Where the Water Tastes Like Wine defies any sort of comparison to other games. You’re tasked with collecting stories and building up folklore across Dust Bowl America, wandering across the land and briefly involving yourself in other people’s lives. You’re collecting tales so that you can share them with other wanderers who are moving across the country and eventually appease an anthropomorphic Dire Wolf (played, amazingly, by Sting) who, in the game’s opening cutscene, beats you in a card game and sets you to work collecting these folk stories as payment for the debt you now owe. It’s a wholly unique premise for a game, but not necessarily one that reaches its full potential.
You guide a skeleton avatar around the map, moving between states by foot, by train, or by hitchhiking, and collect stories when you encounter them. These are folktales by and large: animals will talk to you, children will be all-knowing (and often touched by evil in some way), you’ll meet ghosts and dying men and people capable of impossible feats. Some will stick with you, offering creepy imagery or neat twists, and others will fade from your memory soon after you hear them, but the hit-to-miss ratio of the 219 stories on offer is pretty high.
The tales you collect fit into one of four basic descriptors: hopeful, tragic, funny, or adventurous. These categories become important as you work your way through the game’s main objective–uncovering the life stories of various fellow wanderers. Campfires around the map house other travelers who will exchange their own life stories for some of your collected tales. The characters cover a spectrum of gender, race, sexuality, and your goal is to visit each person as they move between campfires, telling them stories they like, and eventually encounter their „true“ selves, having learned everything you can about them. The real reward isn’t so much the folktales themselves as the artwork of these final encounters–seeing each figure twist into an artistic representation of their own character’s struggles or values is a highlight.
Once you’ve spread your tales among these campfires, they start to mutate, and you’ll begin to encounter retellings of your tales that add or change details as you travel. Telling someone who asks for a scary tale about a demon you met might end in you being chastised for telling a „cheerful“ story, while a seemingly hopeful tale about a journalist who always sees the bright side is classified as funny, but as these stories evolve, they become more cheerful and funny, respectively. These versions will have a more significant impact on your future campfire visits and will make it easier to appease wanderers and unlock the next chapter in their story. It can also cause the tale’s classification–which you have to decipher–clearer, which is helpful, because it’s frequently hard to tell and remember.
After a few hours you get into a good rhythm of uncovering and sharing stories, and the way the game works eventually becomes clear (it’s light on instruction). But there’s a problem here–you soon realize that wandering the map, listening to stories, and slowly heading towards the next destination is really all there is to do, and with no satisfying overarching narrative to keep you going, the excitement of the process quickly begins to diminish. The game opens by spreading North America out in front of you to explore, and suddenly starts to look incredibly narrow as it becomes clear that you’re going to spend the rest of the game just clicking through other people’s stories and slowly trudging between campfires.
It doesn’t help that getting around the map can be an extremely time-consuming process. Your avatar walks slowly–you can speed up by whistling a song, but this involves a „press direction keys in order“ mini-game that ultimately feels like busywork. You can hitchhike, but roads only go one way, and the controls for hitching a ride are inconsistent–sometimes I could hail down a car, while other times my avatar refused to stick its thumb out. Rivers will slow you down, and using trains requires either money or hopping on one without paying. Doing the latter usually ends with you getting injured and dying, and although death isn’t a big deal here, it will reset you to the last town you visited, which usually undoes the train ride’s progress.
Once you’ve heard half the game’s stories, you start to see where each tale is going from the first paragraph, and it’s much easier to find and identify sad or scary stories than hopeful or adventurous ones. When you’ve had a few dozen tales retold and figure out which classification they fit into, you don’t really need to worry about gathering more, either. You can rely on the same handful of tales, both because they’re the easiest to remember the details of and because the game doesn’t really incentivize diversifying your repertoire, especially since the stores you accumulate at campfires act as wildcards during future encounters. If you’re asked for a tragic story, for instance, selecting any of the tales told by someone you encountered at another campfire will make you tell that story while „focusing on the tragic parts.“ I cleared almost every final encounter by just telling stories from other wanderers, and you don’t get to experience this retelling–you just select the option from the menu and get a brief reaction in response.
Over time, even the best parts of the game start to grate. Ryan Ike’s soundtrack, which mixes elements of jazz, bluegrass, and folk music, is excellent, and a great companion for the first few hours. But when you’re engaged in yet another long trek across the plains, it’s hard to resist switching over to your own music. By the end, I was rushing through the stories of the remaining campfires because I just wanted to see what happened when I’d collected them all, and I was skipping over new stories because it had become difficult to keep caring about them.
I spent 12 hours working my way around the America of Where the Water Tastes Like Wine, but after the first six hours I felt like I had gotten everything I wanted out of the game. Most of the rest of the time was spent checking the map to figure out where the next campfire was, holding W to move forward, and then clicking through dialog (all of it brilliantly voice-acted, but patience only stretches so far) until I was able to appease the Wolf.
If the basic premise of gathering folk stories across a version of 1930s America strongly appeals to you, then Where the Water Tastes Like Wine is worth a look, but it’s probably not worth finishing. Perhaps one day I’ll feel the urge to jump back in and encounter a few more tales, but Where the Water Tastes Like Wine, for all its interesting ideas and unique elements, outstays its welcome.
Deep Rock Galactic is a 1-4 player co-op-first sci-fi FPS featuring badass space Dwarves, 100% destructible environments, procedurally-generated caves, and endless hordes of alien monsters. Website: LINK
Starting February 27, Twitch Prime members will be entering the fourth of six reward periods, and this time around you’re getting a Heroic Bribe which contains 1x Heroic Uniform and 2x random items from the gear pool. Don’t forget you also get 2x Rare Supply Drops.
Oh yeah, and that heroic uniform you’re getting? It’s protected against dupes (unless you already own every heroic uniform)!
If you’re not already a Twitch Prime member, you can sign up for a free trial at twitch.amazon.com/callofduty to score your loot. And for all new members, you’ll be getting the “Bomb Voyage” Weapon Camo as well. We’ll see you on the field!
We are getting closer to our favorite week in San Francisco, when the city transforms into a game developer mecca thanks to GDC! Our Twitch Developer team couldn’t be more excited to join many of you and geek out at the world’s largest developer game industry event.
We’ve had an exciting year launching Extensions, and bringing new APIs and features to the developer community. If you plan to attend, come find us at one of the many activities listed below and let’s work together to make your development with Twitch awesome.
Below is our rundown for the week.
Twitch HQ Workshop
Come join us at Twitch HQ on Monday, March 19 for an evening hands-on workshop. You’ll hear from our new VP of Developer Experience Amir Shevat and VP of Developer Relations Kathy Astromoff about what we’re working on and our future roadmap. Then you get to do what you do best–build! Developer Advocate Emily Rose will lead the workshop and additional members of the TwitchDev team will be present to help build an Extension. Space is limited–register here.
Join JT Gleason, Director of Integrations at Twitch, as he takes you on a journey through the design space opened up by Twitch Extensions. Learn about ways you can create a “lean in” experience for viewers of your game on Twitch and gain a deeper understanding of the developer technologies that can help propel your game to the forefront of the industry.
Making your game great for streaming can increase sales and retention by blurring the boundaries between viewing and playing. Learn the best ways to boost acquisition, retention and monetization using Twitch engagement solutions.
GDC Expo
Where to Find Us
Find us alongside our Amazon sister teams in South Hall at booth #1001. When you visit our booth(s), be sure to take part in the “Amazon Quest”–there will be cool ways to learn more about Twitch and earn swag. Check out our booth schedule below.
In-Booth Classroom Sessions
Wednesday, March 21 (PST) 10:00AM: Twitch Insights — Leveraging analytics to engage your viewers, Kristin Chen, Senior Product Manager, Insights
10:30AM: Engaging Your Community with Twitch, Braxton Lancial, Integration Success Engineer
1:30PM: Accelerating development of Twitch Extensions for your game, Greg Smith, Senior Product Manager, Extensions Developer Services
Thursday, March 22 (PST) 11:00AM: Empowering Extensions with game APIs, Travis Brown, Lead Integration Success Engineer
11:30AM:Empowering content creators and streamers to promote your game, Tim Aldridge, Director, Game Mods
Watch Us on Twitch
If you can’t join in person, we are streaming live at 5PM PST Monday, March 19 at our developer workshop via the Twitch Developer Channel Page. We’ll see you there!
In this hack ’n‘ slash adventure co-developed with Tamsoft and Compile Heart, everyone’s favorite four Goddesses enter an online fantasy game world inspired by… themselves! Choose from 12 characters, each with a unique playstyle, to fight in 4-person realtime brawls, unleash devastating Awakening Skills, customize with tons of cosmetic accessories, and even play online with others!
*Offer ends March 6 at 10AM Pacific Time Website: LINK
In 2012, Subset Games released FTL–a strategy roguelite whose best moments were when everything worked like a well-oiled machine, but also when you were frantically trying to adapt to dangerous, unexpected situations in the spur of the moment. Into The Breach, Subset’s sophomore effort, again has you enacting carefully planned strategies. The difference is that when the going gets tough, Into The Breach’s turn-based mechanics and tactical tools allow you to improvise precisely, and respond purposefully, with perfectly choreographed counters in an aggressive ballet that feels amazing to conduct again and again.
In a world where giant monsters called Vek threaten the earth, humanity has devised equally giant, human-operated mechs to combat them. Humanity has also invented time-travel technology to give pilots the opportunity to go back in time and start the whole conflict over, should the worst happen. You command a squad of three mech pilots whose purpose is to deter the advances of the Vek, one region at a time, through four different island stages with the ultimate goal of destroying their hive.
In each region, your primary objective is to stop Vek from causing collateral damage–each civilian building destroyed depletes part of the game’s overall power grid meter, and if it hits zero, your game is over. However, Vek almost always outnumber your squad, with even more continually spawning in, which makes wiping them out entirely a difficult task. Into The Breach is a tactics game with an emphasis on deterrence and creatively mitigating damage with the limited tools at your disposal.
It’s a daunting task, but there is one central feature that makes this process enjoyable and manageable: Every action the enemy will make in their next attack phase is clearly telegraphed through the UI during your turn. You can see which tile a particular Vek will hit and how much damage it will do, meaning you can assess your priorities and the response options you have available, then take direct steps to address the fated outcome. In the critical moments, just before a Vek flattens a hospital, you might dash in and tackle it out of range, and into the firing line of another Vek. Or, if your mech lacks close-combat abilities, you might move into harm’s way to prevent the building from destruction. You might notice that more Vek will be spawning from the ground, and decide to throw a boulder on the tile to stop them from emerging, or shoot an off-the-mark missile, letting the explosion push another Vek on top of it.
Knowing the exact outcome of each action means that Into The Breach feels like a game of violent chess, in the best way possible. Each turn will have you pondering over possible moves and outcomes, threats you can feasibly attend to, and pieces you can afford to sacrifice–common characteristics found in any good turn-based tactics game. But because the possibility spaces of Into The Breach skirmishes are so confined (every battle takes place on an 8×8 grid, just like a chessboard, filled with impassable squares) decisions can be reached quickly, and momentum rarely comes to a standstill for long.
What also makes these decisions so entertaining to consider is not just the novelty of the way different components can interact in delightful ways, it’s the certainty of how they will interact. Into The Breach is a tactical game that features a relative lack of probability, uncertainty, and risk. Attacks will always connect and do a distinct amount of damage, the grid-based scenarios mean units move and take actions in exact distances, and nothing ever occurs without at least some warning. The transparency and amount of information communicated provide great peace of mind, since every action you take will go as planned.
The only exception is that when a Vek attacks a building, there is a tiny chance that the building will withstand damage. The probability of this happening is related to your overall grid power and can be increased, but the percentage value is always so low that this rare occurrence feels more like a miracle when it happens, rather than a coin toss you can take a chance on.
The game’s time-travel conceit also has a part to play here–you have the ability to undo unit movement, and each battle gives you a single opportunity to completely rewind and re-perform a turn. It’s possible to execute your most optimal plan for each scenario every time, and the result is that turns in battle can feel like choreographed moves in an action movie, a confidently flawless dance of wind-ups, feints, counters, and turnabouts.
You can unlock up to eight different premade squads, each comprised of three unique units, which focus on entirely different styles of combat. The diversity here is significant enough that each team calls for distinct strategic approaches. The default squad, Rift Walkers, focuses on straightforward, head-first, push-pull techniques. The Blitzkrieg crew works best when corralling Vek together in order to execute a lightning attack that courses through multiple enemies. The Flame Walkers focus on setting everything ablaze and knocking Vek into fire for damage-over-time en masse. Each different combination of mechs can completely change how you perceive a battlefield; things that are obstacles for one squad could be advantageous strategic assets for another.
But where the possibilities of Into The Breach really open up is in its custom and random squad options, and the imaginative experimentation that comes from putting together unique all-star teams with individual mechs from different squads, along with your choice of starting pilot–whom all possess an exclusive trait. You might have a team composed of a mech who shields buildings and units, one that freezes anything on the map into a massive block of ice, one whose sole ability is to push everything surrounding it away, and a pilot that can perform one additional action each turn if they don’t move. Can you complete a run of the game with that custom squad of pacifists? The game’s structure makes these unorthodox options enjoyable challenges that are legitimately interesting to explore.
Into The Breach maintains a roguelike structure of procedurally generated trials and permadeath, but when a campaign goes south not all is lost. If a mech is destroyed during a battle, it will return in the next, only without its pilot and their unique trait. Too much collateral damage is game over but means you have the chance to send one of your living pilots–experience points and bonus traits intact–back in time to captain a new squad, in a new campaign. The game is difficult, but starting over isn’t tiresome because your actions so directly determine outcomes, and you always feel you can improve. And individual battles are so swift and satisfying that they become a craving that you’ll want to keep feeding over and over.
The clean and understated surface elements of Into The Breach complement the precise nature of its mechanics. The simple presentation, as well as the sharp UI layout, is attractively utilitarian and serves as a crucial component of the game’s readability. There is no explicit plot outside of the time-traveling conceit, but the flavor text–small snippets of dialogue for each mech pilot and island leader, whom you’ll encounter again and again throughout multiple playthroughs–adds a modest but pleasant facet of character to contextualize the world and round out the overall tone.
There is so much strategic joy in seeing the potential destruction a swarm of giant monsters is about to unleash on a city, then quickly staging and executing elaborate counter maneuvers to ruin the party. Into The Breach’s focus on foresight makes its turn-based encounters an action-packed, risk-free puzzle, and the remarkable diversity of playstyles afforded by unique units keeps each new run interesting. It’s a pleasure to see what kind of life-threatening predicaments await for you to creatively resolve in every new turn, every new battle, and every new campaign. Into The Breach is a pristine and pragmatic tactical gem with dynamic conflicts that will inspire you to jump back in again, and again, and again.
Metal Gear Survive is emotionally and mentally exhausting. It stacks stiff, repetitive gameplay atop survival systems that are unforgiving and unrelenting, making the overall experience feel like trying to break out of a chokehold with one arm tied behind your back. The core loop of venturing out into the unknown in search of resources to make your existence just a little bit more bearable is gratifying, but it always feels like a desperate gasp of air before the fingers tighten again. Every once in a while its disparate ideas synergise for a thrilling set-piece where you’re battling waves of enemies while frantically placing and maintaining defenses, but these only serve to highlight what Survive could have been, were it not so consistently choking the life out of you.
The game is set shortly after the attack on Mother Base in Metal Gear Solid V: Ground Zeroes. During this siege, a wormhole into a parallel world appears, sucking in a chunk of Mother Base, along with the members of Snake’s Militaires Sans Frontières and the attacking XOF forces. Your character is sent by a U.N. scientist named Goodluck through the wormhole to Dite, a barren, drab-looking parallel world that’s made up of recycled Metal Gear Solid V locales. There you’re tasked with finding the cure to a parasite that has infected you, and also seek out what has become of your comrades. Survive’s story is mostly uninteresting and plays out through text and voiceovers on static screens, similar to the iconic codec conversations of its forebears, minus any of the charm. Although it tries to bring in some of the political machinations and pseudoscience the series is famed for, each narrative beat is a thinly veiled excuse to repeatedly send the player out to retrieve memory boards for an AI companion, rescue survivors, or activate machinery. Despite some small hooks into the greater Metal Gear canon, the narrative is largely forgettable and keeps out of the way of the gameplay.
The urgency of Metal Gear Survive’s exploration and resource gathering routine is dictated by health, hunger, and thirst. While the first of those can easily be managed by avoiding damage from enemies, the other two are an ever present doomsday clock, constantly counting down to your demise. They are the proverbial gun to your head and, unfortunately, they diminish every other gameplay opportunity Survive offers.
From the moment you land in Dite, you’re on the back foot. Survive wants you to know that success in this hellscape will come through struggling and pushing forward in the face of overwhelming adversity. The food and water so key to staying alive are scarce, and even the act of seeking them out expends resources in a way that will make you pause and really think about whether it’s all worth it. It’s a grueling grind where the material rewards offer just a fleeting respite.
And therein lies the problem: hunger and thirst deplete at such a rapid rate that micromanaging them becomes an all consuming task, particularly during the tedious first few hours of tutorials and story exposition. Their corrupting influence is pervasive, and because the economy of intake versus expenditure is weighted so heavily against you, the best course of action is often to limit engagement with the game’s systems, be it exploration or combat.
Take material gathering, for example. This is done by running around Dite in search of dilapidated buildings to pillage materials used for crafting and general upkeep. However, movement is constrained by the thirst meter and the knock on effect it has. Sprinting consumes stamina and, as you become more thirsty, the maximum amount of time you can sprint for lowers. It can be topped up by drinking water, but that’s in short supply. In the end, jogging, while considerably slower, doesn’t drain the stamina meter and thus won’t need you to drink water as frequently.
The result is that running around and exploring Dite is an arduous chore where you languidly run back and forth between your home base and an area of the map where you suspect there may be something useful. Movement is joyless, and it’s compounded when you venture into Dust, an area of the map enveloped in a thick poisonous miasma.
The greatest rewards can be found scattered around Dust, but simply being there adds more demands. While in Dust, an oxygen meter appears and begins counting down, effectively limiting how long you can be out there before needing to return to a safe zone. Although the game’s in-game currency, Kuban, can be converted into oxygen from within Dust, you can only do this a few times before it becomes prohibitively expensive. Each time the cost increases, so at a certain point you’re losing more Kuban than you’re gaining from harvesting enemies or the naturally growing Kuban in Dust. Visibility is also significantly reduced and the map becomes inoperational for large stretches of time. Although there’s always a distant light in the sky to serve a beacon to safe ground, uneven terrain and rocky outcroppings also obscure vision, so it’s easy to get disorientated and lose track of your objective. Because of all this, your time in Dust becomes brief and your spoils often feel paltry, hardly worth burning precious resources for.
By stacking the odds so heavily against you, successes–big or small–feel like an act of defiance
In your travels you’ll inevitably encounter Wanderers, the game’s main enemy force. These braindead creatures can’t see very well but have a keen sense of hearing, so they’ll investigate noises and attack if they sense you or any other source of sound nearby. But it’s easy to find straggling Wanderers and pick them off by simply running behind them and using an instakill attack. Their movements are slow, their attacks telegraphed, and each one behaves exactly the same. If isolated, Wanderers provide no challenge and require no strategy to kill. Late in the game new enemy types are introduced, some which move quicker and pounce on you, others that will lob bombs from a distance, but they’re more annoying than challenging.
Metal Gear Survive’s combat is lacking in dynamism. On a basic level, it’s functional. The act of raising and swinging a weapon, be it a spear, axe, or sledgehammer, is slow and deliberate, inviting you to think about how long it takes to execute an attack and time it so it hits the enemy without leaving you open. Connect, and you’re met with the satisfying thud of thick steel meeting hard muscle, or a sharp tip piercing the flesh or the protruding crystallized weak point of a Wanderer. Ranged weapons provide a little more speed and freedom of movement, while allowing you to pick off enemies from a relatively safe distance. Unlocking abilities can add new attacks for different melee weapons, but they don’t significantly change the way you play. As a whole, combat is also the victim of Survive’s underpinning systems. This time, however, it’s the game’s protracted crafting and upgrade systems.
Both of these are reliant on Kuban energy, most readily sourced from Wanderers. A dead one will provide a small amount, while a downed one can be sucked through a mini wormhole and sent back to base for more, much like Metal Gear Solid V’s Fulton Recovery mechanic. In order to actually craft new weapons and equipment, you also need to find the recipe for them, and these are usually in containers hidden around Dust. There isn’t a way of locating containers outside of randomly stumbling upon them while exploring, and when you find them it’s a crapshoot as to what you’ll get. A light on the containers cuts through the thick fog in Dust, so you can spot one in the distance but this is also more likely to happen by chance. Were it possible to actually spend a decent amount of time exploring Dust, perhaps it’d be a little easier to stumble upon containers, but the thirst, hunger, and oxygen limitations prevent that from happening.
If by some miracle you find the recipe for a new weapon, you’ll need to have the relevant materials to craft them. Basic equipment such as spears, bows and arrows, and machetes can be crafted using wood, iron, copper, and other materials that are more readily available. The exciting stuff, however, is limited to rarer materials, which like everything else in the game, is hard to come by. If you really want, or need an item, your only option is to keep going back to Dust for short stints, aimlessly wandering around in hopes of finding what you need.
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Survive does make exploration a little easier using Wormhole Transporters, which serve as fast travel points in and out of Dust, as well as between each other. However, powering these up for the first time draws large groups of Wanderers to your location, at which point you must erect fortifications and fight off waves of enemies as they attempt to destroy your defenses and the teleporter. These moments are when Metal Gear Survive actually feels thrilling to play and, surprisingly, it’s because of the limitations of the game’s systems that they are.
Setting up before the ambush, you’re acutely aware of how little you have to work with and the fact that if you fail, you’ll also lose the resources collected and progress made since your last trip to base camp. This means being diligent about setting up fences, barbed wire barricades, and sandbags in choke points so you can control the flow of Wanderers. It requires you to spend the time beforehand ensuring you have enough arrows, bullets, molotov cocktails, and whatever else you can bring to fight, as well as the food, water, and healing items needed to sustain you through the onslaught. Once you activate the transporter and the Wanderers swarm, moving between choke points taking out enemies is tense, partly because of how inelegant movement and attacking feel. You need to be measured and precise; to put yourself in the best spot and make each swing count, all the while keeping an eye on your vitals, ammunition, and the state of your weapons. It’s a delicate balancing act in which the stress comes from knowing how much you’re committing to the battle, and the tension of how much you stand to lose.
Admittedly, there’s an element of finding the good in something bad there, not to mention a fair bit of psychological manipulation. Perhaps it’s Stockholm Syndrome at work, but I’d be lying if I didn’t admit that there is fulfillment to be gained from Metal Gear Survive’s grind. Whether it’s managing to hold off waves of Wanderers for main missions or collecting edible herbs, hunting animals for meat, or sourcing some dirty water to briefly stave off the thirst, each one provides a small nugget of satisfaction; the sweet release of endorphins that comes with completing an objective. And by stacking the odds so heavily against you, these successes–big or small–feel like an act of defiance. I’m the rat pushing a button for a food pellet, and sometimes that’s the best you can ask for.
Base building is also a big part of Metal Gear Survive’s gameplay, and there’s enjoyment in spending time and resources transforming your ramshackle base into one outfitted with water tanks, areas to grow vegetables and rear livestock, cooking stations, and crafting benches. Over time you’ll rescue people stranded in Dust and bring them home, where they’ll potter around doing tasks assigned to them such as tending to crops. Growing your base is perhaps the most rewarding part of Metal Gear Survive, but the game doesn’t make it easy. It barely explains mechanics such as resource sharing and creating exploration teams, and aspects such as crafting and building involve navigating a litany of menus. The game lays it on thick with information, and doesn’t make an effort to show you what’s relevant and why. Still though, it can all be intuited with a little bit of experimentation, and once you’ve done that it’s easy to fall into a comfortable routine of returning home, upgrading your character, running maintenance on your defenses, and collecting produce. If there’s any comfort to be found in Metal Gear Survive, it’s here.
You can also play Survive in online multiplayer, during which you team up with friends in wave based survival missions. Since equipment and items are shared between campaign and multiplayer, playing online alleviates Survive’s more overbearing stressers, as this mode is considerably more generous about doling out material rewards and bypasses the need to find recipes by giving you weapons to repair and use. Multiplayer is a salve for Metal Gear Survive’s more egregious problems, but relying on a separate mode to make the campaign feel manageable feels like an obvious sign that the single-player experience isn’t balanced properly. Since Survive is always connected, chances are most people will be in a position to play online, but for some people it’s not their preference. Unfortunately, however, playing multiplayer to accrue resource and weapons to take back into campaign feels like the only real way to get some breathing room.
For the most part, Metal Gear Survive feels oppressive, demanding, and obtuse, and needlessly so. It’s a shame because there’s actually a good survival game in there, but the pressures it places on you make uncovering and enjoying that unappealing. Over time the ability to manage thirst and hunger becomes slightly more manageable, especially if you play the multiplayer, but the lead up to that is debilitating. There’s some satisfaction to be had if you persevere and savor the small victories, but you’ll quickly find yourself thinking about if your time would be better spent playing something else.
Hello everyone! I am Ryozo Tsujimoto, producer on Monster Hunter: World.
At the launch of Monster Hunter: World, we released a free collaboration event quest where hunters were able to make their Palico companions look like a machine from Horizon Zero Dawn. Starting February 28th at 0:00 UTC, a new free Horizon Zero Dawn collaboration event quest will be available. This time, you’ll be able to play as Aloy herself once you collect the materials to forge the unique themed gear! The quest will be live until March 15th at 23:59 UTC. If you missed the first event quest period to get the Watcher-themed Palico gear, we have good news for you today. Event quests are on a rotating schedule so you will have an opportunity to try out the quest at a later date. Please stay tuned for more information on when it will return.
In this brand new collaboration event quest, you receive a request from the Nora Tribe chief to hunt down a giant Anjanath in the Ancient Forest. Many captivating machines appear in Horizon Zero Dawn, but the one that made the biggest impression on the Monster Hunter: World development team was the Thunderjaw. Anjanath has a very similar skeletal structure to the Thunderjaw, so we felt it was the best fit to be the main adversary in the quest, but not just any Anjanath would do. This Anjanath is at a scale that many players will have never before encountered, and your typical attacks may not reach its height. We hope hunters will take on this challenge and enjoy a fresh new experience.
If you complete this event quest, you’ll obtain the Nora Brave Trophy item that gives you access to crafting the Aloy α armor set and Aloy’s Bow weapon. You cannot mix and match the full armor set with other pieces of gear, but unlike cosmetic armor sets, there are skills tied to the set that can also be upgraded. For example, the Aloy α set has the Marathon Runner skill which fits the character Aloy’s image perfectly. This is a very effective and useful armor set. It’s important to note that this set is not exclusive to female hunters! If you’re playing as a male hunter, equipping the Aloy α set will also change your appearance to Aloy.
To participate in this free event quest, you must be Hunter Rank 11 or higher. You may need to complete the quest multiple times to obtain enough materials to craft all the Horizon Zero Dawn collaboration gear, so jump on in with friends and take down that giant Anjanath! Then swing on by the Smithy in Astera and start crafting all the gear.
Many of our staff are fans of Horizon Zero Dawn and have great respect for it. Discussions on the collaboration first began when Capcom pitched the idea to Sony. From there, we spoke with Guerrilla Games and received a wholehearted approval from them. We shared some of our original design concepts with Guerrilla Games and received some ideas from them as well. It was a really smooth collaboration between each of our teams. It felt like such a natural fit to collaborate with Guerilla Games to allow hunters in Monster Hunter: World to experience the game through the eyes of the powerful hunter Aloy. We hope you all enjoy this great collaboration content!
We are excited to announce a new set of feature updates for PlayStation Vue will be coming soon to enhance your mobile experience on the service. These updates address some of the most popular feedback we’ve heard from PS Vue users, while helping us continue to reach our goal of making PlayStation Vue the best way to watch the best content on TV.
Here are some of the new features you can expect from this update:
Mobile Sign Up
With this update, new users can sign up and start watching PlayStation Vue directly from PSVue.com on your mobile phone, tablet or PC, even if you are outside of your home. This gives you even greater flexibility, allowing you to sign up and watch wherever you are.
In-Home Regional Sports Network Access
You’ll now be able to access regional sports networks like Fox Sports or NBC Sports even if you are traveling to another city. That way, you can still watch your favorite home team, even if you are in a rival city!
Out-of-Home Local Broadcast Station Access
If you are traveling out of town with your PS Vue-supported device, you can watch the local broadcast channels that are available in the city you are in. It’s a great way to catch up on local news and weather when you’re on the road.
We want to thank you for your ongoing feedback and support as we continue to enhance PlayStation Vue to add more value to your experience. Stay tuned to the blog for more updates about PlayStation Vue or visit us at www.psvue.com.
At inkle, we love adventure stories. Jules Verne or Indiana Jones, Stargate or Star Wars: we love discovering new worlds, taking risks, and meeting mysterious strangers. And for our latest game, we’ve combined two of our favorite settings: the distant past – and the distant future.
Heaven’s Vault is the story of archaeologist Aliya Elasra, who sails the Nebula with her robot sidekick Six, finding and translating inscriptions written in the lost language of the ancients…
And when we say language, we really mean it: for Heaven’s Vault, we’ve created an entire language for you to figure out as you play.
The ancient glyphs you’ll encounter as you explore all have meanings. These meanings combine into words, and the words form the fragments and phrases you’ll find inscribed on the scattered artefacts and ruins of the Nebula.
It’s a puzzle mechanic, but one that comes with a narrative twist, because every inscription is part of the story. Everything you read was written by someone – and if you can figure out what they were saying, then maybe you’ll uncover another piece of the Nebula’s forgotten past…
But be warned – you can’t always be sure if the translation you’ve chosen is right: pick the wrong word, and you might get entirely the wrong idea about a place or what an artifact was for.
Because Heaven’s Vault isn’t just a puzzle game, it’s an adventure. Our previous title, 80 Days, won several awards for its adaptive narrative, which let you play through the story in any way you chose.
Heaven’s Vault is bigger, better and deeper.
Whether you’re delving into ancient ruins, or hanging out in the local bar of your home town, the storyline is always moving. Chances must be seized or they’ll be missed, and every decision you make will have its consequences.
This is a world filled with complex characters. Like Yazi, the labourer out for revenge against his former employer by any means; or Huang, the bookish nerd with a crush; or Mina, the heiress keen to escape her over-bearing father.
Some are friendly, some are cautious, and some are out to con you – but whoever they are, they will remember everything you say and do. Remember: everyone in the Nebula wants something.
We’ll be announcing a release date soon but until then, why not whet your appetite for ancient languages with the following inscription, found on a diagonally-cut black box sent back from the near future…
And be sure to let us know what you think in the comments!
On Wednesday, February 28th at 1pm PT we have another PLAYERUNKNOWN’S BATTLEGROUNDS tournament coming your way with $100,000 up for grabs, brought to you by Twitch Rivals. You can watch the commentary on twitch.tv/TwitchRivals and the player perspectives on each streamer’s channel.
We’re incredibly excited to crush all of our new players — I mean, bring our rogue-lite first-person shooter Immortal Redneckto Xbox One!
I could tell you all about how the game is about a redneck who awakens to find himself mummified in an Egyptian tomb, but our game isn’t focused on a story. We just wanted to provide an exciting backdrop to blast things. So instead of regaling you with tales about the protagonist’s exploits, I want to give you some pointers to allow you to jump straight into the action and start blasting mythical creatures like a pro.
First of all, play aggressively! Immortal Redneck isn’t exactly a stealth game, so charge headlong into battle and learn to circle-strafe. This means running sideways while training your fire on enemies. You don’t exactly want to stand there slack-jawed and soak up incoming bullets. However, keep in mind that while you want to be assertive, health doesn’t automatically regenerate in Immortal Redneck. Cover can be your friend, but it’s more important to constantly be on the move and keep an eye out for health drops.
Next, the various scrolls you can find in the pyramids are usually good, but there’s also a chance they will complicate your run. Sure, you might get a helpful scroll like Bullet Back, which gives you one bullet back for every two consecutive hits, but what if you get Wall Street Wolf, which doubles the money you earn but takes 75 percent of your health? Taking a scroll is always a gamble, so hope for the best but expect the worst. If you happen to find a scroll in a challenge room, though, it will always be beneficial.
And while this is a rogue-lite and you only have one life to get through a pyramid before starting over, the gold earned during runs can be spent on skills and Favors that will make your next run both more fun and more successful. More damage and more health can make a huge difference. But be sure you spend your cash between runs, as whatever you don’t use disappears. There’s no need to pinch pennies here!
Those Favors I just mentioned are Immortal Redneck’s classes: all nine of them allow you to choose a god from ancient Egyptian mythology and take on their abilities and weapons. Apis, the god of strength, will give you a rusty revolver, an Uzi, Gatling gun, and grenade launcher. His powers also confer extra health and the ability to carry an additional weapon, but at the cost of never being able to double jump. Neith, the Goddess of Hunting, can send a falcon to attack your foes while also using a sniper rifle and tranquilizer gun. Since each one has different abilities, it’s best to try out different playstyles with them.
Hopefully, these tips help make your first foray into Immortal Redneck’s take on ancient Egypt just a little bit easier. Not too much easier though! We want you to earn your way to the top of those pyramids, which you’ll be able to do starting today on Xbox One.
With a roster of fan-favorite characters, a variety of single and multiplayer modes, and fluid tag-based gameplay allowing you to switch characters during battle, Marvel vs. Capcom: Infinite is the next chapter of the popular fighting game series featuring characters and locations from the iconic universes of Marvel and Capcom.
Join your favorite heroes in Story Mode as they team up to battle the frightening Ultron Sigma, the merged form of Ultron and Sigma, who plans to unleash a virus that will decimate all organic life. Or, you can try your hand at Arcade Mode where every win will advance you towards a confrontation with the final boss in an epic showdown of skills.
In Mission Mode, you can complete a tutorial with 10 missions that focus on combos and special moves created to help you learn to play a specific character. In Training Mode, various parameters can be set to hone your skills, improve your fighting abilities, or discover new teams to play. Once you’ve completed your training, you can go head-to-head against the CPU to fight AI-controlled opponents of various difficulty. And be sure to access the Dr. Light Database which contains numerous unlockable items including cut scenes from the Story Mode, background information, concept art, and audio tracks!
Take your skills online to battle other players across a variety of modes like Ranked Match, Casual Match, and Beginners League. Search for or create your own lobby where up to eight players can engage in simultaneous player-vs-player matches. View rankings or replay your favorite matches and experience them all over again!
Each of the many characters you can choose from has a unique playstyle so every match is different. Rocket Raccoon is an expert at controlling the ground with his various traps, while Captain Marvel utilizes her strength in the air with precise movement options. X from Mega Man X pummels the opponent with his arsenal of projectiles, and Dante is a well-rounded character who can fight at range or up close. There are many characters and fighting styles to choose from so explore all of your options to discover which pair of characters forms a winning team for you!
In addition to the already large roster of Marvel and Capcom characters, Black Panther, Black Widow, Venom, Winter Soldier, Monster Hunter, and Sigma can be purchased individually (which includes their premium costumes) or by purchasing the 2017 Character Pass.
But it’s not just great characters that win battles. Choose one of the six Infinity Stones and harness the energy of Power, Time, Space, Reality, Mind, or Soul. Each Stone comes with its own unique powers so it’s up to you to discover which Stone works best for your team.
The Windows 10 version of Marvel vs. Capcom: Infinite will include all balance changes and bug fixes since its initial launch in September 2017 and will include cross-play with Xbox One players! The Windows 10 version will have the same features as the Xbox One version and supports Xbox Play Anywhere so you can play on Xbox One as well. In fact, Marvel vs. Capcom: Infinite is Xbox One X Enhanced with 4K resolution and can display HDR content that allows for crisper and cleaner graphics on the Xbox One X console. While the Windows 10 version does not support DirectInput controllers (only XInput controllers), that will not affect the ability to use the Xbox One controller on PC.
The Standard Edition is available for MSRP $39.99 and the Deluxe Edition is available for MSRP $59.99. Experience two iconic universes in one epic game! Play Marvel vs. Capcom: Infinite on Windows 10 now!
Am 20. März 2018 erscheint das ultimative Piraten-Abenteuer Sea of Thieves auf der ganzen Welt. Sichere Dir dafür schon jetzt Deinen Startplatz in der Karavelle: Ab sofort ist die Vorbestellung des Xbox One S Sea of Thieves Bundle möglich.
Das Xbox One S Sea of Thieves Bundle bestellst Du ab sofort für 299,99 Euro / 349,00 Schweizer Franken (UVP) im Microsoft Store online und bei ausgewählten Händlern weltweit. Das Bundle beinhaltet:
Eine Xbox One S mit einer 1TB Festplatte, einen Xbox Wireless Controller, einen eingebauten 4K Ultra HD Blu-ray Player, 4K Video Streaming-Support, High Dynamic Range und Premium Audio via Dolby Atmos.
Einen Downloadcode zum Spiel Sea of Thieves, um direkt in die Piratenwelt einzutauchen: Berge Schätze aus versunkenen Wracks, grabe an malerischen Stränden nach alten Piraten-Truhen und kämpfe mit Deinem Schiff gegen reale Spieler.
Eine einmonatige Xbox Live Gold-Mitgliedschaft, damit Du Sea of Thieves mit der größten -Gaming-Community im schnellsten Gaming-Netzwerk erleben kannst.
Eine einmonatige Xbox Game Pass-Mitgliedschaft, mit der Du über 100 Xbox One-Spiele dank Abwärtskompatibilität auf drei Konsolen-Generationen spielst.
Mit dem Xbox Wireless Controller – Sea of Thieves Limited Edition kommt die Extraportion Reisefieber auf. Der Controller kostet 69,99 Euro / 74,00 Schweizer Franken (UVP) und ist mit seinem schwarz-violetten Design, den eingravierten Muscheln und dem leuchtenden Totenkopf ein tolles Accessoire für Piraten-Legenden. Mit dem Kauf des Controllers bekommst Du Zugang zum exklusiven Ferryman Clothing Set für Deinen Sea of Thieves-Charakter und eine 14-tägige Xbox Live Gold-Mitgliedschaft.
Hast Du schon eine Xbox One? Dann begib Dich mit dem Xbox Game Pass für nur 9,99 Euro / 9,00 Schweizer Franken ab dem 20. März in die Mehrspielerwelt von Sea of Thieves oder bestelle das Spiel ohne Bundle für 69,99 Euro / 74,00 Schweizer Franken (UVP) vor.
Was ist Sea of Thieves?
In Sea of Thieves kannst Du eine Besatzung zusammenstellen und zu Schiffsreisen auf hoher See aufbrechen. Du erforschst herrenlose Inseln auf der Jagd nach Schätzen und kämpfst gegen gefährliche Kreaturen. Das alles geschieht in einer Welt, in der jedes Segel am Horizont zum Schiff eines echten Spielers gehört, der sich als Freund oder Feind erweisen könnte.
Starting today, four new Xbox 360 titles will be enhanced for Xbox One X, which includes The Witcher 2: Assassins of Kings, Forza Horizon, Fable Anniversary and Crackdown, the newest addition available now in the Xbox One Backward Compatibility library. We’re also excited to release a new graphics setting for enhanced Xbox 360 titles on Xbox One X to give you more control over your gaming experience.
Xbox 360 games that are enhanced for Xbox One X run at a higher resolution and 9X the original pixel count on Xbox One X. The power of Xbox One X enables the Xbox 360 emulator to showcase the very best version of the game possible with the existing assets—all without touching the game code. Today’s additions join the seven previously released Enhanced Xbox 360 titles like Halo 3, Skate 3, and Gears of War 3 for a total of 11 Xbox One X Enhanced Xbox 360 games.
Here is the full list of Xbox 360 games that are in the Xbox One X Enhanced catalog:
When you play Enhanced Xbox 360 games on Xbox One X, you can now choose how to experience them—with enhanced graphics or in their original form. Enhanced graphics will be turned on by default, running your game with higher resolution, 9X the pixel count, increased texture details and antialiasing, allowing you to enjoy greater visual clarity than ever before. If you turn off the Graphics setting, the graphics will be comparable to the experience on Xbox One or Xbox One S. Here’s how to access the setting. Note, once you change the setting, you’ll need to restart the game:
Press “View” and “Menu” buttons on the controller to pull up the Xbox 360 guide
Navigate to “Settings” blade
Select “Xbox One X Settings”
Select to optimize for “Graphics” or “Performance”
We’re thrilled with the continued excitement for Xbox One Backward Compatibility—the community has played more than 840 million hours of Xbox 360 games on Xbox One. Compatibility is important to Xbox, to developers and their games, and our community. Preserving the art form of video games is part of our DNA, which is why Xbox One is the only console designed to play the best games of the past, present and future. We’re excited to continue to deliver on our vision of compatibility and grow our current Backward Compatible library, which includes more than 460 Xbox 360 games, 11 Xbox One X Enhanced Xbox 360 titles, and 13 Original Xbox games.
Too often VR games seek (and fail) to replicate the feel of traditional games. Their inability to translate the smooth gameplay we’re used to–as opposed to working with the strengths of the hardware to create something new–often sours the experience. Moss, a new PlayStation VR exclusive from developer Polyarc, does the complete opposite. With its careful use of the hardware it’s running on, Moss is a platformer that isn’t just full of charm and surprises, but one that wouldn’t feel at home outside of VR.
Moss stars Quill, an incredibly adorable white mouse with an aptly tiny sword and satchel on her back. Quill lives within folk tale, the sort of whimsical fantasy that comes to life from the watercolours of a story book and narrated over with a single personable voice. Due to a terrible war years earlier, Quill and an adorable city of similar rodents live on the outskirts of a castle that kisses the horizon. There’s mysticism and magic at play around every corner, different factions controlling parts of the thick forests surrounding you, and dangers that have everyone keeping their heads down.
Quill doesn’t seek to change this balance, but like in all good fantasy tales, fate doesn’t share that opinion. It doesn’t take long for her to stumble upon a magical item that introduces a second protagonist: you. You control Quill with a standard DualShock 4, but you also play the part of the Reader, a ghost-like figure with a mask that only Quill can see. You do double duty as an ever-present deity, actively observing Quill’s adventure and aiding her where you can.
Your relationship with Quill and the investment in her journey are paramount to why Moss entangles itself in your heartstrings. Using motion controls, you’re able to give Quill a little head scratch, which she reciprocates with an appreciative smile and wave. At certain times, Quill will gesture for a high-five after completing a difficult task or gesture toward the solution of a puzzle when you’re stuck. Quill is almost unbelievably animated; her motions give her personality and entice you to just watch as you control her scamping about. The way she kicks her legs at the end of a climb or communicates through sign are both contextually fitting and wondrous in both minute detail and fluidity, and never ceases to bring a smile to your face.
Moss is all about multitasking. You handle Quill’s platforming in small, bite-sized areas, with the thumbsticks and face buttons for control. As the Reader, though, you interact with objects within Quill’s world with the use of motion controls and single button holds. At the same time you’re able to peer around every nook and cranny the space has to offer, manipulating your view to discover new routes, spy on well hidden secrets, and just keep up with Quill’s fast movements. Moss doesn’t feel like a game that would work without VR. It combines its many input options eloquently, using them to inform and drive the design of its puzzles instead of the other way around. It’s a joy to engage with in ways that so many other VR titles struggle to achieve.
Moss requires you to interact with specific objects in Quill’s world. You can move large stones with small motion gestures to shorten a gap for Quill to hop over or pull staircases from the ground that lead to doorways above. You can even load a ballista for her to fire with a lever nearby. These interactions are enacted with simple motion controls and single button holds to grab onto items. Moss does a good job of gently increasing the difficulty of its challenges as you go but always understands the limitations of its control scheme. It’s rare to run into puzzles where deft timing is the only way to succeed. Instead, Moss requires you to understand how to work together with Quill, and its challenges are designed around that rather well.
Often, puzzles involve moving elements in each area to create paths for Quill to traverse. Gates might be controlled by a pressure pad nearby, forcing you to keep it pressed down as Quill rushes to slink beneath it. Other times it’s a simple matter of spacial awareness. Quill can scale ledges demarcated with white paint, but reaching them might involve moving a platform along a small rail of track and blocking it at just the right time to make the jump possible.
Enemies punctuate this in a clever way, making up what would in any other game be additions to Quill’s inventory. Quill never gets access to anything more than a sword, leaving her with just a simple string of attacks and a useful dodge in her repertoire. As the Reader, though, you can take direct control of three distinct enemies. For example, one will simply rush Quill with dangerous swipes of its arms, while another will sit atop a ledge and fire off balls of energy in your direction. The latter just explodes in a fountain of green, smelly goo, with its blowback proving useful in making space during combat or knocking down walls impeding your progress.
Alone they are pieces to a puzzle: taking control of a projectile-based enemy lets you trigger switches from afar, while a well-timed explosion can remove a fragile wall blocking the way. In combination–specifically in the limited combat arenas you will find yourself in–it becomes a tricky dance of control. Quill is fragile, with only a handful of hits spelling death. It’s up to you to keep her dodging around the battlefield while locking down enemies for her to strike, or better still, using their abilities against each other to level the field in imaginative ways.
It’s a pity that you aren’t given a lot of time to truly experiment with these combinations in more ways. Moss is almost criminally short. Quill’s adventure abruptly ends after about three hours, with a tease that Quill’s story isn’t yet complete. It’s heartbreaking in the way that finishing any good game is, but Moss could certainly have benefited from a little more finality after such an emotionally engaging journey.
Slight hiccups in performance also detract from what is otherwise an impressive VR achievement from a technical standpoint. Quick movements with the motion controls are difficult for the PlayStation Camera to pick up reliably and can often result in the wrong enemies being locked-on to. But while it’s inconvenient, death is hardly punishing, so these stumbles are easier to swallow. As are the infrequent technical issues, which resulted in some enemies clipping through walls and being unable to move–a small fracture in what is otherwise a captivating and rich technical showcase.
Moss thrusts you deep into its whimsical world with a variety of different locales throughout Quill’s journey. The sense of scale that VR affords lends the world a lot of weight. A stirring deer in the distance might be a throwaway movement in another game, but its tremendous sound and size in comparison to Quill make it an earth-shaking moment. Later in the game, glowing sentinels and a suffocating infestation of metal vines wrap around a city long forgotten, acting as a strong change of scenery after extended trips through damp catacombs and sandy beaches. Quill might be small in stature, but she takes you on a riveting trip through some truly beautiful scenery.
It’s a testament to just how well Moss understands PlayStation VR and works with the device instead of trying to bend it to a will it was never designed for. Moss wouldn’t feel right without it at all, and its many strengths are married to the interactions that only full immersion can manufacture. Unsurprisingly, then, Moss is easily one of PlayStation VR’s best titles to date, even if it’s a little too eager to get you in and out of its world.
Last month, gamers worldwide got to experience fantastical pirate adventures firsthand, as Rare welcomed the community into the Sea of Thieves Closed Beta. As we approach the global launch of one of the most anticipated Xbox One exclusives for 2018, we’re thrilled to announce the Xbox One S Sea of Thieves Bundle, offering prospective pirates the best value in games and entertainment alongside Rare’s highly anticipated shared-world adventure. Games play best on Xbox One, making it the perfect place to jump into Rare’s unique multiplayer adventure.
The Xbox One S Sea of Thieves Bundle will be available starting March 20, 2018 for $299.99 USD at a Microsoft Store near you and online, as well as participating retailers worldwide and is available now for pre-order. The bundle includes:
An Xbox One S with a 1TB hard drive, Xbox Wireless Controller, a built-in 4K Ultra HD Blu-ray player, support for 4K video streaming, High Dynamic Range and premium audio with Dolby Atmos. With over 1,300 great games including over 200 console exclusives – from the biggest blockbusters and most popular franchises to 400 titles across three generations of Xbox classics – there’s never been a better time to game on Xbox One.
A full-game download of Sea of Thieves, allowing you to dive into the game’s shared-world on release day exclusively on Xbox One. Form a crew and take to the open ocean on voyages to discover buried treasure, solve puzzling riddles, secure precious cargo and combat a wide array of challenges. In a world where every sail signals a ship crewed by real players with unique goals and motivations, you never know what lies over the horizon.
A 1-month Xbox Live Gold subscription, so you can experience the thrill of the high seas with the greatest community of gamers on Xbox Live, the fastest, most reliable gaming network.
A 1-month Xbox Game Pass trial so you can discover over 100 Xbox One games with unlimited across three generations of consoles. Xbox Game Pass members will also receive access to new games from Microsoft Studios like State of Decay 2 and Crackdown 3 on the same date as their global launch.
Already have an Xbox One? Jump into the immersive multiplayer world of “Sea of Thieves” on March 20 with Xbox Game Pass for $9.99 a month, or preorder for $59.99. With Xbox Game Pass, you can enjoy unlimited access to over one hundred great Xbox One and Xbox 360 titles, including fan-favorites like Halo 5: Guardians, Gears of War 4, and Bioshock. Starting with Sea of Thieves, all future Microsoft Studios games will launch day and date on Xbox Game Pass, providing an additional option to set sail on day one.
Die Age of Empires: Definitive Edition ist ab sofort verfügbar. Wir wissen, dass die meisten von euch zwar einen Riesenspaß mit dem Spiel haben, einige Spieler aber vor technische Probleme gestellt werden. Seid versichert, dass wir diesen nachgehen und aktuell an einer Lösung arbeiten.
Der Status quo
In den letzten Tagen haben wir bereits einige Hotfixes veröffentlicht, die für viele Benutzer hilfreich waren. Derzeit testen wir ein großes Content-Update, das voraussichtlich nächste Woche veröffentlicht wird und weitere Lösungen mitbringt – insbesondere der Start des Spiels sollte danach reibungslos klappen. Für eine aktuelle Übersicht der Hotfixes, besuche unsere Support-Seite, die regelmäßig aktualisiert wird und Dir mit Lösungen und Workarounds hilft.
Was könnt ihr tun?
Die folgenden Schritte helfen uns dabei, die technischen Schwierigkeiten schnellstmöglich zu beheben:
Besuche unsere Support-Seite:
Um schnellstmöglich ins Spiel zu kommen, findest Du auf unserer Support-Seite Lösungen und Workarounds für gängige und gelöste Probleme.
Meldet uns euer Problem:
Über die Support-Seite kannst Du uns Dein Anliegen mitteilen. Je mehr Informationen uns vorliegen, desto schneller können wir Dinge reparieren. Für eine schnelle Behebung benötigen wir Deine DxDiag- und Store Logs-Dateien (Hinweise auf der Support-Seite zeigen Dir, wo du diese Informationen findest).
Folgt uns auf Facebook und Twitter:
Auf unserer Twitter-Seite und auf ageofempires.com veröffentlichen wir regelmäßige Neuigkeiten und halten Dich über neue Updates auf dem Laufenden.
Schließlich haben wir noch ein paar Tipps für Dich, die Dir beim Installieren von Age of Empires zur Seite stehen:
DOWNLOAD GUIDE
Wie erhalte ich meinen Code?
Nach dem Kauf erhältst Du Deinen Code in einer separaten Mail.
Wie downloade ich die Age of Empires: Definitive Edition, nachdem ich den Code erhalten habe?
Klicke in der Microsoft Store-App in der oberen rechten Ecke neben Deinem Profil-Bild auf die drei Punkte. Dort kann der Code unter „Code einlösen“ eingetragen werden, um das Spiel für den Account freizuschalten. Nachdem der Code aktiviert wurde, lädst Du das Spiel über „Meine Bibliothek“ herunter.
Was wird neben dem Spiel benötigt?
Für das Spiel wird ein Microsoft-Account und ein Xbox Live-Account benötigt. Age of Empires: Definitive Edition ist exklusiv für Windows 10 PC erhältlich.
Ich bekomme eine Fehlermeldung mit dem Error-Code „0x803F8001“. Was kann ich tun?
Dieser Fehler ist bekannt und es wird bereits an einer Lösung gearbeitet. Viele Nutzer haben von positiven Ergebnissen berichtet, wenn sie eine andere (kostenlose) App aus dem Microsoft Store bezogen haben (etwa Age of Empires Castle Siege oder Microsoft Ultimate Word Games). Nachdem das Spiel installiert wurde, wechsle zu „Meine Bibliothek“ und starte Age of Empires: Definitive Edition.
Das Spiel stürzt kurz nach dem Start oder nach dem Start einer Partie ab.
Überprüfe die minimalen Systemvoraussetzungen
Aktualisiere Deine Grafiktreiber
Überprüfe Deine Antivirensoftware-Einstellungen
Stelle sicher, dass Age of Empires: Definitive Edition nicht blockiert wird
Setze das Spiel auf alle möglichen „Whitelists“
Avast: Age of Empires: Definitive Edition muss in die Whitelist des Programms aufgenommen werden.
Comodo: Deaktiviere die Shellcode-Injektionserkennung.
F-secure: Age of Empires: Definitive Edition muss in die Whitelist des Programms aufgenommen werden.
Trend Micro: Folge den hier aufgeführten Schritten.
Wechsle von einem lokalen Account zu einem Microsoft Account
Deinstalliere Age of Empires: Definitive Edition und installiere es anschließend erneut
Ändere dein Tastaturlayout zu Englisch (US)
Starte die Problembehandlung des Microsoft Stores
Setze die Microsoft Store App zurück
Verschiebe das Spiel auf eine andere Festplatte
Melde uns Dein Problem
Vielen Dank für eure Geduld – wir werden weiter daran arbeiten, Age of Empires: Definitive Edition so vielen Menschen wie möglich zugänglich zu machen! Besuche für weitere Hilfestellungen die Support-Seite mit Tipps und Tricks zur Fehlerbehebung, um Dich wieder ins Spiel zu bringen.
As we mentioned in our “Best of 2017” post nearly two months ago, one of our biggest goals in the past year has been recognizing our Xbox Insiders for everything you do! Every one of you has helped shape the Xbox One console, services and game library by participating in the Xbox Insider Program. Last summer, we began rewarding actionable bug reports with XP, and now we want to double down on these efforts by highlighting the ways in which you impacted our recent 1802 Preview, specifically in regards to “Next Achievements” and “Scheduled Themes.”
Scheduled Themes
We announced this feature as part of the 1802 Preview last month, mentioning that “you asked, and we listened.” That’s right: Scheduled Themes were a product of Xbox Insider feedback we received back in September when the Light Theme became available on Xbox One.
Here’s some of the feedback that guided us, and we’ve made sure to attribute it to the Xbox Insiders who took the time to provide it:
“Maybe be able to set a timer. The light theme is very intense at night and it would be nice to be able to automatically switch from light to dark or vice versa during a certain time.”- E Mc Sq
“I’d like to see an option to automatically switch between Dark and Light themes based on the local time set in the Xbox One (with the correct time zone).” – lightsup55
As of now, this feature has not yet been released to our general audience, giving us more time to look into your feedback.
Next Achievements
The Next Achievements feature, which allows Xbox One users to view and sort a cross-games list of upcoming Achievements, was also influenced by its time in Preview. Specifically, the option to hide certain games and Achievements from the list was implemented after our teams received Xbox Insider feedback such as:
“I hid some games with 0 Gamerscore, but the Achievements showed up on the list. They should have been hidden.” – McLustig
“[We should] be able to hide Achievements from the list.” – Prewow
As always, we appreciate your feedback! Keep taking our system update and game-based Quests and Surveys, and we’ll keep listening.
PC owners eager to finally get their hands on Final Fantasy XV will have an opportunity to try out the game today. As promised, Square Enix will release a demo of the upcoming Windows Edition that offers a taste of the full experience.
The demo will be available through several different platforms–you’ll be able to download it from Steam, Origin, and the Microsoft Store. As of this writing, the demo has not yet gone live, but we’ll report back once it’s available. A download size has not been announced. [Update: The demo is out now and weighs in at 21 GB, and the game’s 4K textures are included by default. You can grab it on Steam, Origin, or the Microsoft Store.]
Just how much content is available in the demo is unclear. Square Enix said it consists of the tutorial and the „opening main quests,“ but just how many are included was not shared. Regardless, it should give you a sense of the game’s combat and, perhaps more importantly, provide an ideal method for testing how well it runs on your computer. If you’re interested in benchmarking, Square Enix has already released a tool for Final Fantasy XV to let you do just that.
Final Fantasy XV: Windows Edition releases on March 6. It consists of the base game and its various DLC expansions, including those themed around each of your party members and the one adding the Comrades multiplayer mode. Additionally, if you purchase the game by May 1, you’ll be entitled to Half-Life/Final Fantasy XV crossover content that lets you dress up as Gordon Freeman, complete with crowbar.
Another week has gone by, and that means there is new Monster Hunter World content now available on both PS4 and Xbox One. While the most exciting thing going on right now is limited to PS4, there’s something to occupy your time right now regardless of your platform.
PS4 players with a Street Fighter V save file on their hard drive still have early access to a special challenge quest called Down the Dark, Muddy Path. The actual particulars of what you’re doing aren’t exciting–it’s an Arena where you hunt a Barroth–but the rewards include the materials to craft the armor based on Street Fighter’s Ryu. Eventually, everyone on PS4 and Xbox One will have access to this quest and the Ryu gear, plus the Sakura-inspired gear still to come. For more on what to expect if you’re eligible now, check out our guide on how to unlock Monster Hunter World’s Ryu armor. You can see how it looks below–it literally transforms you into Ryu.
In terms of Limited Bounties, there’s the usual assortment of additions. You’ll need to hunt three bird wyvern-class monsters for one, hunt four Anjanath for another, and slay five tempered monsters for the third. These each offer their own set of rewards comprised of varying amounts of research points, armor spheres, and trade-in items (which are sold for zenny). A fourth limited bounty gives you even more of these rewards if you’re able to complete the other three before these bounties reset on March 1/2 (depending on your platform).
There are also a handful of new event quests to take part in. Two of these (Ya-Ku With That? and The Poison Posse) are fairly mundane low-rank quests, asking you to hunt two and three monsters, respectively. Wildspire Bolero is a high-rank, seven-star quest that tasks you with hunting five monsters–including a Diablos, who proves difficult for many players–in under 50 minutes. There’s also Snow & Cherry Blossoms, a nine-star quest to hunt a tempered Legiana and Pink Rathian. This also has a time limit of 50 minutes but has the highest Hunter Rank requirement (30) of any event quest so far.
Finally, you still have some time left to complete the current challenge quest, excitingly titled Challenge Quest 1: Intermediate. As before, this places restrictions on the particular weapon types you’re able to use, limiting you to those that fall under the umbrella of Sword & Shield, Hunting Horn, Charge Blade, Insect Glaive, or Light Bowgun.
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