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Get Ready For Just Cause 3 With All Of Our Exclusive Coverage

Just Cause 3 appeared on our December 2015 cover and it releases on Tuesday. Now's the perfect time to catch up on all of the features that resulted from our coverage.

You can click here, or on the banner below, to read features, watch videos, and listen to podcasts all about the next entry in Rico's explosive life. We have interviews with the developers, details on how Rico has changd for the sequel, discussions about multiplayer's place in the series, as well as a list of Avalanche's favorite Just Cause 2 mods.

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Just Cause 3 releases Tuesday, December 1 on PlayStation 4, Xbox One, and PC. – The Feed

Exclusive Eyes-On Impressions Of Quantum Break’s Live-Action TV Show

Quantum Break is doing something different than any modern narrative-focused game. The idea of segmenting gameplay with cutscenes between chapters is not new, but Quantum Break is opting for a live-action television show broken into a series of full-length episodes. Quantum Break is being built in Finland, but its television show is being created by Lifeboat Productions under the supervision of Remedy in the United States. During our visit to Remedy’s studio, we had a chance to see some extended clips of the show to get a better sense of how it will look and its role in the game.

For exclusive hands-on impressions of Quantum Break's gameplay, head here.

Kyle: We got to see a number of clips from the show in its current state, which is to say somewhat incomplete. The game is still months away, so the studio developing the show, Lifeboat, is still in production working on completing it in tandem with the work being done on the game. We saw an extended version of a scene shown briefly in a few trailers with Shawn Ashmore and Aiden Gillen talking to each other across a table in what appears to be some kind of prison cell, as well as a clip early in the game that overlaps with Ashmore’s character, Jack Joyce, getting a grasp on his powers.

Ben: That’s right Kyle, we saw those things with our eyes, and our eyes didn’t start bleeding. Honestly, I went into that portion of the demo expecting the worst. Video games don’t have a phenomenal track record incorporating live-action footage with gameplay, so I wasn’t sure what to expect. When the game was announced, I had flashbacks of old Sega CD games like Sewer Shark and Night Trap. Obviously, those games were super cheesy – and that’s part of their charm – but that definitely wouldn't fit with Quantum Break’s tone. Thankfully, after seeing a bit of the show, I can honestly say that it seems like they’re really going for it.

Kyle: Yeah, the actor performances are good. The scenes we saw were a bit overwrought, but there was definitely a level of intensity there proving the actors are taking this seriously. I get the impression they are approaching this as they would any film or television project. They’re not treating it as some weird video game thing. You can see and hear genuine respect for the material from their performances – even if it seems like it may be capable of going over the top at times.

Ben: I know what you mean. It seems like they have a pretty solid cast. I think Aidan Gillen is a good actor and I like Lance Reddick, who played Phillip Broyles on Fringe and Commander Zavala in Destiny. They even got Dominic Monaghan (Lost, Lord of the Rings) for the game, but it seems he’s not actually in the show, just in the game. It makes me wonder if they spent their entire budget on the cast, because most of the sets we saw were pretty barebones.

Kyle: Yeah, some of the sets we saw looked like exactly that – a set or a soundstage, but I wouldn’t say it was to a distracting degree. I know something that is important to them is making sure the show and the game overlap smoothly. It’s probably hard to scout for a location that has already been created in a video game, so they had to build everything rather than find it. They told us a funny story about sending off an incomplete build of an environment for the show makers to recreate. However, Remedy had not finished creating this one lamp in the environment, so it appeared as a white box. When the show makers created the environment they were so thorough that they even built the white box to make sure the game and the show looked as close as possible.

Ben: Exactly Kyle! I also liked how the show ties back into the game. During one scene we saw two of Monarch's agents face off against each other. The action was getting heated, and they both pulled guns on each other then suddenly their guns disappeared. I know you were like, “What! that’s not normal.” But I was like, “Don’t worry, Kyle, I think they’ll explain this.” Then later on, when we were playing the game, we saw this same scene from Jack’s perspective. In the game, you witness a stutter and see how Jack uses it to break out of the back of a van they had him locked in. He discovered the two agents facing off against each other, paused because of the stutter, and he steals their guns. I really wanted him to tie their shoelaces together, but that wasn’t an option.

Kyle: Yeah, it was weird how I insisted on shouting out what I perceived as inaccuracies before they were resolved, but that's just sort of my thing. I should really just wait to see what is going to happen. One thing that irked me a bit, is how much profanity there was. It’s not that I dislike profanity, or find it inappropriate, it just felt like they were really trying to earn that mature tone by dropping as many f-bombs as possible – like a child trying to appear older than they are by using newly discovered bad language. To be fair, the scenes we saw were particularly intense, so I doubt the whole show so freely throws around bad language all the time, but in the isolated scenes we saw, I couldn’t help but notice.

Ben: One thing that surprised me the most about the show was the fact that there are only four episodes. They filmed several alternate versions of different scenes to account for the changes that will happen based on player choice, so even though we as the player only see those four episodes, Lifeboat probably did enough work to account for much more than that. Episode four has over forty variants, which sounds crazy, and I hope those changes actually make a big difference and it’s not just that one character has a black eye or not. I want these to be real important changes, which could be the case. In one of the scenes we saw a character die based on our choice, but in the alternate version of that scene she lives.

Kyle: Overall, I walked away impressed with the show. There is a very apparent level of excitement and respect for the show from both sides – the show creators and game creators. Those initial fears of a modern FMV game definitely fell to the wayside quickly, and I like seeing the overlap, like the one in the scene you referenced where the guns disappear, and we later find out why during gameplay. I'm still unsure of how well the game and show will transition into one another, as we only saw one example, but I am optimistic.

Ben: Agreed, which is why it seems all the more interesting that players will be able to skip past the show if they don’t want to watch it. I’d be interested to see how well Quantum Break’s story plays out if you skip the show entirely.

Kyle: It’s a Remedy game, a studio that has always valued story as much as every other aspect of its games, so you would certainly miss out on a huge element of the experience. I appreciate, however, that the option to focus purely on the gameplay, at the expense of playing through a strange disjointed story with huge gaps, does exist. I know I won’t be playing the game that way, personally, especially after getting a chance to see some of the show.

To learn more about Quantum Break, see new gameplay, and for features such as this 100 question interview with creative director Sam Lake, click on the
banner below to enter our hub of exclusive content rolling out
throughout the month. – The Feed

Exclusive Hands-On Impressions Of Quantum Break’s Time-Warping Gunplay

During our trip to Finland to see Quantum Break, Remedy handed us the controller for a play session – the first for anyone outside of Remedy Games. Ben Reeves and I each played through the same sequence, which gave us a chance to solve a simple puzzle and get into some gunplay. The puzzle involved rewinding time in order to walk across a platform that had fallen, and the shooting involved taking on a handful of soldiers in a warehouse. Following our demo, we discussed our experience with the time powers and how they can be used to take on the villainous Monarch Solutions corporation.

Kyle: While we were in Finland covering Quantum Break, we both had a chance to play the game. It was actually the first time anyone outside of Remedy had gotten their hands on a controller to play. It was brief, but we played through an early combat scenario in a warehouse that offered different opportunities on how to approach the fight. 

Ben: Yeah. I think right off the bat we can say that you can’t do the Max Payne slow-mo dive and shoot, which is a little strange, because it would have been so easy to include. That said, I think they make good use of time and allowing players to do some interesting things with time manipulation. Did you have a favorite time power?

Kyle: My favorite was the one where you could create a bubble around an enemy that would pause time inside of it, and then you could load it with bullets, and then when the bubble popped (for lack of a better term) all the bullets would fly at the enemy all at once. Hitting an enemy with a whole bunch of bullets simultaneously is supremely satisfying.

Ben: Yeah, that’s a cool power. I also liked the power called Time Rush, which basically slows down time, letting you run like the Flash towards your enemies and then knock them out like Ali, before they even see you. In fact, most of the shootouts have this cat-and-mouse element to them. Every time you use your powers you disappear from the enemy’s view, so they’ll keep shooting at where you were while you’re lining up a headshot from behind them.

Kyle: One of the new powers we saw was the Time Vision, which isn’t necessarily combat focused, but has its uses in those situations.

Ben: I thought that was okay. It’s kind of like Batman’s detective vision. It highlights interesting objects and enemies within the environment. During one of the shootouts, I turned it on and it highlighted a bunch crates suspended over some enemies' heads. Guess what I did next?

Kyle: Pretended to be the pizza delivery guy and then kicked them in the junk?

Ben: No, you’re such an idiot, Kyle. I shot the cable holding up the crates and watched it drop on their dumb heads. Time Vision certainly isn’t a total game changer, but if it keeps highlighting cool opportunities like that I’ll probably use it to scout each environment before the action gets hot.

Kyle: There were two others, Time Dodge and Time Shield, which were fun to use, too. Dodge lets you zip around to avoid fire, and shield was the same concept as the bubble shield, but it created a shield for you. Those last two were particularly helpful in terms of keeping you from sticking behind cover. You can take cover, which happens automatically when you sidle up to a wall. Normally I like attaching to cover to be connected to a button, but it was clear quickly that with all those time powers at your disposal, you won’t be waiting behind a waist-high wall for the enemies to reload. I won’t, at least. I liked being able to blink in and out of the battlefield.

I will say that I didn’t feel like we got enough time to fully grasp the combat, which is not a knock against the game. In both Max Payne and Alan Wake, it took me a while to acclimate to the gunplay, and I feel that will be the case here. I got shot a lot during our playtime, but I could already tell that with a bit of practice and with a better understanding of the powers, it seems like you will be able to do a lot of cool stuff. Could you feel the Max Payne or Alan Wake influences creeping in at all?

To continue the conversation, head to page two – The Feed

Get Ready For Rise Of The Tomb Raider With All Of Our Exclusive Coverage

Rise of the Tomb Raider appeared on our March cover earlier this year and it releases on Tuesday. Now's the perfect time to catch up on all of the features that resulted from our coverage.

You can click here, or on the banner below, to read features, watch videos, and listen to podcasts all about Lara's continuing journey. We have interviews with the developers, details on Lara's evolution, inspirations for the sequel, as well as an interview with Camilla Luddington, who played Lara in 2013's Tomb Raider and is reprising her role for Rise of the Tomb Raider.

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Rise of the Tomb Raider releases November, 10 on Xbox One and Xbox 360. – The Feed

[Update] Limited Edition Fallout 4 Art Book Comes With Exclusive Concept Art Print

Bethesda is wrapping up its week of new Fallout merchandise with a limited edition art book. This upgraded version ships in a slipcase featuring an image of the game’s power armor.

It also comes with a 9”x12” concept art lithograph digitally signed by concept artist Ray Lederer. This version is limited to 5,000 pieces and will ship on December 22. 

You’ll also get a code for a digital version of the art book with your order. You can secure yours on the Bethesda Store website for $ 85 until supplies are depleted. 

It's always important to know what time it is in the wasteland. How else will you know if the mirelurks are biting? Oh. Because they are probably biting you. Our mistake.

The Vault-Tec watch shown above is limited to 1,500 pieces. The watch is made of stainless steel with a leather band. It’s water resistant to 300 feet, and the crystal is scratch resistant. Each is etched with an individual number on the back.

Unlike traditional watches, this one features a single hand. Each segment represents 15 minutes. You can purchase it here for $ 150, with shipping scheduled for November 9.

Today’s new piece of Fallout 4 merchandise is a messenger bag designed in the style of a Pip-Boy. As you can see above, the bag is printed on the interior as well.

The bag includes a padded laptop compartment that can support up to a 17-inch notebook. You can purchase it here for $ 68, with shipment estimated for November 9.

Update: This week is a challenging one for Fallout fans, as Bethesda is revealing a number of new items for sale. In addition to the controller that was made available this morning (below), you can consider dropping $ 130 on a big bundle with the strategy guide at its heart.

In addition to the hard-cover guide with an exclusive “soft touch” dust jacket, the Ultimate Vault Dweller’s Survival Guide bundle comes with:

  • A Nuka Cola bottle opener
  • Five magnetic bottle caps
  • A Nuka Cola embroidered patch
  • Seven lithographs
  • A poster-sized map of the Fallout 4 world
  • The Art of Fallout 4 2015-2016 calendar

You can order the bundle from the Bethesda Store. As a bonus, your wallet will become lighter and easier to sit on (metaphorically, of course, as the Bethesda Store takes credit card and not cash). 

Update (October 20, 2015, at 11:51 a.m. Central): The Bethesda Store (and other retailers) are listing today’s Fallout item. As we reported yesterday, you can purchase a wired Xbox One controller decorated in Fallout colors with the visage of Vault Boy.

It’s designed by PDP, comes with a 10-foot cord, and it’s priced at $ 59.99. It’s compatible with PC and features a 3.5mm headphone jack with volume controls on the surface. Apparently, that’s what the mystery button by the right thumbstick is (working in tandem with the D-pad, which bears volume and balance symbols).

The Fallout 4 controller will be out on November 10. You can check out at Bethesda's store.


Fallout fans have less than one month before returning to the wasteland. While you likely don’t need any reminder, Bethesda’s merch machine is spinning up to get you hyped nonetheless.

This week, you’ll be able to grab extremely limited numbers of some very specialized swag. The week kicks off with a t-shirt commemorating the Great War (pictured above). It’s available to order now through October 26.

Tomorrow, Tuesday, October 20, you’ll have a shot at one of 5,000 wired Vault Boy-themed Xbox One controllers. These feature a powder blue and yellow design scheme, as well as the visage of Fallout’s famous mascot.

You’ll also be able to get a messenger bag printed to look like a Pip-Boy, a Vault-Tec watch (limited to 1,500 pieces), and then a limited version of the art book (limited to 5,000 pieces). Check back each day on Bethesda’s storefront for the new items.

We'll update throughout the week as more items become available.

[Source: Bethesda Store via GameSpot] – The Feed

Rock Band 4 Gives Xbox One A Dozen Exclusive Pre-Order Songs


Pre-order Harmonix's Rock Band 4 on Xbox One through the console's online store and you'll get a dozen exclusive launch songs on the system.

The PlayStation 4 has its own exclusive pre-order songs as do retailers such as GameStop [Full Disclosure: Game Informer is owned by GameStop].

Rock Band 4 comes out for the Xbox One and PlayStation 4 on October 6. For a list of the game's tracklist so far, head here.

  • All That Remains – "What If I Was Nothing"
  • Babymetal – "Gimme Chocolate!!"
  • Earth, Wind & Fire – "September"
  • Interpol – "All The Rage Back Home"
  • Jefferson Starship – "Jane"
  • Linkin Park ft. Daron Malakian – "Rebellion"
  • Marilyn Manson – "The Mephistopheles Of Los Angeles"
  • Mastodon – "High Road"
  • My Morning Jacket – "One Big Holiday"
  • Pierce The Veil ft. Kellin Quinn – "King For A Day"
  • Weird Al Yankovic – "My Own Eyes"
  • The Wild Feathers – "Backwoods Company"

[Source: Harmonix]


Our Take
The wording that these songs are "available for free at launch" makes me think that they will be offered as paid DLC after launch. – The Feed

An Exclusive Quick Look At Dark Souls III’s Academy Assassin In Action

Dark Souls III is on the cover of Game Informer's October issue, so that means we've got a month of extra Dark Souls action coming your way. Today is a brief look at the starter class template, the Academy Assassin, complete with an tri-cornered hat that looks like it's straight out of From Software's Bloodborne.

The Academy Assassin, like the previously announced Northern Warrior or Wandering Knight, is a template class players can start out with in Dark Souls III. This video shows off the masked Academy Assassin facing off against a knight with a spear, small buckler, and a handful of impressive Soul spells. Dan Tack and I introduce the short gameplay clip and offer some context during the video below.

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Dark Souls III is coming to Xbox One, PlayStation 4, and PC April 2016. For more details on Dark Souls III's magic system, check out our hands-on impressions.

Keep visiting the site throughout the month, as we’ll be rolling out several interesting Dark Souls features, including more insight into the mind of Miyazaki, a tour of From Software's studio, and more. Click on the banner below to visit our Dark Souls III hub and follow our coverage. – The Feed

Check Out An Exclusive Battle For Zendikar Preview Card

Magic: The Gathering's upcoming Battle for Zendikar set will be arriving in October, but at PAX Prime 2015 many of the details are sure to drop during the annual Magic: The Gathering event and party. We can expect to see a slew of new cards, new mechanics, and maybe even an iconic planeswalker or two.

Game Informer has an exclusive preview card to share before the spoilers and teases start to roll out in force this evening. While the card isn't an awesome new planeswalker or legendary artifact, it's what I would call a "classy common" Here's Gideon's Reproach!

If you're looking for more set details and preview cards, at 7:30 PM Pacific Wizards of the Coast will be streaming the Battle for Zendikar Preview Show from PAX at !–> – The Feed

PlayStation exclusive DriveClub goes double platinum

Troubled PlayStation exclusive DriveClub bounces back to go double platinum — even if it’s caused the company, and its developer, no end of headaches. …

Gamasutra News

[Exclusive Trailer] Marvel Heroes 2015 Gets A Little Smaller This Week As Ant-Man Arrives

With Ant-Man hitting theaters this week, the team at Gazillion has cleverly timed the diminutive hero’s arrival in Marvel Heroes. Scott Lang becomes the 49th playable hero in the free-to-play action-RPG.

For a limited time, Ant-Man comes with both his Avengers NOW and theatrical costumes. If you’re a Hank Pym fan, he’ll be available to purchase as an enhanced costume with unique voiceover and dialogue when the character launches. Ant-Man will be available this week as early as Thursday. 

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If you’ve not played Marvel Heroes, you can give it a try for free. Think of it as Diablo, but with almost 50 Marvel heroes and villains to purchase and upgrade (either with cash or earned in-game currency). The connection with Diablo goes beyond gameplay, as the mind behind Blizzard’s dungeon delving dynasty, David Brevik, is the president of Gazillion Entertainment.

The company is also running an in-game contest worth $ 25,000. There are five extremely rare “Vibranium Ticket” drops that are worth $ 5,000 in real money. Everyone is eligible to win, regardless of how long they’ve been playing. The contest is ongoing through August 31, 2015.

Gazillion is also offering an opportunity for fans to vote on the 50th playable character. This will be the final reveal and release for 2015. If you’d like to weigh in, head over to the official site to cast your vote.

Finally, Marvel Heroes has grown and changed much since its initial release over two years ago. Gazillion has provided some statistics about player engagement and hero selection. We’re not entirely surprised that people love Rocket Raccoon and his theatrical appearance.

Click to enlarge.

If you’re interested in playing, head over to the Marvel Heroes website to create an account and download the client. – The Feed