Death Stranding Explained By Predictive Text

about X hours ago from
Death Stranding Explained By Predictive Text

After years shrouded in almost-total mystery, a recent Death Stranding trailer has pulled back the curtain on this upcoming PS4 exclusive at long last. The footage provides some solid details about the gameplay, characters, and even a release date for the next title from the mind of Metal Gear creator Hideo Kojima. So, everything makes sense now, right? Wrong.

Even though we know more about Death Stranding than before, many of the "answers" we got from the trailer simply led to more questions. We know Sam is the main character, but what drives him? What are all those villains with goofy names (like Cliff, Fragile, and Die-Hardman) doing? What's up with Bridge Babies? Speculating is part of the fun, but we just want to put the theories to rest and get the real explanation, so we turned to the only authoritative source: our phones' predictive text.

A bunch of Game Informer editors typed in some seed phrases (underlined below), and then let our phones finish the thoughts in order to reveal what's really happening in Death Stranding. This is normally where we'd put a spoiler warning, but honestly, the odds of any of these things being correct are astronomically small, so you're probably safe.

Death Stranding Explained By Predictive Text

about X hours ago from
Death Stranding Explained By Predictive Text

After years shrouded in almost-total mystery, a recent Death Stranding trailer has pulled back the curtain on this upcoming PS4 exclusive at long last. The footage provides some solid details about the gameplay, characters, and even a release date for the next title from the mind of Metal Gear creator Hideo Kojima. So, everything makes sense now, right? Wrong.

Even though we know more about Death Stranding than before, many of the "answers" we got from the trailer simply led to more questions. We know Sam is the main character, but what drives him? What are all those villains with goofy names (like Cliff, Fragile, and Die-Hardman) doing? What's up with Bridge Babies? Speculating is part of the fun, but we just want to put the theories to rest and get the real explanation, so we turned to the only authoritative source: our phones' predictive text.

A bunch of Game Informer editors typed in some seed phrases (underlined below), and then let our phones finish the thoughts in order to reveal what's really happening in Death Stranding. This is normally where we'd put a spoiler warning, but honestly, the odds of any of these things being correct are astronomically small, so you're probably safe.

The NBA 2K20 Wishlist

about X hours ago from
The NBA 2K20 Wishlist

NBA 2K series developer Visual Concepts doesn't usually reveal much about the next installment in the series until closer to the game's traditional fall launch, but with the Finals in full swing now's a great time to talk about the franchise's future.

Resident NBA 2K expert Matt Bertz has compiled a comprehensive list of things that we hope NBA 2K20 adds and/or addresses. Have a suggestion of your own? Put it down below in the comments section.

Rework Interior Shooting The NBA 2K game generally plays well in most phases of the game, but if there's one area that could use some extra attention, it's directly under the rim. We could single out the wide variance in layup shot timing that leads to unpredictable misses, shots strangely being considered contested when big men patrolling the paint aren’t even facing up or guarding the driving player, the slow speed of some post scoring moves, the jittery double-jumpers who are rewarded with turnovers by landing on your player, or the ridiculously frustrating missed layups when your big man is standing all by himself. Given the number of occasional issues surrounding scoring in the paint, we’d like to see Visual Concepts give this area a comprehensive review to identify the underlying issues and fix them in one fell swoop. Maybe then everyone wouldn’t be so obsessed with raining green threes. (One can dream.) 

The NBA 2K20 Wishlist

about X hours ago from
The NBA 2K20 Wishlist

NBA 2K series developer Visual Concepts doesn't usually reveal much about the next installment in the series until closer to the game's traditional fall launch, but with the Finals in full swing now's a great time to talk about the franchise's future.

Resident NBA 2K expert Matt Bertz has compiled a comprehensive list of things that we hope NBA 2K20 adds and/or addresses. Have a suggestion of your own? Put it down below in the comments section.

Rework Interior Shooting The NBA 2K game generally plays well in most phases of the game, but if there's one area that could use some extra attention, it's directly under the rim. We could single out the wide variance in layup shot timing that leads to unpredictable misses, shots strangely being considered contested when big men patrolling the paint aren’t even facing up or guarding the driving player, the slow speed of some post scoring moves, the jittery double-jumpers who are rewarded with turnovers by landing on your player, or the ridiculously frustrating missed layups when your big man is standing all by himself. Given the number of occasional issues surrounding scoring in the paint, we’d like to see Visual Concepts give this area a comprehensive review to identify the underlying issues and fix them in one fell swoop. Maybe then everyone wouldn’t be so obsessed with raining green threes. (One can dream.) 

Will Observation Get A Sequel?

about X hours ago from
Will Observation Get A Sequel?

Scottish developer No-Code's spooky riff on 2001: A Space Odyssey, Observation, released a few weeks ago and has been garnering a fair amount of praise for its balance of gripping story and challenging puzzles (read our review here).

We recently chatted with Jon McKellan, No Code's founder and creative director, for a chat about the studio and about Observation in the aftermath of its release. During the interview, we asked McKellan if there might be more in store for this mind-bending horror tale. Here's what he said about the possibility of an Observation sequel:

The way the game ends isn’t set up as a cliffhanger to try and hook people in for more because we don’t know if there’s going to be more yet. But I’d like to continue to tell part of that story in that world we’ve built. And whether it’s a direct sequel or another game that takes place in the same universe…We’ve got a bunch of whole different ideas we think would work really well.

Will Observation Get A Sequel?

about X hours ago from
Will Observation Get A Sequel?

Scottish developer No-Code's spooky riff on 2001: A Space Odyssey, Observation, released a few weeks ago and has been garnering a fair amount of praise for its balance of gripping story and challenging puzzles (read our review here).

We recently chatted with Jon McKellan, No Code's founder and creative director, for a chat about the studio and about Observation in the aftermath of its release. During the interview, we asked McKellan if there might be more in store for this mind-bending horror tale. Here's what he said about the possibility of an Observation sequel:

The way the game ends isn’t set up as a cliffhanger to try and hook people in for more because we don’t know if there’s going to be more yet. But I’d like to continue to tell part of that story in that world we’ve built. And whether it’s a direct sequel or another game that takes place in the same universe…We’ve got a bunch of whole different ideas we think would work really well.

Everything You Need To Know About The Console Edition Of Frostpunk

about X hours ago from
Everything You Need To Know About The Console Edition Of Frostpunk

We first played Frostpunk more than a year ago, but its chilling examination of tough moral choices in impossible leadership circumstances still sticks with us. Many players felt the same way, as the game slowly and steadily built up a following on the way to selling 1.4 million copies in its first year. 

For those unfamiliar with the setup, Frostpunk takes place in an alternate-history 19th Century where the onset of an ice age exterminates the vast majority of the human race, and players must lead a small and fragile group of survivors as they prepare for an even worse deep freeze. Building their settlement and sending out explorers to scavenge for vital supplies, commanders must deal with a cascading series of difficult decisions that test the limits of human rights in no-win situations. 

This summer, console players will finally have a chance to see why we named Frostpunk the best simulation game of 2018 and called its uncompromising finale one of the best gaming moments of last year. We recently spoke with 11 Bit Studios to see how the experience is changing in the migration to the new platforms.

Everything You Need To Know About The Console Edition Of Frostpunk

about X hours ago from
Everything You Need To Know About The Console Edition Of Frostpunk

We first played Frostpunk more than a year ago, but its chilling examination of tough moral choices in impossible leadership circumstances still sticks with us. Many players felt the same way, as the game slowly and steadily built up a following on the way to selling 1.4 million copies in its first year. 

For those unfamiliar with the setup, Frostpunk takes place in an alternate-history 19th Century where the onset of an ice age exterminates the vast majority of the human race, and players must lead a small and fragile group of survivors as they prepare for an even worse deep freeze. Building their settlement and sending out explorers to scavenge for vital supplies, commanders must deal with a cascading series of difficult decisions that test the limits of human rights in no-win situations. 

This summer, console players will finally have a chance to see why we named Frostpunk the best simulation game of 2018 and called its uncompromising finale one of the best gaming moments of last year. We recently spoke with 11 Bit Studios to see how the experience is changing in the migration to the new platforms.

Opinion: Accessibility Is Becoming The New Standard

about X hours ago from
Opinion: Accessibility Is Becoming The New Standard

In 2018, one of my favorite game series of all time received the remaster treatment with the release of the Spyro Reignited Trilogy. However, much of the nostalgia was quickly killed with the stark realization that not only did Activision exclude the deaf and hard of hearing by not including subtitles, but it also made the ill-advised decision to defend its position on social media with the following statement:

If there wasn’t an industry standard, there wouldn’t have been an uproar, and their presence wouldn’t have been missed. However, this is just one situation that proved accessibility is now becoming the new normal for video games. In fact, the outcry from fans asking for subtitles was so widespread and effective that within four months of launch developer Toys for Bob released a patch that implemented some very impressive subtitles. They are color-coded to ensure clarity and presented with speaker tags and letter boxing.

Opinion: Accessibility Is Becoming The New Standard

about X hours ago from
Opinion: Accessibility Is Becoming The New Standard

In 2018, one of my favorite game series of all time received the remaster treatment with the release of the Spyro Reignited Trilogy. However, much of the nostalgia was quickly killed with the stark realization that not only did Activision exclude the deaf and hard of hearing by not including subtitles, but it also made the ill-advised decision to defend its position on social media with the following statement:

If there wasn’t an industry standard, there wouldn’t have been an uproar, and their presence wouldn’t have been missed. However, this is just one situation that proved accessibility is now becoming the new normal for video games. In fact, the outcry from fans asking for subtitles was so widespread and effective that within four months of launch developer Toys for Bob released a patch that implemented some very impressive subtitles. They are color-coded to ensure clarity and presented with speaker tags and letter boxing.