Activision released a trailer for Call of Duty: WWII today. You can find out more about the game, due for release on Nov. 3, in our in-depth report.
The Sledgehammer Games-developed game takes place during the Allied invasion of Europe in 1944 and 1945. Its story follows Ronald “Red” Daniels, a rookie Private in the United States Army, 1st Infantry Division, also known as the “Fighting First.” A co-operative mode is planned.
Multiplayer modes include objective-based team contests between that are all about taking ground. A social space called Headquarters will also be included.
This new game is a return to the series’ starting point. First-person shooter Call of Duty, also set in World War II, launched in 2003. Four more games followed covering the same time period, culminating in 2008’s Call of Duty: World at War. But since then, the series has focused on other time periods, including the 1960s and the future.
After more than a year and a half of speculation, we finally know what Nintendo’s NX project is: the Nintendo Switch. The company revealed the first details today via a three-minute video posted to its website. You can watch it above, and read our breakdown of the trailer here.
The Switch isn’t a surprise to anyone who’s been following rumors surrounding the system. It is, as has been reported, a hybrid device — the console itself is essentially a tablet, yet it’s designed to be hooked up to a TV for home use. The tablet has two controller modules that attach onto the side for regular portable play, and they can be detached for on-the-go multiplayer or attached together to form something that resembles a regular controller.
It is simultaneously low-key and extraordinarily ambitious. Here are a few quick thoughts based on the trailer.
The name is good! It’s catchy, it conveys the core concept, and it’s altogether new. That’s three points over the Wii U, at least.
The hardware is… complex. Nintendo has its work cut out explaining how on earth these controllers are going to be used in practice. The video’s scenario of two Switch systems with four split controllers being used to play an NBA game beside an actual basketball court late at night seems impractical, to say the least. And attaching the controllers to the tablet had better be as effortless as the video makes it seem.
The system isn’t aimed at kids. At least, that’s not how Nintendo wants to position it right now. The trailer is all about how the Switch’s versatility helps it slot into the lives of the types of busy, young, mostly male adults you’d find in a typical tech company’s ads.
We still know almost nothing about the Switch’s power. The tablet base unit has actual vents, which is unusual for a mobile device and possibly puts the custom Nvidia chip in the ballpark of the Shield Android TV. As for the screen’s resolution or overall quality — or even if it’s touch-sensitive — we’ll have to wait for further announcements. But moving to mobile hardware is probably a smart decision, because Nintendo has been technically outgunned for the past two console generations without having many advantages to show for the low-power approach.
All in all, the Switch looks like a unique product that will no doubt serve as an effective canvas for Nintendo’s frequently dazzling software output over the next few years. It’s a smarter, more flexible realization of the Wii U concept, and I’m going to buy one.
But then I always was, and it’s reasonable to wonder who else will. The Wii U, which was largely a disaster for Nintendo, traded on a similar but less practical hybrid approach where the tablet-style controller only worked inside the home and was used differently across various games. It was mishandled at every level, causing Nintendo to squander the dominant position it attained with the Wii.
Nintendo’s genius with the Wii was to identify and define an untapped userbase, resulting in what was to all intents and purposes a market of one — tens of millions of people bought Wiis that would never have considered an Xbox. But by the time the Wii U launched, that userbase had moved on; the rise of mobile gaming appeared to have captured the same type of customer that would have been interested in a casual console. Or there was the possibility that the Nintendo Wii’s success was more like a novel toy than a game console.
The Wii U was a feeble effort to keep up with the shift of non-traditional gamers to touchscreen gaming, seeing Nintendo losing its nerve and chasing the puck rather than skating to where it was going to be. The system was slow, the tablet hardware was laughable, and the platform was archaic. As a vector for excellent software for Nintendo fans, it was well worth buying; for almost anyone else, it wasn’t. Since its late 2012 launch it’s sold just 13 million units, the lowest figure for any Nintendo home console by some distance.
I don’t know if the Switch can sell any fewer than 13 million units — my suspicion is that that figure isn’t a great deal larger than the absolute baseline of Nintendo fans who will buy every system no matter what. But how many more can it sell?
With the release of the new Playstation VR, I was thinking back on the beginnings of the video game. I came from the generation of the Atari 2600 where there were tennis games like above, pong, centipede and we thought this was amazing. The feeling then of playing video games was something novel it was a totally new industry. No more going to the local arcades to play games, and at the arcades in the 80’s I pretty much stuck with the pinball machines now you barely hear or see anymore about pinball.
I graduated from the Atari 2600 to the commodore 64 because my parents thought it would help me in school with the different programs for math , which I had some difficulty in . I think I had many one math program for the Commodore and a bunch of video games. My favorite game for the Commodore was the WWE Micro League Wrestling.
Now as you can see by the above video, the game was slow as hell compared to today’s WWE 2k17. But it was a real match that was just made digital and I loved every minute of it. This is all we had, so it was great to us, now I played the same game and was like WTF!!!…But there was a wow factor in these games of Commodore and Atari that is not there in today’s world and today’s video games. We have been made to accustomed to technology where even virtual reality is now like EH its good…..whats next??
I wish we could go back to the time when things had that WOW factor . Maybe we need a new technology to come out like holograms or something to give us that WOW factor back. The Atari and Commodore were the front runners of everything you see today. From Frogger, Tennis, Pong, Micro League Wrestling they were all the granddaddy’s of today’s technology. We need the WOW factor back in technology….What will bring that back????
Tuesday October 11th 2016 the WWE has released WWE 2k17 to the world. This game has the biggest roster EVER and features new gameplay and moves. I just picked up my copy and can’t wait to break it open and try it out. Review coming soon , right here on Superfanworld.com
Now that the global insanity surrounding Pokémon Go has finally — and thankfully — subsided, Nintendo’s new NES Classic Edition is expected to unleash another wave of gaming nostalgia when it arrives in stores next month. And now, a new trailer for the miniaturized retro gaming console reveals a new feature that could change the way you play the 30 classic games that come pre-loaded on it: the ability to save your game whenever.
It’s pretty simple: Instead of having to find a save point in the game to secure the progress you’ve made, all you have to do is press the NES Classic Edition’s Reset button and you’ll be taken to the console’s Home screen where you’ll be able to save what’s called a “Suspend Point.” When you’re ready to play again, you’ll be able to pick up exactly where to you left off. Crazy, right? Basically, the feature will make playing games like PAC-MAN, Super Mario Bros., Donkey Kong, and others slightly less maddening.
Here’s how Nintendo explains the “Suspend Points” function on the NES Classic Edition website:
“Pick up right where you left off with four Suspend Point slots for each game. Just press the Reset button while playing to return to the HOME menu and save your progress to a slot. Have a perfect run going? You can lock your save file and resume at a later time so there’s no danger of losing your progress.”
The console also comes with screen settings like a CRT filter that adds those retro scan lines to your TV screen, a 4:3 mode that horizontally stretches games to better fit your screen, and of course, a “pixel perfect” mode that lets you play the games exactly as they were designed. Likewise, busting out your old hairstyle and denim jacket from 20-something years ago is totally optional. The system comes out on November 11th and will be priced at around $60.
Though we may not recognize it now, American animation during the dawn of the 20th century dramatically changed how people across the world view entertainment forever. Anthropomorphic object and exaggerated facial expressions were by no means new to the world of cartoons, but were given new life through frame-by-frame animated shorts by studios like Fleischer Studios. Many of these cartoons would later influence Japanese anime, upon which many modern video games draw for their own visual stylings.
Yet the earlier heydays of cartoonery are rarely explored by contemporary video games (save, perhaps, for Peacock from Lab Zero’sSkullgirls). Studio MDHR plans to do just that, though, with their upcoming run-and-gun platformer,Cuphead in Don’t Deal With the Devil. The project, which began in 2010, blends the surrealism of 1930s animation and the mayhem of classic arcade platformers like Metal Slug to create a game that stands out from the rest of the indie pack.
Cuphead’s premise is simple: the titular Cuphead and his friend Mugman lose a bet with the Devil. They must pay off that debt by giving the game’s bosses the ol’ one-two. The game focuses mainly around these boss fights, as well as platforming sections, swarms of regular enemies, a weapons and ultimate ability mechanic, and secret area exploration.
As for those boss fights, Studio MDHR has stated that they plan to implement over 30 of them. If they reach that number, Cuphead will have surpassed Treasure’s Alien Soldier for the Guiness record of “most boss fights in a run-and-gun game.” Niche record, sure, but notable nonetheless.
Cuphead footage from E3 (via YouTube user Etalyx) gives us a glimpse into one of those boss fights, as well as some of its regular gameplay:
Studio MDHR is also committed to keeping the core fundamentals of both retro animation and retro gaming close toCuphead’s heart. The Mouldenhauer brothers of Studio MDHR have imbued Cuphead with the mechanical nuances and system esoterica that give old arcade games their rich texture. The game’s animations and music, meanwhile,attempt to replicate the same meticulous processes practiced by animators and composers nearly 100 years ago.
E3, the video game industry’s largest trade show, is struggling with an exodus of publishers.
Activision-Blizzard late Tuesday announced it would not have a booth on the E3 show floor. Instead, the company plans to showcase its new “Call of Duty” game at Sony‘s preshow news conference and hold private business meetings in suites at the Los Angeles Convention Center. The news comes roughly one month after Electronic Arts also announced it would not have a presence on the show floor.
“In June, we’re going to be at E3 showcasing gameplay from Infinity Ward’s ambitious new game,” Activision said in a blog post. “We’re looking forward to sharing exciting new details about the next great “Call of Duty” game in partnership with our friends at PlayStation. We’re proud to be participating in this premier video game event, but won’t have an Activision booth on the show floor.”
The decision by Activision and EA to largely skip E3 raises questions about the viability of the event. The show has historically been the tentpole event of the video game industry, where big game and system announcements are unveiled.