Vampire: The Masquerade - Bloodlines 2 Brings The Cult RPG Series To The Modern Age

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Vampire: The Masquerade - Bloodlines 2 Brings The Cult RPG Series To The Modern Age

After many teases on social media, Paradox Interactive and Hardsuit Labs have finally revealed Vampire: The Masquerade - Bloodlines 2, the sequel to the original 2004 RPG. With Bloodlines 2, releasing in 2020 for PC and consoles, several key members from the former studio Troika Games, along with some new blood at Hardsuit Labs, are looking to pick up where the bleak yet off-the-wall original left off. Just before its reveal, we had the chance to get an early look, while also speaking with Bloodlines 2 lead narrative designer Brian Mitsoda and senior writer Cara Ellison about the making of the sequel.

As an adaptation of the table-top game series from White Wolf Publishing, the first Bloodlines focused on the shadowy underworld of Vampire society in modern-day Los Angeles. Starting out as a newly converted vampire, you were drawn into centuries-long quarrels amongst elite vampires, all the while coming to grips with your new and unusual circumstances. While much of the first game hasn't aged too well, its in-depth role-playing and social gameplay are enduring achievements. Showing shades of immersive-sims like Deus Ex and System Shock, it possessed an impressive amount of complexity with how you could use your vampiric abilities to navigate the complex web of conspiracies within the secret society.

Vampire: The Masquerade - Bloodlines 2 Is A Revival Of The Cult Series For The Modern Age

about X hours ago from
Vampire: The Masquerade - Bloodlines 2 Is A Revival Of The Cult Series For The Modern Age

After several teases online, Paradox Interactive and Hardsuit Labs have finally revealed Vampire: The Masquerade - Bloodlines 2, the sequel to the original 2004 RPG. With Bloodlines 2, releasing in 2020 for PC and consoles, several key members from the former studio Troika Games, along with some new blood at Hardsuit Labs, are looking to pick up where the bleak yet off-the-wall original left off. Just before its reveal, we had the chance to get an early look, while also speaking with Bloodlines 2 lead narrative designer Brian Mitsoda and senior writer Cara Ellison about the making of the sequel.

As an adaptation of the table-top game series from White Wolf Publishing, the first Bloodlines focused on the shadowy underworld of Vampire society in modern-day Los Angeles. Starting out as a newly converted vampire, you were drawn into centuries-long quarrels amongst elite vampires, all the while coming to grips with your new and unusual circumstances. While much of the first game hasn't aged too well, its in-depth role-playing and social gameplay are enduring achievements. Showing shades of immersive-sims like Deus Ex and System Shock, it possessed an impressive amount of complexity with how you could use your vampiric abilities to navigate the complex web of conspiracies within the secret society.

Tom Clancy's The Division 2 - Capitol Gains

about X hours ago from
Tom Clancy's The Division 2 - Capitol Gains

I don't know why I'm in Washington DC; some lady just told me to be here. But there are civilians in distress, armed gangs roaming the streets, and me, my pals, and the second amendment are apparently the only ones who can actually do anything about it. I have no idea what, if anything, is going on with the seemingly important people I meet. But so long as I'm helping folks, sending (presumably) bad people to bed, walking the pretty streets, and picking up a new pair of gloves every so often, I'm very happy to hang around.

In the world of Tom Clancy's The Division 2, the USA has been ravaged by a virus and society has crumbled. While those who remain try to survive by banding together in groups of various dispositions, the Strategic Homeland Division activates highly specialized sleeper agents to try and restore order. It's a setting ripe in potential, perhaps to tell a ripping techno-thriller story that scrutinizes the structures of our modern society and government, or perhaps to make a video game that leverages the chaos that occurs when multiple idealistic groups clash in a vie for power in a lawless city. The Division 2 only does one of these things.

Nintendo Finally Does VR, In The Most Nintendo Way Possible

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Nintendo Finally Does VR, In The Most Nintendo Way Possible

Despite the numerous innovations it’s been responsible for over the past three decades, Nintendo has also been notoriously slow to adapt to certain trends. The company was, after all, the last to earnestly embrace online gaming, and it seemed that would likewise be the case with virtual reality--which made the announcement of Labo VR, the fourth kit in its growing line of DIY games/toys, such a surprise. And while it may not be as sophisticated as a true VR headset, Labo VR is the most compelling Labo kit yet, although your enjoyment will largely depend on your own creativity.

Like Nintendo’s previous three Labo packages, the VR kit comes with its own game card and an assortment of cardboard sheets, stickers, rubber bands, and other crafting materials with which to assemble its various Toy-Cons. The full suite of projects includes the Blaster, Bird, Camera, Elephant, and Wind Pedal, plus a set of VR Goggles that works in conjunction with the other peripherals. The goggles are the key to the experience; they house the Switch console and slot into almost all of the other Toy-Cons, allowing you to play their corresponding mini-games in VR (though each activity also supports the option to be played in 2D).

Game Of Thrones' Emilia Clarke Survived Two Brain Aneurysms During The Show

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Game Of Thrones' Emilia Clarke Survived Two Brain Aneurysms During The Show

Before Game of Thrones fans were introduced to the deposed and hunted royal Daenerys Targaryen, the actress behind the role was facing a life-threatening battle of her own. In a new essay for The New Yorker, Emilia Clarke revealed she suffered two brain aneurysms during her time on the show, the first occurring after wrapping filming of Season 1 of the HBO series.

"Just when all my childhood dreams seemed to have come true, I nearly lost my mind and then my life," she wrote. "I've never told this story publicly, but now it's time."

It all started on February 11, 2011--two months before the series premiered. Clarke was working out with a trainer when she felt "as though an elastic band were squeezing my brain." She continued, "I tried to ignore the pain and push through it, but I just couldn't. I told my trainer I had to take a break. Somehow, almost crawling, I made it to the locker room. I reached the toilet, sank to my knees, and proceeded to be violently, voluminously ill. Meanwhile, the pain--shooting, stabbing, constricting pain--was getting worse. At some level, I knew what was happening: my brain was damaged."

The Mandalorian Showrunner's Instagram Photo Teases IG-88's Appearance, Famous Voice

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It looks like IG-88 is coming to Disney's Star Wars spin-off streaming show, The Mandalorian--and he'll have a Marvel Cinematic Universe alumnus providing his voice.

Showrunner Jon Favreau shared a photo on his Instagram feed of Thor: Ragnarok director Taika Waititi in a voice recording booth, apparently working on The Mandalorian. The screen Waititi is facing in the photo shows a beloved bounty hunter: the spooky droid IG-88. From the context of the photo, it looks like Waititi is providing IG-88's voice.

A post shared by Jon Favreau (@jonfavreau) on Mar 21, 2019 at 4:43pm PDT

Google Stadia: Phil Harrison Talks Data Caps, Pricing, And Exclusive Games

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At GDC 2019, we sat down with Google VP Phil Harrison to talk about Stadia, his company's new cloud-based streaming service for video games. The platform will allow you to play all types of games, both triple-A and indie, from a variety of devices.

During its GDC 2019 keynote presentation, Google announced Stadia will release within 2019, and come to the US, Canada, UK, and "most of" Europe. The only games confirmed for the service as of this time are Assassin's Creed Odyssey and Doom Eternal. Harrison offered further details during our interview, including what exclusives will look like and what type of pricing model players can expect. He also confirmed Stadia will never support offline downloads.

We have more information on how cloud gaming works, and have outlined the top companies investing in gaming's possible cloud-based future. Read on for our full chat with Harrison.

Double Fine Goes Rogue(lite) With Rad, A Fresh View Of The Post-Apocalypse

about X hours ago from
Double Fine Goes Rogue(lite) With Rad, A Fresh View Of The Post-Apocalypse

We all know Double Fine for its rich history of adventure games with an unmistakable, funky charm. Founder Tim Schafer is a household name at this point, especially because of games like Grim Fandango, Full Throttle, and Psychonauts, but there’s a lot more to the independent development studio than Schafer’s legacy. I'd say Double Fine's collection of games is already rad, and it's about to be even more so with Rad. The game is being led by Lee Petty, who has had a prominent role at Double Fine as art director for both Brutal Legend and Broken Age, and project lead for Headlander. And I was able to catch up with him and see Rad in action.

At its foundation, Rad is a roguelite isometric action game set in a deranged, yet colorful non-linear wasteland, which may sound familiar. Rad has its own twists, though. Mutations act as randomized power-ups that add a necessary (and unpredictable) diversity to your moveset. One such mutation can be a cute, monster-like turret attached to your back that shoots enemies behind you or thrown down in a stationary position. Or you can grow irradiated feet that makes you immune to poisonous terrain and leaves a hazardous trail to trap enemies in pursuit. Variation is key to the roguelite genre, and appears that Rad gives that to you in spades.