PowerUp! https://powerup-gaming.com Australia's best independent video games community Fri, 16 Nov 2018 02:07:19 +0000 en-AU hourly 1 https://wordpress.org/?v=4.9.8 https://i2.wp.com/powerup-gaming.com/wp-content/uploads/2018/03/cropped-PU_Logo_FINAL-1.png?fit=32%2C32&ssl=1 PowerUp! https://powerup-gaming.com 32 32 Pokémon Let’s GO – How to view Pokémon IV Stats https://powerup-gaming.com/2018/11/16/pokemon-lets-go-how-to-view-pokemon-iv-stats/ https://powerup-gaming.com/2018/11/16/pokemon-lets-go-how-to-view-pokemon-iv-stats/#respond Fri, 16 Nov 2018 02:07:19 +0000 https://powerup-gaming.com/?p=31402 While Pokémon Let’s GO Eevee and Pikachu have simplified some elements of the Pokémon games, they still retain much of what makes the series so popular. You collect and battle Pokémon, defeat Gym Leaders and try to become the very best.  And the way to do that is to make sure you’re training and using the best Pokémon. […]

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While Pokémon Let’s GO Eevee and Pikachu have simplified some elements of the Pokémon games, they still retain much of what makes the series so popular. You collect and battle Pokémon, defeat Gym Leaders and try to become the very best. 

And the way to do that is to make sure you’re training and using the best Pokémon. By checking a Pokémon’s Individual Values, otherwise known as IV, Trainers can discover which Pokémon are stronger, faster and better.

The six IV each Pokémon has relates to; HP, Attack, Defense, Speed, Special Attack and Special Defense. By checking how your Pokémon stacks up, you can determine whether or not training it is worth your time.

Pokemon Let’s GO IV

In Pokémon Let’s GO IV assessment can be done via the Pokémon Box in your bag, however, you aren’t able to do so until you progress somewhat.

After you have defeated Brock and Misty, you can head east out of Vermillion City along Route 11. After you make your way through the battle against trainers and the Pokémon you can catch here, before you reach Fisherman’s Bridge, you’ll enter a small building.

Head upstairs in this building to find one of Professor Oak’s assistants.

[See image gallery at powerup-gaming.com]

As long as you have caught 30 different types of Pokémon, Oak’s assistant will add the ‘Judge’ function to the Pokémon summary screen.

To find it, go into your Bag, then select Pokémon Box. From here select any Pokémon and click on it, then click Check Summary. The summary screen will tell you the Pokémon’s nature, how you caught it and its characteristics. 

To see the Pokemon Let’s GO IV, press Y to Judge your Pokémon. You’ll then be shown a screen similar to the one above and below. 

While you won’t be given an exact number, you will be shown how well your Pokémon’s IV is for each stat. This will allow you to make educated choices about which Pokémon make the cut and which you send to Professor Oak. 


Pokémon Let’s GO Eevee was provided to PowerUp! along with a Pokéball Plus by Nintendo.

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Pokémon Let’s GO – How to get Squirtle https://powerup-gaming.com/2018/11/16/pokemon-lets-go-how-to-get-squirtle/ https://powerup-gaming.com/2018/11/16/pokemon-lets-go-how-to-get-squirtle/#respond Fri, 16 Nov 2018 01:39:04 +0000 https://powerup-gaming.com/?p=31401 Pokémon Let’s GO, both Pikachu and Eevee are basically remakes of Pokémon Red, Blue, Green and Yellow. However, there are some key differences. Like Pokémon Yellow, instead of choosing between Bulbasaur, Charmander and Squirtle for your starter Pokémon, you’re given either Eevee or Pikachu, depending on your version of the game. That doesn’t mean that the three original starter Pokémon aren’t […]

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Pokémon Let’s GO, both Pikachu and Eevee are basically remakes of Pokémon Red, Blue, Green and Yellow. However, there are some key differences. Like Pokémon Yellow, instead of choosing between Bulbasaur, Charmander and Squirtle for your starter Pokémon, you’re given either Eevee or Pikachu, depending on your version of the game.

That doesn’t mean that the three original starter Pokémon aren’t in Pokémon Let’s GO. In fact, each of them is readily available in the game and pretty easy to collect. 

This short guide will let you know how to add Squirtle to your collection.

Pokemon Let’s GO Squirtle

Adding Squirtle to your Pokémon collection is just as easy as Charmander. After you visit Bill, the Pokémaniac and he gives you his tickets to the S.S. Anne, you’ll need to head south out of Cerulean City. 

To get through Cerulean City to the south, you’ll need to go through the house that was robbed by Team Rocket. After speaking with Bill, the police officer who was blocking your way will run off to chase a Squirtle; allowing you access,

You won’t be able to travel Celadon City just yet as the guard won’t let you pass. You will, however, be able to travel through the tunnel to Vermillion City. 

Once you arrive in Vermillion City, you should see the officer standing near the Pokémon Centre with the Squirtle she chased. Provided you’ve caught enough Pokémon, she’ll give the Squirtle to you to look after. I had caught 77 by the time I arrived, which should be easy to do while you’re playing.

How to – Pokemon Let’s GO Squirtle

After you’ve spoken to the officer, Squirtle is yours. It doesn’t get much simpler than that. 


Pokémon Let’s GO Eevee was provided to PowerUp! along with a Pokéball Plus by Nintendo.

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Pokémon Let’s GO – How to get Charmander https://powerup-gaming.com/2018/11/16/pokemon-lets-go-how-to-get-charmander/ https://powerup-gaming.com/2018/11/16/pokemon-lets-go-how-to-get-charmander/#respond Fri, 16 Nov 2018 01:14:18 +0000 https://powerup-gaming.com/?p=31382 Pokémon Let’s GO, both Pikachu and Eevee are basically remakes of Pokémon Red, Blue, Green and Yellow. However, there are some key differences. Like Pokémon Yellow, instead of choosing between Bulbasaur, Charmander and Squirtle for your starter Pokémon, you’re given either Eevee or Pikachu, depending on your version of the game. That doesn’t mean that the three original starter Pokémon aren’t in Pokémon […]

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Pokémon Let’s GO, both Pikachu and Eevee are basically remakes of Pokémon Red, Blue, Green and Yellow. However, there are some key differences. Like Pokémon Yellow, instead of choosing between Bulbasaur, Charmander and Squirtle for your starter Pokémon, you’re given either Eevee or Pikachu, depending on your version of the game.

That doesn’t mean that the three original starter Pokémon aren’t in Pokémon Let’s GO. In fact, each of them is readily available in the game and pretty easy to collect. 

The first you’ll encounter is Charmander and this short guide will let you know how to add Charmander to your collection.

Pokémon Let’s GO Charmander

When you arrive at Cerulean City, you will have earned the Boulder Badge from Brock at Pewter City Gym and you will have made your way through Viridian Forest and Mt Moon. Having come this far, you will have encountered lots of Pokémon on the way and will hopefully have also caught plenty too.

In Pokémon Let’s GO Charmander is located in Cerulean City, with a trainer who doesn’t think he’s up to the task of looking after the feisty fire breather. Instead, he will ask you to look after Charmander for him, but only if you’ve caught enough Pokémon.

By the time I had arrived, I had caught 37, which should be easy enough to achieve if you catch plenty of Pokémon along your journey.

How to – Pokemon Let’s GO Charmander

To find the man who will gift you your Charmander, head north out of Cerulean City, towards Route 24 and the Pokémaniac Bill’s house. You’ll need to cross the Nugget Bridge which will see you facing off against five trainers before a Team Rocket Grunt challenges you to a final battle.

After you defeat all of the trainers and the Team Rocket Grunt, head further north then west. You should see the man in the image above, standing with a Charmander.

All you need to do is speak to the man and if you’ve collected enough Pokémon, Charmander is yours. Easy right? 


Pokémon Let’s GO Eevee was provided to PowerUp! along with a Pokéball Plus by Nintendo.

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Fallout 76 Review – Ignoring Multiplayer on Day Two https://powerup-gaming.com/2018/11/16/fallout-76-review-ignoring-multiplayer-on-day-two/ https://powerup-gaming.com/2018/11/16/fallout-76-review-ignoring-multiplayer-on-day-two/#respond Thu, 15 Nov 2018 22:39:03 +0000 https://powerup-gaming.com/?p=31338 Due to the nature of Fallout 76 as a live, shared-world game, we will be providing a rolling Fallout 76 review as we play through the game.  These impressions are from my time spent with the game after three days. Stay tuned as we add more.  The first part of my Fallout 76 review ignored the single-player aspects of […]

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Due to the nature of Fallout 76 as a live, shared-world game, we will be providing a rolling Fallout 76 review as we play through the game. 

These impressions are from my time spent with the game after three days. Stay tuned as we add more. 


The first part of my Fallout 76 review ignored the single-player aspects of the game, in favour of playing with friends. After all, to have my Fallout 76 review ignore the multiplayer features would be odd, especially considering that Bethesda is insisting Fallout 76 is a multiplayer experience. 

Except that it’s not. And it shouldn’t be. Every inclusion of a feature designed to service multiplayer only succeeds in making Fallout 76 ignorant of what fans like about the series. 

In short, playing Fallout 76 solo is a vastly improved experience, however, the game itself is still an unfortunate mess and a bore. There are some bright spots to be had, but thus far, whether played solo or in a group, Fallout 76 is a wildly disappointing game from a studio that simply should have known better. 

Fallout 76 Review Ignoring Other Players

Playing Fallout 76 ignorant of other players gives you an experience far closer to modern Fallout titles than when played with friends. Exploring Appalachia freely and basking in the beautiful, decaying world is immensely enjoyable, at least for a while. 

Stumbling upon a new location and uncovering the lore through text logs, journals and holotapes is every bit as good as anything you’ll find in Fallout 3 or Fallout 4. The same can be said of the base building if you’re a fan of it. I’m not, but that’s a different discussion.

However, it’s not long before the world starts to reveal just how overwhelmingly empty it is. Without NPCs to add lore, flavour or even simple distractions, Fallout 76 is left with just its gameplay to support it. Let’s face it, gameplay has always been a secondary reason to play Fallout or at best, on equal footing with the storytelling.

Fallout 76 Ignorant of History

In Fallout 76 there’s little storytelling as far as I’m able to tell. Sure, you can learn about the events that unfolded at any given situation by reading about it, but that’s not the same as learning about it as it happens, with the people who live there. 

There is a main quest line and tonnes of side quests and dailies too, but I honestly still have no idea what is supposed to drive my character. Following the Overseer doesn’t seem like much of a quest and as for everything else, well I’d have to relisten to the mountain of holotapes I’ve collected to work that out.

And I have absolutely no intention of doing that.

Being forced to listen to holotape after holotape isn’t any better when you’re playing alone than it is when playing with friends. Besides, without the ability to pause, the holotapes usually autoplay when I’m in the middle of combat, so even if I did care, I’ve missed what was said. 

Lonely, Empty Boredom

Without NPCs to help make this world feel real, lived in and full of personal history, Fallout 76’s myriad bugs and shortcomings are all the more visible. The inclusion of multiplayer elements only serves to heighten them, especially when playing alone.

Unfortunately, in Fallout 76 ignoring combat in favour of a narrative is impossible. Worse still, combat has been moved right to the very forefront of the experience. Combat is, and always has been, the worst part about modern Fallout games. 

Aiming and shooting have always been janky and unwieldy, but thankfully that was balanced by the use of VATS. The ability to pause gameplay when you entered your Pip-Boy was also essential to the Fallout experience. 

Navigating those menus was never the most intuitive, but I honestly hadn’t realised just how cumbersome the Pip-Boy was until I was using it in real-time. Forget trying to heal mid-combat or using any stat buff you haven’t mapped as a favourite. If you enter your Pip-Boy, the enemies are just going to keep wailing on you.

Fallout absolutely relied on these pauses and breaks in gameplay in order to provide players with the opportunity to survive, in spite of the clunkiness. Now, without any ability to slow down or pause the gameplay playing Fallout 76 ignites any goodwill previous games generated and watches it burn.

ImPERKfect

I have had some great moments while playing Fallout 76, but these have been few and far between. Moreover, most, if not all, of the best things that happen are immediately undermined by the overarching design philosophy and the emphasis on multiplayer. 

Take the perk system for example. This has been receiving some praise and in light of Fallout 76 being a multiplayer game, I can see why. But trying to actually role-play in Fallout 76 is a joke. No matter what perks you choose, it can all be undone in an instant as you’re able to totally re-spec on a whim. 

For example, I like to keep an Intelligence perk active that makes my weapons break less frequently. However, I don’t have enough Intelligence points to also keep my Hacker perk active. So, when I need to hack a terminal, I simply swap the perk cards, hack the terminal, swap them back and be on my merry way.

Permanent Impermanence 

What is the point of that system? Why bother playing in a group if everyone can theoretically do everything? The answer is clear. It again comes down to Fallout 76 trying to cater to the solo and multiplayer crowd. There are compromises like this at every turn. It’s equal parts disappointing and annoying.

Why bother to give your character a personality and backstory when you can change their entire ‘class’ as you need. And the same goes for their appearance. At any point, while playing Fallout 76 you can completely change your character. You can change their hair, their face, skin colour, gender and everything else.

Your character, their class, their story and everything they do is temporary and disposable. Nothing in Fallout 76, not even the players who inhabit the game are treated as permanent fixtures. It’s this anchorless feeling that really makes Fallout 76 uninteresting to play. 

If nothing you do really matters, then why bother.

You can move your C.A.M.P. whenever you and wherever you want. If you claim a Settlement, it only remains yours for as long as you stay on the server or until another player takes it from you. Enemies respawn at locations incredibly quickly and you’re forced to fight the same groups over and over and over.

Sadly, Fallout 76 has no interest in making players feel like they’re making progress. Instead, your time is spent on busy work with no end in sight.

I’m yet to enter the end game or join in on any end-game activities, but I’m not sure even more difficult combat and forced multiplayer is going to improve Fallout 76. As I said, it’s better played alone, but it’s still not good.

The simple fact that a game touted as multiplayer is better played alone is a stunning indictment.

Stay tuned for more. 


Fallout 76 is being played on PS4 with multiple copies provided to PowerUp! by Bethesda.

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NACON DAIJA Arcade Stick for PS4 https://powerup-gaming.com/2018/11/16/nacon-daija-arcade-stick-for-ps4/ https://powerup-gaming.com/2018/11/16/nacon-daija-arcade-stick-for-ps4/#respond Thu, 15 Nov 2018 21:45:50 +0000 https://powerup-gaming.com/?p=31331 The new NACON DAIJA Arcade Stick takes me back to my childhood spent in arcades playing Street Fighter and Mortal Kombat. Mashing those chunky buttons and punishing that ball-head control stick. Designed in collaboration with French professional fighting games player, Marie-Laurie ‘Kayane’ Norindr, the NACON DAIJA Arcade Stick is officially licensed by Sony as a […]

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The new NACON DAIJA Arcade Stick takes me back to my childhood spent in arcades playing Street Fighter and Mortal Kombat. Mashing those chunky buttons and punishing that ball-head control stick.

Designed in collaboration with French professional fighting games player, Marie-Laurie ‘Kayane’ Norindr, the NACON DAIJA Arcade Stick is officially licensed by Sony as a PlayStation 4 exclusive accessory.

The DAIJA — which means large serpent in Chinese — has everything you’d expect from a pro-arcade stick. Sturdy control stick, chunky buttons for precise hits and pops open for switch customisations.

NACON DAIJA Arcade Stick

Kayane, who’s in the Guinness Book of World Records as the most successful female esports participant has been playing professionally since 2001. Her wealth of experience playing titles like Soul Caliber and Street Fighter make her the perfect choice for NACON to partner with.

 

“Throughout development, we had the privilege of benefiting from Kayane’s expertise.

“We are proud to now be able to offer the DAIJA, an arcade stick that will convince the most demanding players while remaining accessible to amateurs seeking reliable and comprehensive equipment. And that’s the whole purpose of our brand,” stated Yannick Allaert, NACON’s Director of Development

The DAIJA Arcade Stick features two interchangeable heads, ball or bat top, a 3.5mm headset jack as well as sharing button. It weighs a hefty 2.7kg which is more than many laptops but you get a host of customisation and storage compartment for your cables and switches.

The NACON DAIJA Arcade Stick will be available from November 17th for RRP $349.95 AUD from JB Hi-Fi, Mighty Ape and The Gamesmen.

 

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Snakebyte HeadSet S is a Fortnite gaming headset for Nintendo Switch https://powerup-gaming.com/2018/11/16/snakebyte-headset-s-is-a-fortnite-gaming-headset-for-nintendo-switch/ https://powerup-gaming.com/2018/11/16/snakebyte-headset-s-is-a-fortnite-gaming-headset-for-nintendo-switch/#respond Thu, 15 Nov 2018 21:18:53 +0000 https://powerup-gaming.com/?p=31324 Snakebyte group has announced a brand new headset for Fortnite players on the Nintendo Switch. With more and more people playing Epic Games’ blockbuster hit, the need for pro-quality headsets for mobile gamers with mics is growing exponentially. “Since exploding on to Switch at E3 2018, Fortnitex was downloaded a remarkable two million times in 24 […]

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Snakebyte group has announced a brand new headset for Fortnite players on the Nintendo Switch.

With more and more people playing Epic Games’ blockbuster hit, the need for pro-quality headsets for mobile gamers with mics is growing exponentially.

“Since exploding on to Switch at E3 2018, Fortnitex was downloaded a remarkable two million times in 24 hours, and it’s popularity continues to soar.

“Our Snakebyte HeadSet S is ideal for all Switch software, but gamers looking to gain the winning edge in battle royale games like Fortnite know how essential clear chat is to the gaming experience,” said Nick Repenning, CEO for Snakebyte USA.

Snakebyte HeadSet S

The Snakebyte HeadSet S features a light, stylish foldable frame designed for easy use on the go. The 40mm Neodymium drivers are set to deliver rich and detailed audio allowing players to pinpoint movements of enemies and teammates.

Padded ear cups are designed to isolate background noise while being comfortable for extended use. Being a mobile product, noise isolation is key.

The HeadSet S connects via a 3.5mm input on your Nintendo Switch or mobile device; making it a versatile pair of headsets. You will never have to worry about batteries or charging. Being wired means the HeadSet S can also have a proper mic for high-quality audio. This mic is detachable for easy storage.

We’re confident that the comfort, superb audio quality and remarkable affordability of the Head:Set S will prove a winning combination for Switch gamers everywhere, allowing us to grow our market share in this competitive segment.

An adjustable cable gives even more flexibility and a 1.5m cable for mobile use and a 4.5m extension for using in your big TV setup. In-line controls allow for volume adjustment without reaching for the remote which is always handy.

The HeadSet S is available worldwide.


FEATURES

  • Removable mic with flexible design allows for a tailored fit and optional use
  • 40mm speakers perform at an optimal level of sound quality
  • Cushioned earcups allow for comfort and noise isolation
  • Volume control is attached to a 1.2 m long cable for easy access
  • Design matches the Switch colour scheme

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Bethesda Will Continue Using The Creation Engine For Starfield Because Of Course it Will https://powerup-gaming.com/2018/11/14/bethesda-will-continue-using-the-creation-engine-for-starfield-because-of-course-it-will/ https://powerup-gaming.com/2018/11/14/bethesda-will-continue-using-the-creation-engine-for-starfield-because-of-course-it-will/#respond Wed, 14 Nov 2018 08:31:45 +0000 https://powerup-gaming.com/?p=31320 Despite a series of well-received titles and an admirable commitment to single-player content, Bethesda is having a rough late 2018. Just yesterday Fallout 76, a multiplayer skew on the Fallout universe, was released to a less than ideal reception. Already, a litany of bugs has been reported. Additionally, the gameplay of Fallout 76 has not been met […]

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Despite a series of well-received titles and an admirable commitment to single-player content, Bethesda is having a rough late 2018.

Just yesterday Fallout 76, a multiplayer skew on the Fallout universe, was released to a less than ideal reception. Already, a litany of bugs has been reported.

Additionally, the gameplay of Fallout 76 has not been met with a warm reception. You can read our review in progress here. Now, an interview from earlier this year between Bethesda director Todd Howard and German gaming site Gamestar may cast some doubts over the stability of the developer’s future projects.

Bethesda Creation Engine

In an effort to refute some of the inevitable blowback to the announcement of a multiplayer-centric Fallout title, Bethesda took to the stage at E3 to tease the upcoming Starfield and Elder Scrolls VI.

Both announcements garnered positive coverage, despite showing off nothing more than a logo. However, Howard’s comments to Gamestar regarding the two titles may leave some less than thrilled.

When asked about the use of game engines in the creation process, Howard confirmed that the two forthcoming games will continue to use the same engine used to create Bethesda games since 2011. The Bethesda Creation Engine, which Howard describes as an amalgamation of systems that have been updated over the years, is behind the critically acclaimed Skyrim and the two current-generation Fallout titles, and 76. 

During the interview, Howard insists that the engine has been under constant update since its inception but the stability issues currently being faced by 76 players does not inspire confidence. For the latest Fallout title, Howard stated that the Creation Engine had undergone “a new renderer, a new lighting system, and a new system for landscape generation” as well as the obvious changes necessary for multiplayer. “

On the topic of multiplayer, Howard maintains that the mainline Fallout and Elder Scrolls titles will not feature any explicit multiplayer.

For those games, we want to keep them as single player games. That is what our focus is going to be.

If they have some social aspect we haven’t designed yet, we’ll see. But we treat them each as their own thing.

Given the age of the system, it’s entirely possible that the continued layering of new systems has started to weigh too heavily on the engine. Small miracles happen all the time in game development though.

Time will tell but for now, 76 may be casting a bigger shadow over Bethesda’s upcoming titles than they could have predicted.

For more on Fallout 76 stay tuned to our review in progress.

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Hitman 2 Game Director Eskil Møhl talks Swiss Cheese, Expanding Inwards and Crown Casino https://powerup-gaming.com/2018/11/14/hitman-2-game-director-eskil-mohl-talks-swiss-cheese-expanding-inwards-and-crown-casino/ https://powerup-gaming.com/2018/11/14/hitman-2-game-director-eskil-mohl-talks-swiss-cheese-expanding-inwards-and-crown-casino/#respond Wed, 14 Nov 2018 05:37:42 +0000 https://powerup-gaming.com/?p=31290 During PAX Australia 2018, I was fortunate enough to sit down with Hitman 2 Game Director Eskil Møhl to chat about the game and IO’s journey from Hitman to Hitman 2. Hitman 2 development began not long after Hitman was released and according to Møhl is a natural progression for the franchise. Having separated from Square Enix in 2017 and managing to […]

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During PAX Australia 2018, I was fortunate enough to sit down with Hitman 2 Game Director Eskil Møhl to chat about the game and IO’s journey from Hitman to Hitman 2Hitman 2 development began not long after Hitman was released and according to Møhl is a natural progression for the franchise.

Having separated from Square Enix in 2017 and managing to retain the Hitman IP, IO has now partnered with Warner Bros. to continue Agent 47’s story and his string of improbably complex assassinations. 

Because the episodic Hitman was so well received, Møhl and I discussed the challenges of expanding upon that game’s mechanics, making Hitman 2 for the second time and the future of the franchise.

According to Møhl, Hitman 2 is a soft reboot for the franchise. “This second part, Hitman 2 is sort of answering a lot of the old questions and we find out a lot about his past. Things that 47 can’t remember.”

Hitman 2 Development

Møhl tells me that in Hitman 2, players will revisit some of 47’s family members and will reintroduce players to some of the more familiar elements of the series. That’s what IO prefers to call it a soft reboot. 

Everything that’s come before is still canon and Hitman and Hitman 2 take place directly after Absolution

It does take place right after Absolution and it’s not saying these older things didn’t happen.

Doing it this way allows IO to expand and explore Agent 47’s history and the lore surrounding him, while still catering for fans who’ve been with the franchise since the beginning. Regarding the story in Hitman 2, Møhl tells me that it’s one of the best IO has ever written.

It’s all very spy, thriller, classic evil people, greed and all that stuff.

Personally I do find the story really, really good. It’s super hard to make a story for this game because it’s like, ‘sandbox and sandbox and sandbox’ and it’s not really narrative like a linear game at all

Møhl doesn’t go into much detail on the story, which is fair enough, given the nature of the subject matter, spoilers would be inherent. However, knowing that Hitman 2 is paying tribute to the past while looking forward should be exciting for fans, old and new alike.

Location, Location, Location

During the Hitman 2 development, as the story was being written, Møhl tells me that selecting the locations for the game is a really organic process. 

“Sometimes certain locations are being proposed and they might not work,” he explains. “We had a few of those that we think, alright let’s change this around to make the story fit the location.”

Rather than specifically write a location into the game, in Hitman 2 developmentIO worked instead to make sure the story served the locations and not vice versa. 

“It’s very much about the locations actually in the game,” Møhl says. ” The core mechanics are there and we keep polishing them but it’s very much the levels that steal the show.

“They are like their own little kingdoms, right? With the targets almost being like royalty for these kingdoms.”

And it’s not just the story and locations that drive each other. Locations in Hitman 2 drive other locations as Møhl explained;

We have Miami which is very bright and noisy and colourful with a tonne of people in it, right? Then we say, alright let’s have something super dark and cause it’s very bright so let’s see if we can change the mood a bit for some of the other ones.

Tone, mood and atmosphere are adjectives that Møhl uses to describe the locations more than he does the story or the characters. These are the real stars of the show.

The Swiss Cheese Approach

If creating these “little kingdoms” sounds like a daunting task, it is. According to Møhl, each of the levels is blocked out and then given, what he calls, “the Swiss Cheese approach.” What this means is that nowhere in these locations will you find yourself at a dead end. 

There’s always an alternative route. It’s true, it’s a puzzle game but it’s not a puzzle game in the sense where you’re suddenly, “oh, shit now I’m stuck.”

It’s a puzzle game where if you get stuck it moves you into another way of solving it.

Another term Møhl says the team at IO use is “expanding inwards.” He tells me it would be easy to make the levels absolutely huge, but that something would be lost in that and it wouldn’t be as much fun to play.

“We need to find out if there’s a certain limit and for us, it’s bigger isn’t always necessarily better,” he says. “We have this thing we say,’ expanding inwards.’ Instead of just growing, growing, growing like a lot of games we kind of like the tension you can get when hiding behind a door.

“It’s also so much a killer fantasy. It can be just a door and a guard and a hallway and suddenly, that’s your universe.”

Møhl is keen to stress that locations in Hitman 2 aren’t curated though. There’s some scripting, but as he explains, it becomes impossible to control very quickly.

Absolute Chaos

“We found out that the bigger we make the levels the more difficulty there is in making them,” Møhl says. “But we did have a blueprint from the last game, cause back then we didn’t even know, if it would work.”

I asked if IO puts in place certain triggers and the like and Møhl says that it does to a certain extent, but that it becomes unmanageable. 

When the systems take over we are like, “Oh, shit.” Then we are looking at ourselves thinking to ourselves, “What the hell is going to happen?” and trying to make sense of it.

We do have these mission stories that are called opportunities that are sort of there, more to guide people who don’t know the depth of the game.

Because when you go in and look at it for the first time it sort of looks like a third person action game.

Hitman 2 may look like a third-person action game and to an extent it is, but it’s a lot more and it’s very different. I think Møhl puts it best when he says “There’s a balance we are trying to strike because there is this part of it being badass and well dressed and this, cool professional.

“The second part of it is everything turns to shit very easily and suddenly you’re running around like a flamingo and hitting people over the head with a fish and die miserably, right?”

Finally, I ask Møhl if Agent 47 will ever make his way to Australia. He tells me that in Hitman 2 there’s a location called Haunt Bay set in New Zealand and I gently remind him that the two countries aren’t one and the same. 

Sharing a laugh, he tells me that as he’s walked around Melbourne at PAX Australia 2018 the potential to model a location after Crown Casino isn’t lost on him.

That is totally not out of the question because right now I’m just walking around nowhere and looking at, I would love to do this casino there. Now I’m looking at that thing with all the fire coming up, I’m like yeah, that could work

Here’s hoping. 


Special thanks to Eskil Møhl for chatting to us at PAX Australia 2018.

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Razer Black Widow Elite Keyboard Review – Precision Perfection https://powerup-gaming.com/2018/11/14/razer-black-widow-elite-keyboard-review-precision-perfection/ https://powerup-gaming.com/2018/11/14/razer-black-widow-elite-keyboard-review-precision-perfection/#respond Wed, 14 Nov 2018 02:06:07 +0000 https://powerup-gaming.com/?p=31283 I’ve always been a console gamer, so keyboards have always been just for typing. However, as I get older, I find myself dabbling in the PC gaming scene a little. As I do, I’m discovering that a good mouse and keyboard can make a world of difference to your performance.  Luckily for me, I’ve had […]

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I’ve always been a console gamer, so keyboards have always been just for typing. However, as I get older, I find myself dabbling in the PC gaming scene a little. As I do, I’m discovering that a good mouse and keyboard can make a world of difference to your performance. 

Luckily for me, I’ve had the pleasure of using the Razer Black Widow Elite Keyboard and boy, is it a great piece of tech.

Solidly built, sleek, responsive and comfortable, the Razer Black Widow Elite Keyboard is simply an excellent keyboard. Whether you use it for work or play, it’s going to ensure you’re performing at your absolute best.

Razer Black Widow Elite Keyboard Review

First things first, the Razer Black Widow Elite Keyboard looks great. The matte black contrasting with the glow of the Razer Chroma, makes your desk look awesome. Obviously, glowing lights aren’t going to help the keyboard perform better, but I’d be lying if I said I didn’t care what my keyboard looked like. 

And so would you.

In addition to its great looks, the Razer Black Widow Elite Keyboard is actually a rather compact piece of kit. Without the included wrist rest, it’s one of the smaller mechanical gaming keyboards I’ve seen. That’s a boon for me as my desk space is limited. Space conscious gamers should take note that the form factor can easily and snugly fit into any desk configuration.

Too many gaming keyboards are absolute behemoths that take up almost as much space as the PC tower itself and it’s just not practical. Thankfully, the Razer Black Widow Elite Keyboard is both practical, visually pleasing and a joy to use.

Super Comfy

The keys of the Razer Black Widow Elite Keyboard are super responsive and depress with a satisfying click on every keystroke. They spring back into place and rapid button presses are handled easily. Other mechanical keyboards I’ve used have had a tendency to have some keys get stuck after extended sessions. 

Not so with the Razer Black Widow Elite Keyboard. I’ve spent hours playing games and typing on it and it still feels just as good as it did the day I took it out of the box. Additionally, the included wrist rest connects magnetically and has been ergonomically designed for maximum comfort. Which is achieves.

One of the best features of the keys is the context-sensitive lighting. Say you’re playing Overwatch. The keys you have mapped for your heroes abilities will be lit up and all others will be dimmed. Even better though, when you use an ability, the light will dim until the ability is ready again.

For noobs like me who sometimes have to look down at their hands, it’s super helpful and a great feature.

Added Extras

The Razer Black Widow Elite Keyboard wouldn’t be a modern keyboard if it didn’t include some extra features. It comes loaded with a USB 2.0 port and audio passthrough as well as the ability to make each and every key a macro. 

Thanks to Razer’s Hypershift, you can add a secondary function to every key. It’s not something I’ve personally used, but it’s great that it’s there if you need your keys to perform multiple functions. 

Finally, the audio dial and media buttons are a godsend for someone like me who spends all day with music blaring. The dial can be used to adjust the volume or mute all sounds while the play and forward/back buttons are pretty self-explanatory.

Overall, the Razer Black Widow Elite Keyboard is an excellent keyboard and for $300 AUD is worth every penny. It’s the keyboard I use every day and it comes highly recommended. 


A Razer Black Widow Elite Keyboard was provided to PowerUp! by Razer for this review.


Tech specs

  • Razer Mechanical Switches designed for gaming
  • 80 million keystroke lifespan
  • Razer Chroma customizable backlighting with 16.8 million colour options
  • Ergonomic wrist rest 
  • Multi-function Digital Dial
  • Dedicated Media Controls
  • USB 2.0 and audio pass-through
  • Hybrid On-Board Memory and Cloud Storage – up to 5 profiles
  • Razer Synapse 3 enabled
  • Cable routing
  • 10 key roll-over anti-ghosting
  • Fully programmable keys with on-the-fly macro recording
  • Gaming mode option
  • 1000 Hz Ultrapolling
  • Military grade metal top construction
  • Instant Trigger Technology

 

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Graveyard Keeper Breaking Dead DLC free on Steam. https://powerup-gaming.com/2018/11/14/graveyard-keeper-breaking-dead-dlc-free-on-steam/ https://powerup-gaming.com/2018/11/14/graveyard-keeper-breaking-dead-dlc-free-on-steam/#respond Wed, 14 Nov 2018 01:32:40 +0000 https://powerup-gaming.com/?p=31202 Tiny Build’s excellent cemetery management sim/RPG, Graveyard Keeper has its first DLC now available for free on Steam. The Breaking DeadDLC adds some interesting and appropriately morbid new features that should help players with their ambitious crafting and farming goals.  Graveyard Keeper Breaking Dead DLC A resurrection table can now be found in the morgue where players can choose […]

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Tiny Build’s excellent cemetery management sim/RPG, Graveyard Keeper has its first DLC now available for free on Steam.

The Breaking DeadDLC adds some interesting and appropriately morbid new features that should help players with their ambitious crafting and farming goals. 

Graveyard Keeper Breaking Dead DLC

A resurrection table can now be found in the morgue where players can choose to make use of incoming corpses in new and interesting ways.

Creating a zombie army opens up all sorts of possibilities such as automation of gathering and crafting. Undead maintenance workers can tend your graveyard and manage the sales of your produce, leaving more time for other pursuits in and around your graveyard home. 

Graveyard Keeper is a sort of undead version of Stardew Valley.

It’s available now on PC.

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