There’s no shortage of Overwatch merchandise out there, so regardless of who your favorite character is, you can probably find something in their image for you to wear or display proudly. That’s especially true today if you’re a D.Va fan, with Blizzard releasing a new animated short for her, and a new Figma figure getting announced as well.

The figure was announced at the Overwatch Fan Festival in Seoul today and comes complete with the same hat D.Va wears in the short released today.

As the tweet from collectible store GoodSmile mentions, preorders for the figure go live on August 30, so you have about a week to decide whether or not you’re going to want it. Figmas are notable for being extremely posable, so you can create all your most heated Overwatch battle moments here…assuming you don’t need the mech, at least.

Overwatch is available on PlayStation 4, Xbox One, and PC and is currently enjoying a free week on the Xbox One version.

Sarah Schachner, who previously composed Assassin’s Creed Origins, Assassin’s Creed Unity, and Call of Duty: Infinite Warfare, has been announced as the composer for BioWare’s upcoming title Anthem.

In addition to those scores, Schachner has collaborated for games like Far Cry 3 and Assassin’s Creed IV: Black Flag, as well as movies like Iron Man 3, John Dies at the End, and The Expendables 2. Her work was also featured in a trailer for Game of Thrones season 5.

According to BioWare, she will create “evocative time-travelling and intergalactic scores” that “will create the perfect backdrop for rocketing around in a javelin and exploring Anthem’s dangerous world.”

You can hear Schachner’s track “Valor” from Anthem below.

Anthem is slated to release on PlayStation 4, Xbox One, and PC on February 22. For much, much more on BioWare’s upcoming title, check out our hub of exclusive content stemming from our cover recent cover story.

[Source: BioWare]

At Gamescom, Ubisoft CEO Yves Guillemot explained that fans won’t get a new Assassin’s Creed title in 2019, but instead the company will support upcoming title Assassin’s Creed Odyssey (out on October 5).

Back in 2016 Ubisoft announced that the series wouldn’t be annual as it had been up until that point. Indeed, after the release of Assassin’s Creed Syndicate the series skipped 2016, following it up with Assassin’s Creed Origins in 2017.

As to why Origins and Odyssey came out in successive years, Gamespot reports Guillemot said, “It’s just because the team were working separately, so we have two games now, on year after the other. But next year you’re not going to have a fully fledged one.”

Gamespot says that Guillemot further confirmed that there would be no spin-off title either.

[Source: Gamespot]

QC Games, a development team made of former Bioware developers, announced today an online cooperative action RPG called Breach. The team is made up of members that worked on Star Wars: The Old Republic, the Dragon Age series, and the cancelled, Shadow Realms. We don’t know a lot about Shadow Realms, but we do it was a four versus one action game, like Breach.

In Breach, players must battle creatures of a parallel alternate mythological Earth that is invading modern Earth. Players pick a class to take on the Veil Demon, an antagonist that is controlled by another player. The Veil Demon can control the enemies and summon boss creatures. You can check out the trailer which details some of the available classes like Gunslinger and the Chronomancer.

Breach will enter early access later this year with plans to enter a full, free-to-play launch in 2019. You can sign up to participate in the alpha by heading here. You can also check out a screenshot gallery from the game below.

 

Capcom officially unveiled Devil May Cry 5 at E3, but the company was light on the details surrounding the stylish action series’ big return. Now, fans are getting their questions answered thanks to a demo on the Gamescom show floor.

The demo encompasses several different environments and encounters, as well as a big boss fight. We played the whole thing (“we” meaning Suriel Vazquez), and then we talked about the footage (“we” meaning Leo Vader and Joe Juba) in this edition of New Gameplay Today.  

If you want perspective from the person who was actually playing the demo, you should read Suriel’s full hands-on impressions. Otherwise, check out the video to see the entire demo and hear a mixture of insight and speculation from those of us who wish we were playing it ourselves.

From Software’s biggest legacy is Bloodborne and Dark Souls. Fans of the studio’s brutal-but-deliberate combat are always eager to learn about its next project. At E3, the studio revealed Sekiro: Shadows Die Twice, a stealth action game about a shinobi’s quest for revenge. Sekiro introduces a lot of new mechanics and systems that haven’t been seen in the Souls series before, but after getting hands-on time at Gamescom we’re convinced From Software fans will find a lot of love in this new adventure.

With Sekiro, From Software was heavily inspired by the late 16th century Sengoku period Japan. The environments are filled with pagoda-like structures and grass-camouflaged samurai. However, this world is also filled with every kind of nightmare from Japanese myth, and I was overcome repeatedly by headless warriors, giant snakes, and chain-clad giants.

This lone shinobi’s arm has been stolen. In its place are any number of unique prosthetics, which are actually more useful than an arm in battle (good riddance). One prosthetic is called the loaded axe, and this basically functions as a heavy attack that breaks through shields. Another prosthetic fires off a steady stream of shurikens. When I followed this attack up with a traditional katana slash, the shinobi dashes toward his target, so this combo is a great way to close big gaps between opponents.

However, one of my favorite arm tools was a fire rod that produces a shotgun blast of flame. When I performed a katana combo with this prosthetic, it set my sword ablaze, which increased my damage output for a short while. From Software said the final game will feature an even wider variety of prosthetic weapons players will be able to unlock and rotate through as they progress.

As expected, most enemies have a health bar, but they also have a “posture” bar that slowly fills as you attack or deflect their attacks. This posture bar represents their defense, and when it fills, you can perform a powerful attack that will kill a lot of smaller foes and chip off a block of health from bosses. Of course, you also have a posture bar, and when that fills, you are incredibly vulnerable.

I died several times after losing my posture, but as the title says, shadows die twice. When you die, you can choose to resurrect yourself and get the drop on enemies that don’t expect a dead man to jump on their backs. Naturally, you only have a limited number of resurections, but will earn more as you kill enemies.

One of the biggest changes from the Souls series is a stealth mechanic, but I found this a welcome addition. Sekiro is still primarily an action game where players must commit to deliberate and well-timed attacks, but this stealth mechanic is a tool that allows you to thin the herd before engaging bigger enemies that are hard to sneak up on. Once I learned the demo’s layout, I found it easy to sneak up on most of my foes and take them out with a satisfying slash, but From Software says that players might not want to leave too many foes untouched, because killing enemies ties into the game’s progression system, which the studio will detail at a later date.

Sekiro’s feudal Japanese setting, mix of prosthetic weapons, and stealthily action set it apart from From Software’s previous work. Some Dark Souls’ fans might worry that Sekiro strays too far from their beloved formula, but every second of my demo felt as tense and engrossing as From Software’s previous work. Sekiro is a bold new thing, and that’s great.

The Just Cause series has never been known for subtlety, but it’s tossing all restraint through the window for its fourth entry. We were wowed by Just Cause 4’s E3 showing, and that enthusiasm has only grown after playing a portion of that E3 demo at Gamescom. Here are five of our biggest takeaways.

1. Getting around is more intuitive than ever

Rico gets around, thanks in part to his skills with a wingsuit, parachute, and wrist-mounted grappling hook. After getting some practice in Just Cause 3, players were able to string together these three abilities seamlessly, propelling Rico along at an impressive clip. It’s been a while since I played that game, but getting back in the groove in Just Cause 4 took all of two minutes. Shifting from chute to wingsuit, then back again feels really, really good. During the demo, I kept hearing about how there were new vehicles with fun little gimmicks, such as a truck with a ramp-shaped attachment that you could stunt off. Sorry. Once I mastered traversal in Just Cause 3, I only drove when I had to. Seeing how well flight controls are in the sequel, I don’t see that changing.

2. Having multiple tether loadouts is a godsend

Just Cause 4’s sandbox is getting way bigger, thanks to Rico’s enhanced tethers and grappling-hook device. He can use it to string objects together, attach balloons to things, or fire propulsive flares to stuff and send it sailing. You can create your own recipes using mods, too. For example, you can set it up so balloons follow Rico instead of simply soaring into the sky. It looked a little overwhelming at the E3 demo seeing the dev swap between three different tether types, but it became second nature after a couple of minutes. Once I saw what each type did, I started seeing the game world as a series of opportunities. It was easy to tether one passing car to another, mount balloons to one of the vehicles, and then send it skyward, with just a few presses of the D-pad.

3. The tornado is no joke

The tornado has been a big part of the pre-release coverage, and for good reason. It’s a tornado. It tears through the world, ruining everything in its path – including enemy bases, traffic, and, as I learned, Rico. I tried flying close to it in my wingsuit, and it didn’t take much effort. It’s a tornado, after all. Its job is to pull stuff inside. I was able to break free of its windy influence, but just barely. It took a lot of diving to accelerate enough to pull away. 

4. It encourages creativity

I’m not suggesting Just Cause 4 should be used in classrooms, but it did open my brain a little once I got used to its new tools. Our demo started with some experimentation on a bridge, where we all dinked around for 10 minutes or so. It was an absolute riot. Rico has so many different ways of interacting with the world, and the game’s physics rewarded nearly all of my dumb ideas. I put boosters on a car and drove off the bridge, but because I wasn’t particularly careful about their placement I found myself whirling in an absurdly tight circle. Fortunately, I was able to dive out and grapple back up to safely before it careened into a cliff. I put balloons on people, waited a few seconds and then popped them, and then tried to have the bodies fall on me (don’t judge). I wasn’t successful, but I’m going to try again the next chance I get.

5. This game has the potential of being a huge time sink

Ultimately, the biggest takeaway for me was that this game might end up monopolizing a lot of my free time if I let it. I love open worlds and in-game destruction, which is in part why Just Cause has been such a satisfying time over the years. Now, more than ever, the world looks to be as much of a participant in the improvised mayhem as the player. And if I can’t find the time to fully devote my life to the game, there are bound to be some insanely great (or just insane) YouTube moments starting on December 4. 

Avalanche Studios’ output appears to be snowballing. In addition to housing the teams that are creating Rage 2 and Just Cause 4, the Swedish developer is working on a self-published game called Generation Zero. The game was announced at E3, and we were impressed with its first showing – as weird as its premise may seem. It features a mysterious robot uprising and environments largely barren of humanity. And, as a kicker, it just so happens to be set in an alternate version of Sweden in the ‘80s. At Gamescom, the studio let us get our hands on Generation Zero to see how we fared against the mechanical threats.

The demo drops me and a co-op partner in a home inside a small rural village. The mission is simple: head to a bomb shelter in a nearby village, and perhaps find some fellow survivors. After foraging around for ammo and supplies, we head out into the darkness. The game is running on Avalanche’s proprietary in-house Apex Engine, and it looks great – and oppressive. The woods are thick, and the fog and rain combine to make every step feel tense. As it turns out, that tension is earned: A pair of robotic sentries called seekers hover over some nearby brush, and I nearly walk into their range. Fortunately, my partner tells me to hang back. Seekers can draw in robotic support, but when they’re isolated they aren’t particularly dangerous. We take the duo out with our pistols, and forage their remains for gear. 

I’m lucky, and find an EMP cell in one pile of ruined scrap. It comes in handy a short while later, when we encounter dog-like runner robots patrolling a cluster of buildings. The EMP works as you’d expect, detonating with a nice flash and temporarily shutting down the runners’ systems. From there, my partner and I unload on the stunned beasts as quickly as we can before their bodies spring back to life. We’re mostly successful, but I manage to completely overlook a straggler on the side. It rushes toward us while we’re looting the remains of the others, knocking me to the ground. I’m able to restore my health with a medkit, but I’m rattled. 

We continue toward our waypoint, picking up better weapons in abandoned cars and boxes along the way. I end up with a nice shotgun and a rocket launcher. Weapons have multiple ammo types, and I’m told the rocket launcher has some exotic projectiles of its own. Unfortunately, I have to make do with a boring old massive explosion – particularly helpful against clusters of runners. During the demo I also learn the value of using items like flares and fireworks to attract or disorient my foes, manipulating them and making it easier to take them out with a well-thrown grenade. 

The bomb shelter turns out to be a bust, but a computer terminal has a clue: some survivors are heading toward a farm for some kind of last stand against the robots. Sounds like a party. We load up on gear and make our way to the farm. The party is cut short by the introduction of the ticks. These small enemies like to jump, and are an overall nuisance. They’re particularly effective when near other robotic types, since you have to take them out quickly before diverting your attention toward the more conventionally dangerous enemies. Ignore the ticks, and they’ll essentially hassle you to death with smaller wounds. 

On the other side of the robot spectrum, the demo ends with an encounter from a tank. This shambling titan takes potshots from a distance, and its armor makes it a truly difficult foe. I’m able to make several successful shots with my rockets before the demo ends. Don’t worry, tank; you’ll get yours eventually.

Avalanche says players will learn more about the robot apocalypse, but that portion of it will be hidden behind optional missions you may or may not encounter in the open world. Along the way, players will be able to outfit their character in true ‘80s style. My hero sported a backward cap and a thick, gold dookie chain, but that’s just the start. You’ll be able to find more cosmetics as you explore – loud patterns and tragic haircuts are apparently plentiful. Best of all, Avalanche says there won’t be microtransations, so you’ll have to earn the right to look so gleefully corny.

 

Gamescom, the massive annual video game expo currently happening in Cologne, Germany, revealed its show winners today. You can find the list of winners below.

Best PS4 game: Spider-Man
Best Xbox One game: Ori and the Will of the Wisps
Best Nintendo game: Super Smash Bros. Ultimate
Best PC Game: Anno 1800
Best Mobile Game: Shadowgun War Games
Best Action Game: Sekiro: Shadows Die Twice
Best Add-on/DLC: Destiny 2: Forsaken
Best Casual Game: Team Sonic Racing
Best Family Game: Super Mario Party
Best Puzzle/Skill Game: Ori and the Will of the Wisps
Best Racing Game: Forza Horizon 4
Best Role Playing Game: Divinity: Original Sin 2 – Definitive Edition
Best Simulation Game: Farming Simulator 19
Best Social/Online Game: Call of Duty: Black Ops IIII
Best Sports Game: FIFA 19
Best Strategy Game: Total War: Three Kingdoms

For more from Gamescom, check out the website www.gameinformer.com for all kinds of previews and coverage from the show! Here’s a story about Devil May Cry 5; here’s one about Resident Evil 2; we even have one about Life is Strange 2! Enjoy!

[via gamesindustry.biz]