unveiled more details regarding For Honor, including each faction's four warrior types, details on a closed alpha in September, multiplayer modes, and a collector's case.

Each faction (Vikings, Knights, and Samurai) contains four types of heroes: vanguards (well-balanced), assassins, heavies, and hybrids (who also have "uncommon tactics"). Each of these also have their own skills, weapons, armor, and customization options.

The game's multiplayer co-op (including split-screen on consoles) and competitive modes include (text from Ubisoft):

  • Dominion: A 4v4 objective-based mode in which two teams of four players fight for control of the battlefield. It's a mode that relies upon skill, communication, and teamwork.
  • Brawl 2v2: Each team of two players need to kill the two enemy heroes to win a round. Skill, awareness, cooperation, and the capacity to use the environment to the player's advantage are key components.
  • Duel 1v1 puts two heroes face-to-face in a fight to the death. Skill is fundamental in Duel of course, but as in Brawl, players have the possibility to use the environment to their advantage.
  • Skirmish is a 4v4 Team Death Match-like mode. Combat skills are key in this mode as players score points for their team by killing enemy heroes.
  • Elimination: In this 4v4 mode, the last surviving player on the battlefield wins the round for their team.

The For Honor closed alpha runs from September 15-18. To sign up, head over to the game's official site. The game itself comes out on February 14 on Xbox One, PC, and PlayStation 4.

THE FOR HONOR GAMESCOM TRAILER

(Please visit the site to view this media)

For Honor is also getting a Collector's case, which is exclusively on Ubisoft's Uplay online account system. The Case includes: the deluxe digital pack for the game, the season pass, a collector's box, three helmets for the factions, an exclusive lithograph, and the soundtrack.

If you pre-order the title you get the Legacy Battle Pack that includes three armor outfits.

www.GameInformer.com – The Feed

Report Details The Dangers Of Developer Crunch Time & Its Solutions

The road of video game development is long and hard. Studios have to deal with internal and publisher deadlines – not to mention the public's expectation that the game come out on time – that push the time and dedication of developers beyond the confines of a normal work week. This deadline push, which can happen several times during a project, is called crunch time, and it has become an accepted reality of making video games. A 2015 survey by the International Game Developers Association (IGDA) revealed that 62 percent of respondents said their projects had a crunch, and half of those said this consisted of working more than 60 hours a week.

However, some have questioned the practice, its effectiveness, and most importantly, its effect on developers. Take This is a non-profit charity organization created by ex-Polygon founding editor Russ Pitts, executive editor of GamesRadar+ Susan Arendt, and clinical psychologist Dr. Mark Kline aimed at addressing mental health issues in the industry. Take This and the IGDA have published a report entitled Crunch Hurts outlining the problem. "While crunch may be an inevitable part of the game making process," it states, "understanding the mental and physical impact of the practice can lead to better work practices overall, and ultimately happier (and more productive) employees."

The paper cites industry studies that show that longer hours have a positive effect initially, but this decreases. After five weeks of 10-hour days, productivity falls to levels lower than a normal 40-hour work week. The paper also points out a tangible cost: A study of four U.S. companies found that employee fatigue cost an estimated $ 1,967 per employee each year. Take This co-founder Pitts told us that the organization consulted with its advisory board, which contains developers from around the industry, and received feedback from people with different levels of experience. "People with 'on the ground' perspectives on crunch – both its positive and negative effects – were absolutely a part of this paper's creation," he said.

Being overworked in any industry leads to increased health risks, including worse sleep and a higher risk for heart disease and stroke, and "significantly higher" levels of anxiety and depression, and the disorders associated with them. Long hours also influences employees' home life and therefore those family members' lives as well. In the end, the stresses of overwork can cause some to leave the industry altogether, ending a possibly promising career.

As if the human toil wasn't bad enough, Crunch Hurts cites two studies that state that the crunch itself isn't helping the titles they ostensibly serve. A paper entitled, Impact of Overtime and Stress on Software Quality by James Cusick and Balaji Akula said that software defects were higher for games that required overtime compared with those that didn't, and according to Paul Torzour's Games Outcomes Project, those that reported high crunch had lower Metacritic scores and return on investment.

Crunch Hurts certainly makes the case for the harmful effects of overwork, but it also presents solutions and acknowledges that even if crunch exists, it doesn't have to be detrimental to the game nor developers. "Crunch isn't all bad," says Pitts. "In fact, crunch, in limited, regulated doses, can lead to great leaps in creativity. And we know that if we were to try and tell studios to radically change their process, with no use cases or hard data to back that up, we'd get nowhere fast. Our goal was to provide not only the factual, scientific perspective on the impact of overwork, but also provide real-world suggestions that developers could implement without completely up-ending the process of making games."

The paper advocates short crunch periods followed by short periods of reduced hours or the ability to work from home. Other ways of successfully dealing with crunch outlined include more focused work (set hours, lunches, and breaks) and fewer meetings before milestones to help alleviate the stress; healthy food offerings by companies versus junk food; incentivized health screenings and gym memberships; and telling sick employees to stay home so they not only get better, but so they don't make others sick.

Perhaps most important of all, the paper says that changing crunch culture starts at the top, with management that prioritizes work/life balance and leads by example – including not speaking ill of those who don't overwork – and promoting and backing employees who work more efficiently versus those who simply work more.

Pitts believes the industry has made progress since 2004, when most of the public became aware of the dangers of crunch thanks to developer Erin Hoffman's then-anonymous blog post under the moniker "EA Spouse."

"Companies are now at least taking work-life balance seriously," say Pitts. "I don't think their solutions are always correct, or that they're always looking in the right places, but I do think today you have a lot more people thinking a lot more seriously about employee health, talent retention, and survivability. EA in particular. They've made survivability a huge focus, and as easy as it can be to pile on them with grief, they really are working hard on the problem. Unfortunately, it's a big problem. And game making is still a young industry. Things like mental health, for example, where companies in all industries struggle, are still areas where I see game companies falling down. We've come a long way in the 12 years since EA spouse, but we still have a long way to go."

TTCrunch by Michael Futter on Scribd

www.GameInformer.com – The Feed

Killing Floor 2 Gets Release Date & Multiplayer Details

Today developer Tripwire Interactive announced that Killing Floor 2 is releasing globally on November 18 (PC/PS4), and with it comes modes for both solo players and those playing with and against friends.

Killing Floor 2 supports six player co-op and solo play, as well as a "12
Player PvP Versus Survival Game Mode." In it, a team of humans face against a team of Zeds (the game's zombie-like enemies).

On PC, the game's base release will cost $ 29.99 digitally, and its Digital Deluxe edition will cost $ 39.99. In conjunction with Deep Silver, the game's deluxe edition will come to PC and PlayStation 4 on digital storefronts and retail also for $ 39.99. Check out the game's box art and a host of new screens below.

For more on Killing Floor 2, check out Tripwire's developer diary from last March.

www.GameInformer.com – The Feed

Hello Games Details Patch Notes For No Man’s Sky’s First Major Update

No Man's Sky will officially release next week, and Hello Games has detailed all of the new content and fixes that will be coming in Update 1.03, the game's first major patch. What's most notable, is that while it was believed saves would be completely wiped with this pre-launch patch, Hello Games has now confirmed that "If you had an early copy somehow, your save game will technically work post update, but you will miss out on new content and experiences if you don’t delete your save before updating." The team "highly recommends" that fans who received an early copy should delete their save so that they can enjoy the new features along with everyone else.

This will be the first of many updates, according to Hello Games, and the developer will continue to bring new content to No Man's Sky on a regular basis. This patch will be available starting Monday for the press, and will be available to install on day one, which is August 9, for PlayStation 4, and August 12 for PC. 

Today, servers will be wiped and this will repeat again on Monday leading up to the launch.

Some of the most notable updates include an increase of space for inventory, which will be five times larger, and creatures will have specific diets corresponding to climate and planet. If you pay close attention, you might find valuable loot and resources in their poop (yes, you read that right). You'll also be able to scan right from your ship now while in-orbit. 

Finally, in a following update, Hello Games states that they will be adding a more Minecraft-like element to the game, which grants players the ability to build their own bases and space freighters. Temporal AA, along with "new cloud rendering tech" is also on the way in a future update. Read the full patch notes for Update 1.03 below.

  • The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.
  • The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger.
  • Diversity – Creatures are now more diverse in terms of ecology and densities on planets.
  • Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms.
  • Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets.
  • Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further…
  • Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds.
  • Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes.
  • Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.
  • Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed
  • Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources.
  • Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous
  • Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close
  • Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added.
  • Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon.
  • Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.
  • Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯\_(シ)_/¯
  • Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above).
  • Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added
  • Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight
  • Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans
  • Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)
  • Writing – The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me.  I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.

[Source: No Man's Sky Official Website]

www.GameInformer.com – The Feed

Hello Games Details Patch Notes For No Man’s Sky’s First Major Update

No Man's Sky will officially release next week, and Hello Games has detailed all of the new content and fixes that will be coming in Update 1.03, the game's first major patch. What's most notable, is that while it was believed saves would be completely wiped with this pre-launch patch, Hello Games has now confirmed that "If you had an early copy somehow, your save game will technically work post update, but you will miss out on new content and experiences if you don’t delete your save before updating." The team "highly recommends" that fans who received an early copy should delete their save so that they can enjoy the new features along with everyone else.

This will be the first of many updates, according to Hello Games, and the developer will continue to bring new content to No Man's Sky on a regular basis. This patch will be available starting Monday for the press, and will be available to install on day one, which is August 9, for PlayStation 4, and August 12 for PC. 

Today, servers will be wiped and this will repeat again on Monday leading up to the launch.

Some of the most notable updates include an increase of space for inventory, which will be five times larger, and creatures will have specific diets corresponding to climate and planet. If you pay close attention, you might find valuable loot and resources in their poop (yes, you read that right). You'll also be able to scan right from your ship now while in-orbit. 

Finally, in a following update, Hello Games states that they will be adding a more Minecraft-like element to the game, which grants players the ability to build their own bases and space freighters. Temporal AA, along with "new cloud rendering tech" is also on the way in a future update. Read the full patch notes for Update 1.03 below.

  • The Three Paths – there are now new, unique “paths” you can follow throughout the game. You must start the game on a fresh save, with the patch, as early choices have significant impact on what you see later in the game, and the overall experience.
  • The Universe – we changed the rules of the universe generation algorithm. Planets have moved. Environments have changed biomes. Galaxies have altered shape. All to create greater variety earlier. Galaxies are now up to 10x larger.
  • Diversity – Creatures are now more diverse in terms of ecology and densities on planets.
  • Planets – we’ve added dead moons, low atmosphere and extreme hazardous planets. Extreme hazards include blizzards and dust storms.
  • Atmosphere – space, night time and day skies are now 4x more varied due to new atmospheric system, which refracts light more accurately to allow for more intense sunsets.
  • Planet rotation – play testing has made it obvious people are struggling to adjust to this during play so it’s effects have been reduced further…
  • Terrain generation – caves up to 128m tall are now possible. Geometric anomalies have been added. Underwater erosion now leads to more interesting sea beds.
  • Ship diversity – a wider variety of ships appear per star system, and are available to purchase. Cargo and installed technology now vary more, and ships have more unique attributes.
  • Inventory – ship inventories now store 5 times more resources per slot. Suit inventories now store 2.5 times more per slot. This encourages exploration and gives freedom from the beginning. We’re probably going to increase this even further in the next update, for people in the latter game phases, and will allow greater trading potential.
  • Trading – trading is deeper. Star systems and planets each have their own wants and needs, based off a galactic economy. Observing these is the key to successful trading. We still working on adjusting this based on how everyone plays, but all trading values have been rebalanced across the galaxy, giving a greater depth. A bunch of trade exploits were uncovered and have been removed
  • Feeding – creatures now have their own diet, based on planet and climate. Feeding them correctly will yield different results per species, such as mining for you, protecting the player, becoming pets, alerting you to rare loot or pooping valuable resources.
  • Survival – recharging hazard protection requires rare resources, making shielding shards useful again. Storms can be deadly. Hazard protection and suit upgrades have been added. Liquids are often more dangerous
  • Graphical effects – Lighting and texture resolution have been improved. Shadow quality has doubled. Temporal AA didn’t make it in time, but it’s so close
  • Balancing – several hundred upgrades have had stat changes (mainly exo-suit and ship, but also weapon), new upgrades have been added.
  • Combat – Auto Aim and weapon aim has been completely rewritten to feel more gentle in general, but stickier when you need it. Sentinels now alert each other, if they haven’t been dealt with quickly. Quad and Walker AI is now much more challenging, even I struggle with them without a powered up weapon.
  • Space Combat – advanced techniques have been introduced, like brake drifting and critical hits. Bounty missions and larger battles now occur. Pirate frequency has been increased, as well as difficulty depending on your cargo.
  • Exploits – infinite warp cell exploit and rare goods trading exploit among other removed. People using these cheats were ruining the game for themselves, but people are weird and can’t stop themselves ¯\_(シ)_/¯
  • Stability – foundations for buildings on super large planets. Resolved several low repro crashes, in particular when player warped further than 256 light years in one session (was only possible due to warp cell exploit above).
  • Space Stations – interiors are now more varied, bars, trade rooms and hydroponic labs have been added
  • Networking – Ability to scan star systems other players have discovered on the Galactic Map, increasing the chance of collision. Star systems discovered by other players appear during Galactic Map flight
  • Ship scanning – scanning for points of interest from your ship is now possible. Buildings generate earlier and show up in ship scans
  • Flying over terrain – pop-in and shadow artefacts have been reduced. Generation speed has been increased two fold (planets with large bodies of water will be targeted in next update)
  • Writing – The Atlas path has been rewritten by James Swallow (writer on Deus Ex) and me.  I think it speaks to the over-arching theme of player freedom more clearly now. Early mission text has been rewritten to allow for multiple endings.

[Source: No Man's Sky Official Website]

www.GameInformer.com – The Feed

New Progression Details Emerge For Destiny: Rise Of Iron

We dedicated 16 pages of our most recent issue of Game Informer to an in-depth look at Destiny: Rise of Iron. Tons of new details are there to uncover from our three days of interviews, demos, and most importantly, our playtime with Rise of Iron. But if you’re a player who is just trying to figure out the nuts and bolts of how your guardian can progress beginning on September 20, we’ve got you covered right here.

Character level is staying at 40, but light values are now jumping from the current cap of 335 up to 385. That cap will be further increased to 400 when the hard mode version of the raid launches some weeks after Rise of Iron’s launch. New rare (blue), legendary (purple), and exotic (gold) gear help players ascend through those new tiers, and the system as we observed it for item drops appears to be very similar to what has been in the game for some time now. 

A new Rise of Iron Record Book now tracks your progress through the entirety of the expansion, echoing similar systems that were used for last year’s SRL event, or the more recent Moments of Triumph for Year 2. This record book has discrete tasks to be completed throughout the Rise of Iron content, and completing any task adds to your overall percentage completion of the record book. Reach designated percentage completion points, and you gain new armor, emblems, and more. 

In addition, Bungie shared that it is releasing a large number of new weapons and complete armor sets. New sets are on offer for the Iron Banner PvP event, the Iron Lords (obtained through the Record Book), Trials of Osiris, the Wrath of the Machine raid, and the new Archon’s Forge arena event, in addition to new options for all the factions. Bungie also introduced us to ornaments, a new aesthetic customization feature that allows players to enhance the geometry and appearance of  individual armor pieces, as well as change the appearance of exotic weapons. 

We also learned about a new collection experience for the newly redesigned artifacts, which is an entirely separate subject deserving of its own dedicated post

On its highest level, Destiny: Rise of Iron doesn’t dramatically reinvent its progression systems, as was the case with The Taken King. During our time at Bungie, the message was clear; Rise of Iron is focused on delivering new content for players to explore, along with dramatically expanded options for letting players look and play the way they like. 

For additional information on game progression, dozens of new screenshots, and all the other things we discovered in Rise of Iron, you can check out our complete cover story.  Click here to switch your print subscription to digital, or to create a new subscription to the digital edition, click here

Destiny: Rise of Iron is set for a release on September 20 for PlayStation 4 and Xbox One.

For all our Destiny: Rise of Iron coverage throughout this month, click the banner below and bookmark our hub page. 

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Humble Details How It Protects Developers In Response To Fraudulent Key Sales

One of the bigger stories of the past month has been the ongoing sparring between developers and grey market key reselling platforms like G2A. This situation isn’t a new one, and it tends to rear its head without resolution from time to time.

The most recent bout of accusations and rebuttals led to G2A taking modest steps to invite developers to its platform in return for protection. Humble, a platform that partners with developers and aids charity, has also been previously caught in the web of key reselling and credit card fraud.

Humble has now detailed extensively how it is protecting developers, including the use of a machine-learning based defense mechanism that has been trained on 55 million transactions. Because of how it’s designed, the system learns with every new transaction processed. 

The process, called Sift Science, has different tiers of threat alerts. If the mechanism believes you might be using a stolen credit card, it may ask you for text message-based verification. 

After that, if the transaction still looks risky, it’ll be sent for manual review. Your purchase is on hold during this period, but any discounts that may have applied when you initiated the purchase will still be in place when it goes through.

Because stolen credit cards are used quickly and at high volume, Sift Science includes both rate limits and Captcha. This holds thieves to a limit if they happen to slip the net. 

If they do get through, when the fraud is discovered the keys will be canceled and returned to the developer or publisher. If you happen to get swept up in a false positive, Humble says it will work to make it right.

Humble is offering its widget and direct sales features (embeddable on a developer’s website instead of handling transactions themselves) for only five percent of each transaction. This is instead of, and not in addition to, the 30 percent cut that Steam takes. 

This might make you wonder why Steam allows this if Humble undercuts the platform. First, most people go directly to Steam. Direct sales are a minute portion of overall distribution. Second, Valve benefits from increasing its install base. They might not get a cut of the Humble purchase that gets you to open an account, but with every Steam sale, you’re likely to be opening your wallet and buying games you might not otherwise if you hadn’t become a customer of the platform in the first place.

Humble’s widget isn’t new, but posting these detailed rundown of anti-fraud procedures creates a stark contrast. Humble wants to make sure you know that its business is square with the law and that it has a mechanisms in place to protect customers and developers.

[Source: Humble]

 

Our Take
This story delves into a bit of inside baseball, but the process Humble uses to protect developers is fascinating. Machine learning is extremely powerful, with the anti-fraud mechanisms getting smarter with each transaction. Humble also delivers an important message: If you want to stay protected, know from whom you are buying.

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Halo Wars 2 Details Revealed Along With Cinematic Trailer

Several details for Halo Wars 2 were revealed yesterday at San Diego Comic-Con. The panel featured Kiki Wolfkill, franchise director Frank O'Connor, studio head Dan Ayoub, and narrative director Kevin Grace, along with Blur Studios' creative director Dave Wilson and actress Erika Soto.

The group discussed what's in store for the sequel, including new characters and how it will follow the ending of the original game. In Halo Wars 2, the crew aboard the UNSC Spirit of Fire awake from cryogenic sleep 28 years later. After drifting in space for so many years, they find themselves above a Forerunner installation known as The Ark. Here, they discover a distress signal, which leads them to meet the new AI character Isabel (played by Erika Soto).

In 343 Industries' new development video, Ayoub describes her as "a very different kind of AI" in comparison to past AI from the Halo series, such as Cortana and Serina. 

"She shows up in a way we haven’t seen AIs behave in Halo before," says Grace. "She’s freaked out. She’s seen all of her friends die and her outpost destroyed." She soon becomes tasked with helping Captain Cutter face The Banished, the splinter faction of the former Covenant.

(Please visit the site to view this media)

The above video also reveals Atriox, a new villain coming to the series. 343 Industries describes him as much more than your average brute, who excels in close combat and is able to outsmart opponents. Captain Cutter will have to face this enemy, which may prove to be a difficult battle.

Furthermore, a cinematic trailer was unveiled, which you can check out below.

(Please visit the site to view this media)

Halo Wars 2 will be out February 21 of next year on Xbox One and PC. You can watch our Test Chamber of Halo Wars 2's open beta here, as well as read more about what's in store for this sequel by reading 343 Industries' blog post on Xbox Wire.

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Amy Hennig Details New Star Wars Game, Concept Art Surfaces

We already knew that a Star Wars game from Visceral was in the works, but details have been hazy until now.

During the Star Wars Celebration event today, writer Amy Hennig took the stage and dropped some hints on what we can expect from the upcoming title. Hennig compared the writing of the game to be similar to her past work with Uncharted, which resulted in hearty applause and cheers from the audience. She also described the game as "an original Star Wars story with new characters, new locations, new tech, new creatures, you name it." 

She hopes that the game will resonate with Star Wars fans the same way it would if they watched one of the beloved films of the series. "We want you to finish playing the game and feel like you just saw a really good Star Wars movie," she said. 

Additionally, she showcased a batch of concept images, which you can view below. The (as of yet) untitled Star Wars game is expected to launch in 2018. For more on Star Wars Celebration, learn about the two new DLC coming to Star Wars Battlefront, Death Star and Rogue One: Scarif.

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F1 2016 Goes Full Throttle With 22-Car Multiplayer & New Career Details

Codemasters has proven itself in the F1 gameplay department, but the developer's handling of the franchise and license in previous iterations hasn't been so complete in other areas. F1 2016 hopes to take a big step forward for the series with its inclusion of more depth on and off the track.

A big part of this is the return of the career mode. Here you'll hire an agent, sign for a team, and work with a team engineer. These elements aren't strictly new to the franchise, but the fact that they're represented with avatars and that the paddock areas have been completely modeled, makes a big difference in how the career mode looks and feels. You'll also select your own driver avatar and helmet design. The latter has been in previous F1 titles, so we shall see if there are more designs available.

Moreover, the upgrading of your car and the overall team R&D not only lets you choose the direction you want the organization to go, but it also enriches other parts of the game. Performing and completing tests during the pre-race practice and qualification sessions earns you points which you can apply to car upgrades, and this facet of the garage amps up the pressure to perform better than your teammate and keep your team competitive. Rivalries will form on and off the track according to how you do.

In the gameplay department, F1 2016 adds a handful of features to make the experience more realistic and engaging, including the safety car and virtual safety car (for cautions); manual starts and pit entrances (both crucial times when you can gain or lose time); and the formation lap to warm your tires before the start of the race. Furthermore, Codemasters has tweaked some aspects of the cars' handling and tire characteristics (like how wets react to a dry track) as well as the modeling on the tracks' curbs and rumble strips.

Multiplayer features full 22-car online races across all its tracks, and the day/night and weather conditions for these can be tweaked in some cases.

Check out the trailer and screenshots below for a little taste of everything F1 2016 has to offer, and look for the game when it releases on August 19 on PlayStation 4, Xbox One, and PC.

(Please visit the site to view this media)

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