The Golf Club 2019 Adds More Than Just The PGA Tour

about X hours ago from
The Golf Club 2019 Adds More Than Just The PGA Tour

HB Studios' The Golf Club franchise took its career mode forward in a big way when it signed the PGA Tour license. The tour – including preambles Q School and the Web.com Tour – culminates in the FedExCup Playoffs, but there's more to the career mode than just a sponsorship.

Six real-life courses are licensed (Summerlin, Scottsdale, Sawgrass, Southwind, Deere Run, and Boston), with more planned for after launch, but the tour's 32-course schedule also includes user-created courses. User-created courses are the foundation of the series, and it's cool that some talented creators are going to see their courses as part of the game's career mode in events big and small. HB Studios even talked to them in order to get information the developer could use to inform the commentary during the course flyovers at the beginning of an event.

Unfortunately, the courses themselves are set for a single PGA Tour season even though stats are kept for up to five seasons (you can play beyond that) and the golfers on the leaderboard will fare differently from year to year.

The Golf Club 2019 Adds More Than Just The PGA Tour

about X hours ago from
The Golf Club 2019 Adds More Than Just The PGA Tour

HB Studios' The Golf Club franchise took its career mode forward in a big way when it signed the PGA Tour license. The tour – including preambles Q School and the Web.com Tour – culminates in the FedExCup Playoffs, but there's more to the career mode than just a sponsorship.

Six real-life courses are licensed (Summerlin, Scottsdale, Sawgrass, Southwind, Deere Run, and Boston), with more planned for after launch, but the tour's 32-course schedule also includes user-created courses. User-created courses are the foundation of the series, and it's cool that some talented creators are going to see their courses as part of the game's career mode in events big and small. HB Studios even talked to them in order to get information the developer could use to inform the commentary during the course flyovers at the beginning of an event.

Unfortunately, the courses themselves are set for a single PGA Tour season even though stats are kept for up to five seasons (you can play beyond that) and the golfers on the leaderboard will fare differently from year to year.

Gameplay Is Still King For Pro Evolution Soccer 2019

about X hours ago from
Gameplay Is Still King For Pro Evolution Soccer 2019

Pro Evolution Soccer’s gameplay has captivated in past years, and after my hands-on with the game at E3 2018 I’m happy to say that realistic but eminently fun gameplay is still the series’ bedrock in PES 2019.

The main thing that strikes me about PES 2019’s gameplay is the ball itself. I’ve always liked the way PES’ ball has felt when shooting and for deliciously weighted through balls, and this year you can definitely see players reacting to it differently from last year. It may take an extra second for a player to bring down that chest-high lofted pass on the touchline or take an extra touch in order to get the ball under control.

PES 2018 made a point to slow the game down, and ironically, the free movement of the ball makes the action tick along briskly even though PES brand manager Andre Bronzoni told me that nothing had been done to the game’s actual speed per se. PES 2019 features snow in appropriate stadiums, and although it does not accumulate, Bronzoni says it and rain will affect the ball.

Gameplay Is Still King For Pro Evolution Soccer 2019

about X hours ago from
Gameplay Is Still King For Pro Evolution Soccer 2019

Pro Evolution Soccer’s gameplay has captivated in past years, and after my hands-on with the game at E3 2018 I’m happy to say that realistic but eminently fun gameplay is still the series’ bedrock in PES 2019.

The main thing that strikes me about PES 2019’s gameplay is the ball itself. I’ve always liked the way PES’ ball has felt when shooting and for deliciously weighted through balls, and this year you can definitely see players reacting to it differently from last year. It may take an extra second for a player to bring down that chest-high lofted pass on the touchline or take an extra touch in order to get the ball under control. You can also see it in some passes, as a lofted pass with curve on it forces the recipient to adjust.

PES 2018 made a point to slow the game down, and ironically, the free movement of the ball makes the action tick along briskly even though PES brand manager Andre Bronzoni told me that nothing had been done to the game’s actual speed per se. PES 2019 features snow in appropriate stadiums, and although it does not accumulate, Bronzoni says it and rain will affect the ball.

How Naughty Dog Is Enhancing The Last of Us: Part II’s Combat

about X hours ago from
How Naughty Dog Is Enhancing The Last of Us: Part II’s Combat

The Last of Us: Part II opened Sony’s press conference with a bang. Not only did we meet a new character named Dina who’s obviously important in Ellie’s life, but we also saw a slice of the combat. As with any follow-up title, the next game always looks to improve on its predecessor, and true to Naughty Dog, it’s set on taking things to the next level. During E3 2018, I got the opportunity to sit with co-directors Kurt Margenau and Anthony Newman to discuss how combat has evolved and what we can expect from it the highly anticipated sequel. 

Proving More Stealth Options

How Naughty Dog Is Enhancing The Last of Us: Part II’s Combat

about X hours ago from
How Naughty Dog Is Enhancing The Last of Us: Part II’s Combat

The Last of Us: Part II opened Sony’s press conference with a bang. Not only did we meet a new character named Dina who’s obviously important in Ellie’s life, but we also saw a slice of the combat. As with any follow-up title, the next game always looks to improve on its predecessor, and true to Naughty Dog, it’s set on taking things to the next level. During E3 2018, I got the opportunity to sit with co-directors Kurt Margenau and Anthony Newman to discuss how combat has evolved and what we can expect from it the highly anticipated sequel. 

Proving More Stealth Options

Control Feels Like The Ultimate Realization Of Remedy's Vision

about X hours ago from
Control Feels Like The Ultimate Realization Of Remedy's Vision

During PlayStation's E3 2018 press briefing, Remedy wowed attendees and viewers with the first trailer of its upcoming game, Control. The trailer was exciting but left more questions than answers. Thankfully, I met with Remedy to see the game in action and learn more about the company's mysterious new world.

Remedy has always been known for narrative-driven experiences, but creative director Sam Lake says the team wants to expand beyond what the studio is known for. “Coming out of Quantum Break, I was concepting this with Mikael Kasurinen, who is our game director,” he says. “We wanted to, first and foremost, create a deep and mysterious world – a many-layered world that players would be drawn back to even when they have played for a long time to explore, find secrets, and piece things together.”

Control Feels Like The Ultimate Realization Of Remedy's Vision

about X hours ago from
Control Feels Like The Ultimate Realization Of Remedy's Vision

During PlayStation's E3 2018 press briefing, Remedy wowed attendees and viewers with the first trailer of its upcoming game, Control. The trailer was exciting but left more questions than answers. Thankfully, I met with Remedy to see the game in action and learn more about the company's mysterious new world.

Remedy has always been known for narrative-driven experiences, but creative director Sam Lake says the team wants to expand beyond what the studio is known for. “Coming out of Quantum Break, I was concepting this with Mikael Kasurinen, who is our game director,” he says. “We wanted to, first and foremost, create a deep and mysterious world – a many-layered world that players would be drawn back to even when they have played for a long time to explore, find secrets, and piece things together.”

Five Ways Dying Light 2 Is A Bigger, Better, And More Intense Sequel

about X hours ago from
Five Ways Dying Light 2 Is A Bigger, Better, And More Intense Sequel

Despite the overabundance of zombie games on the market, the original Dying Light stood out from the undead horde thanks to its first-person parkour mechanics, gritty melee combat, and dynamic day/night cycle (you really didn’t want to get caught outside after the sun went down). For the sequel, Techland is not only improving upon these pillars, but also introducing a wealth of narrative choices that will shape the very city you find yourself in. Here are five big takeaways from our hands-off demo.

The ability to climb, jump, and slide your way through the city of Harran gave players a fighting chance in the original Dying Light, and Techland is literally doubling down on mobility for the sequel – players have twice the number of parkour abilities at their disposal compared to the first game. During our demo, we saw the player slide under railings, hop across the tops of lamp posts, swing around corners on a rope, and slide down a banner Errol Flynn-style by slicing through it with a knife.

Dying Light 2 also introduces parkour attacks and parkour puzzles. Parkour attacks allow players to take down enemies while navigating the environment – examples during our demo included kicking a bandit while vaulting over a waist-high gate, and knocking another enemy off of a building while swinging from an overhead bar.

Five Ways Dying Light 2 Is A Bigger, Better, And More Intense Sequel

about X hours ago from
Five Ways Dying Light 2 Is A Bigger, Better, And More Intense Sequel

Despite the overabundance of zombie games on the market, the original Dying Light stood out from the undead horde thanks to its first-person parkour mechanics, gritty melee combat, and dynamic day/night cycle (you really didn’t want to get caught outside after the sun went down). For the sequel, Techland is not only improving upon these pillars, but also introducing a wealth of narrative choices that will shape the very city you find yourself in. Here are five big takeaways from our hands-off demo.

The ability to climb, jump, and slide your way through the city of Harran gave players a fighting chance in the original Dying Light, and Techland is literally doubling down on mobility for the sequel – players have twice the number of parkour abilities at their disposal compared to the first game. During our demo, we saw the player slide under railings, hop across the tops of lamp posts, swing around corners on a rope, and slide down a banner Errol Flynn-style by slicing through it with a knife.

Dying Light 2 also introduces parkour attacks and parkour puzzles. Parkour attacks allow players to take down enemies while navigating the environment – examples during our demo included kicking a bandit while vaulting over a waist-high gate, and knocking another enemy off of a building while swinging from an overhead bar.