Thursday, 21 December 2017

DICE's Battlefield: Bad Company is now available on EA Access

DICE's much-loved first-person shooter Battlefield: Bad Company has been added to the line-up of EA's Xbox-exclusive EA Access subscription service.

Battlefield: Bad Company first released on Xbox 360 and PS3 all the way back in 2008. It was a notable departure from DICE's usual multiplayer Battlefield offerings, placing a heavy focus on solo play, albeit with the same vehicular and large scale warfare of its parent series.

Its centrepiece was a sprawling, enormously enjoyable single-player campaign that followed the exploits of four military rogues. While Call of Duty and other military shooters of the time doubled down on stern-faced seriousness, Bad Company's crew injected the game's outlandish, massively destructible shooting action with warmth and humour.

Read more…


500+ games discounted in PlayStation Store’s massive January Sale

PlayStation Store’s biggest sale of the year is back, and it’s bigger than ever! The January Sale has hundreds of incredible offers available spanning PS4, PS3 and PS Vita until 19th January 2018*.

If it’s blockbuster’s you’re looking for, we have the likes of Star Wars Battlefront II, Assassin’s Creed Origins, Need for Speed Payback, Fortnite, Persona 5 and many more on offer**.

When it comes to add-on and Season Pass content, you can grab a bargain on Battlefield 1 Premium Pass, Wolfenstein II: The Freedom Chronicles Season Pass, The Witcher 3: Wild Hunt Expansion Pass, Diablo III: Rise of the Necromancer, Tekken 7 – Season Pass** and more!

Got yourself a PlayStation VR headset? Save on top VR titles such as Superhot VR, The Elder Scrolls V: Skyrim VR, Monster of the Deep: Final Fantasy XV, Arizona Sunshine. Resident Evil 7 Biohazard and more in the January Sale**.

We also have a host of digital titles available on offer for you to get stuck in to. Whether it’s Undertale, Grim Fandango Remastered, Firewatch, Euro Fishing or Mega Man Legacy Collection 2 there is a new adventure for everyone**!

There’s a lot on offer in the PlayStation Store January Sale… so much so we’re going to show you a selection of titles in each category, but you can head to the January Sale page on PlayStation Store to see the hundreds of offers available!

In fact, the sale is so big, we’ve also partnered with the Slow Mo Guys over on YouTube to give you access to the first episode of their new “Super Slow Show”.

*Promotional end dates vary per product. Please see individual product pages on PlayStation Store for details
**Please note, some titles may not be available in your region

PS4 Games


VR Content

Digital titles

The post 500+ games discounted in PlayStation Store’s massive January Sale appeared first on PlayStation.Blog.Europe.

from PlayStation.Blog.Europe

RPG Reload Glossary: HD Towns are Hard, or JRPGs in the New Millennium

Hello, gentle readers, and welcome to the RPG Reload, the regular feature where we always have an adventure in our pocket. To be specific, welcome to the RPG Reload Glossary, where we sift through the piles of historical debris and messy semantics to try to make some sense of it all. This time around, we're continuing our look at the history of the JRPG sub-genre. In the last part, we covered the debut of two of the biggest JRPGs of the 1990s and the subsequent boom in popularity for the genre worldwide. As the thousands digit rolled over on the calendar, people were throwing parties everywhere. Nintendo was awash in the surprising global success of Pokemon, providing the company with a valuable crutch in the face of a weakening console business. Square was virtually on top of the gaming world. The next ten years would prove vital for both companies, and the fortunes of both companies would have a major impact on the now-trendy JRPG genre.

To repeat the note from last time: due to the immense size of this particular sub-category, I'm going to be focusing on only the titles that were critical to the development and/or popularization of the genre. This is a necessary move to keep this particular historical retelling from growing to an absurd size.

Only a few months into the year 2000, Sony's PlayStation 2 made its debut in Japan. By the end of the year, it would be released in every major gaming market. While Sony's first console had debuted with a cloud of uncertainty about it, there were no doubts about the PlayStation 2. It was the chosen one, the fated son. The sheer weight of its hype alone was enough to crush SEGA's final console, the Dreamcast. Whether to support Sony's console or not was barely a decision at all for third parties. Certainly Square, who had benefited more than most from the PlayStation, did not hesitate for a second. They were already well into development on Final Fantasy 10, a $40+ million production that would launch exclusively for the PlayStation 2 just a year after its launch. At the same time Final Fantasy 10 had been announced, Square also announced Final Fantasy 11, which was said to be an online game. While it's more of an action-RPG than a JRPG, it's useful to mention that Square's collaboration with Disney, Kingdom Hearts, was announced early in the year 2000 for the PlayStation 2, solidifying Square's commitment.

Flush with cash and courage, Square had been dipping their toes into a lot of unfamiliar pools since the smash success of Final Fantasy 7. With their recent games going in hard on cool-looking cinematics and wild stories, more people than ever were asking Square about when a Final Fantasy movie was coming. Square finally decided to grant those wishes, announcing a full-length Final Fantasy film in 1998 for release in 2001. Hironobu Sakaguchi, the man who had dropped out of university to work in a little game studio for an electric company, suddenly found himself directing a major motion picture with a $137 million budget. Final Fantasy: The Spirits Within was a technically-impressive production that offered some of the most spectacular computer graphics seen to date, married with a story that didn't seem to have much to do with Final Fantasy. The film was not well-received and ultimately lost a ton of Square's money, enough that Sony had to come to the rescue by buying a portion of the company.

Hironobu Sakaguchi, the father of Final Fantasy, was for all intents and purposes benched from his vice-president position as a result of this failure, and only a few years later, voluntarily resigned from Square. Just like that, Square's apple cart had been shoved onto its side. This may look like an overreaction from the outside, but The Spirits Within had nearly cost the company more than anyone knew. It wasn't known publicly at the time, but Square and Dragon Quest creator Enix had been discussing a merger. Enix had money but lacked Square's reach and fully-owned IP. For Square's part, they would gain access to Enix's significant resources. The failure of The Spirits Within had made Enix reconsider the deal, though it would ultimately come to pass in 2003.

On the gaming side, things were a little better. Final Fantasy 10 had been a big success in spite of criticisms about its lack of an overworld map. Final Fantasy 11 ended up releasing in 2002 and went on to be one of the company's biggest moneymakers. After the success of Final Fantasy Tactics, Sakaguchi had picked its director, Yasumi Matsuno, to head development on Final Fantasy 12, which began production in 2000. Kingdom Hearts had been an immediate smash hit for Square upon its debut in 2002, and Square was even back in Nintendo's good graces thanks to their support of the Game Boy Advance and a token effort for the Gamecube. All in all, the PlayStation 2 era was good to JRPG publishers like Square. Most major efforts from publishers were localized, and the few that slipped through the cracks were picked up by companies like Atlus.

Looking at handhelds, the Pokemon series kept right on going well past the point that many had expected. No mere fad, the mainline games in the series kept the lights on for Nintendo during some very dark times. By this point, the Game Boy had finally been retired, with its successor, the Game Boy Advance, doing brisk business. It was clear that the handheld business was good for Nintendo, and that competing against them would be a nearly impossible task. But Sony had done it before elsewhere, and they wanted to do the same again. The announcement of the Sony PlayStation Portable almost certainly cut the Game Boy Advance's life short as Nintendo scrabbled to put together something that could compete more effectively. I doubt anyone at the time realized just how much the PSP and Nintendo's Nintendo DS would change the landscape of Japanese gaming, and by extension, the JRPG genre.

But let's pop back over the now post-merger Square Enix. While Sony and Nintendo were preparing their new hardware in 2004, Square Enix was dealing with an increasingly large tire fire on their main franchise. Final Fantasy 12 had by now been in development longer than any other game in the series, and it was nowhere close to being finished. Matsuno was suffering from severe health issues, and the game's ambitions appeared to be far greater than the team could realistically deliver. Mid-way through 2005, Matsuno announced that he was stepping down from the troubled production for health reasons, with consummate company man Akitoshi Kawazu picking the project up to bring it to completion.

The severe delays on Final Fantasy 12 had caused a lot of issues for the company. While a direct sequel to Final Fantasy 10 released in 2003 had served as a decent stop-gap, the plans for the future of the franchise were stuck in limbo until Final Fantasy 12 could sort itself out. Final Fantasy 13 had originally been planned as a PlayStation 2 game, but it was becoming clear as time went on that it would have to be moved to the next generation of hardware due to the tardiness of the previous game. Luckily, now that they were merged with Enix, the company had another reliable moneymaker.

Dragon Quest 8 made its debut in Japan in 2004, with a Western release the following year. Not only was its development time shorter than that of the previous game, the resulting game was immediately more impressive than a Dragon Quest game had been in some time. Not only did it feature an explorable overworld, the game's world was rendered to scale with the player. The game felt unbelievably huge, more so than just about any JRPG had to date. This bit of technical wizardry can largely be ascribed to the efforts of co-developer Level-5. With a game this attractive, Dragon Quest could finally have a chance in the West, it was believed.

Square Enix pulled out all of the stops with the international version. They had new menus created that would appeal more to Western players. Voice acting was added to the game to help it feel more cinematic. The music was replaced with orchestral versions, and as the cherry on top of the sundae, the hero was given a special Goku-like hair-style when he was fully powered-up in battle. By this time, Dragon Ball was a big deal in the West, so the connection was certainly worth marketing. Square Enix also gave the game the best promotional weapon they had at their disposal: every copy of Dragon Quest 8 would come with a special Final Fantasy 12 demo. While still a long ways off from its Japanese success, Dragon Quest 8 sold very well indeed. Square Enix, Level-5, Sony, and a whole lot of others made some good cheddar from the game.

With Kawazu in place, Final Fantasy 12 wrapped up fairly quickly. It ended up releasing in early 2006 in Japan, with a Western release following later in the year, just before the launch of the PlayStation 3 and Nintendo Wii. While the game felt unfinished in some ways, its impressive scale went over well with a crowd that had already been pleased by Dragon Quest 8 the year before. Sales didn't quite match up to the critical reception, but by this point, Square Enix was likely just happy to have the game on the shelves. With any luck, Final Fantasy 13 would have a smoother development. Well, we know how that story ends, but we'll get there soon enough.

The handheld gaming market had exploded over the last couple of years. Nintendo's DS was successful on a scale that no one could have predicted, selling through massive numbers everywhere but especially in Japan, where it became the de facto game player of choice. Sony's PSP was struggling in other regions, but it had found a good home in second place in Japan, building up a library and audience among the few gaps in the DS's market. The home console market was showing great signs of weakness in Japan compared to other territories, and as a result, many Japanese developers opted to focus on handhelds. It didn't hurt that the average budget for a handheld game was far lower than that of a console game, particularly in consideration of the upcoming PlayStation 3. The jump to HD gaming brought with it an exponential increase in costs, and few Japanese publishers were comfortable rolling that kind of money on unproven new consoles.

It was a particular problem for JRPGs. The genre had spent the last decade on the cutting edge of both visuals and content quantity. With the amount of assets the average JRPG uses, the costs of producing similarly gorgeous titles on the new hardware standards were scary. Worse yet, with Japanese gamers mostly interested in handheld gaming, such games would have to rely more on the Western audience than ever. But what could Square Enix do? If Final Fantasy didn't look amazing, would its audience still be interested? While most other publishers opted to move their JRPG franchises to handhelds or quietly retire them altogether, the Square side of Square Enix went full steam ahead on consoles.

At the E3 show of 2006, just ahead of the international release of Final Fantasy 12, Square showed the first demonstration of Final Fantasy 13, which would release on Sony's PlayStation 3. They hoped to have a playable demo by the next show, and while they didn't state a release date, it was expected to arrive in the first couple of years of the system's life. They also announced that there would be a collection of titles built around Final Fantasy 13's mythos. Prominent among the announced titles was Final Fantasy Versus 13, a production headed by Tetsuya Nomura. That game eventually released late last year as Final Fantasy 15, so you can probably guess how this is all going to go from here.

But the international release of Final Fantasy 12 wasn't the last big news of the year for JRPG fans or Square Enix. A couple of weeks later, Square Enix dropped the absolute bombshell that the upcoming Dragon Quest 9 would not be releasing for the PlayStation 3, or the Nintendo Wii, or the Xbox 360. Instead, it was being developed exclusively for the Nintendo DS. It made a lot of sense in one way, as series creator Yuji Horii has always expressed an intention to release the games on the most popular platforms, but seeing the original king of the JRPG genre going to the little under-powered DS was enough of a surprise that gaming message boards across the internet had to break out the smelling salts. That game eventually released in the summer of 2009, though by then Square Enix had once again lost their stomachs for localizing Dragon Quest and the job fell to Nintendo. The game was a huge success, with its multiplayer component proving particularly popular.

Over on consoles, Final Fantasy 13's development continued to stretch out. The game eventually released in December of 2009 in Japan, with an international release a few months later. The game was heavily criticized for its linearity and absurdly-slow ramp-up. Most of the praise for the game was heaped onto its clever new battle system, and players who stuck with it long enough found one area's size to be more in line with what they had been hoping for. Visually, the game looks great, but it's also really disjointed and inconsistent. It turns out that artists had just been churning out content with no proper consideration for how it all was meant to stitch together, just one of many curious practices in the game's development. The game sold decently, but certainly not as much as Square Enix was likely hoping for. The assets ended up being re-used for two sequels that helped pad out the rest of the generation while Square tried to figure out what they were going to do next.

In truth, a new sort of genre appeared to have wrested the ball away from JRPGs in Japan for a while. Capcom's Monster Hunter broke into the mainstream in Japan in a big way once it hit the PSP, and while it's not strictly an RPG itself, its popularity wasn't easily ignored. Many direct copies followed, while tons of games across other genres tried to adopt its multiplayer focus and structure built around relatively short, discrete missions. Behind all of this noise, smaller JRPG developers were still plugging away on lower-budget titles to reasonable success. Nippon Ichi Software, Idea Factory, and Atlus among others benefited from Square Enix's fumbling. The latter was finally able to taste large-scale success worldwide with their newly-revamped take on Persona seen in Persona 3 and Persona 4 for the PlayStation 2. The latter was especially successful thanks in no small part to a high-profile playthrough by the good folks at GiantBomb.

Still, conventional wisdom was that the JRPG genre had mostly picked up sticks and moved to handhelds, taking the steps down in scale and budget that came with that move. Japan showed no signs of coming back to consoles, and the massive success of Dragon Quest 9 and the relative lack thereof by Final Fantasy 13 seemed to support that choice. We'll take a look at where things went in the 2010s in the next, final installment of our JRPG history feature, coming next week. Thanks for reading!

Next Week's Reload: The History of JRPGs, Part Five

from TouchArcade

ARMS Version 5.0 Is Now Live

News: ARMS Version 5.0 Is Now Live

The doctor is in

from Nintendo Life | Latest Updates

'Gunstar Heroes' Review - Treasure it, Forever

SEGA Forever, the SEGA initiative to bring some of their classic library to mobile devices, has had quite the year. It launched in the early summer in a rather dismal state, faced a swift backlash, and has been trying to crawl its way back up ever since. While largely limited to games from SEGA's 16-bit console thus far, the selection has been eclectic to say the least. I'm not surprised the team wants to close out the calendar year on something of a safe note with the release of Gunstar Heroes [Free], a game that has quietly become one of the most popular classics in SEGA's back catalog. It's one of the more frequent re-releases from that era, and even iOS has played host to a version before.

Assuming you're already familiar with this classic run 'n gun, you're probably just wondering how this particular version is. The SEGA Forever Mega Drive emulator has improved considerably since launch, luckily. Gunstar Heroes uses a lot of unusual tricks and effects, and they come off well enough here that I doubt anyone will be bothered by the minor inaccuracies. The game includes the usual SEGA Forever bells and whistles such as save states, a 15-second gameplay rewind, customizable virtual controls, and MFi controller support. It also allows for local multiplayer via wi-fi, a critical feature for this game. You can play for free if you don't mind seeing the occasional ad, or you can pay a one-time IAP to remove non-SEGA ads and activate a couple of special features. If you already bought the game, you can hit the Restore Purchases button and enjoy the benefits of your foresight.

The MFi controller support is an important feature in this version. I'm generally pretty good with virtual controls, but if I have any bone to pick with SEGA's new Mega Drive emulator, it's with the directional pad. It gets by well enough most of the time, but it's not great for games that require precision, particularly along the diagonals. Gunstar Heroes is definitely one of those games, unless you restrict yourself to the so-called "Shachou Laser" weapon that automatically targets anything while you hold down the button. Honestly, there's only so much a developer can do to address this kind of problem with virtual controls, but there's a certain stiffness to the SEGA virtual d-pad that makes it feel a little worse than the norm.

Another issue that's familiar by now is how difficult it is to hit two virtual buttons at once, something you'll need to do in Gunstar Heroes fairly often. Reliably hitting the jump and shoot button at the same time with your thumb can be tricky, especially if you're using the default button layout. Moving the buttons around helps a little, but I found I had to switch to a two-fingered approach whenever the action got really hot. It's not exactly ideal for the train, in other words. But you can get through the game with the virtual controls provided you're willing to put up with the odd occasions where they're not quite up to the task. It does make a reasonably tough game even harder, and that might be enough to put the kibosh on it for anyone without an MFi controller to fall back on.

Gunstar Heroes was the first game developed by Treasure, a team founded by former Konami employees who would go on to develop a loyal following among fans of 2D action games. Though it was their first game as a new company, their previous experience shone through brightly. Gunstar Heroes is one of the best games in Treasure's library, and is indeed one of the finest side-scrolling run 'n gun action games ever made, if you ask me. One or two players take on the roles of Gunstar Red and Gunstar Blue as they battle the evil Empire for control of four powerful gems. The game is made up of seven stages, each quite different from the last. You can choose the order in which you tackle the first four, with each successful completion increasing your maximum HP and making the remaining stages a little easier to take on as a result.

It's hard to talk about the game's highlights as it frankly is one big highlight reel from start to finish. One of the cool things about Gunstar Heroes is its weapon system. You can choose your starting weapon from one of four different types. As you play through the levels, you'll come across power-ups that allow you to use the other weapons. Now, you can go ahead and use them in their basic forms if you want, but once you've picked up a second weapon, you can activate both at once to make a powerful new weapon. You can mix and match for various effects, or use two of the same type for extra kick. As an example, if you collect two Chaser weapons, you'll get a souped-up group of shots that home in on the enemy. Combine a Chaser with a Lightning and you'll get a piercing shot that tracks anything on the screens without you even having to aim. You'll come across weapon power-ups often enough that you should be able to get the kind of weapon you want without too much trouble. It's fun to experiment even though the weapons are wildly unbalanced.

The game's level designs are another great feature. The sheer variety is unreal for a game of this type. There are a couple of levels where you're doing the usual left-to-right march of death, but you'll also spend entire levels riding on zooming mine-cars that can defy gravity or throwing a die around as you blast your way through a tricky dice game. The boss battles are equally imaginative and impressive, often featuring multiple forms with unique attacks. The bosses are usually made up of several sprites, creating towering monstrosities with multiple moving parts. If you've ever wondered what kind of wild graphical tricks the Mega Drive could pull off, this is one of the better games to demonstrate.

Little of that would matter, however, if the game didn't feel good to play. This is where Gunstar Heroes truly excels. Your character has a surprisingly large arsenal of moves at his disposal. Sure, he can and will spend most of his electronic life pulling the trigger of one gun or another, but he can also jump, slide, throw, and pull off an aerial melee attack when the situation calls for it. Both Gunstars can grab onto overhead ledges and flip themselves up or down, too. You can choose between a regular or fixed shooting style, allowing you to run while shooting or plant a foot down for easier aiming. Using the fixed shooting style can help with some of the virtual d-pad issues, but the regular style makes for an easier game independent of such concerns.

This is a decent port of an outstanding game that really isn't at its best with touch controls. If you have an MFi controller, you'll have a great time here. If, however, you prefer to game au naturel on your mobile device, you're going to have to work through some frustrations that come from a fast-paced action game being squeezed into controls it was never meant for. Even with that in mind, it's really hard to say no to Gunstar Heroes, but you may want to try it out for free to see how you take to the virtual d-pad before you drop the pocket change for the premium upgrade.

from TouchArcade

The Truly Unique App Store Classic 'UFO on Tape' Updated for iPhone X and Now Free with Ads

You kids these days, with your augmented reality. Back in MY day we had to fake it the old-fashioned way, like in 2010's UFO on Tape [Free] from Revolutionary Concepts. This curious little game captured our imagination back then with its clever and wholly unique concept. Basically, you play as a person riding in the back of a car, filming through the window with your smartphone. While doing so you notice a strange object flying in the sky… it's a real-deal UFO! Your job then turns to keeping the UFO in the frame of your camera for as long as possible by physically moving your device around, with the game using the motion control abilities to spoof that experience. The "game" part is earning a high score by seeing how many seconds you can keep filming the craft before losing sight of it. Here's the (very old) trailer to give you an idea of what UFO on Tape is like.

It was an incredibly convincing experience as the faux camera UI, the photorealistic environments, the need to actually move your device around, and your girlfriend's excited (and sometimes pointed) comments made everything feel really authentic. The entire thing probably seems quaint compared to the crazy stuff we can do nowadays with AR, but at that time there was nothing like UFO on Tape on the App Store. The game did really well then too, even topping the charts for a while and receiving various updates well into 2013. With the 32-bit Appocalypse coming there was an update back in March to ensure the game kept living on, but this week Revolutionary Concepts has taken things a step further by updating UFO on Tape with full support for the screen of the iPhone X and they are also offering it for free for the first time ever.

The free-ness comes with a catch: a video ad will play after each completed game session. They're the type that you can skip after a few seconds so it's not the end of the world, but I'd sure pay for an IAP that removed them. Heck, I'd even pay again for that IAP despite being a previous owner, UFO on Tape is just that brilliant. Advertisements aside, the game going free is a tremendous opportunity for all those people who have gotten into mobile gaming in the past several years to give one of the platform's most unique experiences a try without risk. I hadn't played UFO on Tape for a long time, but picking it up again to check out its new iPhone X support has caused me to fall in love with it all over again. Definitely take this opportunity to give it a look if you haven't before.

from TouchArcade

Video: Designing narrative experiences which suspend the player's disbelief

In this GDC 2014 session, Campo Santo's Sean Vanaman discusses the challenges of creating a narrative experience with the goal of suspending a player's disbelief through gameplay.  ...

from Gamasutra News

Team Fortress 2 Update Released

An update to Team Fortress 2 has been released. The update will be applied automatically when you restart Team Fortress 2. The major changes include:

  • Fixed missing sounds for the new taunts
  • Fixed a bug that prevented already-Festivized weapons from drawing their lights
  • Updated materials/model for the Blast Blocker
  • Updated the Heals for Reals medals so they can be painted

from Steam RSS News Feed

Slingshotting Metroidvania 'Dandara' is Hitting iOS (and Every Other Platform) in February

Developer Long Hat House first reached out to us about their upcoming game Dandara back in May of last year, and it looked absolutely fantastic in that initial trailer. Dandara is a pixel art open-world platformer that uses a really interesting mechanic in place of the typical running and jumping found in most platformers. Instead you'll be slingshotting your character around by pulling back and shooting her similar to how you'd fire off birds in Angry Birds. It looked incredibly promising, but since that initial unveiling the game has been picked up by publisher Raw Fury and is now set to hit just about every platform you can think of in addition to mobile. What we've been wondering is when Dandara would be releasing, and thanks to a tweet from Raw Fury yesterday we now have a better idea of when that will be: this coming February.

Yes, all of the platforms! Interestingly, despite us being an iOS gaming site, the most time we've spent with Dandara so far has been on the Nintendo Switch. We checked out an in-progress version back at GDC this past March, and then got an updated look at it during PAX West in early September. Both times the game looked and played wonderfully, and as a big fan of open-world "Metroidvania" action platformers, I'm really eager to get my hands on the finished version of Dandara. The tweet mentions "more to share soon" so we'll bring you any more news on the game as it hits. In the meantime, check out the awesome trailer for Dandara in case you haven't seen it previously.

from TouchArcade

Watch Gamasutra discuss the top 10 games of 2017

The American branch of the Gamasutra editorial team groups up to discuss their top games of the year and invites you to explain why they're wrong in this year-end broadcast. ...

from Gamasutra News

Apple confirms software updates affected the performance of older iPhones

Apple came out with a statement on Thursday confirming suspicions that operating system updates were being used to limit the performance of older iPhones. ...

from Gamasutra News

Multiplatform MMO 'Albion Online' Gets iPhone Support in Current Mobile Beta, Might Require Devices with 3 GB of RAM

Albion Online for mobile officially started their beta test on November 23rd. It’s been a long road to mobile for Sandbox Interactive. As with any MMO, there have been plenty of changes, both within the PC version of the game and also on their plans for mobile. Initially it was stated that Albion Online would only be coming to tablets due to the way the smaller screens of iPhones impacted the UI. Now it seems the beta is open to any iOS device with at least 2 GB of RAM, however it seems end-state plans are still unclear.

Sandbox Interactive has said that they are allocating "significant resources" towards the task of getting the end state game to run reliably on 2 GB devices but, at this point are unsure if they will be successful as currently the game seems to crash randomly on anything less than 3 GB. 3 GB devices will almost certainly be supported according to Sandbox Interactive.

Having been in the beta since day one on my iPhone X, I’ve had only a few minor freezes and stutters but nothing game-breaking. Wednesday the beta was updated for iPhone X compatibility which has made it significantly easier to maneuver through the games somewhat complex UI, though it still seems the UI isn't entirely tweaked for the X with some of the buttons being slightly cut off in the corners but still tappable. Before the compatibility update, the screen size was essentially the same as the iPhone 8 with a 4.7 inch screen, which Sandbox lists as “Not Recommended” on their website.

It’s worth mentioning that I don’t recommend it myself. While the game functioned fine from a technical perspective, I fat-fingered every single window close button I tried to tap at least two or three times; on a screen that size, the tiny little X in the top right corner of menus is so tiny, it requires sheer luck to actually tap it. Moving around the environment is no problem at all. The game uses a tap to move system which isn’t hindered much by smaller screens. Combat and resource gathering also worked fine. But navigating the UI is cumbersome at best on 4.7 inch screens, and while it was nice to be able to play the game, the UI was infuriating at every turn.

The 5.8 inch screen of the iPhone X provides much more real-estate to navigate the UI and while some windows still took a couple tries to close, I wasn’t furiously tapping things until something happened like I was before the update. Reading menus is much less of a problem now also. Before I had to move my phone comically close to my face to be able to read some text. It seems like very little in the way of UI optimization has been done for mobile, as everything at this point seems nearly identical to the PC version of the game, right down to settings options that do absolutely nothing on mobile.

I would love to see the UI become even more optimized for mobile in the end-state, it seems having smaller windows for certain menus so you can still see the world around you gives very little benefit on mobile, though I haven’t tried the game on an iPad.

It still remains unclear why Sandbox Interactive decided to support iPhones in the beta. But with games like Runescape coming to mobile in 2018, it seems like the right decision, and I can personally say that having such a great MMO in my pocket feels like something special and definitely compliments my lifestyle. If you’re interested in testing out the beta for yourself, head on over to their website and join in on the fun. Also be sure to check out the forum thread and join the discussion there too.

from TouchArcade

Zelda: Breath Of The Wild's Champions' Ballad DLC Marks The Conclusion Of The Game

News: Zelda: Breath Of The Wild's Champions' Ballad DLC Marks The Conclusion Of The Game

No more content to follow, sadly

from Nintendo Life | Latest Updates

Best of 2017: Devs share their most memorable dirty coding tricks

In which we gathered unusual solutions to unusual problems from resourceful coders across the industry. Delight at their ingenuity, marvel at their audaciousness, and learn from their mistakes! ...

from Gamasutra News