Comic-Con 2018: Call Of Duty: Black Ops 4 Zombies Trailer Revealed
Activision has shared another new trailer for Call of Duty: Black Ops 4's Zombies mode during a panel at San Diego Comic-Con. While the previous video focused on Voyage of Despair and IX, this one provides a new look at the third Zombies episode that will be available at launch, Blood of the Dead.
Unlike the other two episodes, which star new protagonist Scarlett Rhodes on a quest to find her missing father, Blood of the Dead is billed as a "reimagined fan-favorite Zombies experience." This chapter takes the classic Zombies heroes Richtofen, Dempsey, Takeo, and Nikolai to a secret lab beneath Alcatraz, where they encounter a "familiar enemy Hell-bent on imprisoning them for all eternity." You can watch the trailer above.
Call of Duty: Black Ops 4's Zombies mode was first unveiled during the game's big reveal event back in May. During that event, we learned that the mode will also feature seasonal events called Callings, as well as daily, monthly, and yearly events. Players will be able to tackle the mode either with friends or AI companions.
Before its release, Activision will host a series of beta tests for Call of Duty: Black Ops 4. The Private Multiplayer Beta takes place in August and gives players a chance to try out a handful of modes, including Team Deathmatch, Domination, Hardpoint, Search & Destroy, and the brand-new Control. A separate beta for the aforementioned Blackout mode will also be held in September. Additional details on that test will be announced later.
There can be a lot of pressure involved in trying to release a follow up to a much-loved game. When making a sequel, oftentimes creators have to follow the vague mantra of "bigger and better"--but as it turns out, that's not always the way to find success. Over the years, there have been many game sequels that managed to let fans down, leaving us all to wonder what went wrong.
No developer is immune from missing the mark, unfortunately. With the likes of Blizzard, EA, Capcom, Sega, and even Nintendo releasing games that didn't quite land the way we wanted, not every game in a series can be a winner. But in some cases, those missteps would eventually lead to other entries that not only surpassed the previous game, but also allowed the series to grow in ways that fans least expect.
In this feature, GameSpot dug deep and picked some titles which we believe were some of gaming's more notable stumbles when trying to make a worthy sequel. Whether it was ambition going beyond the developer's means, or an ill-advised vision that drastically changed from what worked before, some sequels just weren't able to rekindle the magic that the original title had. We've chosen a few games for this list, and broke down exactly why we think they didn't quite live up to their predecessors. While not all of these games are total flops, these particular games lacked a certain something that's noticeable when placed next to its predecessor.
For more features on upcoming sequels that may live up to expectations, be sure to read everything we know Super Smash Bros. Ultimate, The Last of Us 2, and Fallout 76. In the mean time, which game sequels do you feel like didn't live up to the original? Let us know in the comments below.
Assassin's Creed III (October 30, 2012)
Assassin's Creed III has always been a tough game for me to settle. Back when I first played the game, I was in love with its historical setting, the cultural authenticity of its protagonist Ratonhnhaké:ton, and its courage to step away from the urban environments of previous entries. However, Assassin's Creed III's overall execution proved to be lackluster--which was embodied in its opening hours. What began as an ambitious beginning by putting you in control of the protagonist's father, Haytham Kenway, inevitably turned into a rote trip down all too familiar ground. Laced in those early hours were derivative storytelling and mechanics that fans have known for years. And new additions to the formula, like naval combat, hunting, and tree free-running, were split too few and far in-between, making the whole introduction a slog. For every great aspect it had to offer, there was a caveat that took away from its impact.
After six or so hours, Assassin's Creed III eventually picks up, throwing you headfirst into the American Revolutionary War's most iconic events. Seeing a grounded, more honest depiction of George Washington was fascinating, while participating in the Battle of Bunker Hill proved to be one of the adventure's most exciting set pieces. But these moments were accompanied by inconsistent stealth, patchy AI, and inflexible mission design. Its fragmented world never did justice to the openness of its frontier premise, with activities split apart across too many different areas.
Back then I wanted very much to enjoy Assassin's Creed III, but it would often disappoint me more than satisfy. Today, I'm happy that I can better appreciate its ambition; the game proved to be a proper springboard that would inevitably set up the framework for the franchise's later entries. However, no matter which way you cut it, Assassin's Creed III failed to live up to the legacy of quality set by its predecessors. |Matt Espineli
Bioshock 2 (February 9, 2010)
BioShock is rightfully considered a classic for its eerie atmosphere and unsettling story twist. Descending into Rapture and hearing a Splicer scuttle across your biosphere still gives me a shiver down my spine, and feeling the lumbering thud of a Big Daddy is possibly the only thing from the franchise that causes me more anxiety than hearing the jaunty tune that summons BioShock Infinite's Songbird.
But before we soared above the clouds in Columbia, we returned to the depths of Rapture for BioShock 2. Despite the improvements made to the shooting mechanics, this sequel ultimately falls short in comparison to the original game. BioShock 2 is just too similar to the original. For some genres, sticking to what you know is fine, but the tone of Rapture is so closely tied to discovering its hidden horrors that it's best experienced as a stranger who's trying to understand a nightmare. You're no longer a stranger to Rapture in BioShock 2, and that makes everything far less terrifying.
As a result, Rapture just lost a lot of its mystique in BioShock 2. Most of the characters we encountered and enemies we fought are a little too similar to the deranged assortment of damaged souls we met the first time around. I have plenty of qualms with BioShock Infinite as well, but I'll admit that the new setting at least offered interesting changes to the original game's mechanics. BioShock 2 could have been way better if it had just done more to distance itself from the first BioShock. | Jordan Ramee
Crackdown 2 (July 6, 2010)
I adored the original Crackdown; it offered a take on the open-world action game that no game at the time (and very few since) have provided. A playground where you can jump high into the air, climb skyscrapers, and pick up cars over your head to throw at enemies made for a very enjoyable sandbox. The game was perhaps a bit shallow overall, with repetitive objectives and dumb enemies, but it was still great fun--just the sort of setup that makes for a strong sequel.
Rather than being developed by the same studio, Realtime Worlds, Crackdown 2 went to another developer, Ruffian Games. While there's nothing wrong with that, it felt as if Ruffian was too busy trying to recreate the basis of the first game to provide any meaningful innovations. Crackdown 2 was set in the same location, Pacific City, and made few real advancements in terms of gameplay. The story remained an afterthought, there was little variety in objectives, and the new Freak enemies did nothing to impact the game.
While the core gameplay remained enjoyable, and the addition of four-player co-op was very welcome, Crackdown 2 nevertheless felt like a disappointing retread. | Chris Pereira
Crysis 2 (March 22, 2011)
While history remembers Crysis as a benchmark for PC gaming performance, I like to think back on the original game as more of a fun solid sandbox FPS. With plenty of weapons and different powers channeled from your nanotech infused armor, you could wreak havoc across a tropical island filled with North Korean military and alien invaders. Its story was forgettable, and the characters even more so, but the game was all sorts of dumb fun, and even in 2018--nearly 11 years after its release--Crysis is still quite easy on the eyes.
Coming from Crytek, the developers behind the original Far Cry, Crysis felt like a spiritual successor to their previous game's focus on exploring and battling through a dense jungle environment. But for the follow-up, Crysis 2, the developers opted for a change in scenery and some revisions to the core gameplay, which unfortunately took away the heart of what made the original so fun. Now set in future-New York City, and armed with a more streamlined nanosuit, you're tasked with taking out a rogue military force and deal with another alien invasion. On the surface this sounds all well and good; the original game certainly didn't win any points for originality, but in practice Crysis 2 lost me when it focused on far more linear-style action with fewer options. This was all made worse by a more simplified power-up system, where certain powers were only contextual and never on command.
The original Crysis was far from a masterclass in FPS gameplay, but it still managed to let players go about missions in the way they saw fit. This was a game, regardless of tone, that let players grab chickens and throw them at enemies with "maximum strength"--as the nanosuit's AI said. The sequel, while not an awful game, lost sight of that--instead going for a more traditional FPS experience. While Crysis 3 was Crytek's attempt at offering the best of both worlds--even re-introducing jungle environments in a ruined NYC--it still never reached the same heights that the original game managed to meet. What I remember most about playing Crysis 1 was figuring out the best ways to go through several of the game's major set-pieces, which resulted in some of my favorite moments playing it. I can't recall having anything even close to those moments in both of the sequels, which is a real shame. | Alessandro Fillari
Deus Ex: Invisible War (December 2, 2003)
Believe me when I say that Deus Ex: Invisible War was a perfectly fine game. The original Deus Ex is, without a doubt, one of the greatest games of all time, and with such a high bar to clear, Invisible War had an incredibly tall order to fulfill. And because of that, it felt like a step back during the earlier years of immersive sims. At first, I noticed the RPG elements that were stripped away and the simplified (to a fault) inventory system. Spec-ing your character to a specific playstyle was entirely relegated to an either-or situation with augmentations since there were no stats or skill trees to tinker with. I couldn't shake the feeling of being funnelled through a narrow path despite having options to tackle objectives through either stealth and hacking or sheer force.
The cast was considerably less charismatic and the conspiracy aspect of the story didn't hit quite as hard as the original. And the one aspect that stood out to me the most was an unshakeable sense of claustrophobia. Deus Ex's world felt open, with space to work, but Invisible War didn't provide the same level of freedom in its level design.
Deus Ex: Invisible War did do some things right, though. The game still had its own sense of place and distinct atmosphere. Neon lights beamed across environments that served as playgrounds for emergent moments when messing with physics or the set of tools you're given. Getting tangled in a web of factions still evoked a tension that was felt throughout. However, Alex Denton's journey just didn't live up to JC's. | Michael Higham
Devil May Cry 2 (January 25, 2003)
If there's one thing to be said about the Devil May Cry series, it's that it always tries to keep things interesting. Known for its fast-paced and stylish approach to action, with an assortment of seriously cheesy moments throughout, Capcom's self-assured brawler franchise offers some of the most satisfying combat and thrills around. However, there's one entry in the series that's universally regarded as the black sheep--and no, it's not Ninja Theory's misunderstood and grossly underrated DmC: Devil May Cry.
Releasing only 16 months after the original game, Devil May Cry 2 was Capcom's attempt at capitalizing on the surprise success of DMC1, and it almost immediately became the quintessential example of how not to do a sequel. I was a big admirer of the original game, and watching the early trailers and previews for DMC2, which showed off more stylish moves, a cooler outfit for Dante, and a new secondary campaign with newcomer Lucia--in her first and only appearance--made me very excited for what was to come. However upon release, the game's more serious tone and revisions to gameplay ended up rubbing fans, myself included, the wrong way. The game's combat also saw a noticeable downgrade from DMC1's sharp and responsive mechanics, made worse by the glaringly subdued difficulty. When stacked up with its predecessor, the sequel showed a stark drop in overall quality, which made clearing through its two campaigns a chore.
While it did have some bright spots, which include real-time weapon swapping, mission select, and the Bloody Palace mode--all of which are now mainstays of the series--DMC2 was a poor attempt at chasing after the original's success, which ultimately resulted in a game that was far too easy, muddled in its approach to stylish combat, and, well, boring. Personally speaking, I was more annoyed that I wasted a weekend and some allowance powering through the game over the course of a weekend.
Though the sequel missed the mark, the Devil May Cry series would eventually find its footing again with the release of Devil May Cry 3: Dante's Awakening, which reaffirmed its status as a top-tier action game. While fans have had many intense debates about what their personal rankings are for the series, one thing is rarely disputed--Devil May Cry 2 was where the series hit rock-bottom. | Alessandro Fillari
Diablo 3 (May 15, 2012)
Blizzard rarely rushes to release new games, and Diablo III was no exception. It came 12 years after its predecessor, yet--long wait or not--proved to be a huge disappointment. Diablo II was not known for having a terrific endgame--I spent a huge chunk of my adolescence doing Baal runs, where you endlessly repeat the same final boss fight--but Diablo III likewise failed to provide anything worth doing once the credits rolled.
The lack of PvP hurt in that regard further, but worse than anything was the way the item economy worked. High-quality items were handed out at a ridiculously infrequent pace, and the best way to obtain good gear was the game's controversial auction house where you could spend real-world money. For a game all about the loot grind, it was hugely off-putting (as was an always-online requirement preventing offline single-player).
While I didn't share every complaint others had--I enjoyed the change in art style--it was undeniable that I was not just disappointed, but I wasn't even having fun. For the follow-up to what was at the time my favorite game ever, that was astounding.
Thankfully, unlike many of the other games on this list, things did turn around. The shutdown of the auction house and release of the Reaper of Souls expansion and a major free update all paired to turn the game around. Quality items were no longer rationed out at a snail's pace, an Adventure mode provided variety in the endgame, and years of further updates have ultimately turned Diablo III into not only a worthwhile sequel, but one that in many ways surpasses its predecessors. | Chris Pereira
Dragon Age 2 (March 8, 2011)
The acclaimed RPG developer BioWare has gone through many changes over its 20+ years in the business. With games like Star Wars: Knights of the Old Republic and the Mass Effect franchise pushing it to the forefront, many diehard fans longed for a return to its classic CRPG titles like Neverwinter Nights and Baldur's Gate. 2009's Dragon Age: Origins ended up being the happy mix of its modern design sense it developed working on Mass Effect, with the old-school sensibilities of its early hits. In the framework of a traditional fantasy-RPG, you would create a unique character, become one of the last Grey Wardens, and have their choices shape the land of Ferelden forever. Truth be told, the first Bioware game I played was KOTOR, and I mostly followed their modern movement since then. I ended up getting into their CRPG beginnings sometime later.
I did, however, play the original Dragon Age, which I ended up liking far more than I thought. After the game's completion, I was already looking forward to seeing more from the series. And just two years later, BioWare's sequel Dragon Age II was released--but it ended up making some big changes that I couldn't get over. While you could import your saves from the original game to carry over important decisions--which was very important to me--the sequel focused on the exploits of an entirely new character named Hawke, a human exile traveling to the city of Kirkwall, far away from the original's main setting. By and large, Dragon Age II was a much more cinematic and action-focused game, a big shift from Origins' more traditional fantasy adventure.
By focusing on a more defined character--even removing options for backstories and different races to choose from--it resulted in a game that took the role-playing aspect of the original game less seriously, which ironically was what placed BioWare on the map. Moreover, the action-focused gameplay ultimately didn't mesh well with the original's tactical framework, which felt like busywork when coupled with the new system. Coming off of Origins, I found getting into Dragon Age II to be quite jarring. Throughout Hawke's story, you could see moments where the developer struggled to balance the expectations of a more accessible action-RPG with its traditional role-playing style.
After its release, Dragon Age II received several updates and expansions that sought to refine the game further. But eventually, BioWare cut its losses and moved on, even cancelling the final DLC episode, The Exalted March. The developer then began work on the next installment in the series, Dragon Age Inquisition, which ended up being a better evolution of the studio's role-playing lineage, and even justifying Hawke's place in the overarching story. Still, Dragon Age 2 comes off more like an odd diversion in the grand scheme of things, that feels a bit too inconsequential for the series it's a part of it. It certainly makes me feel like I won't miss much by skipping out on it during my eventual revisit of the series. | Alessandro Fillari
Final Fantasy Tactic Advance (September 8, 2003)
Final Fantasy Tactics wasn't a great game solely because of its deep tactical combat; it also told a great story that featured more backstabbing and heroics than a season of Game of Thrones. The setting of Ivalice was so notable and well beloved that it graduated into something bigger: a mainstay of the Final Fantasy series at large.
Games like Final Fantasy XII and XIV gave the concept of Ivalice room to grow, but the basis for their version of Ivalice more closely resembles the Final Fantasy Tactics follow-up game, Final Fantasy Tactics Advance. It's medieval, it's got decent tactical combat, but it also sets itself up as an imaginary dream world living between the pages of a modern children's fantasy novel.
That's all well and good in isolation, but as a "sequel" to a game that thrived in part because of its characters, many of whom were sadistic adults hell-bent on accruing power by any means necessary, a children's fantasy hardly fits the bill. Oh and that tactical combat? Every battle has some limitation decided at random by a judge. It's not awful, but it strips away the sense that you're playing tightly orchestrated battles that are being fought for an unavoidable purpose in service of the plot. | Peter Brown
Mass Effect: Andromeda (March 21, 2017)
We waited a long time for Mass Effect: Andromeda--five years to be exact, so expectations were high. BioWare promised an ambitious science-fiction adventure fit for the current generation of consoles, one that would allow you to explore an uncharted galaxy with an entirely new cast of characters.
What we got was underwhelming to say the least. Considering we saw very little of the game until a month before release, we shouldn't have been surprised. The characters were dull, the worlds were barren, the story fell flat, and the game was rife with bugs. Many of the glitches have been ironed out at this point, but Andromeda's problems run much deeper.
The one thing Andromeda had going for it was the combat. Zipping around combat zones with your jetpack while mixing and matching different abilities felt fantastic. Unfortunately, for a franchise known for its characters and storytelling, it takes more than flashy gameplay to leave a lasting impression. | Jake Dekker
Metroid II: Return of Samus (November 1991)
Metroid II suffers the same fate as Zelda II--it tries to be great by doing something different, but loses the appeal of the original title. Its one saving grace is its legacy: giving Samus her iconic Varia suit design. But it's not like we knew that suit was going to stick around back in the day.
Pretty much every Metroid game focuses on one of Samus' missions where she has to traverse dangerous environments and find different types of weapon and suit upgrades to explore new areas and take on more formidable threats. Metroid II is the one exception, where Samus acts as a bounty hunter instead of a super soldier. It's an ideal mission on paper--Samus is a bounty hunter after all--but it's ruined in practice by Metroid II's repeated use of the same type of prey. Sure, the Metroids come in five different forms, but you'll face each of those forms numerous times in the exact same type of fight. Metroid II's 3DS remake, Samus Returns, works so well because the game implements new bosses to break up the humdrum of hunting the same thing for hours on end.
Metroid II was also just limited by technology when it first released in the early 90s. Launching on the original Game Boy meant Metroid II lacked the vibrant color palette of its NES predecessor, and the musical score couldn't be as complex either. | Jordan Ramee
Perfect Dark Zero (November 22, 2005)
Rare had some expectations to live up to with Perfect Dark Zero; it had been five years and two console generations since the original game by the time Zero came around. Perfect Dark was a spiritual follow-up to the iconic Goldeneye 007 and certainly took console shooters to new heights during the N64's lifecycle, but games had evolved drastically in that five-year period, and the franchise didn't feel like it changed with the times. That didn't necessarily sour the entire experience, though.
Perfect Dark Zero released right around the launch of the Xbox 360, and it was exciting to see Joanna Dark back in action with an incredibly fun cooperative mode and some good single-player moments. The game was also a decent showcase of the console's graphical prowess at the time, and really leveraged that shiny-surface look of this era. However, it lacked a compelling narrative and fluid gameplay seen in some of the top-tier shooters from Microsoft's previous console. While many other games honed in on smooth movement and shooting mechanics, Perfect Dark Zero seemed like it adopted the antiquated feel of older games and stayed true to its roots to a fault. | Michael Higham
Sonic Riders: Zero Gravity (January 8, 2008)
The original Sonic Riders remains one of my favorite racing games to this day. It knocked the blue blur and the rest of his friends off their feet and onto Extreme Gear--a collection of hoverboards, skates, and bikes--which they'd use to race against the avian Babylon Rogues. I had a blast weaving between traffic on Metal City or careening through the sky on Babylon Ruins. The story isn't the best, but the campaign challenges you to master balancing your speed against fuel consumption.
A sequel, Zero Gravity, made way too many changes to the original game's winning formula. Taking shortcuts became dependent on which Gear a character was riding, not the character themselves. The Extreme Gears also used an upgrade system that relied on rings, but since rings took such a long time to respawn, whoever was in first place would get all their Gear upgrades first. Made their lead even bigger. If I'm in first place by the end of the first lap on a race, it's practically impossible for anyone to catch up to me. And that's no fun. I want a race, not a blowout.
Zero Gravity's worst offender is the gravity mechanics. In the original Sonic Riders, deciding when to give up a massive chunk of fuel for a speed boost made for some of the closest, most stressful competition I've had with my friends. In Zero Gravity, boosts are replaced with Gravity Dives, which let a player careen ahead at breakneck speeds. However, each course only has one place where players can really use a dive (the game even lets you know when to use it). There's no strategy to fuel consumption in Zero Gravity, so the game just can't produce the same heart-pounding races I love in the original. | Jordan Ramee
Star Craft 2 (July 27, 2010)
By no means is StarCraft 2: Wings of Liberty a bad game; its expansion packs, Heart of the Swarm and Legacy of the Void, were welcome additions to the base game. But having to be a sequel to the most iconic real-time strategy game ever, StarCraft 2 was more of a victim of circumstance. The sequel had a healthy competitive scene for a while and the community was very active in the game's heyday. However, it's near impossible to match the impact of StarCraft and StarCraft: Brood War (both released in 1998), which still get competitions to this day.
StarCraft 2 had sensible modernizations for how you command units so you weren't held to the same limitations from all those years ago. There was considerably less emphasis on micromanagement, which gave newcomers an avenue to jump into an RTS franchise that was often seen as intimidating, but there was still substantial depth to strategy. Regardless, it wasn't able to maintain the same competitive scene as its predecessor; many factors, like the rise of MOBAs or the attachment to the purity of Brood War's gameplay, are part of the equation. High-level players also had frustrations with some of the more intricate changes with balance and unit abilities. | Michael Higham
Valkyria Chronicles 2 (August 31, 2010)
Valkyria Chronicles on PS3 (now remastered on PS4 and PC) remains a console strategy treasure, a unique take on turn-based tactics that melds top-down sandtable strategy with the satisfying real-time component of third-person positioning and attacking. Its signature watercolor-style visuals are gorgeous and understated, a timeless look that perfectly serves the game's somber tone and wartime themes.
Valkyria Chronicles 2 was a great game too--it was proof that the tactical system was stalwart, and it was one of those games that I sunk dozens and dozens of hours into. But it failed to reach the same kinds of heights as the original game, and despite some positive tweaks in gameplay, fell short in many respects.
A lot of that boiled down to the fact that the series had moved onto Sony's PSP handheld, and the limitations that came with that. Superficially, the visuals just couldn't compare. Without the crispness of textures and 3D fidelity, its interpretation of the game's art style didn't have the same impact. The large battlefields were now split into smaller maps, presumably to reduce the strain on hardware resources, requiring you to capture encampments before being able to continue on. It was fine, but another chip away at the grandeur established in the original.
But the big disappointment for me personally was its decision to crank the anime knob to 11. The narrative turned away from the human effects of political and international warfare, and towards the dynamics of a military academy--basically, a high school, featuring an increased number of obvious character archetypes, loud personalities, and even more fanservice (though that felt more at home here than in the original). It's the kind of Japanese-style teenage drama that you've likely seen a ton of before, which isn't the worst thing in the world, but a bit of a shame after I was so impressed with the tone of the original.
I enjoyed Valkyria Chronicles 2 a lot--it's the perfect series for a handheld system--but the thing I remember most about my time playing it is how much I wanted to go back and play the original Valkyria Chronicles once I was done. A lot of time has passed since then, and I still revisit Valkyria Chronicles every so often. Its sequel? Not so much. | Edmond Tran
Zelda II: The Adventure of Link (January 14, 1987)
The original Zelda is fun to play today, but in the 1980s it was a revelation. For a generation of gamers who were used to playing repetitive arcade games, The Legend of Zelda was an almost unimaginably epic adventure. With its vast open world rife with secrets and Link's expanding set of abilities, this game exploded our sense of what a video game could be. What new wonders could its sequel possibly bring? I could hardly imagine.
Zelda II: The Adventures of Link didn't bring unimaginable wonders. Instead of polishing the almost perfect gameplay of the original, it made big, sweeping changes, nearly all for the worse. In place of a fully open world is one in which your progress is gated to make for a more linear adventure. Instead of the satisfying top-down action of the original, we get awkward side-scrolling combat hampered by Link's toothpick-sized sword. And don't even get me started on the knights who can block your every attack, no matter how fast you duck and stab.
But let's end on a high note: at least the music is rad. | Chris Reed
The bullet hell retro-roguelike To Hell with Hell is now available on Steam
07.19.2018 17:00:09 "To Hell with Hell2 is releasing today into Steam Early Access, publisher Deck13 and developer Lazurite Games come together to bring players a tongue-in-cheek, bullet hell rogue-lite experience where you slip into the role of Natasia, a Russian stripper on her way to work when all hell breaks loose.
Far Cry 5 Lost on Mars DLC - Where To Find The Blood Dragon Easter Egg
07.19.2018 12:00:10 From GameWatcher: The latest DLC expansion for Far Cry 5 is now here and it's a little different. Lost on Mars takes players to the Red Planet to fight alien arachnids with laser rifles while flying with jetpacks."
Bethesda Commits To Single-Player, Says "Be Patient" For Elder Scrolls 6
Bethesda usually plays its cards close to the vest, but it outlined some long-term plans at E3 2018 by announcing both the long-rumored Starfield and The Elder Scrolls 6. With both games on the horizon, producer Todd Howard and marketing boss Pete Hines are committing their studios to single-player experiences, but again urging patience in the same breath.
"We've been talking about it for a decade, we started putting things on paper five, six years ago, and active development was from when we finished Fallout 4, so two and a half, three years," Howard told The Guardian. "Everyone should be very patient [for Starfield and Elder Scrolls 6]. It's gonna take a while for what we have in mind to come out."
The more immediate release will be Fallout 76, which is an always-online multiplayer game. That said, single-player games aren't going anywhere in Bethesda's company culture. "Single-player is still a thing; it might continue to grow or evolve, but it's part of who we are, and we still think there's room to be successful," Hines said. "That doesn't mean that we should keep doing things the way we did five or 10 years ago--we've got to continue to change how we approach it."
Howard added that he understands players concerns that single-player games are becoming less prominent, and says it would be his concern as well.
"Games have gotten so big and interesting that they've moved beyond the toy/entertainment space," he said. "It's not just a diversion from their regular lives; for a lot of people it becomes an important part of their lives. I think we see that across a lot of games now, where people are getting joy and personal pride out of the time they spend in them ... Games are unique in that. They can put you in a place; they transport you. That's why we've always done big, open-world stuff: it's what a game does really well. We like technology, we like storytelling, we like art. But saying, 'Hey, look what we made the game do'--that is, on a day-to-day basis, on a week-to-week basis, the most rewarding."
All that means the company's long-term plans are pretty well set, which echoes what we've heard before. In June, Howard told us that he already knows the release date for Elder Scrolls 6, but that it would be "foolish" to say it now.
Earthfall Review - Left 4 Dead with Aliens | AusGamers
07.19.2018 10:00:08 But, not in a good way. More Left 4 Dead as directed by Michael Bay, with near-constant attacks by charging aliens and specials that look and behave like Mac and Me-style E.T. knock-offs. Which is a shame because it would be great to see more co-op shooters that draw inspiration from Valve's all-time classic.
07.19.2018 08:00:08 Lost on Mars is a substantial improvement over Hours of Darkness in almost every conceivable way. Its not Blood Dragon brilliant and it does have its flaws and weakness. Goes some way to helping scratch the Blood Dragon sequel itch, at least for a little while longer.
TKC servers are well run and every attempt is made to ensure a fun gaming environment. No racist or rude behavior is tolerated on any of our servers. TKC tries to have round the clock administration for it's servers but obviously sometimes a server will have no admin playing so if you witness any abuse for any game please attempt to report the offending players nickname, and if possible GUID here: "Server Vistors Complaint". Just give as many details as you can remember such as what the player was doing/saying. In addition cheating is not tolerated on our servers. We are protected by any of a number of different cheat tools at any given time including; VAC, steambans.com, pbbans.com, ggc-stream.com, metabans, pbscreens.com and punkbuster, depending on the game. If caught cheating your information will be submitted to the appropriate cheat tracker and you will be added to their database which will ban your Steam ID, PB GUID or EA GUID depending on the game and website.
When available we also offer ways for players, in-game, to contact admins to report bad behavior. These come in the form of game server plugins. Players will, if the server has the option available, have the option to report a player using, @report [player] [reason] or @admin [reason] to call an admin to the server. If an admin doesn't respond in a timely manner, please use the @report option so we can follow up on it later or use "Server Vistors Complaint" as mentioned above. If an admin is not available, we also try to give the players the opportunity to use @votekick [player] or @voteban [player] [reason]. This allows the guests to our server the ability to kick or temporarily ban a player who is breaking rules.
Profanity - Many of the games we play have very bad language, some don't, that should make a difference in how we enforce our rules. For that reason we are going to implement a new rule, which will seem strange at first, but there is reason behind it. Bad language will only be tolerated on Teamspeak channels for games where there is bad language in the game. In other words, since there is bad language in Bad Company 2, bad language will be acceptable in the Bad Company 2 Teamspeak channel and on the Bad Company 2 servers. On our Half-Life 2 DM Teamspeak channel and game server, bad language will not be allowed. Future games will also be handled in this manner. The reason, we do not want to exclude members with different beliefs. If I buy a game and one of the selling points for me was the fact that it did not have bad language, that should be respected. I do not want a father or grandfather having to explain bad language to their children or grandchildren because they heard profanity on a TKC Teamspeak channel they thought was free of such things.
How to deal with with Mic/Text spammers - No one wants to listen to a lot of unrelated chatter either on the game server, or Teamspeak. No one wants to see a lot of text spamming either. It's distracting to some, and in the case of Bad Company 2, causes lag problems when the text log gets too long. If someone is talking or typing too much, respectfully ask them to stop. If they continue, you may have to mute or kick them, and if they continue after that, a ban might be in order. When on Teamspeak, a certain amount of "visiting" is fine, but the gamers who want to communicate tactical information to others playing shouldn't have to constantly interrupt talk about the latest CPU, or talk of what's going on at school. If someone is talking too much and you don't feel like you want to address it, PM a clan leader and we can handle the situation.
Team Switching - In some games this is a big no-no and if you are admin for one of those games, ask the player to go back, if they don't and you have the ability, move them back manually. If you continue to have problems, kick/ban them. In other games, like Bad Company 2, team switching usually isn't as big a deal. Sometimes friends or clan members might want to play together, in that case, try to facilitate them and swap some people around. This will show you to be respectful of community and they will probably be very appreciative of your efforts. If there is a mass exodus of people from a bad team to a good team, you can mention in-game that people need to stop. If someone is ignoring you and continues to unbalance the teams, just kick them off the server. For a game like Half-Life 2, teams change after each round, so trying to put clan members together is just a waste of time, that is why team switching is considered bad.
Hacking/Cheating - This is the most overused excuse for kicking someone off of a server. Players are unjustly booted off servers all the time simply because they were too good. That is not fair. Do not base a decision on cheating on a single round, if it isn't really ridiculous score-wise, sometimes people just have great rounds. But if they continue to have an unbelievable K/D ratio, then you might need to ban them. Sometimes it might be necessary to ban someone just because they are killing the server. For me, this is the thing I hate to do the most. That person might be doing nothing wrong, other than being really good at a game. Try to put yourself in their shoes and only ban guys who are really obvious. I don't want to see anyone being banned for an aimbot because they went 29-0. I and many others have had a better score than that, it DOES happen. You have to consider how the person is playing the game. Are they playing as recon? Are they in the heli with a really good pilot? Sometimes, if you are unsure, it might be best to ask the opinion of a clan leader. Remember, visitors to our servers have the ability and a forum to complain about unjust behavior from our server admins. If someone complains about you, you want to know that you did everything by the book.
Soldier Names/Nicknames - We will not allow names that are offensive to anyone. I think we can all use our best judgement here, but if you are unsure, ask another admin what they think of the name and come to a consensus before taking action. Players using racist names should be perm banned immediately. It does no good talking to someone like that because they're only goal is to cause trouble.
Banter and Trash Talking - Now its okay to joke around, but if several players are going at it constantly on the mic or in chat just nicely ask them to stop. If it continues warn them again that if they don't stop they will be kicked, if for no other reason that mic/text spamming. If they ignore this warning then go ahead and kick them. A certain amount of this is fine as long as it's good natured, however sometimes this can lead to hard feelings so you have to use your best judgement of when something is going too far or things are starting to get out of hand.
Racist/intolerant behavior - This is a subject that we will show no mercy on. If someone is being a racist, and that means they are hating on blacks, whites, browns, yellows, whatever the case may be, they get perm banned. No warnings, no kicks, just ban them. We don't need that kind of intolerant behavior on our servers. I don't care if the person is joking, I don't care what his real intent was, if he's spewing hate speech, he's gone. This also applies to someone who is spewing hate speech against a group of people, like Muslims, Christians, agnostics, atheists whoever. We are a gaming clan. This is our hobby and it's supposed to be fun. Everyone who comes to a TKC server should be respected and able to play the game hassle free. Not everyone believes the same, and if someone can't get over it and comes to our server with an agenda that includes racist or intolerant speech, I expect you guys to bring the hammer down swiftly.
Metabans - We will use Metabans only for cheaters and will verify each ban using Cheat-O-Meter. This will ensure that we are not forcing our Metabans followers into banning players we have banned for breaking rules other than cheating. If we deem you are cheating and Cheat-O-Meter doesn't really indicate cheating and we can not find information about you or your clan tag, meaning there is no website or previous information on you as a player or clan that we can cross reference, we will ban you on our servers, but not Metabans. Clans must have a website that we can find and access to be considered legit, otherwise we will view your tags as hogwash and your suspect behavior will be deemed as cheating. Again, we will not add a ban that is not supported by Cheat-O-Meter to Metabans.
We want everyone to have the best time possible so do your best to maintain a good gaming atmosphere, then everyone can have a good time.
To join TKC you only have to read our "Code of Conduct" and then apply for membership by filling out an online application. After submitting your application you will become a "member candidate". You will be allowed to wear our tags but only as (tkc), all letters in lowercase. As you progress, as seen by our members, you will be advanced to (Tkc), then (TKc) and then finally (TKC). You will receive emails at each step with detailed instructions on what you need to do. To obtain your full membership and the right to wear the (TKC) tags, you will have to pass a vote by the TKC members. Only those members who have gotten to know you will vote. An 80% yes vote will be required for full admission. Please keep in mind that full membership takes 8 weeks.
For you to be accepted you will need to display good manners, sportsmanship, and the ability to follow our rules. This applies to all game server activitiy and forum participation. If you do not feel you can meet our requirements we respectfully ask that you not apply as we have many who want to join and we can not waste time on gamers who are not serious about membership.
So now you're a member of TKC congrats! It is important for you to note that membership in TKC is not a lifetime privilege. Only the clan founders Big Flem and Squidward have lifetime membership and can not be removed. Clan leaders expect it's members to participate in clan activites when they can, and to be an ACTIVE member in the clan. We consider active members to be members who regularly post on the forums, participate in clan activities when possible, and communicates and develops friendships inside the clan. We do NOT consider a member to be active if they only ever play on our servers and nothing more. The leaders of this clan work hard to organize events and if you can't support these activities, can't check and post on the forums at least once or twice a week, then you are not TKC material and eventually you will be kicked from the clan. If you do not think you can meet these requirements as a member of TKC, then please don't attempt to gain entry into the clan as you will only waste your time, and ours.
Beyond administration positions such as "Clan Leader", "Division Leader", etc, the answer is no. However we do have achievable military style ribbons and medals that can be won for various acts. You may see each members ribbon and medal "Display Case" by going to the "Members" tab and under each members profile clicking the "Awards" icon. Below is each award and how you obtain that award. Note that medals also have an associative ribbon:
Ribbons(Hover over information icon for description)
In the past TKC had too many admins on our servers and things got a little out of hand. We are not looking for any new admins, however if we feel you will make a good addition to that team we will ask you. Being a server admin is not fun and games. It requires you to WORK, and follow server administrator rules which are well defined once you become an admin. Our admins are forced to stop playing whatever game they might be playing, and work to secure and maintain server tranquility reguarly. If you are an admin that does not mean you will get to run willy nilly and ban, kick, and torture at will. Admins who do not follow our rules will be stripped of admin duties and power. In addition there are more requirements of admins such as, reguarly checking our server admins forum. Once you become an admin you will be given access to this forum and you must check and read it quite often. It is a way for admins to help one another by posting their thoughts on what is going on, who to watch closely, etc. Do not ask us constantly to be an admin, that is the surest way I know to never become an admin. Our leaders will identify the best candidates for admin duties if we think it necessary.
No. In order to have an official TKC server it must meet certain standards. In addition, we might not want a server for a particular game, and if you aren't an admin, then you shouldn't have admin authority on any server. Official TKC servers have to be setup as close to identical as possible. This means that the clan leaders must have all access to any of it's servers including the ability to restart that server, gain access via FTP and game panel. It means that the clan leaders can setup the server with it's normal settings and add the usual addons. In short, if you want to have your own server then that is fine, but don't try to name it "Boom Boom Room" or tie it in any way to TKC.
Clan TKC maintains several servers that are open to it's clan members and the public. In addition TKC has other expenses that require money. To pay the bills TKC relies on it's members and visitors to donate. Without these donations, TKC will cease to exist. Please consider donating money when you can. We do our best to use the money wisely, to invest in TKC, to invest in PC gaming.
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