betvisa888 betKeiji Inafune Archives – Destructoid - کرکٹ سکور | Jeetbuzz88.com //jbsgame.com/tag/keiji-inafune/ Probably About Video Games Thu, 10 Feb 2022 15:34:29 +0000 en-US hourly 1 //wordpress.org/?v=6.4.5 211000526 betvisa loginKeiji Inafune Archives – Destructoid - Jeetbuzz88 - live cricket tv today //jbsgame.com/one-year-later-recores-finally-pretty-good/?utm_source=rss&utm_medium=rss&utm_campaign=one-year-later-recores-finally-pretty-good //jbsgame.com/one-year-later-recores-finally-pretty-good/#respond Thu, 14 Sep 2017 03:08:00 +0000 //jbsgame.com/one-year-later-recores-finally-pretty-good/

Core improvements

Today, September 13, is the one-year anniversary of ReCore's release. In our review, I scored it a 4 out of 10, citing a ton of technical issues and a needlessly drawn-out end-game as factors that overshadowed how good the first two-thirds were. Additionally, it came to light after launch that there was a fifth robot that was hastily pulled from the final version, but traces of it existed everywhere from ??the in-game menus to pickups that enemies dropped. It was all very weird and smacked of? a game that had to ship whether it was finished or not.

One year later (and past the point where most people care), I'm confident in saying that ReCore is finally pretty decent. The inclusion of that fifth robot, the tank, is a fine addition. The tank is used to traverse across quicksand, and it's enjoyable enough to have an approximation of a vehicle for Joule to ride on. This opens up some race-like mini-sections where the player has to chase a bot over b??oost pads and ramps. If nothing else, it's a fine way to get across vast stretches of desert.

Also, the same add-on that introduces the tank also adds the Eye of Obsidian storyline, two sections to the overworld, 10 dungeons, sandstorms which alter the landscape and reveal new dungeons, and three alternate weapon modes for Joule's gun. This is all substantial in making ReCore a more well-rounded game.

However, it's not the new things that make ReCore ?better; it's the way that developers Comcept and Armature fixed most of the original game's hangups. And it makes playing now considerably more tolerable.

On the technical side, things are vastly improved. At launch, ReCore would sometimes take more than two minutes to load an area (on Xbox One). A patch was issued relatively soon after release that mitigated this problem from ridiculous to still-pretty-long. Now load times usually seem to be within 10 seconds. Also, dying results in an instantaneous reload from the last checkpoint, and dungeons are able to be restarted at any time. These last two are particularly?? significant because the most notable penalty for failure wasn't necessarily lost progress, it was that you had to wait so long to try again. What's more, and this is just anecdotal from my experience, frame drops seem to be less common and less debilita?ting.

The technical fixes are important and necessary, no doubt. But if those are 1A, all the quality-of-life improvements are 1B. Most everything that was unnecessarily convoluted or inhibiting has been tweaked. The map is easier to read now and it shows more information. Joule no longer needs to travel all the way back to her crawler from the beginning of the game to make key ??changes; core-swapping, stash-transferring, and party-changing can now be done from any fast-travel station. This may sound petty, but remember that traveling back to her crawler would require multiple loads, each usually taking more than a minute??. Also, the tug-of-war mini-game has a new visual cue so that it's easier to understand.

Of everything here, it's probably the elimination of the end-game grind that I'm most relieved about. Now, every floor of the E-Tower requires just 30 Prismatic Cores to access. In the original version, each floor required five more cores, with the final door needing 45. This should vastly improve the pace at w?hich late events play out rather than sending the player out into the overworld five or six additional times.

(However, it's enti?rely possible that player l??evel will still artificially gate progress. The late-game enemies are quite difficult and it might necessitate going back out and grinding to level up. I've already beaten the game and I'm not starting over to find out.)

I've paid more attention to ReCore over the pa??st year than I ever imagined I would. It's mostly due to the bafflingly incomplete state it released in mixed with the "big news is right around the corner!" messaging that the developers and Microsoft kept throwing at consumers. The situation has been awkward for almost a full year. The creators asked for a showing of faith from people who already bought the game, even though those people had no real reason to show any faith. 

Maybe it's too late, but the ReCore Definitive Edition makes good on what ReCore should've been in the first place. The add-on is free for existing owners; new players can buy the Definitive Edition for $20. I think ReCore has finally gotten to the point where I feel comfortable recommen?ding it.

The post One year later, ReCore’s finally pretty good appeared first on Destructoid.

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gamescom holds the answers

You'd be forgiven if you thought ReCore was dead. For months now, it's existed akin to a heart rate mo??nitor that blips the faintest beat just often enough to indicate there's still some life left. We'll find out in five days what that pulse amounts to.

This afternoon, nearly three months since its last public Twitter update, the ReCore account revealed that there's an announcement coming on August 20. Sunday's an odd day for news, but it lines up perfectly with Xbox's gamescom plans. Tucked in between Xbox One X and Crackdown talk will be the future of ReCore.

For those who haven't kept up with the ReCore saga, it's looking likely that this announcement will be for a "Definitive Edition" of a game that currently has no DLC. The German ratings board outed the existen??ce of this version back in March, but we haven't ?heard anything about it since.

What this edition is likely to contain (apart from patches and the HDR update) is the game's fifth robot that was ripped out of the final product. Microsoft acknowledged the missing tank frame soon after launch, asking people to "stay tuned for news." In December, developer Armature released a tank trailer that stated the final robot wo??uld come in early 2017.

Now, 11 months since ReCore's release, it's looking more likely that the add-on and the Definitive Edition will target the game's one-year anniversary. Presumably, ReCore's finished product is right around the corner. But, presuming anything about ReCore thus far has only ended in disappointment and more waiti??ng. W??e'll find out what's up on Sunday.

@ReCoreGame [Twitter]

The post What’s up with ReCore? We find out in five days appeared first on Destructoid.

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Level-5 Comcept is born

Inafune just got a life preserve.

It's no secret that the once on-top Mega Man producer (and father of the character, not creator) has been struggling with the studio he founded in 2010, Comcept. Mighty No. 9 failed to meet basically anyone's expectations, so much so that some speedrunners are even running it "ironically," because they want to see how much they can break the game. ReCore didn't fare much better as the game still technically isn't even complete and was panned, Red Ash is a complete mess, and Kaio: King of Pirates lost publisher Marvelo??us $3.8 million dollars.?? It hasn't been a good past few years.

But that's all changed as Level-5 has acquired the studio, which is now known as Level-5 Comcept. It's a subsidiary that will evidently work together with its parent company and not be given straight marching orders. According to Inafune there were talks about joining hands as early as 2013, mostly because of his love for Level-5 CEO Akihiro Hino. Their first project is a mobile game called Dragon Colonies, which i??s set for 2018. The new studio is comprised of roughly 15 people in Osaka, but they want to add more bodies eventually.

At this point it's safe to say that Red Ash will see the light of day, and perhaps many more Comcept projects to come. But now instead of blowing through a Kickstarter budget, they'll hav??e to answer to Level-5. I'm looking forward to seeing what they can come up with -- so long as they're basically not a? mobile studio now.

Level-5 [Hachima Kikou via Gematsu]

The post Inafune’s struggling studio Comcept acquired by Level-5 appeared first on Destructoid.

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It currently has no DLC

It's a well-tread industry practice for publishers to eventually bundle a game with all of its add-ons in a "Definitive Edition" that supposedly represents the most complete way to experience it. Really, it's a second chance at retail mont??hs after the original launch. But, it's also a way for patient consumers to get everything at once with a considerable price break.

Somewhat bafflingly, ReCore -- a game with no released DLC -- is going to get a Definitive Edition. That news comes from a German ratings board leak. At the tim??e of writing, the listing has been removed.

Microsoft has been teasing additional ReCore content for half a year now. We first reported on it shortly after its September launch when a Microsoft representative confirmed to us that the game's fifth robot was missing but that we should "stay tuned for news." Since then, developer Armature released a trailer to detail how the Tank robot functions.

The problem is that the Tank was very obviously stripped from the base game in a hasty and sloppy way. There's an entire area that's locked off because it requires the Tank's ability to maneuver over quicksand. There's space in the menus for a robot that would never show up. Enemies even drop parts to upgrade the Tank, so the player gathers a bunch of components t??hat a?re ultimately useless.

The Tank DLC hasn't even been officially announced. So, to anyone unaware of its existence, this Definitive Edition just seems like a collection of patches and updates that automatically download upon launching the g??ame. It's a strange situation, mostly because Microsoft hasn't controlled the messaging.

Expect Microsoft to address it soon, though. There are too many lingering questions -- the biggest one being "Will prior owners get this add-on for free?" The allure of Definitive Editions is that it feels like buying a surplus of content; with ReCore, it'll feel like the game finally get?ting to how it should've shipped in the first place.

ReCore Definitive Edition coming soon [NeoGAF]

The post ReCore, a game that shipped incomplete, is going to get a ‘Definitive Edition’ appeared first on Destructoid.

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The anime just got a name change

Red Ash crashed and burned in July of 2015, after it sought funding amidst mutliple poorly handled Mighty No. 9 delays. And Mighty's rocky launch didn't really inspire any confidence in Inafune's team either, so it makes sense that Ash, what was ori??ginally billed as this giant multi-media franchise, has been dark for nearly two years. But we're still getting that anime from Studio 4C, who is actually giving us some sort of update, proving that it still exists in some form.

The anime project has been re-titled as Red Ash -Gearworld- and will be an OVA. The gist is that there's two forms of humans -- normal purebreds and enhanced nanomachine folks -- who like to cause strife with one another, X-Men ??style. I'll uh, watch this on some streaming service at some point.

Red Ash [Animetamago via Mega Man Network]

The post ??Red Ash, that disaster of an Inafune Kickstarter, still exists appeared first on Destructoid.

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Tanks for the update

ReCore launched with a giant mystery. Despite the fact that there were only four bots in the g??ame, there were five spots reserved. There was a huge swath of land in the northwest part of The Cradle that was inaccessible. Some enemies dropped crafting components that were completely use??less. 

We reached out to Microsoft about the possibility of the final bot being cut from the game. We were told "The Tank is not currently available in the game. But please stay tuned for news." Since then, ReCore's social media team has turned this canned phrase into an initiative, often telling fans to "#StayTuned." There's an unsettling tone-deafness about it all, like developer Armature does?n't realize the content ??seems ripped out of the full game and that it's kind of insulting to ask people to eagerly await it.

However, those who have #StayedTu??????????????????????????ned won't have to #StayTuned a whole lot longer. Over the weekend, Armature shared a trailer that details the tank frame. He's a happy-go-lucky little guy, with a smiley face plastered to his default head. He's also functional, able to boost over gaps and glide over quicksand.

Savvy players haven't needed the tank to see ReCore's inaccessible area because some smart platforming makes it possible to bypass the quicksand. We detailed that technique back in October. It's a way to visit a dungeon that's not even supposed to be in the game yet, and it's sort of haunting in its?? emptiness.

For those who don't want to game the system, Armature says that the tank will ?be available early next year. There's no mention of whether it'll be a free update or a paid add-on. Fans are predictably hoping for free, and it's hard to blame them for it. The way the tank has been presented thus far, it feels like they already paid for it when they bought the full game.

T8nk Trailer [ReCore]

The post Here’s a look at ReCore’s missing fifth bot, which is coming early next year appeared first on Destructoid.

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Infinite time is just a glitch away

ReCore's optional dungeons are the purest parts of the game. They're self-contained challenges that put an emphasis on platforming, combat, or exploration. These are the three core tenets of the whole game, but these dungeons' lean nature means that they skirt a lot of the problems that plague the rest of it. At least, they do when you mentally isolate them from the rest of ReCore.

What's ??so insidious about the dungeons is that they're fairly easy to beat outright. But, every one of ?them comes with a set of extra constraints that can make it more challenging: Shoot eight switches, find the hidden key, and beat the time limit. On their own, none of these are an especially tough task.

However, to truly best the dungeon and earn all the rewards, players need to complete all three on a single run. This can prove to be exceptionally difficult at times. The switches an?d the key are easy enough, but the time limit makes those two incredibly inconvenient when you're trying to go as quickly as possible.

ReCore has a glitch that renders the time constraint null, effectively removing all of the stress that comes with trying to perfect these dungeons. Sure, it's antithetical to what the game stands for. But, the way it works is so emblematic of how sloppy ReCore can be sometimes. The way it's activated is by visiting a dungeon that's not even supposed to be in the game.

YouTube user Studio 308 Games posted the above-embedded video that lays out everything related to the glitch. It requires fast travelling to The Cradle and going to the western section that is thought to be unplayable without the missing fifth robot. With some crafty (but still simple) platfor?ming around the area'??s outer limits, it's possible to jump and have the flier bot carry Joule to a newly-accessible safe spot.

After that, there's some easy traversal (watch the video for specifics) until coming across a fast travel station. Once that's activated, there's no need to perform all those steps ever again. Also, hidden in this area are four cell bots that open a dungeon called Quicksand Rally. This dungeon seems as if it was supposed to be cut from ReCore, but it was in?stead made inaccessible. Players quickly found?? a work-around.

In Quick??sand Rally, there's a wall at the first turn that Joule can jump through, putting her outside of t??he map. Leaping off of this sends her plummeting into the abyss. While the screen fades to black, pull up the inventory screen and warp her back to her home crawler. This keeps the dungeon objectives activated while Joule is no longer in the dungeon.

From there, fast travel to any other dungeons and complete them. The clock will appear as if it ran out, but that's not how ReCore registers it. The loot room opens opens up the reward for coming in under time, along with any other objectives that were fulfilled. It's a simple way to circumvent some of ReCore's greatest challenges.

Obviously, this isn't the correct way to play ReCore. It wi??ll sap a lot of the sense of achievement out of besting these grueling dungeons. But, it's a glitch that's made po?ssible by going to a large part of the world that wasn't even supposed to be included in the game. That's crazy. If the developers are content to take shortcuts, maybe the players should be too.

The post This glitch makes all of ReCore’s toughest challenges simple, and it requires visiting a dungeon that’s not even supposed to be there appeared first on Destructoid.

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Plus a beneficial patch

Those who are on the fence about buying ReCore have the opportunity to get pushed over to the other side. Microsoft has released a demo for its $40?? budget title. The demo is unfiltered access to the first half hour of Joule's journey through New Eden. Opting to b??uy unlocks the full game with no loss of progress.

It's a savvy move by Microsoft because the first half hour of ReCore is really easy to love. Hell, the first several hours are easy to love. It's not until much later that, in many's opinion including myself, it all falls apart. Thirty minutes is enough time to be impressed by the platforming and engaged in the still-interesting combat. It's undoubtedly the best way to experience ReCore.

On a positive note, anyone who jumps in today will be less frustrated as a result of the technical side. A 5GB patch rolled out that addresses, among other t??hings, the lengthy load times. We put it to the test and the load times are indeed improved.

Shifting Sands, ReCore's largest area, used to take more than two minutes to load??; now it's somewhere around 1:10. Interior areas are closer to 30 seconds rather than the full minute they were at before. On the whole, load times seem to have been cut by about half across the board. Also, fast travel within the same area is instantaneous now.

It's not optimal, but it's a vast improvement. Hopeful??ly these load times won't feel like quite the same slog when you're just trying to track down another prismatic core. This patch doesn't fix the late-game design, and that's a burden the player will still have to bear the brunt o??f; with less waiting around, maybe that's a little easier to shoulder.

The post ReCore gets a demo, and that’s the best way to experience it appeared first on Destructoid.

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To some extent

ReCore playe?rs on Xbox One will soon find that the game demands slightly less of their time. Armature Studios is rolling out a patch this week that cuts down on the egregiously long loading sequences, some of which are in excess of two minutes.

In a post on the ReCore site, the developer says that load times ??is the number one thing the community would like to see addressed. Armature goes on "An update will be?? released this week for Xbox One and Xbox One S that will improve load times on these platforms."

It sounds ??as if the patch will help matters but not fix them completely. Armature adds the caveat "Keep in mind, some areas may continue to take more time than expected to load because they are larger zones." Still, ??the effort will be appreciated because anything is better than what the load times were at launch.

And, it's somewhat surprising that an update is coming approximately one week post-launch. When we checked in with Microsoft, we were told that the day-one patch had already been applied to the review code. The verbiage was such that it didn't seem like any fixes were on the horizon. Luckily that's not the case, and ReCore players w?ill soon find that at least one of the game's issues will be mitigated to some extent.

Update for ReCore | Load Times [ReCore]

The post ReCore’s Xbox One load times are getting fixed this week appeared first on Destructoid.

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You can stop looking now

Players who have put significant time in ReCore have noticed something that's kind of off. The game makes room for a fif??th robot companion -- there's allotted space in the m??enu, references to the T8-NK frame, and five hunting challenge slots -- but you never come across it.

The cadence at which you acquire robots seems to be a good reference point for where you are in the game. After getting the fourth one, you figure there can't be that much left. One more robot and then this'll wrap up. But, the end-game happens before Tank is acquired. For those who think it might just be a completionist's ??reward, people are posting on message boards saying they have all the Prismatic Co??res and still no Tank.

It's seeming incredibly likely ??that Tank will be released as DLC. We asked Microsoft about this strange omission and were given the following brief statement: "The Tank is not currently available in the game. But please stay tuned for news."

Giv??en that phrasing, it's almost a certainty that it'll be added in later. Whether it's as paid or a free add-on is anyone's guess.

But, there's two mindsets about why Tank isn't in the retail release. One is that it was stripped out of the final game just to add in later as DLC. The other is that developers Armature and Comcept couldn't quite finish Tank before the September 13 release date, so they temporarily cut it at the last minute. Whichever it is, it'd would expla?in all the menu space that's dedicated to Tank, and the huge quicksand area of the map that's completely inaccessible right now.

Those of you who are frantically trying to unlock ReCore's final robot: Stop. It's not there. It'll be there at some point, but not quite yet. It's a weird decision, one that was likely made out of either greed or necessity. But, it's a decision that means ReCore's cast of bots is limited to four for now. 

The post ReCore’s missing fifth robot seemingly coming as DLC appeared first on Destructoid.

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Day-one patch has already been applied

Now that I've had a chance to play through all of ReCore, I realize that it's a game I liked a lot until I no longer liked it a lot. It? stumbles and falls the longer it's played. All of the frustrations mount until its welc?ome is worn out.

A contributor to all of this comes from the technical side of things. ReCore has a handful of issues like framerate dips and the occasional crash.?? But, the most egregious is its load times??.

Loading a new area in ReCore can take more than two minutes on Xbox One. I know because I often found myself using my phone's stopwatch feature to keep track. A minute and a half se??ems to be the average, but the Shifting Sands location (which is the game's largest) was often closer to 2:15. This is both upon fast travel and death.

That doesn't appear to be getting fixed anytime soon. Sometimes, review code doesn't yet have the day-one patch applied to it, so press has a somewhat worse version of the game than the public will. We reached out to Xbox to see if that was the case with ReCore.

An Xbox representative told us "Your experience with the game includes the Day? One patch consumers will receive on September 13. We're aware that even with the Day One patch, players can still e??xperience long load times in a couple areas of the game. We appreciate player feedback and are committed to improving where we can."

Things are better on PC, but they're still not good. I've heard tell of load times around 30 seconds on an SSD. Th??at's a good chunk of time for PC. But, after spending several cumulative hours looking at loading screens, I'd have killed for 30 seconds.

Our experience is the exact same experience everyone will have with ReCore come to?morrow. Just know that if you ever get hungry, a well-timed death will give you ample opportunity to leisurely stroll to the kitchen to make a sandwich.

The post ReCore’s lengthy load times won’t be improved for launch appeared first on Destructoid.

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Potential and wasted energy

[Update: Here's a look? at the massive "D??efinitive Edition" overhaul update that went live in September of?? ?2017. This content is free for existing owners.]

"Are those cores weighing you down," ReCore's antagonist asks toward the end of the game. Whether or not the developers realize it, it's an apt bit of meta commentary. ReCore is brimming with ideas -- some great and some not -- and their collective he??ft pulls everything down.

ReCore is a prime example of what happens when a game is built upon a solid foundation but is marr??ed by bad design.?? For a while, that foundation holds steady. Then, it starts to show some cracks. Eventually, it all crumbles.

ReCore (PC, Xbox One [reviewed])
Developer: Comcept, Armature Studios
Publisher: Microsoft Studios
Released: September 13, 2016
MSRP: $39.99

At least that crumbling is thematically consistent with what's happening in ReCore's universe. Earth took a turn for the worse, so mankind has started a terr??aformation project on New Eden in hopes of making it habitable some day. Protagonist Joule Adams wakes up from cryosleep to find that it all went awry. The machines are malfunctioning and she's p??erhaps the only human left.

The story deals in grand concepts. On a macro level, it's about Joule's quest to figure out exactly why this is all happening. Sabotage, murder, rebellion -- these are all obvious?? motifs. The cinematics and the dialogue all appropriately convey a dire situation, one that is spiraling out of control.

But, the minute-to-minute of ReCore amounts to hardly anything more than fetch quests. Almost all progress is walled off by collecting a few of something to move forward. "Find two cores to open this door." "Collect the four robot parts to learn to fly." ReCore quickly falls into a repetitive gameplay loop that it never really breaks away from. More importantly, that ??loop never does the narrative justice.

All of this collecting is propelled by two main systems: platforming and combat. The platforming is one of ReCore's brightest-shining mechanics. At all times, Joule has a double jump and a forward dash. Despite covering long distances and leaping to moving targets, Joule is always fantastically easy to control. Landing while carrying a lot of momentum surprisingly works more ?often than not.

The combat is similarly great, but only at first. This is a third-person shooter with a mild puzzle sl?ant. The attacking robots are different colors. With a press of a directional button, Joule's rifle matches that color to deal extra damage. She also h??as a grappling hook that can rip the cores out of enemies that are low on health via a tug-of-war minigame.

Initially, this is a treat. But, it unfortunately wears out its welcome quickly. ReCore's encounters never truly evolve. As the game progresses, it's the same battles with robots who are higher level and do more damage, but you are also higher level and do more damage. ?Compounding matters, combat is extremely frequent. It becomes tedious long before the game's over.

Those are the important systems, but ReCore's full of plenty others that never fully pan out. Joule is accompanied by robots that she befriends, rescues, or builds alo??ng her journey. They can be used to traverse the environment or to assist in combat. They're invaluable and are very much a main part of the game.

Back home, Joule can use resources on her robot pals. Since there's no control over her upgrade path, this is the only example of ReCore offering any agency with regard to improvement. Some ?options are: Creating new body parts for the robots, equipping a mashup of those limbs, passively boosting them by upgrading thei?r cores, and combining the likes of many bad gaskets to make fewer better gaskets.

But (and I feel like I'm saying that a lot), it really never amounts to much. Not upgrading the robots seems to work just?? fine. They're still efficient enough in combat. Maybe they'd be slightly better, but there's no way to compare the two scenarios. You just have to trust that they're probably marginally improved.

Similarly, there's the ability to switch cores out between the robots. For instance, Mack the canine's core could be put in Duncan the ape, and then the ape would be Mack. ReCore never explains this and it's extremely jarring. I thought I hit a game-breaking bug upon earning my fourth robot because Duncan was suddenly someone else and I couldn't equip him anymore. It's clear that this was meant to be a much bigger emphasis for ReCore, but that the idea was mostly scrapped somewh?ere along the way.

All of these systems could make for a tolerable, if not bloated, game, but the developers' wanton disregard for the audience's time is a deal-breaker (independent of the fact that load times can take upward of two minutes on Xbox One). For the most part, ReCore progresses the player at a consistent rate. Simply playing the cr?itical path l??evels Joule up in a way that's manageable with the challenges that will soon be presented. There are some instances of minor grinding, but it's mostly fine.

Then, once ReCore initiates its end-game events, the developers send you out into the open world several separate times to finish the story. Each trip requires finding five more Prismatic Cores, the game's most valuable collectible. Getting one Prismatic Core is a noteworthy event. Suddenly, ReCore wants you to find 40 of them total (Correction: 45). It's a? ridiculous number when you consider that? the player was positioned to gather maybe 15 to 20 of them to that point, often through story events.

What this amounts to is a fundamental misunderstanding of what an open-world game should be. Giving the player the option to scour every nook and cranny for collectibles is a viable method of unstructured game design. But, requiring them to do this to finish the game (with a near-worthless map, to boot) is unforgivable. If you still had good will stored up for ReCore, it will most likely be gone when you get here.

It's all a shame because ReCore shows ?so much promise in its opening hours. It's easy to envision a way in which all those ideas could manifest into something great. They don't, though. Instead, it's just a jumble of mechanics that never jell, gameplay that grows stale far too quick, and insulting d??esign. System failure.

[This review is based on a retail build of the game provided by the publisher. Dale North, former employee of Destructoid, contributed to the musical score. As always, no personal relationships have been factored into this assessment.]

The post Review: ReCore appeared first on Destructoid.

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Inafune probably needs a win

This  launch video cements it -- Recore is basically Tomb Raider with robots, as the leading lady Joule?? Adams is following in her father's footsteps, adventuring out in the wilderness to solve puzzles and engage in combat. And like most adventure games, it looks promising but c??ould come crashing down at any point during the campaign based on pacing. 

Jointly developed by Comcept and Armature Studio, the former could really use a win right now. I'm not happy at all about how the entire Mighty No. 9 situati?on went down from start to finish, but the team has made some great games in th??e past before they formed the studio -- any more failures and they'll probably be in pretty bad shape.

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Five years later, and Mega Man is still stuck on the moon

Facebook group 100,000 Strong for Bringing Back Mega Man Legends 3 has released a video documentary detailing the long, sordid history of the game's announcement, development, and cancellation. It's been just a little longer than five years since Legends 3 was officially cancelled by Capcom on July 18, 2011, and the group released the video in order to sum ??up where they've?? been and where things stand now.

The video is chock-full of quotes, screenshots, and even Twitter messages posted in the game's "Devroom" forums, and it takes a sober, even-handed tone throughout, focusing primarily on the history of Legends 3 and explaining how it was unprecedented for fans to have such unrestricted access to the inner workings of a game in development. Nowadays, it's common for backers of a Kickstarted game to receive granular updates about games in progress, but Mega Man Legends 3 predated Kickstarter's first major game success, Double Fine Adventure (a.k.a. Broken Age) by about a year.  

I learned several things by watching the video, including the fact that several planned pre-release events in Akihabara had to be cancelled due to the 9.0 Tohoku earthquake and the resulting tsunami. I also learned that series creator Keiji Inafune apparently offered to help finish the game as an independent after his departure from Capcom, but they rejected his offer. Watching the video reminded me of the devotion EarthBound fans have demonstrated in trying to get Mother 3 an official Englis?h-language localization over the ye??ars. 

The video ends on a hopeful note, as the narrator mentions that the previous games in the series (Legends 1 and 2, and The Misadventures of Tron Bonne) have been selling well since their arrival on PS3 and Vita as part of the PS Classics collection. The group also hopes that Sony might step in and help bring the game to completion, though there's no basis for that other than Sony's assistance in promoting the Shenmue 3 Kickstarter at its E3 press conference last year. Still, their enthusiasm is infectious, and I certainly hope ?it's rewarded at some point in the future.

100??,000 Strong for Bringing Back Mega Man Legends 3 [Facebook]

[Disclosure: the author is a member of the 100,000 Strong Facebook group.]

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If your glass is half empty on robot murder

To some extent, ReCore's name makes sense. It's a game about restoring power by stashing new cores in currently power-less things. But, in a more minute-to-minute sense, it could've also been titled DeCore because getting those power sources is reliant upon you creatively ripping them out of your enemies. ?It's a vicious circle of robotic life.

Both names would've been perfectly fitting, but it's easy to see how co-developers Armature and Comcept went with ReCore; it's ostensibly the main goal of the game (as far as we know, anyhow). In a recent presentation at E3, we didn't have time to delve too far into the ReCore part, just the DeCore part.

We were shown a slice of the game that takes place very early on, and were told that protagonist Joule intentionally knows more about the world's circumstances than the player does at this point. Mark Pacini, game director at Armature, was keen to fill us in. ReCore takes place on a distant planet called Far Eden. A terraforming initiative is in full effect on other planets because Earth's future is uncertain. ReCore picks up on Far Eden as Joule awak??es to find something has gone awry as the humans are gone and the? robots are suddenly hostile.

At first glance, ReCore is striking in its vast, empty openness. Winds sweep across the tall desert landscape, blowing yet more sand on Far Ede??n's many machines. It's a place that feels hopeless in its desolation, but maybe an injection of the artificial could change that. Maybe robots could change that. It's hard to imagine humans living here except as a last resort.

According to Pacini, this is only part of ReCore's set dressing. A lot of the game takes place in underground labyrinths and dungeons. Several of these are along the critical path, but a lot of them are also hidden. The developers want exploration to play a big role in ReCore; they want? players to scour that open overworld to find routes to the hidden subterranean areas. That's why falling into the abyss doesn't come with a fail state, but rather immediately places you back to where you took that ill-fated leap. Pacini says that it's important to encourage exploration, not penalize it.

Once underground, we see Joule's knack for fighting. Pacini tells us that ReCore's combat is about timing and movement rather than accuracy and precision. It reminds of Quantum Break a bit in that sense. Running around and shooting in the direction of enemies is a much better tactic than standing in one spot. Early into the first encounter with contentious robots, we're shown the puzzle-like element to combat. Each robot has a colored core and J?oule is tasked w??ith changing ammunition types to match it. Doing so deals extra damage.

Bolstering the combat system is a combo meter which slowly builds. Pacini told us that people could probably reach a 20-hit combo in the E3 demo; he declined to comment on what kind of numbers were possible further into the game. Like the color-matching mechanic, the com??bo system also allows Joule to deal extra damage. Eventua?lly it'll get high enough that she's allowed to instantly extract an enemy's core.

Really, that's what this is all building to. ReCore's main progression scheme is? about extracting cores from enemy robots in order to upgrade your own robots. Pacini also decli??ned to explain much about how this worked, instead opting to for the PR-approved "We'll be talking more about that later."

As far as friendly robots go, we got to see a bit of Mack, the dog-like bot. Each companion has a Lethal attack that is of utmost importance; Mack's is a dash that, as far as we could tell, serves as an insta-kill. However, his main function is as an exploration robot which we lear?ned when he unearthed a key for us.

The presentation concluded with a fight against Iron Fang, a boss of sorts. He had a constantly changing core, meaning that Joule had to also continuously switch. It's not a tough compliance to make, as i??t's as simple as pressing a direction on the d-pad. Still, Iron Fang was a more formidable foe than the robots leading up to him, proving his worthiness of being called ?a boss. When he fell, Joule was rewarded with a power source that was a disco ball's mashup of colors.

At this point, we know what ReCore is, but we don't truly know what ReCore is. It's a mix of exhaustive exploration, Metroid Prime-style environment-traversal ??platforming puzzles, and snappy combat. All of those aspects seem great on their own. We have less than three months left to find out if they'll wo??rk together to create a functioning machine, or if they'll wind up just a bunch of loose individual components.

The post ReCore could’ve just as easily been named ‘DeCore’ appeared first on Destructoid.

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Even without speedrunning

The lovely chaps at GameXplain did everyone a favor and played Mighty No. 9 so we don't have to, and they uploaded the entire credits roll that lasts just over 3 hours and 48 minutes. The excessive length is thanks in part to the listing of over 67,000 Kickstarter backers, mo??st of whom are only listed as "Mighty No. XXXXX - A Generous Backer" for one reason or another.

I've heard the average time to clear the game is between three to five hours, though it has already been completed in around an hour by speedrunners. Pers?onally, it took me just over five hours thanks to cheap bosses and their one-hit kills; five ??precious hours I'll never get back.

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Might doesn't always make right

You've heard enough about the drama surrounding Mighty No. 9.

Let's take a look at the actual,? finished product.

Mighty No. 9 (3DS, PC, PS3, PS4 [reviewed], Vita, Wii U, Xbox 360, Xbox One)
Developer: Comcept, Inti Creates
Publisher: Deep Silver, Spike Chunsoft (Japan)
Released: June 21, 2016, TBA (3DS, Vita)
MSRP: $19.99 (Digital) / $29.99 (Physical)

My opinion of Mighty No. 9's gameplay hasn't changed much since my time with the demo many moons ago. You get used to the systems Inafune and his team have put in, especially boosting, which is used to "absorb" enemies after dealing damage with your arm cannon shots. The combo system (granting players chains if they absorb foes faster) isn't nearly as cool as Comcept and Inti Creates think it is, but it works because it encourages smart and swift play. I adore the idea of adsorbing powers (like speed, power shots, and armor -- which you can cleverly see above your avatar here) temporarily, and having to stay on top of things constantly ??to have the edge. It keeps things fresh, and in no time, you'll start to identify enemies with specific powers like a sixth sense.

Because damn, if you can ignore the look of the lackluster engine, it plays well. One can quick dash in and out of the action, and at times the sheer magnitude of your power to traverse terrain can feel like an iconic Mario power-up. You'll need to really get a hold on everything too, because Mighty can get pretty difficult. There are several stages with outright insta-kill sections, with few and far between checkpoints. That's only going to frustrate the audience that didn't grow up in the era of NES and SNES platformers, but I appreciate that Mighty, after all this waiting around? for it, isn't a remedial experience.

There's a lot of skill involved even if you completely eliminate the intricacies of each boss weapon, which can be acquired Mega Man-style aft?er defeating them. The idea of "pre-charging," as I call it, into an enemy as your bullets are racing across the screen to absorb them at the last possible second is key in many areas, as is the use of the "Action Shifts" (which allow for higher jumps or backwards shots). I've seen a lot of videos recently where players are getting hit by seemingly impossible to dodge attacks, not using Shifts, and it really highlights how much depth there is to discover. Earning E-Tanks (??AcXel Recover) in real time while you're playing each level (and having them go back to zero if you die) is another nice touch.


But all of this excellent gameplay design is only as good as the scenery you're playing it in, and sadly, most of Mighty's levels are too by-the-book. Outside of the Countershade stage, where players are chasing down a sniper robot through a looping Capital building (essentially morphing the entire level into a boss fight itself), pretty much everything else gives off that been there, done that feel -- whether it's in Inafune's own games or more recent platforms. It's not just Countershade though -- these "Robot Masters" are a little too cool for the levels they inhabit (though the intro, mid, and final bosses are painfully boring). I love Dynatron (the electric girl) and her amazing battle, but her level feels like a neutered take on Flame Mammoth's stage in Mega Man X, with less room to explore and more pipes getting in the way.  The lackluster aesthetic also takes away from everything in the mo??st distracting way possible.

Let's do an exercise, and I want you to to really take a look at how beautiful the artwork of this game is, first. Okay, ready? Imagine, of your own personal design, a sky fortress. Imagine it floating in the air, with cannons surrounding its exterior. It looks kind of cool in your mind's eye, right? Well snap back to reality and stop right there at the concept. Don't bother to fill in all the little details -- don't think of what metal the walls are made out of, what color they are, and what types of bullets rain down from those cannons. That's basically how the development team handled Mighty No. 9's visuals in th??e limited Unreal Engine 3, which has since been replaced by Unreal 4 -- at least how it's optimized here. As an aside, I'm also glad that a Japanese audio track is available, because the dub does not fit nearly as well.

Since this project was delayed into oblivion for its extras, it's only fair to talk a bit about what you're getting. If you've been banking on the Ray DLC, at least for the level, you're probably going to be disappointed. It's on the short side, consists of several tunnels, and provides three brief boss battles similar to the Proto Man or Zero gimmick fights in the Mega Man and X series respectively (the first two confrontations don't even have life bars). Controlling Ray is fun for sure, as she has her own set of abilities?? and provisos (her vampiric need to constantly absorb enemies to stave off her decreasing healthbar is cool, as is her focus on melee combat), but she's not a game-changer as the latent level design issues persist through her playthrough.

The challenge mode,? while lengthy, also isn't noteworthy. Taking place on a giant drab wireframe training palette with a blank background, you'll get the chance to push Beck to his limits, with scenarios that remove his dashing ability, and force you to learn each copy power. It's just as dull as it sounds, and although I totally get that they're training you for the campaign, most of the very specific circumstances within aren't actually present enough to warrant that type of close-up reflection. The same goes for the co-op and online features (more challenges) , and the Call sections, which, while inoffensive, are forgettable. Boss rush and New Game+, which directly link with the decent core mode, are welcome additions.

Following Mighty No. 9 has been one hell of a ride. Having backed it in 2013 at a low pledge level, I can't say that I'm exactly disappointed with the end result. It still has a lot of baggage to unload (the 3DS and Vita ports aren't even dated yet), but most Mega Man fans will find solace in the fact tha?t it didn't end up being a disaster. Other than the art style, of course.

[Disclosure: The review??er backed the game's Kickstarter campaign. This review is based on a retail build? ?of the game provided by the publisher.]

The post Review: Mighty No. 9 appeared first on Destructoid.

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This looks like a good'un

Microsoft didn't dedicate a long section of its E3 2016 press conference to Keiji Inafune's newest new joint ReCore, but i?t did get a trailer that made quite a splash. That's mostly because the trailer itself is quite splashy. Watercolor-like s??creens introduce the robots that will help us survive and traverse Far Eden.

Probably more important than that is the release date for ReCore. As was rumored lately, ReCore will launch on September 13. What's more, it's part of the Xbox One and Windows?? 10 "Play Anywhere" initiative that allows for cross-buy and cross-play. You have options in the robots you want to play and the machines you want to use.

According to the official site, the game will be $39.99.

The post ReCore confirmed f?or a September 13 release on Xbox One and Windows 10 appeared first on Destructoid.

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Leak city

Based on a series of leaks from NeoGAF, it looks like information on ReCore has been revealed before more official?? notice from Microsoft in tomorrow's E3 conference (it's an exclusive, after all??).

Firstly, the official release dat??e is September 13 in the US, September 15 in Japan, and September 16 in Europe. There also seems to be several screens of the game, which show the presumed protagonist pulling down a door fixture, and donning a giant gun.

Given Inafune's scattered history since leaving Capcom I'm not anticipating this, but who knows, maybe it'll be good. I'm getting some real Remember Me vibes though which generally isn't a good thing in my?? mind.

ReCore [NeoGAF]

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It's that bad

Seeing a Japanese Mighty No. 9 dev trash a commercial from his western publisher as "unforgivable" had me in stitches for a while. That specific choice of words is pretty amazin??g, and not something you see every day. Most people are talking about the phrase "cry like an anime fan on prom night," because it alienates the entire audience of the game in one fell swoop.

I'm not sure if this is supposed to be a parody, or what, but the whole situation is the icing on top of the spoiled cake that's been sitting out uneaten for the past few years or so. It's gotten so bad that even brands have weighed in on it, which, while bad in theory, is hilarious insomuch?? as t??hey're aware of it.

Given the strong response to the trailer I want to know your thoughts on it. Is this high concep??t art-house stuff here? Are we seeing a full-blown parody ?that no one really "got?" If not, can you come up with a reason why Deep Silver would market the game like this, and are you actively disinterested as a result (or fine with it as even the developer is pissed)?

The post Did the Mighty No. 9 pizza commercial deter you?? from checking it out? appeared first on Destructoid.

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betvisa888 betKeiji Inafune Archives – Destructoid - Jeetbuzz88 - live cricket tv today //jbsgame.com/mighty-no-9-dev-puts-publisher-deep-silver-on-blast-for-latest-trailer/?utm_source=rss&utm_medium=rss&utm_campaign=mighty-no-9-dev-puts-publisher-deep-silver-on-blast-for-latest-trailer //jbsgame.com/mighty-no-9-dev-puts-publisher-deep-silver-on-blast-for-latest-trailer/#respond Thu, 26 May 2016 20:00:00 +0000 //jbsgame.com/mighty-no-9-dev-puts-publisher-deep-silver-on-blast-for-latest-trailer/

It's 'unforgivable'

Yesterday, Mighty No. 9 publisher Deep Silver rele??ased a "Masterclass" trailer to explain some of the game's combat systems. At time of writing, it has 1,732 upvotes ?and 13,720 downvotes. That is to say, it's not going over well. One of the people who took umbrage was the CEO of co-developer Inti Creates Takuya Aizu.

On Twitter, Aizu wrote "What the hell was D*** *il*** thinking making a crappy PV like this?! Unforgivable." In this instance, the asterisk'd-out name is most obviously Deep Silver. Like a Blue's Clues&nb??sp;riddle, it didn't take mu??ch Thinking Time to discern exactly what he means.

Why he is upset is similarly transparent. A single line of voiceover states that the net effect of one mechanic will "make the bad guys cry like anime fans on prom night." Others question the visual fidelity on display in the trailer, but it's surely the quote about anime fans that was the mo??st contemptuous.

And, it's not the greatest time for Deep Silver to be burning bridges. After several delays, Mighty No. 9 will finally release in less than a month. A lot of the good will surrounding the game around the time of the initial reveal and crowdfunding campaign has since melted away. Deep Silver's latest joint (and the first in more than a year) isn't exactly setting the world on fire either. Everyone involved needs Mighty No. 9 to land, and derisive commentary is antithetical to that goal. Yeah, Aizu probably has a good reason ??to be pissed.

@t_aizu [Twitter]

The post Mighty No. 9 dev puts publisher D?eep Silver on blast for lat?est trailer appeared first on Destructoid.

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9:00 PM JST

All that can be said about Mighty No. 9 has probably been said already.

We've all lived it together. The mu?ltiple delays, the apologies, the rough social campaign -- we've seen it all. Now, we're just waiting for the actual release??, which is actually, probably, a really real date of June 21 (June 24 in Europe). The game has gone gold after all -- we can't possibly see another delay.

But for those of you who haven't backed it and aren't alrea?dy getting the code t??hey paid for, you can check out a broadcast tomorrow, May 27 at 9:00 PM JST that shows off the final build. I'm pretty happy with the gameplay all told, but I hope they've touched up the drab visuals a bit.

Inti Creates [Nico Video via Siliconera]

Before then, have a really bad trailer.

The post See the latest build of Mighty No. 9 tomorrow appeared first on Destructoid.

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Sure

Is this it? Is it finally it?

Comcept has claimed that Mighty No. 9 has ??finally gone gold and will drop on June 21, right after E3.

Although the Vita and 3DS versions are?? coming later still, Comcept has promised no more delays are in sight, after d?elaying the game countless times. It's been nearly three years but it's just on the horizon folks.

Or is it? Dun dun dun!

The post Mighty No. 9 has gone gold, out in June appeared first on Destructoid.

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It's still a 'spring' release

Because it doesn't have the best track record at keeping its fans and backers up to date, the Mighty No. 9 project has once again started making waves across the internet. Based on a recent "no comment" response from Deep Silver regarding the game's release schedule, as well as Twitter silence from the developer, people are ?starting to ge?t antsy.

Far be it from a publisher to comment on behalf of a developer at the drop of a hat, but the fact that the social channels for the game have been mum is not good. The last update was in February, and noted that Inafune was a "huge Mad Max fan" after all.

In order to make their "spring" deadline the team needs to technically deliver by June 21, so they have some time. But as I've said in the past, this is the exact opposite way a crowdfunding project should be handled after the fact. I get that people can be touchy, but when your entire Steam forum is basically asking for a refund, the?re's a problem.

Deep Silver remains quiet on Mighty No. 9 [GoNintendo]

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betvisa888 cricket betKeiji Inafune Archives – Destructoid - BBL 2022-23 Sydney Sixers Squad //jbsgame.com/mighty-no-9-is-a-lesson-for-future-kickstarters/?utm_source=rss&utm_medium=rss&utm_campaign=mighty-no-9-is-a-lesson-for-future-kickstarters //jbsgame.com/mighty-no-9-is-a-lesson-for-future-kickstarters/#respond Mon, 25 Jan 2016 13:15:00 +0000 //jbsgame.com/mighty-no-9-is-a-lesson-for-future-kickstarters/

Don't overcommit

Well, Mighty No. 9 has been delayed. Again (Déjà Vu, right)! Even though the aforementioned headline stresses "again," it would be nearly indistinguishable from the past occurrences. So what's wrong this time? Well, "online play" of course (if that's the real reason) -- the thing everyone probably could have lived without, and is just now being disclosed a mere two weeks before release. It's been delayed so many times that there is practically no faith left in the project, which is a shame, as it actually plays well.

The key to what went wrong? Over-promising. The hype train was strong with this one, as Inafune and his team seemingly had a round-table session after the initial Kickstarter fervor and went "how much can we possibly pack into this game? Also, what about a live action movie, anime se??ries, and manga? The sky is?? the limit!" But there is a limit. Kickstarters have learned time and time again that physical production is much harder than it looks, but the digital side can become overbearing as well.

Right now I'm sifting through what has been promised with Mighty No. 9, and I'm utterly overwhelmed. There's multiple pre-order bonuses, a physical boxed edition, Beck crossover events with other games, four extra levels (two regular stages, an intro level, and another end stage), New Game Plus, Turbo Mode, a making-of documentary, a boss rush mode, challenge mode, online co-op, a support character, online battle race, an optional retro soundtrack, basically every platform under the sun is getting a release, and there's all the wacky tie-ins that Inafune wants. There was even talk of possible amiibo support.

When all of that eventually is released, all that content sounds pretty rad! But promising that future delays won't happen, and then delaying it right before release doesn't look good. In fact, it hurts your overall image. While his follow-up Kickstarter, Red Ash, didn't look nearly as inspired as Mighty No. 9, which was the perfect storm at the perfect time by the way (right when sticking it to your former publisher was cool), it's very clear that confidence in Inafune was shook, especially when funding was pulled from Ash following more bad news about Mighty.

In my mind, Shovel Knight did it right. People were clamoring for the game for months, it was delayed a few times (openly and honestly too, not carefully timed around the Red Ash Kickstarter's closing), and then it was out -- and people loved it. It didn't have all of the functionality that was funded through the campaign itself, but again, Yacht Club Games was open with the community beforehand and said it would be coming later. The physical edition even came later too, after they had the core game completed and shipped. They delivered so far on post-release content with the Plague Knight campaign, and it was pretty damn rad.

I'm really interested to see how Shenmue III, Bloodstained, and Yooka-Laylee turn out. So far thei??r campaigns have been pretty upfront with what to expect, and none of them seem to be clamoring for live-action movie deals, so their prospects are probably better than Inafune.

The post Mighty No. 9 is a lesson for future Kickstarters appeared first on Destructoid.

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'Spring 2016'

Mighty No. 9 had a firm February 9 release date after a series of delays (the original Kickstarter estimate for delivery was April 2015) and then a recent promise that there'd be no more delays.

Well, about that...

A very hilarious beat-around-the-bush campaign update from Keiji Inafune titled, "Regarding The Mighty No. 9 Release" explains that issues similar to those that caused past delays -- scale, multiple platforms, etc -- are still to blame. "[T]he issues relating to the network modes were more critical than expected," it reads. There's an additional two apologies nested in there, praise for the "non-stop" work of the development team, a??nd a deeper explanation of the problem:

The reason for the delay is rooted in bugs inside the network modes, and specifically proble?ms with matchmaking. There are two large reasons for this problem, one of them being the large number of platforms supported (the solution for each platform is slightly differ?ent) and the other stems from the fact that the engine we are using is no longer being updated which means adjustments for matchmaking and online code are being made manually (actually reprogramming parts of the engine by the dev team themselves). Unfortunately, this is all a result of miscalculations on the part of us, the development staff.

Perhaps most key, no new release date (??avoid ??more broken promises and upset fans), "But we expect it to realistically be in Spring 2016."

Regarding The Mighty No. 9 Release [Kickstater]

The post Mighty No. 9 delayed (again) appeared first on Destructoid.

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Windows 10 PC only

A big to-do was made about ReCore's reveal at E3 2015, as it seemed Keiji Inafune's next game would be an Xbox One exclusive. It turns out that's only a half-truth, as ReCore will also b?e available on Microsoft's Windows 10.

The reveal was made unceremoniously in a rundown of Xbox's plans for the year. Squashed right in the middle of the list is ReCore ;which will release in 2016 on both Xbox One and Windows 10 PC. While it was originally rumored to be set for early?? 2016, the game's now just expecte?d to release sometime this year.

Also hazy is exactly what ReCore is about. Inafune likes robots, so there will be robots. Other than that, we recently learned that the Joseph Staten, who has written Destiny and Halo, is heading up the writing. The tale seems to be about Joule, a woman who is tasked with using robots to complete some ??sort of mission to revive the human race.

Expect that haze to clear up soon. We're 4/366ths through 2016 (Leap Year!), so we're well on our way to knocking out another twelve months of human existence. In those few days, we've found out that more humans will be able to try ReCore. Now we just need to know everyt??hing ??else about this compelling but still mysterious game.

Greatest Games Line-Up in Xbox History Fuels Record H?oli??day, Extends to 2016 [Xbox Wire]

The post Keiji Inafune’s ReCore is launching on PC too appeared first on Destructoid.

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Cool, maybe?

Mega Man co-creator and crowdfunding enthusiast Keiji Inafune is the most prominent name attached to upcoming Xbox One exclusive ReCore, but the game is being written by former Bungie man Joseph Staten, The New York Times reveals in a recent pi?ece abou??t heroines in games.

ReCore follows the exploits of Joule, the last remaining p??erson on th??e desert planet Far Eden, who must employ the help of robots to support her on a mission to revive the human race. 

"The mal??e gender does not have the monopoly on heroism," Staten told The Times. "Joule is emblematic of this conviction, and we hope she's a character who stands strong and stands out in a market filled with male heroes."

Prior to now Staten was known to be working at Microsoft Studios on an unknown project since leaving Bungie in late 2013. While at Bungie, Staten served as the studio's director of cinematics, helped manage the Halo franchise's expanded universe and novelizations, wrote Halo 3: ODST, and worked on Destiny as lead writer and design director. 

ReCore is in development at Comcept and ??Armature Studios and planned for a spring 2016 launch.

Lara Croft has-company: More fema??le her??oes appear in big-budget games [NYT via GameSpot]

The post Halo, Destiny writer is penning Inafune’s Xbox One exclusive ReCore appeared first on Destructoid.

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Oh that Beck he's so wacky

Mighty No. 9 is going for that "kooky weird Saturday morning cartoon" vibe with this new trailer, meant to showcase some of the game's new modes, and that ever-popular brand™ building Minecraft pre-order bonus skin.

Since it hit all of its stretch goals, it'll ship with a ton of new modes, including boss rush, challenge mode, one-hit death, and online co-op challenges. As long as the final game is anything like the build that's been playable for months now, it'll end up okay, but it will probably ne?ver escape the drama to some degree.

The post New Migh?ty No. 9 trailer showcases add??itional modes appeared first on Destructoid.

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Man, this game

A new website has popped up for Mighty No. 9, delivering all of the previous information in one place. This includes a look at all eight Robot Masters Mighty Numbers Roll Call, Dr. Light Dr. William White, Mega Man's Beck's transformations, and Zero Ray.

It also details all of the features Mighty will ship with, including 12 stages, hard, hyper, and maniac difficulty settings, a score ??attack mode, the ability to play as R?ay, leaderboards, a challenge mode, swappable regular and retro music, a boss rush gametype, 2-player online race battle support, and two player online challenge co-op.

Despite all this hubbub and one of the worst-handled campaign??s ever, I hope this is good come February.

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