Archives for posts with tag: Xbox One

Oops! I’ve been a bit lax with this recently, so time for an update.

As per previous updates, I’ve been trying to learn how to play Ana as a way to get back into a game I’d fallen out of love with. I began with a three step plan to figure out how to play Ana, as I wanted to get another support character under my belt, and Ana had always struck me as something of a high skill ceiling hero. So I thought it’d be a good way to remind myself why I loved Overwatch before the competitive slide started and it just became a source of frustration.

Step one was to jump into the firing range with Ana to get a decent feel for her various abilities. After that, I’d spend some time in vs AI matches to figure out how she works in a team. The final step was to take her into Quick Play and see how that goes. I mentioned in Update 2 that I’d just begun step 3, and a week or so ago I captured some of my gameplay footage, intending to write this update then. I’ve since been playing QP matches most days, using Ana where I can, and I feel like I’m pretty decent with her now.

I mentioned previously that one thing I kept forgetting about was her sleep dart. More practice has sorted that issue now, and I just can’t get enough of sleeping people. I don’t think there are many moments that can rival sleeping an ulting Genji as he lunges at you, or knocking out the enemy Reinhardt as he boosts toward you. Even better if you have team mates around to immediately melt your sleeping foe. Ana has very quickly become one of my favourite heroes in the game.

I’m pretty comfortable saying that I have another hero under my belt now, as I’ve been playing Ana quite a lot. This also fulfils the other part of the plan – to get me playing Overwatch again. I was thinking of moving my plan over to Zarya after I was happy with my Ana play, as I also really need another tank in my repertoire, but I think, with Sombra hopefully right around the corner, I’ll just continue to have fun in Quick Play until she drops for console players. Sombra looks like a really interesting hero, and I’m itching to try out an offensive utility character. I’m gonna hack all the things.

nocto
Yesterday, a new demo was released for the upcoming Final Fantasy XV. Called Final Fantasy XV Judgment Disc, it is unfortunately limited to Japan, with no plans to release it outside of the region.

This is a bit of a shame, considering that it’s effectively a chunk out of the beginning of the game, and while you will have seen it all a hundred times over if you’ve been paying particular attention to the post-delay coverage, there’s nothing quite like getting to play it for yourself. This is especially true when you take into account that the rather disappointing/baffling Platinum Demo is still the only exposure most people will have had to the game.

Still, just because it’s Japan-only doesn’t mean we can’t get our grubby mitts on it. It’s available on both PlayStation 4 and Xbox One’s respective stores, and with a little effort you can grab it for yourself. If you’re on PS4, you’ll need a Japanese account, but things are a little simpler on XBO; simply switch your console’s region to Japan (you can even leave language to your original setting), locate the demo on the store (I searched for ‘Final Fantasy Judgment’), set it to download, and then switch your region back. Although I will be buying the game on PS4, I grabbed the demo on Xbox One simply because it was easier.

CARBUNCLE'S BACK!!

CARBUNCLE’S BACK!!

Of course, just because we can play it, doesn’t mean we can understand it. There are no options for either language or subtitles, so unless you can understand spoken and written Japanese, you won’t have much of a clue as to what’s going on. I can pick up a handful of words of spoken Japanese, but when it comes to text I’m SOL. Luckily, a helpful Redditor has compiled this list of menu translations. It won’t help you understand the game’s dialogue, but at the very least it allowed me to invert my look controls before I lost my damn mind.

So far, I’ve only muddled my way through the tutorial (which, thanks to on-screen button prompts, isn’t particularly difficult to do) and played a little bit into the first chapter, killing a few oversized scorpions in a bid to get my flash car fixed. I’ll have a full write-up going up in the following days, once I’ve had a chance to play through it fully, but for now there’s one thing I can say for sure: Prompto is best bro.

After months of teasing, Blizzard have finally unveiled Sombra, the newest hero for Overwatch.

The announcement happened at Blizzcon, Blizzard’s annual convention, and revealed Sombra to be an offensive hero. With the (overlong) ARG leaning heavily on her exploits as a world class hacker, many thought she’d be either a defense or utility support hero, and while she does have a few useful utility abilities in her bag of tricks, which we’ll get onto shortly, she’s basically a backline harasser who looks to be quite capable of dishing out large amounts of damage with her SMG.

As an offensive hero, it’ll come as no surprise to learn that Sombra has some movement abilities to help her get around. In some ways, she almost seems like a bit of a mix of Tracer and Reaper; like Tracer, Sombra can teleport, though she does this by throwing an Unreal Tournament-style Translocator that remains in place for fifteen seconds. Perhaps you’ll throw it on a health pack, go and cause some havoc, and then port back to replenish your health. Or perhaps you’ll fling it over the heads of your enemies to appear behind them and harry their backline.

Sombra has long been thought to be a stealthy character, and her other movement ability ties into that. Her Thermoptic Camouflage renders her basically invisible for a handful of seconds, granting her a massive speed boost into the bargain, and it comes across like a stealthy take on Reaper’s Wraith Form, essentially taking her out of the fight briefly and allowing her to get around at speed. Of course, should she attack or be attacked while cloaked, Sombra will drop out of stealth. Using it in conjunction with the translocator should allow her to get in and out at will and really upset the enemy team’s setup.

But what about those utility abilities that we mentioned earlier? Well, being a top hacker, Sombra can of course, well, hack. Holding her alt fire (right click on PC, most likely left trigger on consoles) allows her to begin hacking an enemy, which will temporarily lock their abilities. Is there a Genji on the other team that’s really annoying you? Hack him to deny him his deflect and then go to town! Or hack that Zarya to prevent her from giving out shields.

BOOP!

Perhaps the most exciting use of Sombra’s hack, however, and the one that will probably be the biggest help to your team, is her ability to hack health packs. While hacked, these not only respawn much, much faster but can also no longer be used by enemy players. And while Sombra’s hack has a six second cooldown – and affects enemies for the same amount of time – a hacked health pack will remain so for a full minute and is not undone if you hack something else, so it should be possible to run around and basically salt the earth, so far as enemy health pickups are concerned. Focus down the enemy healer, and this becomes an ability that could seriously turn the tide. Hacking takes a second or two, cannot be initiated while in stealth, and taking damage will interrupt the attempt, so you’ll have to pick your targets carefully.

Sombra’s ultimate is also quite a Support-y ability, as she sends out an area-of-effect EMP pulse that not only hacks all enemies in range, but also dissipates all shields and barriers. That means Reinhart’s barrier is gone. Zarya’s shields are gone. Has Lucio just dropped the beat? That’s all gone too. It’s basically a massive leveller, and I can see it maybe being a touch controversial; I can’t argue too much with it cancelling out ults like Lucio’s, as his and Zenyatta’s ults basically already exist to nullify offensive ultimates. What might be taking things a touch too far is the added effect of also hacking everyone in range, disabling all of their abilities on top of the shield-wipe. It might prove to be too powerful, but I guess we’ll see as Sombra moves into the PTR next week, and then later onto the live servers for more players to get to grips with. But as things stand, I really quite like the look of Sombra as a stealthy, debilitating assault hero. She looks like she’ll be an absolute blast to play, and I can’t wait to get to grips with her.

Along with the character intro above, a new animated short was also shown at Blizzcon, detailing some of her background and operations with Talon operatives Reaper and Widowmaker. You can see the short, called Infiltration, below.

Also announced at Blizzcon were several updates and additions coming to the game. To begin with, we got some detail on a couple of new maps, beginning with a 6v6 control point space called Oasis, which is set in a shining, high-tech city in the Middle East, perhaps reminiscent of Dubai. The other new environment, Eco Point Antarctica, is a smaller map made to host some new modes under an ‘Arcade’ banner, which serves as a new spot for the game’s brawls to live in, as well as an outlet for a bit of experimentation. In Arcade, we’ll be seeing a couple of smaller-scale skirmish modes, like the 1v1 Mystery Brawl. A best-of-nine mode, the Mystery Brawl will see players given the same CPU-picked hero, with the first player to five rounds emerging victorious. There’s also 3v3 Elimination, which has no hero stacking and only allows players to switch out their characters between rounds. There’s no respawning, so get eliminated and you’ll be sitting on the sidelines waiting for the next round to begin.

It’s good to see Blizzard trying out some new modes in the game, but at the moment 1v1 just strikes me as a gimmick. It also remains to be seen how well team play, Overwatch‘s strongest suit, will be represented in what is effectively a TDM variant in 3v3 Elimination. Hopefully it won’t just boil down to three offense heroes lining up against another three damage dealers. The Hallowe’en brawl, Junkenstein’s Revenge, got us all hyped for a proper PvE co-op experience, so it’s a shame that we aren’t getting something more like that. Hopefully, as Arcade mode grows, we’ll see some more experimental modes.

Last but certainly not least, we’re also going to be seeing some changes to Quick Play, which will now have a one hero limit, bringing it into line with Competitive in that regard. Don’t worry though, if you love stacking heroes, there’ll be a mode in Arcade called 6v6 No Limits to pick up the slack. Whether it will be as well-populated as Quick Play, however, we shall have to wait and see – if hero stacking is what you love about Quick Play, this news might be a bit worrisome.

Still, it’s good to see Blizzard in something of an experimental mood with Overwatch, and with a new hero, new maps and Arcade mode all on the horizon, fans certainly won’t be short of things to do.

bd
Blue Dragon is now backwards compatible on Xbox One.

Announced on Twitter today by Xbox Live’s Major Nelson, Blue Dragon has been a much-desired title for the console’s legacy support program and follows hot on the heels of Mistwalker’s other Xbox 360 exclusive jRPG Lost Odyssey, which hit Xbox One back compat a little over a month ago.

Like Lost Odyssey, Blue Dragon is a very traditionally-styled multi-disc Japanese RPG, though while Lost Odyssey hews closer to the Final Fantasy template, Blue Dragon feels more like that other juggernaut of the genre, Dragon Quest, right down to the designs by Akira Toriyama. Like Lost Odyssey and a few others, the game is currently disc-only as no digital version exists. Phil Spencer has commented that the BC are looking into making this possible, so we’ll have to wait and see if that happens. In the meantime, we can expect second hand prices to rise in response to the announcement.

This brings both of Mistwalker’s big Xbox exclusives to the current gen, both of which were part of Microsoft’s early push to try and make their console a success in Japan. The 360 saw a number of exclusive Japanese games in its early years, including Tales of Vesperia (which is absolutely the best jRPG of its generation and you should play it right now) and a few others, and it’s a shame that it’s a strategy that never really paid off. We’re certainly seeing the results of that now, as plenty of Japanese games are skipping the Xbox One, from smaller titles like the recently announced Danganronpa and Nonary collections all the way to larger publishers like Square Enix, who are skipping the console for games such as the upcoming NieR Automata.

No Automata :(

No Automata ;_;

I’d like to see Microsoft invest a bit more in Japanese games again – not necessarily to make inroads in Japan, because I don’t think anyone believes that’s even the remotest of possibilities now, but to diversify their line-up a bit. So far, we’ve only seen a collaboration with Yukio Futatsugi that resulted in a pale imitation of his cult favourite Panzer Dragoon series in Crimson Dragon, and the multi-team partnership that gave us ReCore, even if Keiji Inafune’s Comcept only really consulted while the US-based Armature handled development duties. Scalebound is yet to come, and I’m really looking forward to that, but I’d love to see Microsoft throw handfuls of cash at Hironobu Sakaguchi again to get something like Lost Odyssey made.

Still, one thing Microsoft do deserve massive amounts of kudos for is their support for backward compatibility. The catalogue grows every week, and in the last few months we’ve not only been given access to some big hitters, but others that weren’t performing quite so well have been updated to run even better than they did on native hardware. It feels like Team Xbox is really hitting its stride now with BC.

Ana AmariIt’s been about a week and a half since my last update on my attempt to get back into Overwatch. Part of the reason I’ve been so lax with my writing is that the plan seems to be working; I’ve spent a lot more time playing – and, crucially, enjoying! – the game again. I’ve spent the last ten or so days getting better with Ana, as a large part of my plan was to learn new heroes, with the support sniper being my first little project. Most of that time has been spent in step two of the plan: playing as Ana in vs AI matches, to get a reasonable feel for how she plays with a group.

It’s been a bit of a difficult learning curve in more ways than one. First of all, my most-played trio of heroes – Lucio, D.Va and Pharah – are all very agile, able to get around the map and up to higher places with relative ease, so getting used to Ana, who is pretty much planted on the ground for the entirety of a match, has been a bit of a shift for me. Additionally, it was quite hard at first to stop having my eye drawn by enemies and fighting the reflex to shoot at them, instead of focusing on healing my allies. And since I’m used to being in amongst it during a game – especially when playing as Lucio and D.Va – it’s taken a bit of time to get used to hanging back from the rest of the team to support them from a distance.

I feel like it’s all starting to come together though, and my aiming has improved a lot too – both scoped and from the hip. Really, this was one of my biggest misgivings when I started playing as Ana, as I’ve always been rubbish with sniper rifles, but the more I play, the better I get. Which sounds obvious, but hey, it keeps me coming back to the game! You can see some video of my vs AI games below, and you should be able to see a bit of improvement in those areas as the clips go on.

Over the last few days, feeling more confident, I’ve also made a start on step three by taking Ana into a handful of Quick Play games, though only on maps where I think I’d have enough space to support the team from the back. So far, it seems to be going well, obviously helped by the fact that I’m being a bit smarter about what map comes up – if I feel like I won’t be able to do a decent job with Ana, I’ll pick someone else.

This also means I’ve been delving into Quick Play a lot more recently, having almost ignored it recently in favour of my Ana practice and the Junkenstein brawl. I’ve been having a lot of fun, and seem to be back to winning a lot more than I lose. I still find myself falling back on D.Va and Lucio a lot, but that’s partly because I know them inside out and always end up doing a good job with them. And, more importantly, I just love playing as those heroes. I’ve also started to pick up a couple of heroes that I had been getting pretty decent with before taking a break from the game; I feel like my Mei skills are starting to come back a bit, but I think I’m going to have to put a lot more practice in with Junkrat to get back to where I was.

But when the option to play as Ana comes up, it’s great practice – playing against AI helps to figure out her place in a team, but it’s not so good for figuring out how she works against the enemy. Thanks to QP, I’m starting to get a good feel for when and how to use Nano Boost, and though I still occasionally forget that I even have a sleep dart, I have managed to pull it out a few times at very opportune moments; last night, in a game on Route 66, my team had just hit the second checkpoint and as we were all clustered around the payload, the gate began to open and out flew a Bastion in tank mode. I slept him almost by reflex, which felt absolutely amazing – that ultimate would have done a ton of damage to a closely-grouped team. Instead, everyone was able to focus on him when he hit the ground and take him out before he did any real damage. God, I wish I’d captured that!

Zarya

I’m getting to the point now where I’m happy enough to say that I have another hero under my belt – Ana needs a bit more work, but I’m fairly comfortable playing her more frequently in proper matches now, as I feel like I’ve got the basics down pretty well at this point. I’ll capture some Quick Play games with her for my next update, and then it’s back to step one as I repeat the process with another character. I said in my first Boot Camp post that I really wanted to learn Mercy, but I’m going to put her aside again to learn Zarya – I now have two supports I feel comfortable with, but I’ve only ever played one tank in D.Va. I need another one in my repertoire and the Russian bodybuilder is the one that interests me the most right now.

At this point, I think I can call the plan a success. The idea was to get back into a game I used to love by learning new heroes, and though I’ve so far only picked up one more character, I am absolutely back in love with Overwatch again. Let’s hope that continues as I move forward with Zarya from next week!

Mercy Witch
Well that was poorly timed! On Tuesday, I wrote about my plan to fall back in love with Overwatch by forcing myself to learn how to play heroes I’d previously neglected and, more importantly, ignoring competitive. And then that evening, Blizzard dropped the Halloween Terror event on us.

Featuring new, themed loot boxes that bring additional skins, icons, sprays and more, along with – most excitingly – a new brawl called Dr. Junkenstein’s Revenge, the update is now live on all three platforms. In a first for Overwatch, the new brawl is a co-operative PvE survival mode which pits four players against wave upon wave of fodder interspersed with a handful of boss waves that bring reskinned heroes – there’s a pumpkin-headed Reaper, Roadhog as Junkenstein’s Monster, Mercy as a Witch of the Wilds, and finally, Junkrat as the twisted Dr. Junkenstein himself.

Taking place on a portion of the Eichenwalde map, the four players – one each of Soldier 76, McCree, Hanzo and Ana – must defend the door to the castle from oncoming ‘zomnics’ that trundle endlessly to the door before exploding in an attempt to bust in, while ranged ‘zombadiers’ rain down mortars upon you. You’ll often find yourself trying to prioritise these ranged targets, accidentally letting a couple of the bumbling explodey ones sneak by, and every now and then a RIPtyre or two will come screaming toward you to divide your attention even more. The brawl is pretty tough on medium if you’re playing with randoms and have no communication going on, and even on easy you might find yourself overwhelmed now and again, though you’re obviously much more likely to pull it back from the brink.

It’s a really fun mode, and a nice palate cleanser for all the PvP madness that Overwatch is known for. I’ve always wondered what a co-op PvE mode could be like with Overwatch‘s roster and their abilities, and it turns out it’s something that I’d like to see remain in the game. Ok, so it’s heavily-themed, but maybe after the Hallowe’en period is over they could rework it somewhat to allow it to stay. Or maybe even use it as a jumping off point for something even better.

In a nice change, you can now purchase new cosmetic items with your in-game credits – something you weren’t able to do with the previous seasonal event, the Summer Games. To keep the items fairly rare, Blizzard have priced them at three times the going rate, so you’re looking at 3,000 credits for a legendary skin. Unfortunately, this does mean that I can’t afford that awesome Mercy skin, but I was able to buy Ana’s new look, which is equally fantastic. Ana isn’t even a hero I’ve played outside of the training area, but that’s something I’m looking to change, and indeed, the entire point of my plan for getting back into the game is to learn new heroes.

How cool is this!

How cool is this!

So how does this affect that plan? Well, originally I was thinking of focusing on Mercy first, as a new character to learn (and if that awesome skin drops for me, that’ll make me want to play her even more!), but given that this limited-time brawl focuses only on four characters, I’ve decided to use it as a way of getting used to those ones; I mentioned the other day that Soldier is a hero I’ve used a fair bit, but the other three are all essentially new to me. So before jumping into the brawl for a bit last night I headed into the training area to make sure I had their abilities straight in my head, as I wanted to know I’d have some idea of what to do no matter who I ended up playing as. It turns out that most players will insta-lock McCree, and that nobody wants to play Ana in this mode.

So I’ve been playing Ana. Again, she’s not a character I’ve ever really played, despite finding her abilities interesting; she seems like she’d be a pretty high skill ceiling hero, which makes me wonder if I could actually be effective with her, and I’ve always been really crap with snipers too. So it wasn’t much of a surprise to find I could barely hit anything with her at first, and I also found it difficult to get heals on team mates when they were at a medium distance and strafing a lot. Hitting them from afar is much easier, thankfully, so I took to the high ground in the back-right corner of the arena and tended to stay there, throwing out damage-over-time attacks to enemies for the most part, and then trying to pick up allies when they needed healing.

Ana also has a biotic grenade which heals allies while stopping enemies from being healed, and you’ll mostly be using it for its healing effects in this brawl; for the most part, enemies aren’t getting any healing. This changes when Mercy comes out as a boss wave with Roadhog, so this is a good time to use it on ‘Hog, to prevent Mercy from shoring him up. One thing I did find myself forgetting to use quite often is Ana’s sleep dart – in my first couple of games, I almost completely forgot that I had it, but then realised it might be a good idea to use it on Junkrat when he appears on the ramparts to rain down bombs on you. While this is happening, you’re generally dealing with a ton of adds, so it’s useful to stop Junkrat for a few seconds while you clean up.

I feel like I’m getting a good feel for how Ana handles thanks to Junkenstein’s Revenge. As I said above, since being added to the roster she’s been a bit of an intimidating character to me, so it’s nice to be able to get used to her in a (relatively) stress-free environment. One thing this doesn’t help me with is figuring out the best use for Ana’s ultimate, Nano Boost. Of course, in the brawl I only have three choices of who to stick it on, and given Hanzo’s relatively slow rate of fire, it seems like only two are actually viable to me. In a proper match, I’ll have many more options, so before long I’ll need to get out into a game and see what’s what. I think I’ll still move on to step two of the plan – playing a game vs AI – before I jump straight into Quick Play, just to make sure I know what I’m actually supposed to be doing with Ana.

So! A quicker update to my boot camp plan than I intended. I think over the next few days I’ll get some more practice in with both McCree and Hanzo against the zomnic horde, and maybe try and get into Quick Play with at least Ana. I want to spend as much time as possible on the brawl before it disappears though, and I really do wish it would stay. Overwatch could do some amazing things with a PvE mode and all of these amazing characters and abilities.

The brawl has actually had the effect of bringing me back to Overwatch when I was searching for my own way back, so in that sense it was well-timed. It’s a nice stepping stone to getting back out into the standard modes once it’s gone away, and below you can watch a quick match with me as Ana, where I start off awful and get ever-so-slightly better. I’ll be back in the coming days with another update.

OW hero banner
Like millions of other people, I fell hard for Overwatch. I must admit to not having followed it at all until the console closed beta back in April; I was vaguely aware of its existence, but didn’t know much about it at all. So it was out of sheer curiosity that I decided to try the beta on Xbox One. I jumped into a game against AI opponents to learn the ropes, and discovered that I had no idea what was happening or what I was supposed to do. Matches were over so fast that it was difficult to actually learn anything at all.

So I entered a game against fellow humans, woefully unprepared, and began to learn the hard way. Now, I’m not really one for online competitive shooters to be perfectly honest – Halo is really the only series whose multiplayer I’ve bothered to get to grips with, give or take a few dozen hours in Titanfall, because mechs and wall-running – so I only played a handful of games over the beta period. Enough to get a rough idea of what it is you do in Overwatch.

Yet after the beta ended, I found that I couldn’t get the game out of my head. There was something about it that kept firing my imagination, and I took to posting about it on forums, discussing it with friends, and then watching strategy videos on YouTube, which is when the game really started to come into focus and excite me with the possibilities: “I didn’t even try that character!” I’d think to myself. My mind ran away with all the cool things I could do with this character on that map, or even with a certain hero in a specific circumstance. I was hooked. I pre-ordered the limited edition. Blizzard had me.

So this is a thing that seems to be happening.

So this is a thing that seems to be happening.

And when the game came out, I immediately fell in love with it. I played it daily, sharing plays of the game online and with friends, uploading my own clips to YouTube, discussing my own strategies, and just plain having a ton of fun with the game.

Then came competitive, and I loved that too. I found it so much more fun than quick play, much more focused and less ‘messy’, thanks to the lack of hero stacking and players taking better account of team composition. When the season ended and I was forced back into quick play, I was a little disappointed.

So when competitive began anew with its second season, I couldn’t wait to jump in. And I was off to a flying start, winning my first four placement games on the trot. I joked to friends that I was obviously due a losing streak. I was. I lost all of the remaining placements bar one, which ended in a new-for-season 2 tie. I’d heard people complaining about ‘the slide’, and wondered if this was mine. It was, and it lasted weeks.

It was all going so well...

It was all going so well…

Yep. I didn’t win a game for almost an entire month. Of course, it’s not quite as catastrophic as that sounds; I was already playing the game less and less thanks to the streak of demoralising, one-sided losses I found myself in, managing maybe four or five games a week. But I didn’t win a single one of them, and eventually I found myself avoiding the game entirely. I’d still read and talk about Overwatch online, but my comments had a bitter edge to them. I’d still watch gameplay and strategy videos online, I’d still keep up to date with changes and new hero speculation. But when I thought about actually playing it, I’d have to force myself. I’d play for half an hour, spend the whole time getting utterly crushed, and then abandon it for another week. It went from something I loved being a part of, to something I only enjoyed at arm’s length: I still loved the game, I just didn’t want to actually play it.

All of which brings me up to today, with the game currently back in the headlines thanks to the surely-imminent Hallowe’en event and players hoping to greet a new hero in Sombra, I devised a plan. I’m going back to boot camp.

The first step to getting back in the game is avoiding competitive. Getting steamrolled in ranked matches is just too damn demoralising, so I’m going to just give it a wide berth for a bit. Secondly, I’m going to focus on heroes that I’ve neglected. At launch, my idea was to build up a base of three or four heroes that I felt really good with, and then branch out from there, and I was (and still am) very comfortable and confident with Pharah, Lucio and D.Va. I was also starting to get good with Junkrat, Mei and Soldier back when I was still playing regularly, but when the slide began and I started to drift away from the game a bit, I’d find myself falling back on my mainstays. This means I now suck with at least two of those heroes (I think I’m still kind of OK with Soldier).

It's going to be difficult not to autolock D.Va, because she's so damn awesome.

It’s going to be difficult not to autolock D.Va, because she’s so damn awesome.

So that’s why I’m going back to boot camp. I’m taking myself into an environment where I’m not so afraid to lose and I’m going to branch out, try new heroes and work at getting better. I started last night, taking my first step to getting back into the game by jumping into quick play for a few games with my established heroes, just to get my feet wet again. But over the coming days and weeks I’m going to force myself to vary my picks and get better with a wider array of heroes. To do this, I’m going back to the way I got to grips with a handful of characters right at the start, before rushing into the game and subsequently neglecting much of the cast. So I’ve given myself these three steps:

1: Jump into the training arena to get to grips with a hero I haven’t played before. Obviously I have a working understanding of every character, having played against them all at some point in my 50-odd hours with the game, but that’s not the same as actually using them. I need to learn what to do with them myself.

2. Play a few VS AI games with that new hero to see how they play in an actual match environment. I’ll go for medium AI so that the match isn’t over in seconds and thus teaches me nothing of note.

3. Take that hero into quick play and see how I get on.

I’m not sure how much more frequently I’m going to be playing Overwatch with this plan in mind, given we’re now entering video game silly season – indeed, Gears of War 4 is out today and I want to give that the time it deserves, too – but I do know I miss the game a lot and want to get back to having fun with it. So I think what I might do is set myself a loose goal of learning a new hero a week and then reporting back on a weekly basis. That also has the positive side effect of getting me to write more, which is another thing I’ve been neglecting of late.

So we’ll see how it goes. With any luck, I’ll see you back here next week with a new hero under my belt and, hopefully, some fun Overwatch stories to tell. Who knows, I might even give my Elgato a work out and get some video evidence on the go. At the very least, even if I don’t get back into competitive and find myself enjoying it again, at least I’ll have seen more of what the game has to offer.

One of the Xbox 360’s most beloved titles has finally made its way to the current generation, as Mistwalker’s Lost Odyssey launches today for Xbox One’s backward compatibility programme.

Directed by ex-Squaresoft legend Hironobu Sakaguchi – the father of Final Fantasy – with music by fellow Final Fantasy icon Nobuo Uematsu, Lost Odyssey is something of a rare breed: a jRPG exclusive to a Microsoft platform. It stars the immortal warrior Kaim Argonar, who has wandered the world for a thousand years, yet remembers little of it thanks to a bout of jRPG amnesia. It’s an incredibly traditional example of the genre, complete with a turn-based battle system – albeit with a dynamic touch thanks to a timed ring-matching system – that many fans hold up as being truer to Final Fantasy‘s legacy than the last decade of titles in the series that effectively spawned it. Also of note are the ‘Thousand Years of Dreams’, lost memories of Kaim’s that you can find throughout the adventure which contain some of the best writing you’ll find in the genre.

LIRUM ;____;

Lirum!!! ;____;

Lost Odyssey has been one of the most wanted games for Microsoft’s backward compatibility programme since it was announced back at last year’s E3 conference, though the lack of support for multi-disc games (Lost Odyssey comes on four of them) held up its availability. Deus Ex: Human Revolution Director’s Cut was the first multi-disc game to launch for the programme earlier this year, so it had been assumed that it was simply a matter of time until Mistwalker’s game saw release.

Lost Odyssey will remain a strictly physical release, as a Games on Demand version does not exist on the Xbox storefront, so you’ll need a copy of the game if you wish to play it on your Xbox One. Inserting disc 1 will prompt a 22GB file to download and, according to a post on NeoGAF, the game is only playable with that first disc in the drive; discs 2, 3 or 4 simply will not work. While this sounds a bit odd, it also means you will no longer need to switch discs while playing, which can only be a good thing.

LO-Battle

Also announced for backward compatibility today are Disney’s Toy Story 3 and Guwange, a Muromachi Period-set vertical shoot ’em up from genre legends Cave. They come hot on the heels of the addition of Call of Duty 3, World at War and Sega’s Virtua Figher 5: Final Showdown and it’s excellent to see continued support with more big name, much-loved titles making the generational jump. There are now more than 250 Xbox 360 titles available to play on Microsoft’s current machine, and apart from the benefit to end users, it’s a great way to ensure some degree of preservation for games otherwise locked on old systems.

So, it’s official: Final Fantasy XV has been delayed. Rumours sprang up over the weekend, based on conversations with retail sources and backed up by photos of marketing materials, but yesterday director Hajime Tabata confirmed it to be true, with the long-in-development title being bumped from its original date of September 30th to November 29th.

In a video, which you can see below, Tabata explained that, while the game went gold a few days ago and the team had begun work on a day one patch, they had ultimately decided to push the release back to make sure these fixes could be pressed to the game discs that we’ll all be buying at retail. “Our objective with Final Fantasy XV was to deliver a Final Fantasy of the highest possible quality, to every single person who buys the game,” said Tabata, who went on to explain that, because not everyone who buys the game would be able to apply the patch, the team felt the best course of action was a short delay. Not only will the patch improve the game’s performance and overall polish, it will also contain “pretty substantial content,” added Tabata.

And so, we’ll be waiting a further two months to get our grubby mitts on the game. And while it might seem a ridiculous thing to say about a game that was announced ten years ago, it’s probably for the best they don’t rush this one out before it’s done. Not only are there a decade of fan expectations riding on it, but possibly the Final Fantasy brand itself, which has taken a bit of a battering in the wake of the Final Fantasy XIII trilogy and the disastrous launch of Final Fantasy XIV Online. While XIV 2.0 has seen an enormous turnaround to become a massive success, the brand is still in a bit of a precarious situation. Square Enix needs this one to be a hit.

Perhaps as some form of consolation, we have been treated to some new content to tide us over for a bit. First off, we now have the first twelve minutes of CGI tie-in movie Kingsglaive: Final Fantasy XV available to watch on YouTube. The film, which takes place just before the start of the game, begins with a scene-setting narration from Lunafreya Nox Fleuret, the princess of Tenebrae, who brings us up to speed on the state of the world, and the conflict between the magical nation of Lucis and the militaristic empire of Niflheim, who desire the crystal that powers Lucis’ prosperity. As a young Noctis visits Tenebrae with his father, the kingdom is attacked by Niflheim soldiers in an attempt on the Lucian royalty’s lives. Noctis and his father escape, but Tenebrae comes under imperial rule.

Later, we see a battle between Lucis’ Kingsglaive, an elite force of soldiers bestowed with the power of Lucis’ crystal, and the invading forces of Niflheim, made up of human and mechanical soldiers, as well as an assortment of quite horrific looking monsters, including enormous behemoths. There’s even a cameo from a ‘daemon’ that fans of Final Fantasy VII will recognise. It’s been a fair while since we’ve had a CGI film out of Square Enix, and it’s clear to see the upgrade from Advent Children; Kingsglaive simply looks photorealistic at times, especially where character faces are concerned. The editing can feel a little schizophrenic during action scenes, as if the director was on a days-long Red Bull binge, but it does serve to give this first huge battle a frantic feel, and it’s certainly a hell of a spectacle, as the two forces clash over an abandoned town on the edge of a huge, precipitous rock bridge.

Ultimately, this quick look at Kingsglaive: Final Fantasy XV isn’t going to sate your thirst for anything FFXV-related, as it’s likely to just leave you wanting more. At least the full film will be available to download in just two weeks’ time.

The second bit of new content has just been made available to coincide with the start of Gamescom in Cologne, where the game is playable from the start. Unsurprisingly, it’s a gameplay video from the very beginning of the game, and it runs for almost an hour. This footage has been taken from the gold master version mentioned in Tabata’s apology video, so we can get a look at how the game runs at this stage in development, before the addition of what would have been the day one patch. Fans who played last year’s Episode Duscae will feel immediately at home as, after a rather interesting bit of foreshadowing, the game begins with Noctis and his retinue arriving at the Hammerhead garage to get their broken down car fixed. Luckily, this time Cindy isn’t asking them to hunt down an enormous behemoth, and instead charges them with a bit of simple pest control to pay off their debt.

There are changes though. The party meet Cid almost immediately, and the Hammerhead itself isn’t actually in Duscae this time, but the neighbouring region of Leide. So if you’re sick of seeing the green fields and shimmering lakes of Duscae, at least now you can look at some parched, mountainous scrubland instead. Result? Throughout the fifty-minute clip, we get to see plenty of features of the game, taking in combat, quests, camping, driving, and even a smattering of cutscenes, though with some judicious editing to make sure we aren’t spoiled too much. The footage comes from the first three chapters, which Famitsu report took them 25 hours to get through, so we’re getting a pretty in-depth look at the early stages of the game here.

Final Fantasy XV looks to be in pretty great shape from this extended look, and though it’s a pain to see it delayed just as it was getting close enough to grasp, we can’t complain about a bit of extra time to polish it up to a pristine shine. And besides, after ten years, what’s a couple of extra months?

Not content with creating just one new class of enemies, Gears of War 4 developer The Coalition has this week unveiled a second all-new faction. This time, they’re robots.

The unveil comes in a new campaign video, courtesy of IGN, which features grumpy old man Marcus Fenix leading the new generation through his burning home, while fussing about his tomatoes – a fixation he has apparently inherited from his old buddy Dom. The eight minute clip gives us our first look at the ‘DeeBees’, robotic shock troops that come in at least four flavours. First up is a small, rolling drone that seeks the player out before exploding, much like Gears 2‘s ticker, and just like the tickers you can swiftly boot them clear. Next up are two humanoid units, one a fairly normal-sized adversary, the other a much larger, sturdier variant called a ‘heavy’, which comes equipped with a short dash to help it evade fire, close distance or even hurdle straight over cover. Lastly, and most interestingly, there’s the Guardian, a shielded airborne unit somewhat reminiscent of Halo 2‘s Enforcer sentinels.

Of course, this new class also brings fresh weaponry to the fight, and all four new guns look like a treat to use. The Enforcer immediately calls to mind Halo 5‘s SMG, though perhaps a little rangier, while the chunky, rectangular Overkill looks like some kind of super-shotgun, absolutely shredding enemies at close range. Then there’s the Embar, a railgun-type rifle that charges up to deliver enormous damage at more of a distance. Lastly, we have a successor to the Mulcher, a triple-barrelled monster called the Tri-Shot that seems like an amalgamation of the aforementioned chaingun and Gears 3‘s utterly ridiculous One-Shot.

One thing that comes to mind watching this new footage is quite how powerful these new weapons look, and it makes me wonder if that means we’ll see these new enemies used fairly sparingly throughout the campaign. Of course, there’s the question of where these ‘DeeBees’ come from, and I wonder if that name is itself a hint, with their creator perhaps being the original trilogy’s resident smart-arse Damon Baird. He’s portrayed throughout the series as a man who can make anything with two sticks and a piece of old gum, so it stands to reason he’d be building things for the new government in a post-war world. They’re clearly out to get JD, Del and Kait – the former two having deserted – and I wonder if they serve as a means to make the Coalition of Ordered Governments something of an antagonist without the developers having to resort to human-on-human combat, something fans didn’t take to very well with 2013’s Judgement.

Do not mess with this man's tomatoes

Do not mess with this man’s tomatoes

While the DeeBees are something new thematically, they do mostly fall back on established archetypes, and along with the Swarm drones’ familiarity to the dearly-departed Locust, fans may be feeling that The Coalition are playing it a little too safe. Though as Rod Ferguson, head of The Coalition, has previously said, the team need to do it right before they can do it differently – with their first game, they need to prove they understand the fundamentals of Gears before they go too crazy with it. Happily, everything we’ve seen of Gears of War 4 so far suggests that the Vancouver team know exactly what they’re doing, with their game looking like a proper Gears campaign, but with the addition of some shiny new toys – and some seriously inclement weather – to play with.