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Overwatch League player indefinitely suspended following allegations of sexual misconduct with a 14-year-old • Eurogamer.net
Professional Overwatch League player Jonathan "DreamKazper" Sanchez has been indefinitely suspended following allegations of sexual misconduct with a 14-year-old girl.
The allegations aired yesterday in a letter written by the 14-year-old girl. She accused 21-year-old Sanchez of using his status to pursue an explicit online relationship with her - a fan of Overwatch League - while in full knowledge of her age. Her letter was accompanied by screenshots of Twitter conversations she had with Sanchez.
The Overwatch League and Sanchez' team Boston Uprising were quick to take action.
Last night Boston Uprising tweeted: "The Boston Uprising has learned of allegations against Jonathan 'DreamKazper' Sanchez. We take all allegations of this nature very seriously and as a result DreamKazper has been suspended from the Boston Uprising indefinitely. We will not be commenting any further while we investigate the matter."
And last night Overwatch League tweeted: "Earlier today the Overwatch League was made aware of the allegations against Jonathan 'DreamKazper' Sanchez. He is suspended indefinitely while the league investigates this matter."
Sanchez hasn't tweeted since disciplinary action was taken.
Jonathan 'DreamKazper' Sanchez, photo by Robert Paul for Blizzard.
Sanchez' suspension comes a month after Dallas Fuel parted ways with player Flix "xQc" Lengyel following a second bout of disciplinary action taken by the Overwatch League. Three other players also faced punishment.
These disciplinary events have tainted Overwatch League's inaugural season, which is only a few months old (it began in January). However, it also shows strong intent by Blizzard to establish a positive image for Overwatch League, and to not be dogged by associations of toxic behaviour as with standard, non-professional Overwatch play.
Sanchez' suspension also soured a milestone moment for Overwatch League at the weekend: the debut of first female player Kim "Geguri" Se-Yeon. Chris Bratt was at Overwatch HQ at the weekend to watch her, and to put some big questions to Overwatch League commissioner Nate Nanzer (the business with Sanchez hadn't yet happened when he talked to him).
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MSI GL62M 7RDX-1408 15.6" Full HD Thin & Light Performance Gaming Laptop Computer Quad Core i7-7700HQ, GeForce GTX 1050 2G Graphics, 8GB DRAM, 128GB SSD+1TB Hard Drive SteelSeries Red Backlit KB
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[ad_1] MSI GL62M 7RDX-1408 15.6" Full HD Thin & Light Performance Gaming Laptop Computer Quad Core i7-7700HQ, GeForce GTX 1050 2G Graphics, 8GB DRAM, 128GB SSD+1TB Hard Drive SteelSeries Red Backlit KBDisplay: 15.6" Full HD eDP IPS-Level 1920x1080 | Operating System: Windows 10 Processor: Latest 7th Generation Intel Core i7-7700HQ (2.8-3.8GHz). Chipset : Intel HM175 Graphics Card: Latest NVIDIA's Geforce GTX 1050 2G GDDR5 graphics that allow you to game at high settings for almost all games. RAM: 8GB DDR4 2400MHz (upgradeable to 32GB)| Hard Drive: 128GB SSD M.2 SATA + 1TB (SATA) 5400rpm Special features: Cooler Boost 4 | Steel Series Keyboard | Nahimic Audio Enhancer| Steel Series Single Color Red Backlight Other features: Thin and light for gaming anywhere
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Casey Powell Lacrosse 18 Launches Next Week; PC Version Announced
Recently Crosse Studios has announced a new launch date for its upcoming entry in the Casey Powell Lacrosse series.
According to the Pittsburg-based studio, Casey Powell Lacrosse 18 is set to be released on Tuesday, April 17; initially, the game was to launch on March 13, however, the game was delayed due to development team waiting for the game to obtain approvals on various platforms.
Initially, the game was set to launch on digitally for PlayStation 4 and Xbox One, however, it was recently revealed that in addition to the aforementioned platforms, Casey Powell Lacrosse 18 will also be available (digitally) on PC via Steam.
A sequel to the 2016 game Casey Powell Lacrosse 16 and is developed by Crosse studios, while Big Ant Studios holds publishing rights. Much like the previous entry, Casey Powell Lacrosse 18 will pick up where its predecessor left off and build on the foundation, which was established nearly two years ago. Several notable refinements to the gameplay in Casey Powell Lacrosse 18 include the controls for dodging, faceoff, stick, and shooting controls.
For more information on the game, check out the list of trophies, which will be available in the game, which also includes the rarity and description for each trophy. As mentioned previously, Casey Powell Lacrosse 18 is slated to launch this month on PC, PlayStation 4, and Xbox One.
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Guacamelee! 2 Interview -- DrinkBox Studios Co-Founder on Juan's Next Luchador Adventure
When it arrived in 2013 on PS3 and PS Vita (with later releases on PC, PS4, Xbox One, and beyond), Guacamelee! caught the eyes of many for its colorful and vibrant visuals inspired by Mexican luchador culture with the classic style of “Metroidvania” gameplay, and now with its upcoming sequel Guacamelee! 2, players will get an even bigger and bolder adventure later this year.
During PAX East 2018, we had the chance to talk with DrinkBox Studios co-founder Graham Smith to hear more about the studio’s direction for the upcoming sequel, what new features they are adding, and how Guacamelee! 2 will be an even greater journey for Juan than before.
Ryan: What new features were you looking to include in Guacamelee! 2 to build on the ideas of the first game?
Graham Smith: When we were wrapping up the original Guacamelee!, in order to get it out the door we had to cut a lot of things that were painful cuts. We had a lot of ideas – this happens on every project, where we’re always more ambitious than we’re actually able to accomplish.
We always have this backlog of ideas, and we worked on the original Guacamelee! — including the Super Turbo Championship Edition — for over three years, so we were like “Okay, we need to take a break from this and do something else.” So, we went off to do Severed, but even while we were doing Severed, people were always asking us “are you going to do a sequel [to Guacamelee!].” We really love the universe, so we always had it on our mind that we were gonna come back to it someday.
So while we’re working on Severed, the wheels were always turning in our heads thinking about ideas for the sequel, so as we were wrapping up Severed a few people on the team shifted back to the Guacamelee! universe and looked back at all these old ideas and new ideas and tried to come up with something that we thought made sense for a sequel.
“We really love the [Guacamelee!] universe, so we always had it on our mind that we were gonna come back to it someday.”
Basically, some of the new bosses and henchmen of the new game were ideas that we had for the original game that we just never had time to apply, for example, Cactuardo. He’s like this giant cactus that we really wanted to put in the first game we just never had time so it was really great to be able to bring him back.
There are some other additional story related things that we’re not talking about yet — there’s an element of surprise to that stuff that we want to keep under wraps. Basically, there are a lot of things from reading reviews or things that we were just never happy with, like the upgrade system in the original game was really “first pass,” we didn’t have time to really do anything more. We just went back and reexamined across the board everything for the game and tried to elevate it to the next level.
It’s longer than the original game, it takes place in all new areas, a different part of Mexico, it has all new enemies and bosses, although some of the enemies are coming back from the original game and there are almost twice as many enemies now. And you’ll still see some of the characters from the original game coming back in cameo appearances and stuff like that, but basically, we’ve kind of enriched the world by adding a lot more to our universe.
“Juan’s kind of out of shape, he’s got a bit of a belly now…he has to go back and start from scratch again and get all his powers back.”
R: In the original Guacamelee! there were multiple endings, including a “true” ending for players that went deep enough into it. Will Guacamelee! 2 take one ending into account over the other, or how will it sort of pick up from where the first game left off?
GS: It’s very interesting — it’s a tough question to answer because it’s part of the surprise thing I was mentioning, but I can tell you that the game takes place seven years later. When you first start off, you’re playing as Juan, who successfully defeated Carlos Calaca and rescued El Presidente’s daughter, Lupita. In the first game, he gave up his life for the woman he loves — it was a pretty sad ending.
But that is a “true” ending and — without going into details — let me just say that both of the first game’s endings are canon. I’ll just leave it at that.
One of the first questions we asked ourselves on the project is “which ending is canon” — it almost felt wrong to pick one of them. But, when you start the game you are playing as Juan, you’re married to Lupita, and you have two children. And Uay Chivo shows up — he’s the goat man — and he’s found a new threat to Mexico which he kind pulls you back on this new adventure.
But, Juan’s kind of out of shape, he’s got a bit of a belly now, but yeah — he has to go back and start from scratch again and get all his powers back.
“Most of the powers from the original game come back, but then there’s a whole set of new, additional powers.”
R: You mentioned before how in the original game there was a lot of stuff you had to cut, and you guys sort of implemented new features later on like the four-player co-op and all that. With Guacamelee! 2 are you looking to implement those features from the get-go, or are you looking to build on new features and add to it like you did with the first game?
GS: Basically we’re definitely trying to add-on to the fundamentals of the first game including a new foundation for the game. Again, even on this project though, the same as the first one, there are all these things that we were too ambitious in the beginning and had to pull back in the end in order to ship the game, but I’m pretty happy with where it has ended up.
R: One of the things I noticed with the original game was sort of its Metroidvania elements and the discovery aspects to the game. With Guacamelee! 2, are you looking to build on that more or branch out to new ideas to sort of make that format more of your own?
GS: It’s a very similar format to the original Guacamelee!, except there are a lot more powers. Most of the powers from the original game come back, but then there’s a whole set of new, additional powers, so the Metroidvania aspect is even “bigger.”
Every time you get a new power you do get access to new parts of the world, you get access to new challenges that give you new upgrades to your character and stuff like that. But because there’s a whole set of additional powers now, the world is even bigger to compensate for that additional space that you need to explore those powers and use them in different ways.
So, it is still Metroidvania, but I don’t know if you would call it a “pure” Metroidvania because at any particular time you can always open your map and there’s a destination. There is a linear path through the Metroidvania experience that will lead you, but it will also lead you back through old areas and you can branch off and do secrets on the side: stuff like that.
“It’s longer than the original game, it takes place in all new areas, a different part of Mexico, it has all new enemies and bosses.”
R: I know you guys are coming as a console exclusive to PS4 right now and you’re also coming to PC. Do you have other platforms down the line you are considering?
GM: Right now we’re not looking at other platforms, but I mean it’s always possible after we ship the game. We have an agreement with Sony, so we’re gonna work with Sony first for the launch.
Guacamelee! 2 will release for PS4 and PC. For more on the game, you can check out our hands-on preview of the title from PAX East 2018.
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High Performance HP 15.6" Laptop PC AMD A6-7310 Quad-Core Processor 4GB RAM 500GB HDD AMD Radeon R4 Graphics DVD-RW HDMI WIFI HDMI Webcam DTS Audio Windows 10-Black
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Frostpunk Interview -- 11 bit studios on Creating Its Chilling World, Console Release, Post-Launch, and More
Developer 11 bit studios has made its name on creating experiences that challenge players’ morality and decision-making as much as their skills. We last saw this in titles like the studio’s harrowing This War of Mine, and now with the upcoming city-building and society management sim Frostpunk, the studio is enhancing that sense of making hard decisions in an incredibly harsh environment to a greater scale later this month.
During PAX East 2018 in Boston, we had the chance to speak with 11 bit studios’ Senior Marketing Manager Karol Zajaczkowski to learn a bit more about the studio’s next project Frostpunk, which arrives in just a few weeks on PC.
Specifically, we learned more about the harsh, frozen world that 11 bit is creating in Frostpunk, while also getting some new information about the game’s potential release on PS4 and Xbox One, and what the studio has in mind to add onto the game after its release.
Ryan: Can you start out by telling us a bit more about the basic premise of Frostpunk and what players can expect from the game?
Karol Zajaczkowski: Basically, Frostpunk is what we call a “society survival sim,” so it takes place in the 19th Century. Because of some reasons, the whole area is frozen, and you are being sent with some other people north to set up a new home for a new civilization because the old civilization has collapsed and you have to do something about it.
So when you get to the place where the new city this is supposed to be, the only thing you can find is a machine called a Generator, and it’s like an engine that allows you to generate heat and steam and power to the city. So suddenly you become the leader of this city, and as the leader of the city, on the one hand, you build the city itself. You decide on the buildings, you need to provide food, you need to provide shelter for people, and that’s the city-building aspect of the game.
“Frostpunk is what we call a ‘society survival sim.'”
But what’s even cooler is that as the leader of the city, you create new laws that will tell people how they should behave in the city. All the old rules don’t exist anymore because civilizations have collapsed, and the laws have collapsed with them.
So you decide on what people should do in case of things like death — do we bury people, or do we just ditch them in the snow? Do we allow children to work, or not? All of those decisions will bring some consequences to you. Sometimes you may think, “I need to make this right now because I know it’s a hard choice and not everyone will like it, but it will allow us to survive.” And that’s, in the long run, what we are here for.
The thing is that you are the leader, but the people that you manage, they are individual beings — they have their own opinions and everything. So they may not like it and your work, because of this and that: but that’s the sacrifice that we have to make if we want to make it out of it alive.
So, that’s the whole idea of the game — you’re building the city, you’re managing the city, and later on, you are also able to explore the whole world that we have here. So you are able to know what has happened here, what is the story of the area in Frostpunk, and there’s one big challenge waiting for you at the end that I don’t want to spoil too much, so I won’t mention anything about it right now.
“Sometimes you may think, ‘I need to make this right now because I know it’s a hard choice and not everyone will like it, but it will allow us to survive.'”
R: When your studio was starting on this game, where did the initial idea come from for Frostpunk and what made you want to build out this world?
KZ: So actually the game at the very, very beginning was something different. In the very beginning it was a Steampunk game, but when we worked on the first prototype, we had the steam thing, but then it was like “Okay, it’s just another Steampunk game, you know?”
So, we thought let’s try to invent something that will make this game different and we were looking for different ideas and discussing, brainstorming. And we realized that this frozen setting would work really well because imagine that the whole world is frozen — because of the unlimited snow and stuff, there’s power because you can melt the snow, you can make steam out of it. So it seemed like the very first Steampunk game to actually make any sense.
We tried to think about it and suddenly all the puzzle pieces were put in place. It made sense because it’s freezing so you have to work on steam, because steam generates power, but also generates heat, and that heat means life in this case.
So we thought, “Okay that’s a cool idea,” because it’s a Steampunk game, but not one of those things where it’s like you’re flying one of those super crazy machines, like fantasy things. Our Steampunk is very, very realistic, and we tried to stick with the idea that “What could have happened if people didn’t invent electricity,” for example: like how steam technology could go further.
“It’s a Steampunk game, but not one of those things where it’s like you’re flying one of those super crazy machines.”
R: One of the things I noticed too is that with This War of Mine before this, that also had a lot of similar themes of how to survive and how to make tough decisions. Did any elements of that game influence the direction of Frostpunk?
KZ: Frostpunk is like our next child. This War of Mine was more of an indie game — it was a smaller team — so we weren’t able to pull out everything, and right now we’re like 70 people at the moment.
On the one hand, we can make all the ideas we have in our heads because we have time and a team with the resources — on the other hand, Frostpunk is the same sort of topic as This War of Mine, but on a different scale.
When we only had four or five characters in This War of Mine, losing every single one of them is a personal tragedy. Frostpunk is different because you have a city and there are like 400 people: essentially you start thinking “Okay, so maybe when 400 people will make it and will survive, maybe like sacrificing ten people is the price you have to pay for that.”
So again, those are very tough choices, but a different scale. You would never sacrifice anyone in This War of Mine because all of them have the bond together in this whole mess. In Frostpunk it’s different because as a leader, sometimes you have to make tough decisions.
They’re gonna hate you because of it, and they might try to overthrow you from being governor, but you believe that one day they will realize that what you’ve made, you’ve made for their good. It may not seem this way at the very first stage, but that’s the thing.
So if someone played This War of Mine, he will find a lot of similarities in the two games, and I’m quite sure he will enjoy Frostpunk, because when it comes to the core of the gameplay, it’s the same. We want you to tackle with different choices, we want you to tackle your morality, and again, we won’t tell you “Okay, that’s the only right way to handle this,” because there are different roads that can lead you to the finale of the game.
It will be always up to you — you and your conscious, obviously — if you’ve made the right decision.
“We won’t tell you ‘Okay, that’s the only right way to handle this.'”
R: Was it a challenge going from a smaller-scaled game like This War of Mine to something like Frostpunk where it’s definitely a much bigger scale?
KZ: So it’s always challenging because, after This War of Mine, we had to answer ourselves and say “Okay, do we still stay like a small indie studio, or do we go big?” We said “let’s go big,” and then going big is hard because you need to find more people. At some point, you realize you can do much more things, so it’s like “Let’s make this game even better, let’s make better graphics, let’s put more features in.”
And there’s always this temptation to add new stuff, to make things work better. But at some point, you must say “No, we must be done with this game one day, so we are not adding any more new features.”
So that’s the biggest problem because we don’t have a publisher. We are independent and we are funding it ourselves so it’s hard to stay in a frame of “We need to finish it by this and this date.” Because then you say if you could just spend one more week, we could make it better, so let’s do it. And then you realize that the game is delayed like a year.
It was a new experience for us, but the game itself, I think it was worth it. Because I know that the game today is much better than it used to be a year ago, so I’m glad we took this amount of time that we needed, and I hope that very soon in a couple of weeks that people will have a chance to play it and have the same opinion.
“The game today is much better than it used to be a year ago, so I’m glad we took this amount of time that we needed.”
R: With This War of Mine you added on to that with DLC and additional features after release – are you planning anything similar with Frostpunk?
KZ: Yeah. Basically, we believe that’s the way the game should be published — so we give you the game and then we work on new content.
We have some stuff planned — obviously it’s not under development at the moment because we need to finish the game, but our plan is to release content, updates, and other stuff to support the game.
This War of Mine was released almost four years ago, and last year we released some new content and we’re gonna release new content even this year. And we see that people are waiting for it — we don’t want to be one of those developers that release the game, makes the money, and then forget about it.
So we’re constantly working with the community to keep the game alive, and it did work really well for us for This War of Mine, so we want to do the same with Frostpunk.
We don’t know direct details yet: I think we’ll try to add maybe some modes to the game, maybe some modding support to the game, maybe a new scenario or something. So there are a lot of ideas in our heads, but we’re gonna sit down after the premiere and decide what we’re going to do in the first place.
“Our plan is to release content, updates, and other stuff to support the game.”
RM: So Frostpunk is coming out in a couple of weeks and launching on PC — do you have any other platforms in mind after the PC release?
KZ: Day one we’ll be on PC on the 24th of April — we’re also working on the console version at the moment, but we don’t know when that will happen: by the end of the year, I guess?
The problem is that for this kind of strategy games, keyboard and mouse is like the perfect way to control everything, and then when you use the controller, it’s harder. We need to make 100% sure that when you play Frostpunk on consoles that you’ll be struggling with the challenges from the game and not the challenges from the controller.
So, it takes time: we don’t rush ourselves, but by the end of the year, we should have something.
RM: And that is for PS4 and Xbox One, potentially?
KZ: Yeah, that’s our plan: but like I said, we don’t have the details yet, but we are looking into it.
“We’re also working on the console version at the moment, but we don’t know when that will happen.”
R: Have you guys considered Switch at all for Frostpunk?
KZ: I don’t know. We are publishing on Switch — the games like Moonlighter, the other game that we are publishing, it will be on Switch — so we know the platform and we are working on it.
But we’ll see because with Switch the problem sometimes is the hardware thing — it’s a different console than PS4 and Xbox One, so we have to check if it is possible to run it at the proper quality.
So we don’t say no, but the PS4 and Xbox One are the priority for us. The Switch might be an option, who knows, but we’ll say later.
Frostpunk will release for PC on April 24th, 2018. For more on the game, stay tuned for our upcoming hands-on preview from PAX East 2018.
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Utawarerumono Remake for PS4 and PS Vita Shows Gameplay in TV Commercial
Today Aquaplus released a TV commercial of the upcoming remake of the original Utawarerumono, titled “Utawarerumono: Chiri Yuku Mono e No Komori-Uta,” which translates as “Utawarerumono: A Lullaby For Those Who Are Scattered“.
We get to see a brief look at the updated gameplay and cutscenes, alongside the new visuals that have been remastered for PS4 and PS Vita, in the usual quick fifteen-second format.
The original game was first released on PC in 2002, and then for PS2 and PSP respectively in 2006 and 2009. Now it’s going to get a brand new life on PS4 and PS Vita.
You can enjoy the trailer below. If you want to see more, you can also check out the original announcement trailer from November, and another trailer from January, alongside quite a few illustrations, some of which aren’t too safe for work.
Utawarerumono: Chiri Yuku Mono e No Komori-Uta will launch in Japan on April 26th, 2018, for PS4 and PS Vita.
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Dell i7577-5241BLK-PUS Inspiron LED Display Gaming Laptop - 7th Gen Intel Core i5, GTX 1060 6GB Graphics, 8GB Memory, 128GB SSD + 1TB HDD, 15.6", Matte Black
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[ad_1] The new Inspiron 15 7000 Gaming laptop is a powerful sub-1" laptop tailored to the needs of enthusiasts. It raises the bar for Dell's most aggressive performance design and components offered within the Inspiron Gaming laptop family.7th Generation Intel Core i5-7300HQ Quad Core (6 MB Cache , up to 3.5 GHz) 8GB 2400MHz DDR4 up to [32GB], (additional memory sold separately) 128 GB (SSD) Boot + 1 TB 5400RPM SATA (HDD), No ODD 15.6" FHD (1920 x 1080) IPS Anti-Glare LED-Backlit Display Be more productive. Windows 10 is the best for bringing ideas forward and getting things done
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New Legendary Pokémon Zeraora Unveiled for Ultra Sun and Ultra Moon
While many are eager to see what The Pokémon Company will do next with the Pokémon series on Nintendo Switch, the series’ developers are still actively supporting the latest entries on 3DS, Pokémon Ultra Sun and Ultra Moon. Today, a brand new mythical Legendary Pokémon Zeraora was unveiled, and will be coming to Ultra Sun and Ultra Moon later this year.
Zeraora is known as the Thunderclap Pokémon, and as that nickname suggests, it is an Electric type. The Pokémon is 4’11 and weighs 98.1 pounds. According to the game’s developers, Zeraora increases its own power by sucking in energy from other places through the pads located on its hands an feet. While no abilities or stats were given for this new Pokémon at this time, the developers did say that its “maximum speed is the same as that of lightning strikes.”
Unfortunately, that’s just about all we know about Zeraora The Pokémon is tied to a new movie releasing in Japan this July, so we will likely learn more about it in the coming months. That being said, the developers did confirm that Zeraora will not be encountered by players during regular gameplay, so it will likely become available via an event.
Below, you can out the trailer introducing Zeraora and some official art of the Pokémon. Pokémon Ultra Sun and Ultra Moon are currently available on the Nintendo 3DS. If you want to try these games out for yourself, you can pick them up on Amazon.
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The new game by LawBreakers studio Boss Key is a 1980s battle royale • Eurogamer.net
Cliff Bleszinski's studio Boss Key is launching a new game on Steam Early Access tomorrow and, surprise surprise, it's a free battle royale shooter.
The game is Radical Heights, and the theme is 1980s Californian game show. You earn prize money which you can pull from cash machines to spend on gear, and you ride around on BMX bikes.
But it looks like it's been thrown together in a hurry. It even describes itself as being in "X-Treme Early Access" - a term Boss Key has invented to mean 'even earlier access than you're used to', it sounds like.
"The core gameplay experience is complete," the Radical Heights Steam page says. "However, players should expect to experience placeholder assets in the world including models, audio, animation, and even entire buildings."
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Nevertheless, Boss Key predicts Radical Heights will be out of Early Access after "about a year".
Last Friday, Boss Key admitted previous game LawBreakers had failed to find an audience. It said it was determined to give the game a second chance, maybe as free-to-play, but the conversion wouldn't happen overnight. Meanwhile, it added, the studio had been working on something new; presumably Radical Heights was it.
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Sea of Thieves' early prototypes looked very different • Eurogamer.net
Sea of Thieves has some of the best-looking sunsets, ocean waves and tropical islands of any game I've played. But this wasn't always the case.
Early design prototypes for Sea of Thieves looked, perhaps unsurprisingly, very different. Ships designs suggested they were made of Lego, while pirates were portrayed by grey sausage finger-like blobs.
This is Sea of Thieves as it was when it was simply an internal prototype within Rare, years before the game's public unveiling.
You can see these images, and more, if you go hunting through Sea of Thieves' menus and trigger the game's staff credits - something I did idly at the weekend after getting tired of my poor sloop getting shot to pieces yet again.
The screenshots here are shown among other production pics and design documents, along with lots of photos of Rare staff dressed up as pirates.
A later Sea of Thieves build can be seen, too - one which has far more of a resemblance to the final thing. There's some people playing you might recognise, too - including Xbox boss Phil Spencer and Microsoft exec/habitual sunglasses wearer Kudo Tsunoda.
The final version of Sea of Thieves is out now, of course - although final perhaps isn't the most accurate word. Rare is planning to build on the game's launch offering over the coming months - and is due to publish a roadmap of updates later this week.
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Virtual Rick-Ality Trophy List Announced
Rick and Morty: Virtual Rick-Ality‘s release date for the PlayStation VR is less than a month away. As the release date draws near, fans of the series itching to get their hands on the PlayStation VR port may now start strategizing on how to obtain all the trophies available in the game.
Over at psnprofiles.com, the site has provided an extensive list of the trophies, that will be provided in the game. This includes a brief description on how to acquire the trophy as well as the rarity of each one. According to the list, Rick and Morty: Virtual Rick-Ality has a total of 19 trophies (1 Platinum, 8 Gold, 6 Silver, and 4 Bronze).
Further examination of this small list indicates that the list is not too challenging for gamers, of course, while many of these trophies appear to be obtainable in just one playthrough, several of these trophies will require some exploration (or in some cases just squanchin’ around in-game).
Several unique challenges include increasing the size of your hands, having a youseeks get hit by a bus, throwing an object at the Smith residence from a certain distance, fixing a light bulb. Playing with feces and consuming fecal matter (gross) just to name a few.
As always, you can check out the full list of trophies below this article. For more information on the game, check out the official box art for the physical copy of the title. On top of that, you can pre-order the Collector’s Edition right now on Amazon.
Rick and Morty: Virtual Rick-Ality is available now on HTC Vive and Oculus Rift, while the PlayStation VR version is set to launch tomorrow.
Name Description Trophy Platinum Rick Platinum Rick Platinum Big Hands Mode! Dude…your hands…they’re so BIG! Bronze Wubba lubba dub dub! Achieve your ultimate purpose Bronze Thrown Under the Bus Have a youseeks get hit by a bus Bronze From Downtown! Throw something at the Smith home from very far away Bronze Palate un-cleanser Eat poop Silver He’s Thrashing Your Score Go off the grid in Troy Silver Love Hurts Give Jerry his medicine Silver Ding Fixed a light bulb Silver Bureaucratic Nightmare Kill 100 Gromflomites in a single session of the shootout Silver Meet Your Makers Watch the entire credits disc Silver Buttception Or is it eggception? Gold Poop Emoji Play with poop Gold You Went There You should be ashamed Gold Hand of Midas Give yourself a high-five, you’re a real alchemist now! Gold 1000 Years Troy and Morty Play as Troy for over 1000 years Gold Old [FRIENDS] Ahh [HUMAN] memories Gold Emperor of Soundwaves Listen to all of the numbered tapes Gold Fully Charged Charge the largest battery to 100 or greater Gold
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MSI GS73VR STEALTH PRO-060 17.3" 120Hz 5ms Ultra Thin and Light Gaming Laptop i7-7700HQ GTX 1070 8G MAX Q 16GB 256GB SSD + 2TB
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[ad_1] Aluminum Black , 17.3" FHD, Anti-Glare Wide View Angle 120Hz 5ms 94%NTSC , 1920x1080 16:9 , Core i7-7700HQ , 2.8 - 3.8 Ghz , HM175 , VR Ready , NVIDIA GeForce GTX1070 , 8G GDDR5 , 16GB (16G*1) DDR4 2400MHz , 2 Sockets; Max Memory 32GB , 256GB SSD (1*256GB m.2SATA) + 2TB (SATA) 5400rpm , Killer Gaming Network E2500 , Intel 8265 Windstorm Peak (2x2 802.11 ac) , Intel PTT , BT 4.2 , 4K @ 60Hz , Thunderbolt 3 , USB 3.0 * 3 USB 2.0 * 1 , Steel Series Full-color backlight with Anti-Ghost key+ silver lining , 1/1/1 (ESS Sabre HiFi)Display: 17.3" FHD, Anti-Glare Wide View Angle 120Hz 5ms 94%NTSC | Operating System: Windows 10 Processor: Core i7-7700HQ (2.8 - 3.8 GHz) Graphics Card: NVIDIA GeForce GTX 1070 8G GDDR5 MAX Q RAM: 16GB (16G*1) DDR4 2400MHz 2 Sockets; Max Memory 32GB | Hard Drive: 256GB SSD (1*256GB m.2SATA) + 2TB (SATA) 5400rpm Special features: Ultra Thin and Light Chassis | 120Hz 5ms response time display | Steel Series RGB Backlight with Anti-Ghost key + silver lining | RAID SSD | Nahimic 2 Surround Sound System
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LawBreakers Developer Unveils Battle Royale Game Radical Heights
Boss Key Production released LawBreakers on PC and PS4 last year. The game unfortunately underperformed, so the developers recently shared their plans to move on from the game Today, we got our first glimpse at what’s next for the studio, and its a free-to-play battle royale game called Radical Heights. 
The game will actually hit Steam for free tomorrow, April 10, but will be in Early Access, or as Boss Key Productions describes it “X-TREME Early Access”. The developers decided to go with Early Access as they could start building a community right away while also getting feedback quickly from fans. Radical Heights will stay free-to-play, even after it leaves Early Access, which Boss Key Production plans on keeping the game in for about a year. Zach Lowery, Creative Director of Radical Heights, had the following to say about why Boss Key Productions decided to develop a battle royale game:
“This is a five month passion project for the studio as we’re creating and publishing the game entirely by ourselves. We’re huge fans of Battle Royale games along with the bright, inviting irreverence of the 80’s aesthetic. Because of that, we want to put our own spin on the genre and create a futuristic 80’s world that takes place in 2023 during an over-the-top game show where contestant battle it out for fame and prizes.”
Radical Heights has an undeniable 80’s theme, and takes place in a sunny dome in Southern California. As is typical for the genre, players will drop in, pick up weapons, and aim to be the last one standing. Radical Heights is attempting to set itself apart though, as its features BMX bikes for players to ride, and lets plays bank cash that they gain from killing enemies, which can later be used to by new outfits or purchase weapons early in the next game.
You can check out the game’s reveal trailer below. Radical Heights will be available on Steam via Early Access beginning tomorrow, April 10.
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DualShockers' WeebCast Episode 01: Yoko Taro, the Genius
Most of you probably noticed that here at DualShockers we love Japanese games. As a matter of fact, we love them so much that we realized that we don’t talk about them enough. The DualShockers’ WeebCast is basically our attempt to make up for that.
For the longest time, the team at DualShockers has worked hard to make the site a place where lovers of Japanese games and media can be as weeb as they enjoy while being absolutely proud of it, and this is the philosophy behind this new podcast. So I picked a partner in crime, our freshest face Emily Hobbs, and just did it. This first episode is the result.
Basically, our WeebCast, which will be weekly for the time being, will be pretty much what it says on the tin: half an hour to one hour of Emily and me geeking out about Japanese games, anime, manga, and Japan in general. Each week we’ll start with the games we’re playing and anime we’re watching, then move on to a main theme, and end up with a roundup of related news.
Today the theme is none other than Yoko Taro, a man, a legend, a genius. We’ll talk about his games (including, of course, NieR: Automata), and the recent news about them, so we hope you’ll enjoy the chat.
Please keep in mind that this is an experiment, so everything is pretty much in a flow. Constructive criticism and suggestions are very much welcome, so please drop them in the comments below.
Now, without further ado, you can listen to the DualShockers’ Weebcast below, either on YouTube or Soundcloud.
If you’re unfamiliar with Nier: Automata you can check out our review of the game, and our latest interview with Yoko Taro himself. The game is currently available on PS4 and PC. If you’d like to get your own copy, you can have it delivered to you from Amazon.
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Gran Turismo Sport and Audi Reveal Two New Vision Gran Turismo Cars
As teased a few days ago, today Polyphony Digital and Audi revealed not one, but two new Vision Gran Turismo cars, that have been made available in the game via a new update.
The cars are the Audi Vision Gran Turismo and the Audi e-tron Vision Gran Turismo. They also have one particular aspect that previous Vision GT cars did not share. They have been built in the real world, and they have been unveiled today at the Audi Driving Experience Center located just outside Ingolstadt, Germany.
They’re the first Vision GT cars to actually drive on a real-world race track.
The base model is powered by a hybrid power unit that combines a turbocharged 3.4-liter V-6 engine, which powers the rear wheels, and an electric motor that powers the front wheels. Together, they produce a total of 950 kW (1292 ps).
The e-tron model is a pure electric vehicle. With a single 200 kW motor in front and two at the rear, the Audi e-tron is rated at 600 kW (815 ps). Both cars will perform demo laps at the Formula E Rome GP on April 13th and 14th, at the Nürburgring 24-hour race, and at the Goodwood Festival of Speed.
You can check out a few pictures below and have fun finding out which ones are from the game, and which from the real-world version.
Gran Turismo Sport is currently available exclusively for PS4. If you’re interested, you can grab a copy on Amazon.
This post contains an affiliate link where DualShockers gets a small commission on sales. Any and all support helps keep DualShockers as a standalone, independent platform for less-mainstream opinions and news coverage.
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VersionTech 2400 DPI Gaming Mouse with 7 Auto-Changing Color's for Computer/PC/Laptop, USB Wired Mouse, 4 Adjustable DPI Levels with 6 Buttons for Gaming/Gamer, White
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[ad_1] This is a new 2400 dpi 7 button USB wired gaming mouse, with multifunction, such as, high quality wire material: Braided wire sync equipped the strong defense magnet ring which can strong anti-interference, ultra-strong and durable, gaming adjustment, comfortable palm feeling, relieve tired, etc. Plug and play. With this product, you will greatly enjoy the games. Specifications: Transport type: Wired working voltage: 5v key life: 5 million times working current: Less than 100ma buttons: 6 buttons with scroll wheel (two side-buttons and one dpi button) high resolution: 2400dpi interface: USB tracking method: Optical material: ABS compatible with windows xp, vista, windows 7, me,2000 and mac os...Or latest what is included: 2400 dpi gaming mouse x 1.【7 Color Breathing Light】 Unique cracking design combining with 7 colors glaring LED light,multiple colors are glowing at once, highlights the atmosphere of gaming. 【4 Adjustable DPI】 800 / 1200 / 1600 /2400 DPI Resolution Optical Tracking Technology provides sensitivity and precise tracking on a wide range of surfaces. 【Comfortable to Use】 The ergonomic shape design plus scroll wheel with rubber and skin-friendly surface provide you the most comfortable feeling in hand for long time. 【Plug and Play】 Easy and quick to use, no need to install extra drivers or software. Support USB: 2.0/3.0 port. 【Universal Compatibility】 Well compatible with Windows 10, 8, 7, Vista, XP, Mac OS/ Linux or latest operating system. DM1506 Wired Gaming Mouse, user manual are included.
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