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Wolfenstein’s analysis: Youngblood, Blood Sisters with a mission to wipe out the nazis

Time passes by everyone, even if it’s B. J. Blazkowicz. But no problem, since your twin daughters are ready to pick up the witness and keep shooting nazis. That’s not the only thing that changes. As you will see from Wolfenstein Youngblood’s analysis, the saga has changed its course a lot this time.

We have built a video game industry that does not allow experimentation

We have built a video game industry that does not allow experimentationWhen each delivery has to deliver optimal results in order to keep the franchise in good health, there is no time for changes or innovations, no matter how great and creative they sound on paper. This gives rise to a complex dichotomy, in which we demand originality, but also some continuism in our favorite saga. And I think some companies have found the right excuse by experimenting with these, let’s call them, expansions. Uncharted did so with The Lost Legacy, flirting slightly with the open world and nonlinear goals. Bethesda herself radically changed Mooncrash’s proposal by turning Prey into a roguelike. Now, with Wolfenstein Youngblood, MachineGames looks to the difficult world of the looter shooter, but, as we shall see, more for its structure than for its progression and looteo.

Now I understand the words of Jerk Gustaffson when he expressed his fears that some of Youngblood’s mechanics may not convince the players. Making progress in this game is an experience that is at least curious. Used to dealing with this saga for what it is, a Wolfenstein, a linear game; as soon as I got to the catacombs of Paris I came across a completely different experience. I had to change my mind and stop dealing with everything like the crazy shooter I had played so far, because things weren’t working out. When I began to understand that the first linear mission gave rise to a kind of hub of objectives and locations to return to to fulfill orders, rising in level, improving weapons and entering “raids”, I realized that I was more faced with a Destiny experience with the control of a Wolfenstein. Just as Apex Legends has the core of Titanfall, but it is not a Titanfall, but a Battle Royale, Youngblood wants to break free from the core saga, like a teenager rebelling against his parents.

When I understood its structure, at least, I could better organize my games and not go to a certain death in prohibitive zones for my level. Wolfenstein Youngblood doesn’t make it easy for you, and it’s that the design of your maps and their way of guiding you by the goals of the game at world-tracker is really hard to understand at first as if the game wanted to hide the true identity, his diary did not divide the missions into Main and secondary. It took me a little while to understand that the three raids he proposed were not classical incursions, but the main road of history, while the navigation points by mapping do not help at all in exploring the different levels of the game.

I know that on paper it must be difficult to understand (and explain) this structure. Just as difficult is the video game itself. Let’s say Wolfenstein has six main levels. The previous deliveries would have been ordered one by one. Here, however, the first of all opens paths for the next four. Once we have completed the main objectives, we will be able to access the end. Along the way, we can do secondary activities or repeat phases with a higher level of difficulty.

Wolfenstein Youngblood, laboratory of ideas

Wolfenstein Youngblood, laboratory of ideasThis is where the dichotomy I was talking about at first comes in. By turning gender, Youngblood does not end up being either a good Wolfenstein, or a great shooter with progression and depth levels. If you come looking for the Blazkowicz family’s new adventure, what you will see here may disappoint you, as the Youngblood story is at least anecdotal. Just with the introduction and two kinematic sequences in the final part is counted the whole plot of the game that does not delve into the main narrative branch of his two previous installments at all. Yes, we know B. J.’s twin daughters and try to give them personality, but all the opportunities to converse with the members of the base or the vast amount of kinematic sequences from the other games are simply not there. Even what is said is not intended to be relevant, since, as an experiment it is, it will not be played by all amateurs.

If it catches your eye because you’re fond of Destiny, Borderlands or the Division games, you won’t find anything here that really fascinates you either, as Youngblood is just a miniature universe that doesn’t have as many options for progression, complexity or number of missions from the above mentioned games. It is at an intermediate point. A small scale proposal that wants to take advantage of the good gunplay in the series to do something different. That is why we see that the Blazkowicz twins are able to raise their level, get new skills and spend a few coins to unlock weapons upgrades. As we move forward, the classic machine guns and shotgun will be added to the most forceful ones, such as the Laserkraftwerk or the Dieselkraftwerk. Getting new skills and these better weapons will open up blocked roads, almost as if it were a metroidvania.

By not following the structure of a conventional shooter, Youngblood has changed the way to take down every nazi on our way. There will be areas that we won’t be able to access because we don’t have the right level, but in turn, there is self-level, so all locations seek to offer a challenge to the player. Even more important is to understand the enemies, and that is that many of them will have not only life, but armor. There’s two guys, for two kinds of ammo, and we’re gonna have to use the right gun or we’re gonna have a hard time. A way of changing the weapon player, although at a certain point it can become a real nuisance, depending on the ammunition you have, whether you play alone or accompanied and, above all, how long it takes the animation to change the weapon.

PUBG: all Updates and Patchnotes in english

Playerunknown’s Battlegrounds is provided with weekly and monthly Updates and Patches to improve the Battle Royale Shooter, which is still in the Early Access Phase. Since server start a lot has been done and we collect all Updates and future changes in a compact overview.

Since the start of the Early Access Phase on May 23, 2012, the company has been active in the Early Access Phase. In March 2017 PUBG has developed to the present day to the Hit on Steam and is developed by developer Bluehole Inc. consistently supplied with Patches and Updates. For example, there are regular new weapons and essays and improvements to the Performance. Getting the latest updates from, but what is all planned in the future? We will show you below the contents of all upcoming Updates and Patches in German.

overview of all changes

Monthly Update: overview of all changes
Release: Probably 14. September 2017 (already installed on test server)

With a little delay in September, the next month Update for PUBG is coming. The most important changes are:

New Mini-14 weapon: a semi-automatic self-loader that consumes 5.56 mm ammunition. Compact and easy to use.
Added foggy as new weather type.
To the East of Stalber there is now a new village.
Added rankings for First-Person servers.
Pens from grenades must now be removed manually (by default on “R”key).
Grenade trajectory is affected by the player’s running speed.
Glare grenades explode after 2.5 seconds.
Radius of effect of the shatter grenade has been increased.
Crossbow reload speed has been increased by 35%.
The Tommy Gun is no longer included in Air Drops, but can be found normally on the map.
For weapons, the fire mode will now remain in the setting in which it was left when you dropped the weapon.
The color of the crosshair can now be changed in the game settings.
You can now mark your current position by pressing a key (by default on key “insert”).
You can now Center the map based on your Postion (by default on the space bar).
A new key assignment allows you to use healing items in the order: medical bag → first aid kit → bandages (by default on key ” -“). Keys can no longer be assigned several times. Added new sound effect during collision of players and vehicles. For reasons of Fairness, the shadow Render distance now remains the same for all settings.
These are the most important changes to the September update. All patch notes in English can be found on the official website as usual.

Weekly Update: overview of all changes

Release: 10. August 2017 (9. August on the test server)

The 20th century. Early Access Update gets in the house and takes numerous

Game Client improvements

Game Client improvements to improve Performance. The Patch Notes look like this:

Improved Client Performance for PCs with 6-core CPUs or better.
Improved User Interface.
Motorbikes and squeaking tires are not so loud anymore.
The animations for throwing objects in the sun have been optimized.
Fixed a bug that prevented voicechat from being used on the startup island.
Fixed a bug that revived characters standing instead of squatting.
Fixed a bug that prevented re-allocation of the weapon push button.
Viewers on the Mini and world map can now see marks.
Fixed a bug that caused the target viewer to display incorrectly for viewers.
Fixed an issue that occurred when changing the effects graphics option.
The position of the hands at the wheel of vehicles has been improved.

Among the Highlights of the 4. Monthly Updates

which will be uploaded to the servers at the beginning of August, include the self-loading sniper rifle Mk14 EWR, the new First-Person servers and boxes with new Outfits. In addition, you can now finally Horn in cars! Here again the most important innovations at a Glance:

First-Person Server for Europe and North America. Accordingly, setting options for the Ego perspective have been added.

As a driver of a car you can now Horn by Left Mouse Button. The sniper rifle Mk14 EBR has been added. This is only available in Air Drops and requires 7.62 mm ammunition.

Can the duration of Sekiro be a problem?

The rumor is in the networks. A youtuber has stated that Activision will not send press copies to the media before the launch date of the game. This information has not been confirmed or denied by the editor, so it is not known if it is true or not. It is a mere rumor. However, let us imagine that it is true, what can be the reason? Maybe the duration of Sekiro?

The Opinions of the Fans

This article is not intended to be incendiary or feed the rumor mill, just talk about something that may affect Sekiro: be a game shorter than expected by fans . And that’s what I want to talk about today, not the rumor itself. A short duration for Sekiro is not a bad thing, but it is an element that, if unfairly judged by influencers and the press, can ruin the first day of game sales. If it is confirmed that Activision does not want to send the title so that the press has time to finalize it and analyze this point, I ask: can the duration of Sekiro be a problem?

The Bloodborne

Bloodborne was already shorter than Dark Souls. The title of the hunters, at the design level, started from a cleaning of the series that preceded it. The adventure that we lived through Yharnam did not have so many combat options, it was more direct, more elegant in consequence and with clearer ideas. That meant a reduction in game time that also moved later to the game time of Dark Souls III. And it was not a negative thing, in fact, I think Bloodborne is the best title of all these , precisely because of its skillful containment.

Sekiro is a game that is another cleanup, but about Bloodborne in this case. There are fewer weapons, there is no grinding and we know that although we will have lore, the narration is more guided. It matters the elegance of combat and the non-addition of superfluous elements. If we analyze the evolution of Hidetaka Miyazaki we can verify that he is the heir of Fumito Ueda and its subtractive design: subtract to get something better; a fuller, purer, more refined experience . And ole for doing it.

Image result for sekiro

The hour to last of the Action Games

This sweep of the superfluous has led From Software to get rid of the mechanisms and springs of an RPG. Sekiro is an action game. Our level increases serve to obtain new skills, the improvement of power depends on our ability to improve. And how long is an action game? It does not last the same as a game with tendendicas to the role, right? That is, Sekiro could last about 12 hours; perfect, yes, but 12 or less.

The short duration of Sekiro compared to other titles of From Software makes sense if you look at Déraciné. This VR game lasts just what has to last, and I think understanding that is important. Miyazaki designs without excesses, polishes, cleans and advances, and that is precisely what has taken him to Sekiro.

Anyway, in the gameplay videos that have been released, we have already seen that there will be something similar to the calyx dungeons in the form of trips to … (I do not say more to not spoil the surprise). We also know that the scenarios will be wide and worthy of being explored, so there will always be reasons to let ourselves go and travel the terrain in our own way.

As I said, this text is for the alarms to go on. Sekiro is going to be a great game . The only problem that I see that is confirmed that there will be no pre-launch analysis is that the publisher considers that players and analysts will see a short duration as a problem. Because if it’s a limited duration because Miyazaki has decided it, bless it. They tell me that Sekiro offers 10 hours of perfection and I sign delighted. Because it will be an action adventure, not a role play.


Darkest Dungeon 2 and its evolution of the journey

Red Hook Studios confirmed yesterday in an interview made by PC Gamer that Darkest Dungeon 2 is a reality and that it is currently in development for PC . It is the sequel to one of the great independent titles of recent years, which we have highlighted in this house on several occasions. The first installment was a tactical RPG, which mixed turn-based battles with the management of resources and soldiers (whose personality traits are fundamental), along with the improvement of these and our base, all seasoned with dungeons generated procedurally that basically they were a game of enormous possibilities.

Darkest Dungeon 2 still has no release date, although I want to cross my fingers so that this year 2019 at least reach its version of Early Access, which will be absolutely necessary to carry out the final and relevant changes before the official launch, as they say in the interview. Keep in mind that this is a very small development team, but for this sequel the number of its workers has increased to 14.

Image result for Darkest Dungeon 2

This teaser is the only thing we have at the moment

Little else is known about the Darkest Dungeon 2 itself , although Red Hook has confirmed that there will be several changes in the structure of the game, in the goal and even in the setting and maybe the way to face the adventure. Now we will live in a supernatural apocalypse that will take us on a devastating journey, which will test the resistances of our soldiers. I want to think that this sequel will face the evolution of the trip with respect to the first delivery, or at least that is what I would like. In the first game we rested in our base, we improved the facilities, we got more soldiers, we cured them … but always within a well controlled and safe space.Can you imagine how it would change everything if this apocalypse forced us to be nomads and to continue our path by obligation? Open new possibilities and vary the game completely without losing its great successes or its essence.

The interview also comments that both the fans of the first game who cast dozens or hundreds of hours as new players will feel comfortable in Darkest Dungeon 2 , which seems to keep one of the elements that fascinated me most of the first installment: the ability to generate empathy for our characters and the use of permamuerte , thanks to the incorporation of their own personality with their fears and strengths, making not only important the basic statistics of any RPG but also their mental stability. Losing a great soldier in a battle is hard, but losing him because he has gone crazy seeing so much misfortune in a mission is almost worse, and Darkest Dungeon represented him perfectly.

Darkest Dungeon

Darkest Dungeon 2 becomes already one of the independent video games that I most expect. I fully trust in a study that I am sure you have learned from your good work in a superb first installment, which has increased in number of workers and resources and which, by their words, seems to want to evolve and grow the experience, beyond Keep your successes. And if you are still one of those who have not tasted the first delivery, you are on time: you will not regret it.

Call of Duty: Black Ops IIII reinvents the saga with the formula Fortnite

With the sights set before the possible arrival of an enemy, the players of “Call of Duty: Black Ops IIII” should feel comfortable in an environment very familiar. The approach of the new delivery changes little compared to its predecessors. Frenetic rhythm, a little pronounced but very long learning curve for dignified progress and easy-to-take mechanics. The main turn has been to impregnate the whole game under the Formula “Fortnite”, the fashion phenomenon.

The Multiplayer Mode

The online multiplayer mode is the transmission belt that sets the game in motion. All revolve around direct confrontations against other gamers. For the first time, a more or less worked-out story has been sidelined. This conditions everything that can be found within it. I mean, you can’t play solo. The modes of combat are varied, but one of them stands out especially, “Blackout”, by which fans jump into the ring with their bare hands.

The challenge is to survive, which requires the search for objects, equipment and weaponry. As soon as you appear on the battlefield you have to plunder and explore the environment than if you will not be sold to luck. Even access to the game map and characters-oversized and less realistic than usual – recalls the titles “battle royale” such as “PlayerUnknown’s Battlegrounds” and “Fortnite”. It is not known whether the development company has feared for its subsistence in making this risky decision, but the truth is that it is interesting.

Although it is possible to join a squadron, the raison d’être of this style of play is to fight against everyone. There are no friends; they are all enemies. It’s adrenaline and bourbon speed. Knowing this, it is a dare to be seduced by coverings and buildings waiting for the right moment. It rewards courage and constancy. At the end of the game it is resolved with a ranking where your final position is revealed.

Image result for Call of Duty:

The Call of Duty

It is not a really novel approach, but Call of Duty has managed to purge the formula and sharpen it to the extreme. You’re right. It feels different but familiar. Different but recognizable. And even more fun. Fast, solvent and fluid connections, varied environments and a very sophisticated armament allows the player to enter vertiginous games where the voracity of the enemies is impeccable, although the reward system sins because it is too small.

The first hours of play, however, can reduce the euphoria; in this game there are always amateurs with more skill and experience than you, so it takes a learning time to assume where the shots go, never better said. The saga has also continued with the incorporation of zombies, whose mission is to survive them but which on this occasion does have a small plot in which a soldier must be saved.. It is a more traditional experience that changes little what we have seen before.

Graphically, the new Call of Duty follows the patterns of the latest deliveries, seeking to offer an impeccable visual reconstruction, although somewhat lacking in details such as lighting and variety of objects around. The war drama he has accompanied in many installments has disappeared but has given rise to a modern idea that can reach a wider audience if possible. The question is, has the battle royale come to stay? Or not.