Tuesday, April 13, 2021

Jordan Vogt-Roberts to Helm Netflix’s Live-Action Gundam Movie

(Photo Credit: Alberto E. Rodriguez/Getty Images)Jordan Vogt-Roberts to helm Netflix’s live-action Gundam movieIt has been four years since the successful release of Kong: Skull Island, and now director Jordan Vogt-Roberts has finally found his next big project with Legendary. Vogt-Roberts has officially signed on to direct the studio’s first-ever live-action feature film version of Gundam for Netflix, which will be based on the universe of Sunrise’s iconic Japanese robot franchise.This marks Legendary and Netflix’s latest collaboration together, the two companies previously worked on films such as 2016’s Spectral and last year’s Enola Holmes as well as shows like Lost in Space and Pacific Rim: The Black. They are also currently working on the anime series adaptation of Skull Island and Tom Raider.RELATED: Netflix’s Live-Action Cowboy Bebop Series Wraps Production!Plot details for the Netflix film are being kept under wraps but the original Gundam series is set in the Universal Century, an era in which humanity’s growing population has led people to emigrate to space colonies. Eventually, the people living in the colonies seek their autonomy and launch a war of independence against the people living on Earth. Through the tragedies and discord arising from this human conflict, not only the maturation of the main character but also the intentions of enemies and the surrounding people are sensitively depicted. The battles in the story, in which the characters pilot robots known as mobile suits, are wildly popular. The Gundam universe is replete with numerous storylines of love and conflict along with the popular Gundam battles, in which the characters operate robot suits called Mobile Suits.The live-action Gundam film will be penned by Brian K Vaughan. It will be produced by Vogt-Roberts with Vaughan set as executive producer. Legendary’s Cale Boyter will oversee the project along with the Sunrise creative team. The project was actually first announced in 2018 at the Anime Expo.RELATED: Sony & Netflix Ink First-Pay Streaming Licensing DealCreated by Hajime Yatate and Yoshiyuki Tomino, the franchise first started in 1979 with the TV series titled Mobile Suit Gundam. The massively popular Mecha anime and science fiction media franchise is Sunrise’s multi-billion-dollar property that has spawned a multi-platform universe encompassing televised anime, manga, animated films, video games, plastic models, toys, and novels among other media. Gundam continues to dominate Bandai Namco’s earnings almost forty years after its inception.
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    Aloy Arrives in Fortnite because the latest person in the Gaming Legends series

    Hello, PlayStation fans. No stranger to thriving in the wild, Aloy — as you know well from Horizon Zero Dawn and the upcoming Horizon Forbidden West — is soon joining the fray of Fortnite’s Primal Season. As Aloy arrives as the latest member of the Gaming Legends series, we’re making the occasion extra special with a new tournament and Limited Time Mode. Read on for the Aloy items that will be entering the Fortnite Item Shop, as well as info about the Aloy Cup and the Limited Time Mode “Team Up! Aloy & Lara.” Introducing the Horizon Zero Dawn Bundle Outcaster, seeker, and champion, Aloy enters the fray alongside familiar mementos of her Horizon Zero Dawn adventure. In addition to the Aloy Outfit, all these items will be available for purchase in the Item Shop starting April 15, 2021. Though Blaze may not be a crafting resource on the Island, you can still use it for show via the Blaze Canister Back Bling. Also, glide into battle with the Glinthawk Glider and strike objects with the Aloy’s Spear Pickaxe. Using the Heart-rizon Emote, express yourself with the Focus effect, and inspired by the Shield-Weaver armor, adorn your weapons and vehicles with the Shield-Weaver Wrap. All items in the Horizon Zero Dawn Bundle will be available individually, but the Bundle includes the Aloy the Skywatcher Loading Screen as an added bonus. Additionally, anyone who owns the Aloy Outfit and plays Fortnite on their PlayStation 5 will unlock the Ice Hunter Aloy Style, based on the Banuk Ice Hunter outfit from Horizon Zero Dawn. Compete in the Aloy Cup for a chance to unlock the Horizon Zero Dawn Bundle early Fitting for the Primal Season, bows are more prominent than ever on the Island. One of Aloy’s main weapons in Horizon, demonstrate your bow precision in the upcoming Aloy Cup, available only on PlayStation 5 and PlayStation 4. This Duos tournament happens April 14, and the top performing teams in each region will unlock the Horizon Zero Dawn Bundle before it enters the Item Shop. In the Aloy Cup, you and your Duos partner will compete to be the last team standing, but the twist is that you’ll get bonus points for eliminations with a bow. Players are able to compete in 10 matches in their region’s three-hour time window, and the specific timing for each region can be found in the Compete tab in-game. Full rules are available at the Fortnite website. Two gaming legends join forces in the “Team Up! Aloy & Lara” limited time mode When Fortnite’s current Season began, gaming icon Lara Croft was one of the varied veterans of the wild to join the primal fight. Starting April 16, fellow members of the Gaming Legends series Aloy and Lara are assembling for a new Limited Time Mode: Team Up! Aloy & Lara. Players will automatically be outfitted as either Aloy or Lara in this Duos mode, with their teammate being outfitted as the other. At your disposal will only be the bow for Aloy and Dual Pistols for Lara — keep an eye out for wildlife and master your crafting skills to upgrade your weapons. Team Up! Aloy & Lara will run from 6AM PT / 9 AM ET on April 16 to 6AM PT / 9 AM ET on April 18. Good times on the horizon In both this Season and future ones, we look forward to seeing your adventures on the Island with Aloy. As with Kratos, we’re delighted to have such an esteemed gaming icon join the Fortnite roster. From Angie Smets, Studio Director & Executive Producer at Guerrilla: “We’re thrilled that Epic has invited Aloy to play! As a fast, agile hunter and a proven competitor, we know she’ll make an amazing addition to the Fortnite universe. Moreover, Epic has done an exceptional job with Aloy’s kit, including her outfit and spear, staying true to her likeness in Horizon Zero Dawn. Even better, they’ve included fun and authentic extras like her Glinthawk glider, Blaze Canister backbling, and Shield Weaver wrap. There’s even a special emote which Horizon fans are sure to love. Special thanks to all the devs at Epic for making this exciting collaboration happen. We can’t wait to see Aloy glide into battle.” Set your focus on Island victory like never before.

    Share of the Week: Golden

    Last week, we asked you to step into the sun or create moments centered around golden views using #PSshare #PSBlog. From sundripped scenery to garishly gold ensembles, here are this week’s golden highlights:  The sun burns down on the deserted world of Journey, shared by Herp_Derp23.  An ornate figure stands against a golden backdrop in this Mortal Shell share by m_nt_13. Leaves fall against the golden sunset of Ghost of Tsushima, shared by Chris25551. The golden get-ups catch the eye in Yakuza Kiwami 2 shared by oscar_smile. Sefwick shared a golden reflective moment from Gran Turismo Sport. Jesse pauses against a golden wall in the halls of Control, shared by jmsan5. Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?  THEME: Moonlight SUBMIT BY: Wednesday 9 AM PT on April 14 Next week, we’re spending time under the moonlight. Share your best moments glowing under the moon’s gaze from the game of your choice using #PSshare #PSBlog for a chance to be featured. Want to share more of your epic photo mode moments? U.S. players can enter the Red Bull Capture Point competition* for the chance to win some thrilling prizes. See full details at redbull.com/capturepoint. *Red Bull Capture Point Official Contest Rules: THIS IS A SKILL CONTEST. MUST HAVE ACCESS TO PS4/5 CONSOLE, PLAYSTATION™NETWORK, TWITTER® ACCOUNT, AND THE PARTICIPATING GAME(S). Starts February 1, 2021, ends May 21, 2021. Open to legal US residents, 18+. To enter, capture in-game image and share on Twitter with #RedBullCapturePoint and #contest. All entries must be submitted by May 2, 2021. Limit: 18 entries per person. For prize categories, judging information, restrictions, and Official Rules: redbull.com/capturepoint. Sponsor: Red Bull North America, Inc., 1740 Stewart St., Santa Monica, CA 90404.

    Neo: THE PLANET Ends with You involves PS4 on July 27

    Get ready for a vibrant adventure in Shibuya this summer: Neo: The World Ends with You is coming to PS4 on July 27, 2021! This marks the first time The World Ends with You series comes to PlayStation, but is the perfect time for newcomers and fans alike to jump in and explore the dazzling streets of Tokyo. Neo: The World Ends with You is the long-awaited follow-up to the RPG classic The World Ends with You. The story takes place in Shibuya, Tokyo. You may recognize some of the landmarks, but the city itself is depicted with an anime-style artistic touch unlike anything you’ve seen before. It is there you must attempt to uncover the mysteries behind the sinister Reapers’ Game, a life-or-death battle for survival in which you are forced to take part. Perhaps Some Familiar Sites if You have Visited Shibuya in Tokyo Take a look at a new trailer, which will give you a deeper look at the sights, sounds, and culture of the bustling city, characters you’ll meet along the way, and what the fast-paced battles and gameplay look like. Play Video We love that music! The composer for The World Ends with You, Takeharu Ishimoto, is back to bring you even more amped-up tracks. Fans of the original might also recognize a few remixes of previous tracks from the original game. Introducing the ‘Wicked Twisters’ RindoOne of the newest Players in the Reapers’ Game, Rindo is a high schooler to whom searching for info on his phone is second nature. He prefers to go with the flow, and although he doesn’t go out of his way to interact with others, he won’t turn them away if they come to him first. Thrust into the Game without even realizing it, he now serves as the de facto leader of the Wicked Twisters. FretRindo’s happy-go-lucky classmate and fellow Player in the Reapers’ Game, Fret boasts the ability to get along with just about anyone. While he styles himself as a natural conversationalist, he prefers to keep things light, subconsciously avoiding subjects that are too serious. He enjoys walking around town with his buddy “Rindude.” NagiAnother Player in the Reapers’ Game, Nagi is a college student whose youthful appearance leads others to mistake her for a middle schooler. She is deeply passionate about her pastimes, devoting all of her time and energy to her favorite games. Highly perceptive, she is acutely aware of others’ emotions, and shows disdain toward those she deems superficial and disingenuous. MinamimotoA fellow Player in the Reapers’ Game, Minamimoto puts his impressive psychic powers to use when he saves Rindo and the gang from a tight spot early on, then forces himself onto their team. He calculates every possible future using his own unique formulas and acts in accordance with the values he discovers, but he remains a mystery to all around him. He seems to have his sights set on something greater than Rindo and the gang. Scan the city and take down the Noise in battle As you and your band of allies explore Shibuya and compete in the Reaper’s Game, you’ll be fighting against the Noise in battle. Rindo can visualize these enemies through scanning, one of the fundamental psych abilities available in the game. Scanning also reveals what the people of Shibuya have on their minds. You might stumble upon some important pieces of information, so be sure to scan often. Scan your surroundings to read peoples’ thoughts or search for noise to fight In combat, you can control multiple party members as you fight foes in flashy action battles. Each teammate can equip one pin at a time—press the corresponding button to unleash the psych contained therein.  Simple controls keep combat moving, but with over 300 pins that let you attack the Noise, heal your team, or boost your allies’ abilities, you can create a nearly limitless combination of psychs to fit your gameplay style. Whether you’ve not picked up the original game yet, or have been eagerly awaiting this next installment, Neo: The World Ends with You will immerse you in a manga-inspired version of Shibuya as you team up with unlikely allies and investigate the mysteries of the city and the deadly Reapers’ game—all to an electrifying soundtrack.  If you want to prepare for the adventure that awaits, Neo: The World Ends with You is available for pre-order on PlayStation Store, and can net you some stylish bonuses, including the  Legendary Threads Set to give you a head start in battles that await, includes the following: Legendary Headphones – Increases Attack when the enemy’s remaining HP is high.Legendary Tank Top – Greatly increases user’s Attack.Legendary Shorts – Shortens the duration the wearer is knocked down.Legendary Sneakers – Increases movement speed in combat.Legendary Music Player – Enormously increases HP. PlayStation players will also receive a special Avatar set with their pre-order. Pre-order the game now at PlayStation Store. Stay tuned for more on Neo: The World Ends with You, launching on PS4 July 27.

    Curse of the Dead Gods welcomes Dead Cells into its Temple

    Curse of the Dead Gods released on PlayStation 4 last month, and all of us here at Passtech Games have been glued to our screens watching all your amazing footage, feedback, and reactions. As thankful as we are for the response, we’re equally excited to show you new things. Today, we’re doing a deep dive into how we crafted the Curse of the Dead Cells Update, a collaboration between us and Dead Cells’ developers, Motion Twin and Evil Empire. Death in Curse is the gift that keeps on giving, and in this new update, we’re excited to deliver new ways for you to reach your unique fate. To that end, we’ve added new weapons, originally from Dead Cells, the Cursed Chest, and the Prisoner’s head skin for McCallister, Curse of the Dead Gods’ main character.  From a game design perspective it was a very interesting challenge because it meant taking elements of two similar but also different games and mashing them together. This also goes for the artistic direction, where Dead Cells has a somewhat cartoony, comedic vibe, which isn’t present in Curse. In Dead Cells for example, the Cursed Chest speaks to the player, pleading them to open it. This didn’t work as well for Curse, so we changed it to something we believe is true to both worlds – slightly less comedic, but still somewhat alien and quirky. We were also aware that some players don’t like crossovers, since it can pull them out of the world. That’s why we wanted to keep the content lore-friendly and fit the general vibe of Curse as well. Each new item and mechanic introduced in this update fits into our universe. Deciding which weapons to take from Dead Cells was a fun process. We started with a rather long list of badass Dead Cells weapons and then filtered it down until we had only the most iconic ones that also made the most sense for Curse: The Broadsword, the Cursed Sword, and the Explosive Crossbow. The crossbow is an entirely new weapon in Curse, which made it even more alluring to us. The Cursed Sword was a must, for obvious reasons. In Curse, we called these weapons the Broadsword of the Knight, the Sword of Conjunctivius, and the Crossbow of the Condemned. Both swords have the same effect as in Dead Cells. The Sword of Conjunctivius (see screenshot below) is a real devil – get hit once, and you’re toast. On the other hand, it’s very powerful. If that doesn’t fit Curse’s penchant for tempting players to their own doom, we don’t know what does! We took some liberties with the Cursed Chest. In Curse, there used to be two ways to get a cursed item (weapon or relic): get one at a starting altar or buy one at a sanctuary. Now, the Cursed Chest from Dead Cells gives you a third way. In Dead Cells, when you open a cursed chest, you are inflicted with a curse that lasts until you kill a certain number of enemies. We reinvented this mechanic to fit into Curse: to unlock the chest you have to kill a certain number of enemies in the room without getting hit. Fail, and the chest goes poof. Rather than simply give you a cursed item, the Cursed Chest presents you with a choice of three items, one of which is always cursed. We hope you all enjoyed this insight into how we brought a slice of Dead Cells into our own Curse of the Dead Gods. It was a pleasure to work with Motion Twin and Evil Empire, and we cannot wait to see how the update will be received by you, the players! Curse of the Dead Gods is available now for PlayStation 4. Its free update Curse of the Dead Cells will be available on April 14.

    Curse of the Dead Gods welcomes Dead Cells into its Temple

    Curse of the Dead Gods released on PlayStation 4 last month, and all of us here at Passtech Games have been glued to our screens watching all your amazing footage, feedback, and reactions. As thankful as we are for the response, we’re equally excited to show you new things. Today, we’re doing a deep dive into how we crafted the Curse of the Dead Cells Update, a collaboration between us and Dead Cells’ developers, Motion Twin and Evil Empire. Death in Curse is the gift that keeps on giving, and in this new update, we’re excited to deliver new ways for you to reach your unique fate. To that end, we’ve added new weapons, originally from Dead Cells, the Cursed Chest, and the Prisoner’s head skin for McCallister, Curse of the Dead Gods’ main character.  From a game design perspective it was a very interesting challenge because it meant taking elements of two similar but also different games and mashing them together. This also goes for the artistic direction, where Dead Cells has a somewhat cartoony, comedic vibe, which isn’t present in Curse. In Dead Cells for example, the Cursed Chest speaks to the player, pleading them to open it. This didn’t work as well for Curse, so we changed it to something we believe is true to both worlds – slightly less comedic, but still somewhat alien and quirky. We were also aware that some players don’t like crossovers, since it can pull them out of the world. That’s why we wanted to keep the content lore-friendly and fit the general vibe of Curse as well. Each new item and mechanic introduced in this update fits into our universe. Deciding which weapons to take from Dead Cells was a fun process. We started with a rather long list of badass Dead Cells weapons and then filtered it down until we had only the most iconic ones that also made the most sense for Curse: The Broadsword, the Cursed Sword, and the Explosive Crossbow. The crossbow is an entirely new weapon in Curse, which made it even more alluring to us. The Cursed Sword was a must, for obvious reasons. In Curse, we called these weapons the Broadsword of the Knight, the Sword of Conjunctivius, and the Crossbow of the Condemned. Both swords have the same effect as in Dead Cells. The Sword of Conjunctivius (see screenshot below) is a real devil – get hit once, and you’re toast. On the other hand, it’s very powerful. If that doesn’t fit Curse’s penchant for tempting players to their own doom, we don’t know what does! We took some liberties with the Cursed Chest. In Curse, there used to be two ways to get a cursed item (weapon or relic): get one at a starting altar or buy one at a sanctuary. Now, the Cursed Chest from Dead Cells gives you a third way. In Dead Cells, when you open a cursed chest, you are inflicted with a curse that lasts until you kill a certain number of enemies. We reinvented this mechanic to fit into Curse: to unlock the chest you have to kill a certain number of enemies in the room without getting hit. Fail, and the chest goes poof. Rather than simply give you a cursed item, the Cursed Chest presents you with a choice of three items, one of which is always cursed. We hope you all enjoyed this insight into how we brought a slice of Dead Cells into our own Curse of the Dead Gods. It was a pleasure to work with Motion Twin and Evil Empire, and we cannot wait to see how the update will be received by you, the players! Curse of the Dead Gods is available now for PlayStation 4. Its free update Curse of the Dead Cells will be available on April 14.

    Street Fighter V Spring Update brings news on the hermit Soul-Powered and Oro Rose

    Hey there PlayStation Nation! We hope that everyone has been enjoying Dan, the new V-Shift mechanic, and the major Battle Balance updates that came with the kickoff of Season 5. We are thankful for all your support with the new content so far. Now we’re back with the Street Fighter V Spring Update to give you the scoop on Rose, Oro, and a special look at the fourth character, Akira. Let’s dive into what was revealed during the Street Fighter V Spring Update.  For the full picture, check out the Spring Update video below:  Play Video Oro, the wandering hermit, appears in SFV   Making his return from Street Fighter III, Oro is coming equipped with his classic moveset along with a handful of new ones. He even retains his one-armed combat style. However, unlike SFIII where he sealed one of his arms, here he is holding his new turtle pet during combat. While Oro is not playable in SFV quite yet, he’s not a stranger to the rest of the cast, having appeared multiple times in other characters’ stories already:  He has appeared in Menat’s story, as well as Dhalsim’s Here’s a deeper look into Oro’s moves and what he’s bringing to the ring.  One of Oro’s classic moves, the leap attack, will avoid the opponent’s low attacks and lead to a counter hit when timed correctly. He is also able to perform his patented double jump, which gives him a breadth of offensive and defensive opportunities whether it’s shortening the gap from the opponent or changing his landing point. A hop, skip, and a double jump  Oro has a new move called Tsuranekeashi. This kick move is used to help keep opponents at bay but can also be used in combos. The EX version can allow for some follow-up attacks. A quick leg swing puts the hurt on opponents Oro’s V-Skill I is called Onibi. This move has Oro throwing out a smaller version of his SFIII projectile Super Art Yagyou Dama, which will bounce off the floor at different angles. This gives Oro a chance to put more pressure on his opponent. It’s a bit slow to come out, but has several hits of projectile damage so it can blow through opponents’ fireballs. His V-Skill II is a new move called Minomushi, where he makes a small hop. By inputting a punch or kick after this move, Oro can follow up with additional moves.  V-Skill I – Onibi V-Skill II – Minomushi Oro’s V-Trigger I is called Manrikitan. This gives him access to his Kishinriki command throw which snags opponents and slams them repeatedly into the ground. This command grab can be used in combos, on the ground, and in the air. Use Kishinriki on the ground or in the air Oro’s V-Trigger II is his popular returning move, Tengu Stone. Oro summons several rocks and objects that hover above him to use as follow ups to his normal attacks. Special items sometimes get pulled in that have different effects on opponents. Did Oro summon Blanka-chan?! BZZZZT! Oro is looking to make a powerful impact on Street Fighter V when he releases this Summer.  Rose makes her destined return to SFV on April 19 Rose, the soul-powered fortune teller, returns with her tarot cards in tow and some new moves to change the future of Street Fighter V. As we revealed with the SFV Winter Update, Rose is back with a handful of new powerful moves at her disposal. Let’s break down her moves a bit further. Rose’s V-Skill I is Soul Fortune. This move allows Rose to pull out a tarot card to either buff herself or debuff her opponents. Each card has a different color and has a different effect on Rose or her opponent. You can tell which card she has in her possession at the bottom of the screen next to her V-Gauge bar.  The white card, The Magician, will increase Rose’s V-Gauge when used. Hold down the command buttons and she will hold the card up and continuously gain V-Gauge. Be careful though: she is vulnerable during this state. The red card, The Chariot, will increase Rose’s attack damage, making all moves hit a bit harder than before.  The Magician fills her V-Gauge The Chariot increases her damage With her debuff cards, Rose throws them at her opponent. These cards count as a single hit projectile and they will also apply the debuff even if the opponent is blocking. The green card, The Tower, will decrease her opponent’s damage output. The purple Death card increases the amount of chip damage and gray life that Rose will inflict on her foe. The Tower lowers opponent’s damage Death increases chip and gray life taken This new V-Skill adds a whole new depth of play to Rose. Do you go on the offense and buff yourself, or play defensively and hinder your opponent’s offensive capabilities?  V-Trigger I, Soul Dimension, is a 2-bar V-Trigger that allows Rose to teleport to one of three spots on the screen: Back side of the screen, right behind her opponent, and mid-air behind her opponent. The teleport can be cancelled off of most of her special moves on the ground and in the air. Use this V-Trigger to mix up and confuse your opponents as well as extend combos.  Now you see her… Now you don’t Rose’s V-Skill II, Soul Satellite, makes a return from Street Fighter IV. When activated, Rose summons an orb that will circle around her. Hit V-Skill again to summon a second orb. Each orb can either hit once or negate a single projectile hit. Use this V-Skill to put more pressure on opponents.  Two orbs are better than one  Since the move has become a V-Skill, Rose can use it at no cost. However, she is a bit slower to summon the orbs compared to SFIV, so make sure to only use it at an opportune moment away from your opponents. Soul Illusion is another returning move, this time from the Street Fighter Alpha series. This 2-bar V-Trigger summons a mirrored image that follows Rose and performs the same attack after she does. Activate Soul Illusion And go combo crazy This V-Trigger opens a lot of combo opportunities. This also increases the damage of her Soul Spark projectiles. One thing to note is that if you use the same normal move twice in the same combo, the opponent will be sent airborne.  Rose is looking to be pretty dynamic in her playstyles, allowing for a frantic offensive style or a more classic defensive style.  “What’s the meaning of fate? You shall know.” During Rose’s victory screen, she throws a tarot card as the results display. This tarot card will change each match. How many different cards does Rose have up her sleeve? Find out on April 19 when Rose releases in SFV.  Here comes a new challenger: Akira Kazama is ready to school her opponents It wouldn’t be a SFV update without a little surprise. The development team snuck in some work-in-progress footage of SFV newcomer Akira Kazama.  Play Video Akira looks to be retaining some of her Rival Schools style in SFV. Also Akira’s older brother Daigo will be making an appearance too.  Is this…? “Nii-san!” We look forward to revealing more about Rival Schools veteran Akira in the near future. New Costumes for Vega, Seth, and Juri Coming alongside Rose’s release are these new Professional style costumes for Vega, Seth, and Juri.  These costumes will be available on April 19 as part of the Season 5 Premium Pass or can be purchased in-store individually for $3.99 each.  Season 5 Character and Premium Pass Speaking of Premium Pass, the Season 5 Character and Premium passes are available now. Check out what’s included with each one: We hope you all enjoyed taking a deeper dive into Rose and Oro as well as the little teaser of Akira we were able to show off. Look forward to more as we will have additional info soon on Oro, Akira, and that fifth mystery character. And don’t forget, the future is set with Rose releasing on April 19. Thanks again for all of your continued support. 

    April 15 dc Universe Online introduces World of Flashpoint

    The next episode for DC Universe Online is World of Flashpoint, launching April 15, 2021. Explore events surrounding one of the most legendary DC storylines, Flashpoint, and its time-twisted versions of your favorite DC characters. It will be up to you and your allies to set the timeline right! World of Flashpoint In this expansion, Flashpoint Batman (Thomas Wayne, Bruce Wayne’s father), Emperor Aquaman, Flashpoint Wonder Woman, and more are desperately fighting in a falling world. Atlantis and Themyscira are at war. A violent Batman embraces his darker side, seeking vengeance for his family while protecting a somehow-even-more-crime-riddled Flashpoint Gotham City.  In addition to engaging with these new characters, you will also earn villainous gear based on Heat Wave, a boss you’ll fight in the episode, and Doomsday, who you’ll face in the open world.  Heat Wave Doomsday World of Flashpoint is inspired by the events of DC’s Flashpoint storyline. However, this episode represents only a small slice of that entire epic. Your Super Hero or Super-Villain will experience the realities of this timeline and witness some of the most essential moments and challenges while striving to set things right.  Want to know more? We drew inspiration from the below DC comics, and highly recommend them all as you prepare for launch on April 15.  Flashpoint #1 – #5Flashpoint: Batman – Knight of Vengeance #1 – #3Flashpoint: Wonder Woman and the Furies #1 – #3 Welcome to DC Universe Online New to the game? In DC Universe Online, you create your own unique Super Hero or Super-Villain in the legendary DC universe. Fight alongside hundreds of iconic DC characters like Superman, Wonder Woman, and Batman as well as thousands of other players. Level up your powers, master movement modes like flight, learn powerful attacks, and swoop into skillful action combat using a variety of weapons, gadgets, and artifacts. Drawing on comic book storylines from the entire history of DC, your adventures are vast, varied, and always growing. World of Flashpoint is our 40th episode, with no end in sight. World of Flashpoint is free  Ready to play? Unlike other episodes, World of Flashpoint is free to everyone, permanently. Play with your friends without barriers.   The episode also has event-level versions of the content that every player level 15+ can participate in. You don’t need to be end-game, elite, or a master to jump into World of Flashpoint. If you’re looking to get started or get ready for the episode, most players can reach level 15 in a weekend.   And luckily, you have just over a week and one full weekend until World of Flashpoint launches on April 15, 2021. We’ll see you there.

    April 8 borderlands 3’s variety-packed Director’s Cut DLC hits

    You’ve heard this before, but it bears repeating: every single video game launch is a minor miracle. So many decisions have to be made. So much content has to be completed. So many variables have to fall perfectly into place. For massive triple-A titles like Borderlands 3, releasing a final product requires years of dedication and perseverance. Increasingly, though, launch is not the end – it’s only the beginning. While Borderlands 3 is not technically a “live service” game, we have treated it as such to make sure that each week it’s a better game than it was the week before. To keep this looter shooter alive and thriving, we have relied on the passion and determination of our incredible development teams, who’ve kept development happening against the backdrop of a pandemic that fundamentally changed the way we needed to work. Later this week, more than 18 months since the base game launched on PlayStation 4, we plan to release the Director’s Cut add-on for Borderlands 3 on April 8, introducing a brand new raid boss, a series of murder mystery missions, new daily and weekly challenges via Vault Cards, and a cache of never-before-seen, behind the scenes content, not to mention new Legendary gear and cosmetic items. To mark the occasion, we wanted to look back at everything we’ve released since launch and pull back the curtain on what it takes to keep a triple-A game feeling fresh.  Broadly speaking, we’ve been guided by three major goals since launch. First, to continue to polish and improve the game by addressing reported performance issues. Second, to strive to maintain a balanced experience so that build diversity could flourish at the end-game. And finally, to deliver a variety of new content, whether free or as part of a paid campaign DLC, at a consistent cadence. That first goal is the most straightforward of the three. Nearly every single week since launch (up to and including this week), we’ve released a hotfix to adjust the content that’s already available. We’ve also added numerous quality of life improvements, such as more backpack and bank space, expanded ammo storage, and performance and UI improvements. In effort to be transparent, update notes are always available on borderlands.com. Yes, a few updates saw us remove power from over-performing gear or skills, but far more often, we buffed gear and characters. We made all of these changes with the goal of improving the long-term health of the Borderlands 3 experience. We always want that experience to feel both challenging and rewarding. From the beginning, this has been our guiding light when approaching the adjustments we’ve made to the balance of the game. While these weekly updates often stem from our own internal play-testing and the direction of our live team, they just as often result from fan feedback. Have you ever wondered, “Do developers actually read their games’ subreddits?” Well, the answer is: yes, of course! We read all those critiques, as we know those comments come from the most passionate members of our community. Those weekly adjustments keep us plenty busy, but the real work – and the real joy of Borderlands 3 – comes from that third goal: releasing a variety of new content. And when I say variety, I really, really mean it. In the first year after launch, we released four story-driven campaign add-ons that ranged from a cosmic horror rom-com to a gritty western tale to a space casino super heist to a journey into the broken psyche of a psycho. After that, we released the Designer’s Cut add-on, which added entirely new spin of the Borderlands formula with Arms Race, plus a new skill tree for each of our four Vault Hunters.  And that was just the paid content. In addition, we released a huge number of free additions, again leaning into the variety that a game like Borderlands 3 makes possible. We overhauled the end game loop with Mayhem Mode 2.0; we challenged high-level players with the intense and original Takedowns; and we gave the entire community new reasons to play together with rewarding seasonal events like Revenge of the Cartels and Bloody Harvest. We even gave players a way to contribute to real-world scientific research with Borderlands Science, a game within the game that helps map the human gut biome (we were all pretty proud of that one). Maybe our biggest free addition, though, was the PlayStation 5 upgrade that launched last November, right alongside the console itself. If you own a PlayStation 5 and a copy of Borderlands 3 for PS4, you can download the next-gen upgrade for free, enabling frame rates of up to 60 frames per second in 4K resolution during single-player and online co-op. The upgrade also adds local split-screen co-op for up to four players and support for some of the PS5’s unique immersive capabilities like Adaptive Triggers, Game Help, and Spoiler Block. To us, building towards this moment felt like launching the game all over again, but it was well worth the effort. So what does all of this take? Where do ideas come from? How do decisions get made and content created? These are big questions, but the answers are ultimately pretty simple: it takes dedication and hard work. Ideas come from everywhere. For the campaign DLCs, the entire Borderlands team was asked to pitch any idea they liked. The ones that sparked the most enthusiasm were ultimately selected and created. Other times, it might be just a simple conversation between a couple developers – that’s exactly how Arms Race originally came to be. Then of course the community has become a huge part of the development process; features like the upcoming anointment re-roll machine are a direct result of our community’s input. In a lot of ways, we feel extremely lucky. The massive scope and flexible tone of Borderlands 3 have allowed us to explore all kinds of ideas, including plenty that probably would have been deemed too outlandish for other triple-A titles. Whether it’s a narrative premise or a new gameplay hook, we’ve always been able to make our ideas work within the context of the universe. That freedom has been crucial not only to maintaining our own passion for the game internally but also for keeping the experience fresh and engaging for the community. If you’re part of that community now or have been at any point in the past: thank you. We are so grateful you’ve come on this journey with us and given all of our ideas a chance. We’ve also got a new content add-on, Director’s Cut, dropping April 8, as well as more in-game events scheduled through the remainder of the year. (Just remember you need to own a copy of the base game in order to play our content add-ons.) We’re not stopping now, so there’s never been a better time to jump. See you out there, Vault Hunters! 

    Mass Effect Legendary Edition: Rebalancing, tuning, & mechanical improvements

    Ever since we announced Mass Effect Legendary Edition on N7 Day and revealed a first look at it earlier this year, your passion and excitement have blown us away. Today, we’d like to give you more details on what you can expect to see in this remaster. You’ll find the latest information on the Legendary Edition, from gameplay tuning to rebalancing and more. Next week, we’ll provide an additional look at the remastering process with a strong focus on the visual changes across the trilogy. Let’s get into it. Here’s what this post contains, in order: “I don’t need luck—I have ammo.” Combat tuning Combat in the Mass Effect trilogy has evolved across the series, with each game’s experience being different. We wanted to make the experience better across the board, but we didn’t want to unnecessarily change what our fans have come to love about each game. That proved a unique challenge, as the first game is quite different from the second and third in terms of gameplay and combat. Mass Effect was heavily influenced by traditional RPG mechanics, like the randomness of a dice roll and pen-and-paper stat building. As a result, weapons in Mass Effect often felt less accurate and reliable than the gunplay in Mass Effect 2 and 3. We heard the consistent feedback that it was pretty frustrating to take a few shots with an assault rifle and suddenly have the reticle enlarge to span a large portion of the screen, so we looked at tuning the mechanics to provide better handling without outright scrapping the spirit of the original games. In the first Mass Effect, accuracy (including reticle bloom and weapon sway) has been tuned across all weapons to allow players to maintain more consistent firepower while still managing their shots/overheat meter. We’ve also improved the aiming down sights (ADS) camera view to be tighter on combat so that ADS is more accurate (like the second and third games), and we’ve improved the aim assist to provide better precision. These small behind-the-scenes changes collectively make combat much “snappier,” putting more control into the player’s hands. Abilities have also been rebalanced in the first game. For example, the “Immunity” ability now grants a powerful defensive buff that lasts a brief period of time instead of being a small buff that lasts indefinitely. The following overview lists gameplay changes we made specifically to the first Mass Effect, with the goal of bringing it a bit more in line with the rest of the trilogy: Shepard can now sprint out of combatMelee attacks are now mapped to a button press rather than automatically occurring based on proximity to an enemyWeapon accuracy and handling has been significantly improvedReticle bloom is more controlledWeapon sway removed from sniper riflesAiming down sights/”tight aim” camera view has been improvedImproved aim assist for target acquisition All relevant enemies now take headshot damage in the first game Previously some did not, including humanoid enemiesAmmo mods (Anti-Organic, Anti-Synthetic, etc.) can now drop throughout the whole gamePreviously, these stopped dropping at higher player levelsThey are now also available to purchase from merchants All weapons can be used by any class without penalty Specializations (the ability to train/upgrade certain weapons) are still class-specificWeapons cool down much fasterMedi-gel usage has been improved Base cooldown reduced Levelling benefits increased Increased Liara’s bonus to cooldownsInventory management improvementsItems can now be flagged as “Junk”All Junk items can be converted into Omni-gel or sold to merchants at onceInventory and stores now have sorting functionalitySome abilities have been rebalancedWeapon powers (i.e., those that are unlocked on each weapon type’s skill tree) have been improved:Effectiveness/strength is increased (duration reduced in some cases) Heat now resets on power activation “If this is a war, I’ll need an army…or a really good team.” Additional gameplay improvements Beyond general gunplay changes, we’ve made some specific changes to encounters, enemies, and how you engage in combat. We found a few opportunities to bring the first game in line with the second and third games, and we also found some systems across the whole trilogy that needed a tune up. Without spoiling too much for new players, one example is the boss encounter on Noveria. The boss room has been slightly reworked, keeping it very familiar but making it less cramped. You’ll also be much less prone to being thrown around by biotic abilities. Other targeted combat updates we’ve made include: Squadmates can now be commanded independently of each other in the first Mass Effect, the same way you can command them individually in Mass Effect 2 and 3Some boss fights and enemies in the first game have been tweaked to be fairer for players but still challengingCover has been improved across the trilogyAdditional cover added to some encountersEntering and exiting cover is now more reliableXP has been rebalanced in the first game (details below)Ammo drops have been rebalanced in Mass Effect 2 (details below) With combat comes XP. XP gained during the first game has been rebalanced for better consistency, especially towards the game’s end. Players who complete most aspects of the game should be able to more reliably get to higher levels on a single playthrough rather than needing to play through a second time to do so. Additionally, there is no longer a level cap on a first playthrough. As a final gunplay change, we also tweaked ammunition in Mass Effect 2. We found that ammo was spawning too scarcely in the original game, so we’ve increased the drop rate for ammo in ME2, particularly when using a sniper rifle since that had a reduced ammo drop rate in the original release. “It’s got heart, you know?” The Mako But of course, we’ve got to talk about the (in)famous M-35 Mako. This legendary vehicle from the first Mass Effect has been “calibrated” to perform better than ever. In the original game, the physics tuning for the Mako made it feel too light and bouncy, even at times becoming uncontrollable, but it’s now a much smoother ride while still being “loveable” like before. (Yes, you can still drive off cliffs to your heart’s content). Its functionally has also been improved with faster shield recharging and new thrusters added to the rear, allowing for a speed boost when you’re inevitably trying to scale up the side of a near-vertical cliff. (We all do it.) This boost’s recharge is independent from the jump jets on the vehicle’s underside, so you can use both at once or separately. These are the calibrations you can expect to experience when driving the Mako: Improved handlingPhysics tuning improved to feel “weightier” and slide around less Improved camera controls Resolved issues preventing the Mako from accurately aiming at lower anglesShields recharge fasterNew thrusters added for a speed boostIts cooldown is separate from the jump jets’The XP penalty while in the Mako has been removedTouching lava no longer results in an instant Mission Failure and instead deals damage over time “Well, what about Shepard?” Unifying & modernizing the trilogy For the Legendary Edition, our goal was to tune up the trilogy and make it more consistent from game to game while honoring the things that made each unique. For example, we’ve unified Shepard’s customization options in the character creator and even added some new options, like additional skin tones and hairstyles. You can use the same character creator code (seen bottom-left in the image below) across all three games, meaning your Shepard can now have a consistent appearance across the trilogy, or you can choose to change their appearance at the start of each title. Customization options and character appearances have also been improved with updated textures and hair models. We’ve also added the Mass Effect: Genesis comics by Dark Horse into the base experience before Mass Effect 2 and 3 as an optional experience so players can make choices from previous games no matter where they choose to start. Of course, the Legendary Edition includes a variety of additional enhancements. Here are some of the things you can look forward to: New unified launcher for all three gamesIncludes trilogy-wide settings for subtitles and languagesSaves are still unique to each game and can be managed independently of each other Updated character creator options, as mentioned aboveFemShep from Mass Effect 3 is the new default female option in all three games (the original FemShep design is still available as a preset option)Trophies across the trilogy have been updatedNew trophies have been added to the trilogyProgress for some now carries over across all three games (e.g. Kill 250 enemies across all games)Trophies that were streamlined into one and made redundant were removed A number of trophies have had their objectives/descriptions and/or names updatedIntegrated weapons and armor DLC packsWeapons and armor DLC packs are now integrated naturally into the game; they’re obtainable via research or by purchasing them from merchants as you progress through the game, rather than being immediately unlocked from the start. This ensures overall balance and progression across ME2 and ME3Recon Hood (ME2) and Cerberus Ajax Armor (ME3) are available at the start of each gameAdditional gameplay & Quality of life improvements Audio is remixed and enhanced across all games Hundreds of legacy bugs from the original releases are fixed “Consider yourself reinstated, Commander.” Galaxy at War rebalancing As Commander Shepard, you’re tasked with the hardest mission of all: defeating the Reapers and saving the galaxy from annihilation. This comes to a head in Mass Effect 3 when the galaxy unites, but your choices from across the trilogy lead you there and determine who fights at your side. The Galaxy at War feature puts you in the heart of the Reaper War from the Normandy’s Combat Information Center, which has been rebalanced in the Legendary Edition. For example, Galactic Readiness is no longer impacted by external factors that aren’t part of the collection, like multiplayer or the old companion app for ME3. However, that doesn’t necessarily mean defeating the Reapers will be easy.  The more content you complete across the entire trilogy, the more likely you’ll be prepared for the final fights in its conclusion. If you only play Mass Effect 3, you’ll have to do just about every option available in the game to be eligible for an ending that doesn’t result in massive galactic losses. Playing the first two games and carrying over your progress is the most reliable way to get good results in the final hours of the Reaper War. For comparison, if you previously played ME3 with the Extended Cut (which included Galactic Readiness rebalancing), fully preparing for the final fight will be more difficult to achieve in the Legendary Edition. And on that note: the Extended Cut ending is now the game’s default finale. However, readying your intergalactic armies will be made a bit easier by a number of critical bug fixes and backend improvements made to the Paragon-Renegade system in ME2; we resolved some legacy issues that inhibited accurate reputation stats from being displayed and outright prevented certain dialogue options from being selectable when they should have been. Because of this, key moments that have been notoriously difficult to achieve in ME2 (and impacted ME3) can now be completed more reliably, leading to better results in the story’s final act. “You know, for old time’s sake.” Getting to go back to the roots of the Mass Effect franchise—our roots, as a team now celebrating our 25th anniversary—has been an incredibly nostalgic and emotional experience for us, and we’re sure a lot of you will feel similarly when you get to play Legendary Edition! We’ve heard from so many of you that you want a way to play the original trilogy today, either for the first time or the…well, let’s just say “again.” We don’t need to keep count. Returning to where it all began, as members of our team revisited the work they did over a decade ago, has been a bit surreal, but it felt like the right thing to do; a passion project from us to thank you for the many years of incredible support. (And maybe to help tide you over until the next game, too!) There’s more to come, including a deeper dive into the visual changes we’ve made, so stay tuned for that! Also, thanks for requesting this so much that you practically willed it into existence! It’s meant a lot. From all of us on the Mass Effect team: “Good luck, Commander.”

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