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Super Smash Bros.’s Announcer Explains How The 8-Player Mode Almost Made It Into Melee

The latest episode of Did You Know Gaming enlists the help of Super Smash Bros. announcer Xander Mobus to share some facts about Nintendo's fighting series.

Some highlights include details about creator Masahiro Sakurai's difficulty in developing the latest entry in the series, why Shigeru Miyamoto's early suggestion of including Pac-Man took so long to see fruition, and how 8-player Smash was an idea that has been around well before the release of the Wii U version of the game.

For our review of Super Smash Bros. Wii U, head here.

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You can check out other videos from the Did You Know Gaming channel covering Halo, The Last of Us, Pokémon, Assassin's Creed, Mario, Jet Set Radio, Mega Man, Fire Emblem, Donkey Kong, Killer Instinct, Rayman, Mass Effect, Dragon Quest, Castlevania, Zelda, more Zelda, Final Fight, Doom, Dragon Ball Z, Super Smash Bros., Team Fortress 2, Harvest Moon, Tony Hawk's Pro Skater, the history of the Dreamcast, PlayStation 2, GameCube, Nintendo 64, the DS, the PlayStation, and two covering the Game Boy by hitting the links.

[Source: Did You Know Gaming on YouTube]

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Bungie Explains Destiny’s Heavy Ammo Glitch, Fix Coming February

Cockroaches are hard to kill, and some game bugs can be nearly as hearty. A glitch in Destiny that has been stealing your precious heavy ammo will soon be getting squashed, so you won't have to be afraid to use your favorite rocket launcher any longer.

Destiny players tend to lose their heavy ammo when they die, return to orbit or encounter a cutscene, but come February that won't be the case. In a recent Blog post, Destiny detailed the reason why players encounter that bug.

"The basic flaw here is an ordering problem," says sandbox engineer Jon Cable. "Our inventory system creates your weapons when your characters spawn. When that happens, it tries to restore the same fraction of ammo that you had when you died. The bug occurred because the weapon is created before capacity modifiers from armor perks are applied, so the persisted fraction yields fewer rounds."

Later on, in the post, Jon explained how the developer would be fixing the problem, "In the end, I came up with a surgical change that fixes the main issue and minimizes the chances that a new problem would be introduced. I do not think I can overstate the complexity of these systems – it took me several tries to come up with a fix that did not cause other problems."

This all sounds pretty technical, but it's good to know that heavy ammo won't be quite as much of a limited resources in the near future.

[Source: Bungie.net]

 

Our Take
This is a little inside baseball, but it's an interesting peek into the development process for those of us who don't make games for a living.

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2K Explains Why Evolve’s Beta Follows The Game ‘Going Gold’

Yesterday, 2K announced that Evolve has gone gold. The beta test, typically an event that precedes a game’s completion, won’t be happening until next week. We reached out to the publisher to get some clarification about the decision.

“The team is still tweaking balance of the characters and progression system,” a 2K representative told us via email. “In this wonderful digital age we live in, all of those values can still be adjusted via hot fixes on launch day, making a beta still very much worthwhile.”

Next week’s open play period will also serve as a stress test for the online functionality. “The beta is to test our server infrastructure again so that everything runs smoothly on launch day and the servers remain up and stable,” we were told. “To put it another way, we had a ton of learnings a from the Big Alpha that are being applied to the beta to create an even better and more stable experience. When potentially millions of players bang on the servers during open beta, we'll no doubt have even more learnings to apply to the games final launch.”

2K also mentioned this morning that the third monster, Wraith, and the third group of hunters will be available in the beta. You can only unlock them for the test period by digitally pre-purchasing the title on Xbox One. The first two sets of hunters, Goliath, and Kraken will all be playable during the beta without the need for a pre-purchase. The beta will start players with tier one hunters and Goliath, with tier two and Kraken becoming available through play.

For the retail version, you’ll be able to instantly access the tier three characters and Wraith if you have pre-purchased the game digitally on Xbox One. These will be unlockable for all players in the full game regardless of when and how you purchase. The instant unlock offer is exclusive to digital and Xbox One right now, though. 

Characters will take approximately three to five hours per class (including the monster) to unlock. The title launches with three in each category and one is available from the get-go.  

Evolve will be out on Xbox One, PlayStation 4, and PC on February 10. For more, check out our cover story from February 2014.

 

Our Take
Making some content unlockable in games is a normal occurrence across genres. This pre-order bonus will certainly give some players more flexibility at launch, but it isn’t additional content. It’s a time savings. Given that the beta on Xbox One is open, you can decide during and after if putting your money down in advance is worth it to you.

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Nintendo Fully Explains Hyrule Warriors Amiibo Support

We’ve known that you’ll be able to tap that Amiibo in Hyrule Warriors, but the details have been a little fuzzy. Thankfully, Nintendo has cleared things up in an update on the Amiibo website.

As we mentioned a couple of weeks ago, tapping the Link Amiibo on the Gamepad unlocks the Spinner weapon for use. Zelda also has a special function, unlocking a weapon rated three or more stars once per day.

Every other Amiibo can get you rupees or crafting material, but you might also get a weapon. Unfortunately, it will only be rated at a maximum of three stars. You can tap each Amiibo once per day.

The update that activates this functionality will be released some time in November. The first wave of 12 Amiibo figures will be out on November 21, alongside Super Smash Bros. Additional figures will be out in December and February.

[Source: Nintendo via Joystiq]

 

Our Take
As far as I can tell, the hook for Amiibos is Super Smash Bros., with every other title being a little bonus. I haven’t seen the toys working in concert with Smash, but as the functions have been detailed, I’m unclear on the value.

www.GameInformer.com – The Feed

The Witcher Adventure Game’s video tutorial explains the race for Victory Points

As is the case with most fantasy adventures, digital (and real-world) board game The Witcher Adventure Game gets complicated. Thankfully, series developer CD Projeket RED has put together the in-depth introduction above, which familiarizes would-be…
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Bungie Explains Why Destiny’s Iron Banner Event Feels A Little Flimsy

When Bungie promoted the current Iron Banner event, it told players that their weapon and armor stats mattered. Some players expected that there would be a direct translation from single player stats to the crucible multiplayer mode. As many found out, that’s not exactly how it worked out.

In the Destiny weekly update, Bungie senior designer Derek Carroll explains how Iron Banner takes your gear into account. Instead of being a direct translation of the stats you see on the inventory screen, things are still tweaked to give lower level players (and even those that haven’t run the Vault of Glass) a fighting chance.

“Our solution to add power back into the mix and keep the Crucible from turning into a ghost town is to scale it down to a reasonable level, and clamp damage on the ‘overkill’ end,” writes Carroll. “A decked-out endgame Guardian can’t defeat a low-level guardian with one shot from an Auto-Rifle. In fact, ‘time-to-kill’ is the same when you’re using higher-level gear against lower-level gear. The opposite is not true, so an enemy with average weapons is going to have a harder time taking you out.”

In other words, low level players can still take out a raid-geared Guardian. Skill plays into Iron Banner more than originally advertised. Future Iron Banners may be handled differently, as Bungie says it is listening to feedback. 

For now, the biggest advantage is about seven levels. After that, the deficit flattens out. So, attacking a target twenty levels above you isn’t different than attacking one seven higher.

In addition to Iron Banner details, Bungie revealed that Destiny is still hosting 3.2 million players each day. Average playtime per player is three hours per day, and on average, players have logged in just under 21 times.

For more, check out out the full discussion with Carroll on the Bungie website

[Source: Bungie]

 

Our Take
While the explanation for Iron Banner makes sense, the build-up and promotion seems to have been a mistake. The caveats about some balancing being in place should have been offered up front. Doing so after the fact makes it seem like Bungie was caught fibbing.

If Bungie hopes to retain a user base for Destiny, open and honest communication is key. Players are smart and sensed things weren’t as advertised with Iron Banner very quickly.

www.GameInformer.com – The Feed

Bungie Explains Why Destiny’s Iron Banner Event Feels A Little Flimsy

When Bungie promoted the current Iron Banner event, it told players that their weapon and armor stats mattered. Some players expected that there would be a direct translation from single player stats to the crucible multiplayer mode. As many found out, that’s not exactly how it worked out.

In the Destiny weekly update, Bungie senior designer Derek Carroll explains how Iron Banner takes your gear into account. Instead of being a direct translation of the stats you see on the inventory screen, things are still tweaked to give lower level players (and even those that haven’t run the Vault of Glass) a fighting chance.

“Our solution to add power back into the mix and keep the Crucible from turning into a ghost town is to scale it down to a reasonable level, and clamp damage on the ‘overkill’ end,” writes Carroll. “A decked-out endgame Guardian can’t defeat a low-level guardian with one shot from an Auto-Rifle. In fact, ‘time-to-kill’ is the same when you’re using higher-level gear against lower-level gear. The opposite is not true, so an enemy with average weapons is going to have a harder time taking you out.”

In other words, low level players can still take out a raid-geared Guardian. Skill plays into Iron Banner more than originally advertised. Future Iron Banners may be handled differently, as Bungie says it is listening to feedback. 

For now, the biggest advantage is about seven levels. After that, the deficit flattens out. So, attacking a target twenty levels above you isn’t different than attacking one seven higher.

In addition to Iron Banner details, Bungie revealed that Destiny is still hosting 3.2 million players each day. Average playtime per player is three hours per day, and on average, players have logged in just under 21 times.

For more, check out out the full discussion with Carroll on the Bungie website

[Source: Bungie]

 

Our Take
While the explanation for Iron Banner makes sense, the build-up and promotion seems to have been a mistake. The caveats about some balancing being in place should have been offered up front. Doing so after the fact makes it seem like Bungie was caught fibbing.

If Bungie hopes to retain a user base for Destiny, open and honest communication is key. Players are smart and sensed things weren’t as advertised with Iron Banner very quickly.

www.GameInformer.com – The Feed

Bungie engineer explains lack of cross-platform play for Destiny

Destiny’s galaxy may be vast and currently well-populated with beta Guardians, but players aren’t able to team up with heroes hailing from different consoles. While technical issues might seem like a likely culprit, Bungie engineer Roger Wolfson told…
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Platinum Games Shares Bayonetta 2 Concept Art, Explains Haircut

In the latest blog on Platinum Games' website, the developer shares some concept art for Bayonetta, and explains why she decided to get a haircut.

You will also find some concept art for Bayonetta's weapons and face, as well as similar images for Jeanne, seen above.

The designs come from freelance artist Mari Shimazaki, who wrote, "After talking with Hashimoto and Kamiya, the three of us came to the conclusion Bayonetta’s not the kind of girl who’d show up with the same hairstyle for her sequel. A girl can be known to change her hairstyle depending on her mood, so I guess Bayonetta was in the mood for something short. Still, knowing her, there’s no telling when she’ll decide to change it again."

Shimazak also explains that Bayonetta's theme this time around is "solid" which is why her design for the sequel is built with more straight lines, where in the previous game, Bayonetta's design used more curved lines.

You can head to here to see all the designs, as well more details on Jeanne. For more on Bayonetta 2, head here to learn how you will be able to play the original game on Wii U with Nintendo-themed costumes, and here for our hands-on with the game at E3.

[Source: Platinum Games]

Thanks to Clint for the news tip!

www.GameInformer.com – The Feed

Ultra Street Fighter 4 trailer explains what makes it ‘ultra’

What does it mean to be “ultra?” If it’s new characters, new stages, new modes, new features and tweaked gameplay, then no one can accuse Ultra Street Fighter 4 of false advertising. If that’s not ultra to you, well, you might want to steer clear…
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