Last month, Bandai Namco revealed Kid Buu would be a fighter in Dragon Ball FighterZ. Today, a new trailer offers a closer look at him.

You can check out the new trailer below, which shows his combat introduction, as well as a few special attacks.

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For more on Dragon Ball FighterZ, click the banner below for all of our features from when the game was on our cover.

On Wednesday Bungie released an update on “The State of Destiny 2.” The post details several major changes coming to the game with the release of the Curse of Osiris expansion. You can read about what those changes are (and some of the events that lead up to the post) here, and we encourage you to check out Bungie’s full post to get a good idea of what exactly will change starting on December 5 and going into the new year.

Resident Destiny 2 aficionados Matt Miller, Dan Tack, and I sat down to discuss our thoughts on the big changes, how they may affect the way we play, and where we think Bungie might be taking the game in the future.

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While Jak & Daxter’s first outing, The Precursor Legacy, has been available as a PS2 Classic on the PlayStation 4, the rest of the series has been floating in the ether for a few months. Sony has confirmed that will no longer be the case come December 6.

Jak II, Jak 3, and Jak X Combat Racing, all weirdly differently structured titles, will be arriving on the PlayStation 4 digitally next week. They can be purchased either as a bundle or separately.

Jak II took the strange tact of going for a more serious tone after the playful cereal box mascot atmosphere of the first game. Jak 3 eschewed some of that Grand Theft Auto influence and also roman numerals. Jak X was a racing game wherein all of Jak’s friends got poisoned and had to win a race for the antidote but they all tried to kill each other during the race which does not make much pragmatic sense.

You can check out the release trailer for these PS2 Classics here. As PS2 Classics, they’re not full remasters, but the resolution is upgraded and they do have trophy support.

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Brendan Greene, known best as PlayerUnknown, confirmed to GamesTM that the mega-popular battle royale game is aiming to run at 60 frames per second on the Xbox One with about half that on the standard Xbox One.

Definitely on Xbox One X, 60FPS. On Xbox One, we’re not sure,” said Greene. “We may have to limit it at 30FPS, maybe, but the last time I saw it, it was running at about 30 to 40.”

Greene explained that framerate is not that important for shooters like Battlegrounds, so the difference between the two versions will not be drastic.

“The great thing about Battlegrounds is that it’s not…unlike the more high paced shooters, frame rate isn’t that important,” Greene pointed out. “Yes, it is important, but it’s not as important for us as it is in a twitch shooter. So we’re aiming for 60; not sure if we’ll get there, but that is our aim.”

PlayerUnknown’s Battlegrounds launches as a Game Preview title on Xbox One on December 12, while the game leaves early access on PC some time in December.

[Source: GamesTM via WCCFTech]

Whether or not Fortnite’s success caught Epic off guard is anyone’s guess, but the developer is being surprisingly reactive and outlining where they plan to take the game in the coming months.

In a blog post today, Epic talked about how they plan to improve things like teaming up with friends, team killing, and improvements to the game’s visual fidelity.

Epic wants to revamp the way players can play together, trying to fix the current system of Duos and Squads. Certain regions, like Oceania, don’t even have Duos playlists, so the developer plans to take action to fix that.

As for team killing, Epic was forced to apologize for not having a proper system in place to combat the problem.

“We dropped the ball on addressing team killing,” the developer wrote. “We take action based on player reports, but the system isn’t straightforward to use, and doesn’t let you know whether we took action or not. This needs improvement. Last week we started casting a wider net to catch current and past team killers and issued numerous warnings and bans. We are also working on better analytical models to weed out the worst offenders and long term would love to have the ability to pair you with players with good reputation.”

You can check out the blog post at the source link at the below, but one notable aspect is that Epic is looking to maintain 30 frames per second on the console as its main target and does not look to be increasing or lowering it at all.

[Source: Fortnite Blog]


Our Take
Epic has been very reactive to the Fortnite community, which is the key to a longterm successful multiplayer game. With their insistence on going after cheaters, though not in all the smartest ways, Epic does seem like they want to foster a healthy community.

Shadow of the Colossus, the PlayStation 4 remake of the 2005 Fumitu Ueda classic, is coming in just a few months, but you can whet your appetite by watching developer Bluepoint walk you through the intro to the game.

The remake was announced this past E3 as a top-down graphical overhaul, but with few changes to the actual content of the game, so no missing Colossi or new areas. The most significant change is a new control scheme to attempt to bring Shadow of the Colossus’ controls to a new audience.

Additionally, Bluepoint is targeting 60 FPS when the game is played on a PlayStation 4 Pro.

You can check out the trailer below. You can also find our preview of the game from Paris Games Week right here. Shadow of the Colossus releases on the PlayStation 4 on February 6.

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In an interview with Glixel, one of the legislators responsible for last week’s press conference confirming the state of Hawaii is investigating the legality of lootboxes was asked about regulation.

“The fear when you introduce government legislation into private enterprise is that we are going to overreach,” State Representative Sean Quinlan told Glixel. “That is my fear. Ultimately, it’s best for the industry to self-police.” But Quinlan does not expect this to be especially likely.

“I know they have a fiduciary responsibility to shareholders, but I think they have a responsibility to customers too,” Quinlan says. “So the ESRB could say that if a game has loot crates, it gets a 21-plus rating. I wouldn’t want it to be a federal law. I think that could be a very slippery slope.”

Quinlan, who describes himself as a gamer, found out about the problem by checking the front page of Reddit.

“It’s the front page of the Internet right?” Quinlan explained. “I was on Reddit one morning, and every single post on the front page was about Battlefront. I realized just how bad it has gotten. We’ve been on this path for 15 years with day-one DLC, subscription passes, pay-to-win. We as consumers kept accepting that, kept buying those games. Now we’re at a place where we need to consider, do we need to legislate? Does the ESRB have to consider a new rating that could deal with gambling and addictive mechanics?”

Quinlan has an uphill climb, as the definition of gambling may not include lootboxes, and it is ultimately up to personal interpretation. This makes legislation, or at least sounding the alarm bells, particularly difficult, but Quinlan is hoping for something to be done.

“I think the mechanism is so close to gambling, when we talk about psychology and the way addiction and reward works, I think whether or not it means the strict definition of gambling, it’s close enough and the impact is close enough,” he told Glixel.

[Source: Glixel]

Role-playing games can be intimidating, with complicated systems and massive worlds that unfold over dozens of hours. Some developers attempt to overcome that entry barrier by simplifying the genre’s core components to create a more accessible game. Xenoblade Chronicles 2 is not one of those games. It embraces its complexity, providing dizzying and impressive depth few modern RPGs can match. I love that unapologetic approach, but developer Monolith Soft has trouble keeping the excitement high in areas like combat and story. Xenoblade Chronicles 2 is like a Rube Goldberg contraption designed to make toast or flip a light switch; though entertaining, its elaborate machinery ultimately achieves something mundane.

It has familiar elements fans of the series will recognize (including some explicit connections I won’t spoil), but the expansive world of Alrest is welcoming to uninitiated players. The setting and story are propelled by a fascinating central concept: the relationship between blades and drivers. Blades are magical beings – human, animal, and otherwise – born from special crystals, and they are bound to the driver who awakens them. The whole world revolves around this dynamic in various ways, and the story uses it to raise unexpected questions about identity and legacy.

Those pockets are interesting, but the overall narrative is a stock quest full of cookie-cutter characters. You control Rex, an idealistic young driver paired with a blade named Pyra. All you need to know about Rex is that he says stuff like, “We’ll beat them with the power of friendship.” Rex and his companions are trying to reach the World Tree at the center of Alrest, but the journey contains few surprises. The answers to most of the big mysteries are foreshadowed in advance, and events shake out pretty much how you expect. That isn’t necessarily terrible; even with only a handful of standout moments, the tale gets the job done and the ending is satisfying.

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Alrest itself is more of a draw than the events happening within it. Each of the continents is an enormous beast floating in a sea of clouds, a concept Xenoblade fans know well. Towering monsters and gorgeous views make exploring new locations fun, and the main zones have distinct otherworldly vibes. The visual style has changed for this entry, but the fantasy world still feels vibrant and unique. With open-world environments full of possibilities, I enjoyed searching for hidden areas and making note of high-level monsters to take down later.

For all the time I spent exploring, I poured just as much (or more) effort into managing my progression. As strange as it sounds, this is where Xenoblade Chronicles 2 shines brightest. A staggering array of systems, points, and unlocks are artfully connected, letting players dig deep into how their characters develop. You can spend points in skill trees, improve weapon techniques, and manage an entire mercenary squad – all of which feels rewarding. However, the biggest draw is awakening special new blades, which come with their own unique designs, abilities, and quests. Though I’m not a fan of the loot-box-style method (minus the real-world currency) of getting good blades, I can’t deny the thrill of a legendary crystal yielding a bizarre new ally for me to power up. All these systems may sound convoluted, but once all of the layers have been introduced, the end result is an expansive and engaging progression model that always gives you a goal to aim for.

Xenoblade Chronicles 2 is brilliant behind the curtain, but its myriad mechanics don’t always translate to fun gameplay. The battle system is the biggest offender, emphasizing long encounters rather than tactically interesting ones. Even as you earn additional allies and abilities, the game rarely challenges you to develop new strategies, allowing the rhythm of combat to grow stagnant. That isn’t to say you don’t have tactical options; combat revolves around timing your special attacks and chaining together elemental combos, so you have plenty to consider. The big payoff assaults are cool, but you need to build your strength in increments to make them happen, like small gears making large gears turn. To facilitate that build-up, even trivial encounters drag on too long, making your characters seem less powerful.

The lack of imagination in your missions is another issue. Whether they are formal sidequests or incidental tasks on skill tree, objectives like “collect 20 pieces of wood” or “kill five crabs in this region” are constant, and often have multiple similar steps before you can claim your reward. Some of them are even nested fetch-quests, like “collect these three things, but each one requires you to collect other things first.” You can’t ignore them, either, since you need to engage in some side content in order to keep pace with enemies in the main story. The big exceptions to this problem are the special blades’ unique quests. The objectives are similarly dull, but they are often framed by entertaining story scenes, making them some of my favorite missions to pursue.

Beyond the major points, a few minor problems got in my way that wouldn’t be worth mentioning individually, except the aggregated effect of them all occasionally makes the overall experience feel rushed and unpolished. This includes technical problems like sound glitches and crashes, but also an absence of basic amenities like button mapping, a useful map, and multiple save slots. Plus, you need to use your gold to buy simple tutorial refreshers (like “Basics of Battle”), since they are not archived for your reference – a move that seems especially ridiculous given the depth and scope of the game.

Xenoblade Chronicles 2 is a sprawling RPG with numerous interconnected pieces, so no part of the experience is isolated. It takes about 100 hours to finish, and not all of that time feels well spent, with bloated quests and repetitive combat. On the other hand, the vast world and intricate upgrades are a joy to dive into. Everything evens out in the end, but the wild swings between its highs and lows make it impossible for Xenoblade Chronicles 2 to maintain altitude above its peers.

EA and DICE have just released notes for Patch 1.03, which they say covers issues they found as they wrapped up development on the game.

To begin with, each phase of Galactic Assault now includes more reinforcements, a big change to help balance. It also includes a number of big and small bug fixes, like collision issues or doors not opening for Villains in the Heroes vs. Villains mode. The patch notes also mention that Boba Fett cannot just hover high in the sky above a capture point, which raises the question of how that got into release in the first place.

The patch also fixed the issue with the post-match MVP screen, which will now recognize players based on scores rather than specific honors like had previously been implemented. The former method lead to things like this screenshot taken by @Campster of one player getting all the accolades at the end of the match.

You can find the full patch notes here. Star Wars: Battlefront II was released earlier this month on Xbox One, PlayStation 4, and PC.

Zen Studios has announced that Pinball FX3, the premiere virtual pinball game, is coming to Switch on December 12.

The Switch version of Pinball FX3 boasts a single-joycon mode where the Switch can be held vertically, like a pinball table itself. Zen Studios says the suggestion for this came from Nintendo themselves. It will also have HD rumble support across all 30 tables, with more to come.

The game was originally announced for November 1, scheduled for release just a little over two weeks later on November 17. The delay was short, however, just in time for the game’s December 12 release.

Check out the launch trailer for the game below.

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