Hands-On With OOTP 19's Perfect Team Mode

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Hands-On With OOTP 19's Perfect Team Mode

After some teasing, OOTP Developments is set to release Out of the Park Baseball 19's free fantasy card-collection mode – Perfect Team – in November. I recently got my hands on the team-building mode via a closed beta, and although not all the parts are in yet, it's a promising addition built on the back of the game's already extensive sim options.

Setting up your team through your initial six packs is pretty straightforward: You'll get enough players to jump in and play no problem, and it's up to you to determine your starting rotation and batting lineup, and tweak the strategic knobs as little or as much as you want to (more on this later).

What makes Perfect Team different and interesting is that all the games in the current league format are simmed. Games start every 30 minutes, giving you time in between to scout your opponent, buy packs of players if you want, and make adjustments to your team and strategy. The countdown aspect of the mode adds real-time drama to what can be a hands-off experience, and since it runs whether you're actively playing the game/mode or not (there are many aspects that can be set to be automated), you're not sweating the loss of a particular game but rather concentrating on the factors that can turn you into a winner in the long run as you try to get promoted all the way up to the majors (and avoid relegation from season to season).

The Most Fascinating Tools In Dreams

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The Most Fascinating Tools In Dreams

Media Molecule's Dreams has an eclectic and vast set of tools in its impressive creative suite. With so many detailed mechanisms at your disposal to make your dream game, it can be overwhelming at first, especially for non-designers. However, plenty of tools are still accessible to beginners after some practice. Here are some of the stand-out ones we loved to toy with during our cover story trip.

Trigger Zones Media Molecule describes Dreams' tools as "visual programming," where you work with sliders and visual cues instead of staring at lines of code. Trigger Zones are the perfect example of this, where you place a block in your world which then turns into a force field. When an object or character enters a Trigger Zone's force field, you can set it up so that this action has a consequence. For example, a character's health can be programmed to lower when inside the force field, or a camera can shift its view. It's a fascinating and friendly approach to game design's more complex systems.

The Making Of Hollow Knight

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The Making Of Hollow Knight

A diminutive, seemingly unremarkable champion answers the call to adventure, delving into the unknown, travelling further with each skill acquired, with each battle conquered.

Team Cherry has more than a little in common with Hollow Knight – a game that propelled its creators from obscurity, to moderate Kickstarter success, to glowing reviews, to the top of the Nintendo Switch charts in a whirlwind few years.

“I was spying on Hollow Knight’s Discord to watch the community’s real-time reactions, and when I saw someone type in, ‘Reggie said the words Hollow Knight, I can’t believe it!’ I burst out laughing. It was a good feeling.”

The Making Of Hollow Knight

about X hours ago from
The Making Of Hollow Knight

A diminutive, seemingly unremarkable champion answers the call to adventure, delving into the unknown, travelling further with each skill acquired, with each battle conquered.

Team Cherry has more than a little in common with Hollow Knight – a game that propelled its creators from obscurity, to moderate Kickstarter success, to glowing reviews, to the top of the Nintendo Switch charts in a whirlwind few years.

“I was spying on Hollow Knight’s Discord to watch the community’s real-time reactions, and when I saw someone type in, ‘Reggie said the words Hollow Knight, I can’t believe it!’ I burst out laughing. It was a good feeling.”

My Big Fat Greek Assassin’s Creed Odyssey Photo Tour

about X hours ago from
My Big Fat Greek Assassin’s Creed Odyssey Photo Tour

Assassin’s Creed Odyssey has been out for a week now, and if it were a vacation, I’d still be on the taxi ride to the airport. I’m not exaggerating when I say that I played for two straight nights until I even got to the opening credits, and I’ve barely made any story progress since then. More than any other game in the Assassin’s Creed series, Odyssey’s game world is absolutely massive, and actively encourages you to wander off the main path and explore as you see fit.

And that’s just what I’ve been doing. Sure, I’ve completed a few main missions – which have involved way more family drama than I was anticipating – but most of my time has been spent sailing the seas, perforating random soldiers with my God spear (not a euphemism), and laughing at naked statues. Oh, and taking pictures, of course – it wouldn’t be a vacation without pictures!

So, without further ado, let me warm up the ol’ slide projector and take you on the worst possible tour of ancient Greece you’ll ever get.

The Top 10 Most Memorable Heists In Video Games

about X hours ago from
The Top 10 Most Memorable Heists In Video Games

With Red Dead Redemption II, it appears Rockstar has given kleptomaniacs more options than ever to deprive NPCs of their hard-earned cash. From holding stagecoaches up at gunpoint to cracking safes and even burgling peoples’ homes, October 26 can’t come soon enough. So rather than mark the days down on our calendars, let’s take a moment to look back on all the other in-game robberies that took us by surprise. Heists in video games are nothing new, so to honor all those past capers, here’s a list of the top 10 most memorable heists in video games.

Science-Fiction Weekly – Star Wars Resistance, Death Trash, Observation

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Science-Fiction Weekly – Star Wars Resistance, Death Trash, Observation

I recently had the chance to spend three hours in a post-apocalyptic version of West Virginia (which you can see and read here), and now I'm itching to launch myself into the cosmos to explore the post-apocalyptic alien world of Nexus. This distant planet is featured in an upcoming RPG called Death Trash, which is described as a combination of science-fiction, cyberpunk, horror, and black humor. Death Trash allows players to create their own character power and embraces freedom of choice throughout most of the adventure.

This game has been in development for a few years (with the footage below dating back to 2016), and the release date listed is just "when it's done." We don't know if we'll be seeing it any time soon, but the game's creator Stephan Hövelbrinks keeps his Twitter followers up to speed on the latest development progress.

Grand Theft Auto IV Remains The Most Important GTA

about X hours ago from
Grand Theft Auto IV Remains The Most Important GTA

I grew up in the era when Grand Theft Auto was basically contraband. In 2003, my friends and I pitched in to buy a copy of Vice City and shared it amongst one another, out of the eyesight of our parents, who had all been worked into a fearful frenzy by articles in USA Today about the game’s prostitution and violent propensities. Grand Theft Auto wasn’t just a game to us but was a central part of our adolescence, the kind of all-caps MATURE thing we experienced as an act of rebellion as much as a fun doodad to pass the time.

Grand Theft Auto IV came at a strange time. I wasn’t even playing games at that point anymore, having ditched my consoles when I went to college in 2007 in an effort to focus on my studies and become a world-renowned author™. However, I still found myself drawn to IV, not because it was the next-gen version of GTA, but because so much of that game spoke to a thematic evolution that I was interested in. Head-down in books like The Great Gatsby and The Crying Of Lot 49, GTA IV’s somber take on finding yourself lost in the bleak tunnels of The American Dream as a poor person while the rich get stupider, crueler, and richer spoke to me. I spent countless hours on a friend’s Xbox 360 to complete the game, eagerly playing through the sad tale of Niko Bellic.

Watch Media Molecule Talk About How They Made Our Cover

about X hours ago from
Watch Media Molecule Talk About How They Made Our Cover

Update: Media Molecule is live, talking about how artist  Jon Eckersley made our cover in Dreams. Tune in here!

Original story (October 10 at 9:50 AM Central): In case you missed it, our cover this month is all about Media Molecule's Dreams. A fun little wrinkle: the developers actually made our spiffy looking cover in Dreams.

Don't believe me? Check out this snippet below:

Watch Media Molecule Talk About How They Made Our Cover In Dreams Tomorrow

about X hours ago from
Watch Media Molecule Talk About How They Made Our Cover In Dreams Tomorrow

In case you missed it, our cover this month is all about Media Molecule's Dreams. A fun little wrinkle: the developers actually made our spiffy looking cover in Dreams.

Don't believe me? Check out this snippet below:

Fun fact: Game Informer's new cover on @MediaMolecule's Dreams was made entirely in Dreams itself. Here's proof... https://t.co/6kbLqmCpmf pic.twitter.com/tlN4C0gGlI