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Best Improvements Coming To Battlefield V

Best Improvements Coming To Battlefield V

Battlefield is back in a spectacular way. It’s been sixteen years since Battlefield 1942 revolutionized first-person shooters and now DICE wants to shake things up once again with Battlefield V. Set in World War II, Battlefield V brings with it brand new game modes, mechanics, and systems. These changes will excite and possibly even worry some longtime Battlefield fans.

This week, DICE released the official reveal trailer for Battlefield V. Besides being visually stunning, it offered some great insight into what fans can expect in October of this year. 

Free DLC But At What Cost?

DICE officially revealed that Battlefield V DLC’s will be following a similar model to the way Overwatch handles theirs. Any and all DLC’s will be completely free for all players, no Premium Pass required. However, DICE will be relying on a steady stream of income from selling cosmetics that will not impact a players effectiveness in combat. The developer did make it clear that all the cosmetics will be able to be unlocked by playing the game as well.

New game modes – Multiplayer and Singleplayer

Eliminating paywalls isn’t the only way DICE plans on improving their latest Battlefield game. A new cooperative mode called ‘Combined Arms’ is being added. It was designed to bridge the gap between singleplayer and Battlefields in-depth multiplayer. This four-player co-op mode uses a mission generator that gives players the power to customize their experiences easily and can take place in a variety of different environments. If a mission gets out of hand, players will be forced to make a hard choice. They can either choose to keep everything they found up until that point, or push through and complete the mission which pays off in a big way.

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[Image Source: Gameinformer.com]

Operations, the new mode that made its first appearance in Battlefield 1 is returning as ‘Grand Operations”. Not only will the maps evolve throughout the game, the game modes will change throughout the duration of the battle as well.

DICE gave an example of how one of the Grand Operations will play out. Set in Rotterdam, the attacking forces will begin in an airplane and drop down behind enemy lines, tasked with taking out the Defenders long-range artillery cannons. Defenders, in AA cannons, will be targeting these troop-carrying planes. Day two is a classic Operation game mode but it’s now called Breakthrough. Day three, the map transformed into a battle-torn version of Rotterdam. This is where players can see the destruction bombing runs have left behind. If attackers are able to score a decisive victory, the battle will end on day three. The battle will progress to day four if the score is close and that will be the new Last Stand mode. Ammunition is low, vehicles are either far and few between or nonexistent. If a squad is wiped, they cannot respawn so cooperation, revives, and resupplies are essential.

New Mechanics

DICE wants to put more emphasis on squad cooperation. Players will only get a limited amount of ammo and grenades and players can’t regenerate back to full health after being shot. This will make medics and classes with ammo resupply gadgets absolutely vital. Gamers can also pick up ammo from downed enemies or regenerate health on a flag position. Resupplying at a flag point is only possible if one was constructed.

All of this could have a massive impact on the way snipers play the game. So before a sniper finds that perfect hiding spot far away from the front lines, they’ll need to either have a buddy there with supplies or go around and collect enough ammunition to hold them over. This could address those frustrating moments where it seems like there’s just no place to hide from an ace sniper in a well-fortified position.

Fortifications and Improvements To The Frostbite Engine

Speaking about fortified positions, every player will be capable of making fortifications. They will even be able to rebuild parts of broken down structures. This new mechanic isn’t just isolated to the inside of buildings, gamers can deploy sandbags out in the open, set up anti-tank obstacles, barbed wire, and even resupply centers near flag positions.

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[Image Source: Gameinformer.com]

The Frostbite Engine has been a staple of the battlefield games. Being able to destroy buildings and cover not only changes the landscape but it can also force the opposing team to change their strategy. However, in Battlefield V, DICE takes it even a step further. Now, the broken parts of buildings aren’t just rendered objects, they are actually the “real” pieces of the structure. If an artillery shell hits the outside of the building, debris will be launched inwards and vice-versa. Furthermore, pieces of a destroyed wall might even be hanging on by a thread, only to fall after a nearby explosion shakes the Earth.

Towing Weapons and Grenade Spam 

Coming to Battlefield V is the ability to move around those once stationary AA guns or the mighty .50 cal. Tanks can tow these tide-turning weapons around the combat zone, absolutely transforming how these weapons will be utilized. Repositioning these heavy-hitting weapons to where they will be most useful, either to defending important objectives or use them as a means of attack. Players can use the towed AA guns or .50 cals while attached to the tank. Tanks can fire the main gun as soldiers on the towed AA or .50 caliber guns launch a barrage of lead at the enemy. 

The issue with grenade spam is something DICE has been working to address for quite some time. Their response to this is letting players shoot grenades out of the air and if they react quick enough, throw grenades back.

Character Environment Interaction

The way characters interact and affect the environment has also been upgraded in a massive way. Not only have the graphics taken a massive step forward, the environment reacts to gamers being present in the landscape. Adding an incredible layer of realism, when players are wading or running through water, they will lift their legs higher. Soldiers can even slip when running on mud or rocks. Characters will also charge to cover will all their might, aggressively throwing and banging their bodies on the cover when running to the new position. High grass will respond to gamers movements, potentially giving away their position to the enemy.

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[Image Source: Ign.com]

Character Customization

Character customization has become incredibly popular throughout the gaming community. DICE took a good hard look at Battlefield V and invested in the trend. Gamers can now customize their soldiers head to toe. Face paint, facial features, hair, pants, upper torso, and accessories are all in play. This new mechanic will give players a chance to truly make their soldier their own. Female soldiers can also be found around the battlefield. DICE announced they are always willing to sacrifice historical accuracy for fun and having the option to choose and customize their character to their liking always makes a game more enjoyable.

There are so many impressive improvements and changes coming to Battlefield V. The Gigamax crew are all huge fans of the series and cannot wait to get their hands on DICE’s next game. The new WWII is expected to release on October 19, 2018, but if this seems like an unbearable weight, there’s always some Battlefield 1 gameplay below.

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Indie Developers Feeling The Pressure

Indie Developers Feeling The Pressure

Indie games are rising in popularity but the market is becoming saturated with AAA titles, other indie games, and now even video games in-between these two categories. These indie developers are left scratching their heads, wondering how they can make any kind of impact in an industry that’s overwhelmed by all these games releasing at such an impressive pace.

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In the wake of Cliff Bleszinski’s studio, Boss Key Productions closing their doors after three years, the video game industry is paying close attention to this massive misstep. Boss Key Productions’ independently released, “Radical Heights”, failed to make up for the financial void their previous release, Lawbreakers left behind. When a studio led by such a prominent name in the video game industry can close after three short years because of one major failure, indie developers worry if there is any room left in the market for them.

Both a Blessing and a Curse

Indie developers may face shoestring budgets but this is both a blessing and a curse. Development might take longer and the resources they have are limited but one failed game might not sink an indie studio. Boss Key Productions had 65 employees as of September 2017, whereas Studio MDHR, the developers of the indie hit, Cuphead has 15. These smaller developers have much more room to experiment with ideas, fail and bounce back, and remain agile when compared to larger studios.

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Even with the benefits of being an indie studio, the indie market isn’t immune to over saturation. A recent report from SteamSpy’s Sergey Galyonkin showed there were an incredible 7,696 games released on Steam in 2017, up from 4,207 in 2016. This is making it challenging for indie developers to find a spot for their games and get the recognition some of them deserve. Still, time and time again, an indie game will pop up and make waves worldwide just like Cuphead mentioned above or even Illfonic’s Friday The 13th: The Game. Yet, as the video game industry continues to mature, the fear remains that these independent developers might be pushed out of the market by not only AAA developers, but the massive increase of indie games making their way to both consoles and PC.

The Double-Edged Sword

In a previous article on Gigamax Games titled, “The Best Time For Indie Developers” it took a different view on the current state of the industry. Focused on the technologies available and range of marketing methods at indie developers disposal, on one hand, things are looking up for these creators. Now with a studio like Boss Key Production closing their doors, it’s a stark reminder that even having the resources, technologies, big names, and capabilities to create a game like Lawbreakers or their independently publish Radical Heights at the height of Battle Royales popularity isn’t enough to turn a small studio into a major player within the video game industry.

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One thing is certain, the video game industry in its current form is still relatively new and figuring itself out. The popularity of indie games is growing exponentially but all this uncertainty surrounding the market may steer would-be amazing indie creators away from releasing their games to the world. However, when quality content is released to the world, people will notice. Indie games aren’t going anywhere any time soon as they continue to find their place, but Gigamax Games will be keeping a close eye on the market to see how this sector continues to progress.

Are You an Indie Developer?

Are you an indie developer? Let us know your impression of the current indie game scene and if you have a game, post it in the comments below so the Gigamax Games crew can give it a try!

If you’re an indie developer struggling to break into the market, Woodstock Productions might be able to help!

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EA Reacts to European Regulators Classifying Loot Boxes as Gambling

EA Reacts to European Regulators Classifying Loot Boxes as Gambling

Electronic Arts’ responded to select regulatory bodies in Europe now classifying loot boxes as gambling. The discussion took place during the conference call where EA released Q4 and fiscal year 2018 results. EA is notorious for including, sometimes seemingly malicious, loot boxes in their games. Star Wars Battlefront 2 was the most recent loot box controversy that the gigantic game company stirred up and the latest announcement by countries like Belgium could put this relatively new revenue stream for video game developers in jeopardy.

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Belgium had a complete ban on “games of chance” since 1999 until 2010 when illegal games of chance began getting out of control. The Gaming Commission was instituted to regulate any games they considered to be gambling. The Belgian Gaming Commission reviewed a total of four games, Star Wars Battlefront 2, FIFA 18, Overwatch, and CS:GO and found all but Star Wars Battlefront 2 were classified as “games of chance”.

Star Wars Battlefront 2 removed their loot boxes during the investigation, which avoided any backlash over the game that brought about so much hate from the entire gaming community.

The Double-Edged Sword

EA’s products weren’t the only games mentioned in the investigation but EA’s CEO, Andrew Wilson still felt compelled to make a statement during the call. He stated, “We strongly believe that our games are developed and implemented ethically and lawfully around the world, and take these responsibilities very seriously. We care deeply that our players are having a fun and fair experience in all of our games, and take great care to ensure each game is marketed responsibly, including in compliance with regional ratings standards. We welcome the dialogue with Minister Geens on these topics, as we do not agree that our games can be considered as any form of gambling.” https://bit.ly/2rt7dwg

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The company is putting on a strong face for investors as FIFA Ultimate Team is still incredibly profitable. However, losing out to a market like Belgium could have a bit of an impact on their earnings. With a population of a little over 11 million, it can be compared to losing out on a market with the same population as the state of Pensylvania. 

The Battle Isn’t Over

EA has a global reach and isn’t expected to give up without a fight. Gamers and governments all around the world have recently been contemplating if loot boxes are a form of gambling. Before more European countries follow suit and classify loot boxes as gambling, EA will need to aggressively campaign in order to convince global policymakers that what they’re doing is different than a trip to a casino.

Microtransactions and loot boxes are a double-edged sword. On one hand, there are companies like Blizzard that use loot boxes for their massively popular first-person shooter, Overwatch. Blizzard is able to release free DLC’s and consistently support their creation because of the steady revenue generated by their loot boxes. On the other hand, Star Wars Battlefront 2 and their original loot box system that was essentially “Pay to Win” for multiplayer. This blatant money grab threw the gaming community into an uproar, and for a good reason. Gamers don’t want to put their time into a game, only to be trampled online because a person dumped extra money on loot boxes. 

There’s no telling what the future will hold for loot boxes but this is a monumental development for the gaming community around the world. Gigamax Games will keep an eye out for any more news on this battle against loot boxes and what this means for the video game industry as a whole.

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Bungie Plans Unprecedented FPS Mode for Destiny 2

Bungie Plans Unprecedented FPS Mode for Destiny 2

Destiny 2’s Warmind DLC is quickly approaching its release date. Many fans are already excited for what Bungie has planned for after their second expansion. The game’s publisher, Activision, is teasing players with the promise of an unprecedented mode for not just Destiny 2, but all first-person shooters in general. Although, details of this new mode will not be revealed until E3 2018.

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Activision’s Big News

This news was revealed in a post-earnings conference call with investors where Activision’s president, Cody Johnson, responded to how Bungie plans on continuing to improve the Destiny 2 experience through the rest of this year. Johnson added that the company recently invited some dedicated Destiny fans to the office to preview Warmind and their response was “very positive.” Apparently, they were not only pleased with the upcoming expansion, but with the roadmap and teased fall content as well.

Johnson was sparse on details but said that the content is “an incredibly engaging new mode–one that introduces a whole new style of play for first-person shooter gaming generally and certainly for the shared-world shooter space that Destiny created. It’s a really exciting development. It’s one of the things we think will really speak to the community when it comes out in the fall.” (https://bit.ly/2roqcJ9)

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What Will The Fans Think?

While fans are surely sitting on the edge of their seat to see what Bungie has planned, Johnson clarified the full details will not be revealed until after Warmind is released. The company is expected to make their big reveal at E3 this year, which is taking place in LA on June 12th through 14th.

All of this information is part of Bungie’s effort to help make their future content vision more visible to the community. Currently, the company laid out a roadmap that extends through the summer, but very little is known about the third expansion that is slated for this fall. The original Destiny faced some of the same criticism that Destiny 2 is receiving, while the first game made up for these mistakes with The Taken King expansion, fans are now eagerly awaiting to see if Warmind or the fall expansion will be the same saving grace.

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MT Summit Gaming: Local eSports & The People Behind It

MT Summit Gaming: Local eSports & The People Behind It

Gamers are a special breed. They put their time and effort into their craft and break down any barrier in their way. Gathering achievements in the games play and out in real life, Mid Tier Summit Gaming, also known as MT Summit, is an organization stands as an inspiration to anyone interested in the video game industry. Hosting tournaments that range from Super Smash Bros to Dragon Ball FighterZ, this Long Island, NY based company is doing something amazing for the gaming community. Bringing together different competitors of all skills levels, the tournaments they host are focused on bringing the community up, together.

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A New Take On Competitive Gaming

Mid Tier Summit recently hosted the College Pro Tour. Gigamax Games was on location and spoke with both competitors and the driven individuals behind this eSports organization. It was amazing to learn about the gamers taking part in the tournament and the people that founded Mid Tier Summit.

Find the interviews with the gamers that took part in MT Summit Gamings, College Pro Tour!

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Organizations like MT Summit are the embodiment of what can happen when gamers come together to accomplish a goal. Turning that idea or dream into something bigger is possible, no matter where someone is from or what they’re doing today. Gigamax Games sat down with many of the founding members to learn more about how this company was brought into existence and what was the driving force behind it all.

Interviews and New Friends

Gigs and Mack caught up with Chris, the CFO for MT Summit and wanted to see what drove him to play a part in helping build up the gaming community around Long Island, “I’m shy, [MT Summit] gave me the opportunity to branch out and gaming was a great platform because I felt comfortable with it. Other people who may or may not be shy can get into something that seems very scary, like competing. When I first started, my goal was to come in as a little bit of the money man. My intentions were to do something different that I’ve never done before. My goal is to reach people.”

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Even though Chris primarily plays shooters and doesn’t compete in fighting tournaments, he found a way to get involved in the community he loves. There’s no right or wrong way to play a part in the video game industry and there’s a place for everybody.

Born Leader

Taking a second to escape the crowd, the Gigamax crew sat down with Joe, CEO of MT Summit and Tim, Creative Lead. Joe was asked how he found himself leading the organization and gave a surprising response, “Alex reached out to me, while I was still at the University of Virginia and asked if I wanted to help work on [MT Summit] and I said, no I don’t. That ended that for a while. I kinda came back to it later and was like, you know what, it could be fun. I’ve played video games my entire life and gaming is definitely a growing industry.”

Joe continues, “My initial hesitation was that I’m a public policy guy and I was getting my masters degree and when he asked me I was in the middle of writing my thesis. I realized as things were winding down that I had some free time, and this could be something really cool. “ A natural born leader, Joe had the unique ability to step into a leadership role. Again, this is a prime example of an individual that loves gaming and has his own unique set of skills finding his spot within the amazing gaming community. It was fascinating to learn about how Joe got involved and goes to show no one knows what tomorrow can bring.

The Creative Vision

Tim, Creative Lead is responsible for all the branding materials that come out of MT Summit. He too had an interesting journey that led him to take a vital seat within the organization. “Alex kinda approached me one day when we were hanging out and said, hey Tim you do all this art stuff right, and he showed me logos they were working on. Fortunately, they weren’t spending too much money on it. What ultimately wound up happening was that I said, give me 5 minutes and I’m going to make a quick rough sketch. At first, all I was there to do was to set up the branding and logos, evenly I was asked if I wanted to be a part of [MT Summit].”

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Now, Tim holds a critical role in MT Summit. All the posters, merchandise, and anything else with graphics, Tim is the one that puts it all together. An artist at heart, he found a way to turn that talent into means of being enveloped by the gaming community that’s so close to his heart.

Inspired and Determined

The one with the initial vision to bring MT Summit into existence was, Alex. With aspirations of one day being a professional eSports competitor, a master at fighting games in his own right, he saw an opportunity to do what he loves but in a different way. Alex is the main tournament organizer, in charge of the brackets and getting players involved. “I participated in a tournament called Defend the North and there weren’t any tournaments like this back at home. That was last year around February.”

This realization eventually lead him to come up with the vision for MT Summit Gaming. But first, there were obstacles he needed to overcome. “I need[ed] people that were reliable enough to help me start this.” Eventually, he went on to cultivate the amazing team he’s working with today. One at a time, he connected the dots with help from the team and formed the MT Summit we see today.

It was clear he had a passion for what MT Summit stood for. Every word was sincere, and there was no doubt he was giving his all to bring this organization to new heights. “It’s honestly amazing, this whole process has been amazing.”

Even with this passion, there were still lessons Alex was learning. [One of the main challenges was] “understanding this position more, as a tournament organizer there are still things I don’t know. I’m self-taught” To continue learning, Alex faced these challenges head-on with his incredible team. Speaking with other event organizers around Long Island, collaboration played a large role in his education and has proven to be incredibly beneficial as the College Pro Tour came together in a spectacular way.

Final Thoughts

This story should be an inspiration to anyone that wants to get involved in the gaming community. Years of experience is a plus but drive, determination, and a willingness to learn will pay off in success.

Each one of these individuals had a very different story and took a unique path that led them to the door of MT Summit Gaming. The brainchild of Alex, he went on to find a reliable group of like-minded people with a shared dream to accomplish a spectacular goal. They’ve already reached some impressive milestones within the Long Island gaming community and it’s just the beginning.

There is so much more to the story behind MT Summit Gaming. This is not just the beginning of their journey, but the start of a fascinating story. To learn more about MT Summit, be sure to check out their Facebook page. If you want to find out more about the team, there’s no substitute for attending one of their events in person.

Special thanks to MT Summit Gaming for inviting the Gigamax Games crew out to Long Island for this impressive event. Be sure to check back again soon for even more updates on local eSports tournaments and the entire video game industry.

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NFHS Partners with PlayVS to Create High-School Level eSports Programs

The National Federation of State High School Associations and the eSports company, PlayVS are teaming up to create eSports programs for the association’s 19,000 partnered schools. This news is followed by a joint announcement from the two companies last Thursday (April 26th).

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NFHS Partners with PlayVS to Create High-School Level eSports Programs

The NFHS will begin working with its member high-schools to bring eSports tournaments hosted by PlayVS at the beginning of October. School districts interested in joining the program will need to pay a $16 monthly membership fee as well as provide computers and internet infrastructure necessary for participating in the event. The CEO of NFHS, Mark Koski, said that they’re projecting 18 to 19 states to take part in the 2018-19 season.

“There are states that are ‘show me’ states that will want to see something happen over the next year or two,” Koski said, “and as things are successful, the goal will be to have all 51 in the long run.” (https://es.pn/2JZrceo)

PlayVS competitions will run in two separate seasons during the districts school year. The first season will run from the beginning of October through January, with the second period of time running from February to May. The individual tournaments will all feed into playoff bracket,s eventually leading to a State Championship.

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Gaming All Summer Long

The startup company also plans on running summer tournaments for students not in school, but these competitions will not be weighed in the State Championship Race. The companies also haven’t set a name for these competitions yet but the CEO of PlayVS, Delane Parnell explained its participant’s ages are still being considered.

“We focus less on game and more on genre,” Parnell said. “First off, we’re doing no shooting games: no third-person, not first-person shooting, no battle royale, as much as that sucks, because the contents of the games are not friendly in a high school environment. We’re sensitive to all of the issues around violence in schools, and we do not want to promote that for the foreseeable future. We are very much focused on multiplayer online battle arenas, fighting and sports. We think those genres work, and there will be other genres we expand to as new genres grow within eSports. Our entire system is designed to be plug-and-play, so as new games come out, we can plug that game in.” (https://es.pn/2JZrceo)

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Image Source: https://bit.ly/2I0ewG4

What Comes Next?

The league could also turn into a feeder program as well. About 65 colleges across the United States have expanded to offer scholarship sponsored eSports programs. Another consideration is that various game developers like Riot Games, Blizzard, and various other companies have hosted their own college level tournaments for their collection of competitive games.

This league sounds like an amazing opportunity for students that want to pursue a career in gaming or just want to leverage their passion and talent for something productive and constructive. Hopefully, this becomes a country wide tournament that helps remove some of the stigma surrounding the gaming industry. For more information regarding the upcoming NFHS high-school eSports league,, you can visit their website. 

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The Invisible Hours Review: Movies and Gaming Collide

Game: The Invisible Hours
Developer:
Tequila Works
Publisher: GameTrust/Tequila Works
Platforms: PC, PS4, Xbox One, HTC Vive, Oculus Rift, PlayStation VR
Genre: Spherical Narrative
Players: Single-player

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Background

Tequila Works was absolutely successful in delivering a unique experience with The Invisible Hours. Now available for non-VR, the flat-screen version of the game is still able to remain immersive and unbelievably exciting. The second Tesla’s body was discovered, the intricate story begins to unfold in a spectacular way. This noir is truly an experience to remember.

Watch the Review Preview on YouTube!

Following this game since its release on VR, the only thing to hold me back from actually picking up The Invisible Hours was the thought of getting sucked into a game and needing to play it on PlayStation VR all the way through. This piece of tech is awesome but it can get a bit cumbersome when gaming for hours with this hunk of plastic on your head.

Now that Tequila Works was releasing their flat-screen version, I was extremely excited to get my hands on a copy. I’m not a big noir fan, and honestly, a conversation heavy game with little to no action or incredible cinematics doesn’t often catch my attention. However, there was something a bit different about The Invisible Hours.

The Cinematic Experience Begins

Following the footsteps of Nikola Tesla and getting to the bottom of his gruesome murder felt like the right combination to catch my interest. Tequila Works sent over a review copy and I couldn’t wait to get started. They marketed The Invisible Hours as a “Spherical Narrative” something that just seemed to be clever marketing language to catch gamers attention. But it actually turned out to be so much more than that.

The spherical nature became clear in the first hour of the game. It is built, unlike anything I’ve ever played before. A story unfolding and the player doesn’t have any direct impact on the events taking place. Instead, the main character isn’t really the main character. Gamers control what seems to be a “fly on the wall” kind of entity that has the ability to fast-forward, rewind, and stop time. This primary mechanic is the gem that truly makes this game shine, taking the gamer on a circular journey back and forth to get to the bottom of this mystery. 

It All Starts Coming Together

Taking place on Nikola Tesla’s private island, the playable character appears without much backstory. The only option is to start walking up the winding steps in front of you. With a large body of water behind you and a sheer cliff face to your right, the steps guide you up to a large gate bearing the letters, “NT”.

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A crying woman that pays no attention to your presence and a gigantic mansion are the only things of immediate interest after reaching the top of the steps. Leaving the crying woman alone, feeling slightly offended she didn’t pay any attention to me, it was time to explore the mansion. This is when the body of the famous inventor is first discovered and things start to heat up.

As the drama unfolds, tensions flare and conversations start breaking out. From the moment Tesla’s body is discovered, the game truly comes alive. What seemed like an empty mansion soon started filling with characters from all walks of life. Famous historical inventors, actors, along with people that history would have never mentioned all begin to appear from seemingly nowhere. Each of the characters plays a vital role in the stories development. All have a unique perspective on the situation that’s unfolding all around them as well as develop intricate back stories that only become clear as time goes on.

The Invisible Hours Stands Out

The feature that makes The Invisible Hours stand out and what created such a unique experience is the time control feature. Being able to rewind, fast-forward, and stop time along with the fact that your playable character is completely invisible allows Tequila Works to create that cinematic feel while still allowing gamers to have some kind of control.

As characters appear, you can follow them with the rewind function to see where they came from in the mansion and what they were up to. You can even rewind to the point before everyone was notified of the murder and fast forward to after the large group breaks up and see what they are doing in their room when they think they’re alone. It gets a bit creepy, but all throughout the game, it feels like a playable movie so it’s really not as weird as it sounds.

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Each character had an unbelievably in-depth backstory, their complex emotions that The Invisible Hours is able to portray while they were alone with their thoughts is enthralling. Hanging on every word while also anxiously waiting for their monologues to end so I could go back and follow someone else around.

Less than 30 minutes in game time went by and I already put hours into the game. Every minute that passed in game felt like it caused a chain reaction, sending me off on a wild hunt for clues, collectibles, bits of conversation, and story. It is strangely exhilarating, especially being someone who usually finds themselves losing interest in dialog heavy games.

Overview and Wrapup 

The only real complaint about the game is the fact that you had to wait for the rewind and fast-forward mechanic to wind up in order for it to go faster. It would start off slow and gradually increase in speed. This is a bit annoying since it played such an important role throughout the game. It would have been nice to have the option to have control of how fast time rewound or moved forward, instantly.

Overall the game is an interesting introduction to the Spherical Narrative genre. Tequila Works did a great job bringing this VR game to flat-screen as well. The story is fascinating and kept my attention every second I was playing. I didn’t want to miss a word and at one point I advanced to chapter 2 but didn’t want to move forward because I didn’t have a chance to follow someone back to their room and see what they were up to. It was nice that Tequila Works included a quicker way to time travel through the start menu so I was able to jump right back to the beginning of the game. 

There are a lot of secrets hiding in Nikola Tesla’s mysterious mansion and the journey to uncover the truth about his death is filled with mind-blowing realizations and tense interactions. Tequila Works did a fantastic job putting this story together. I’m excited to go back and see what other secrets The Invisible Hours has in store.

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Destiny 2’s Warmind Expansion Brings Back the Grind

Destiny 2’s Warmind Expansion Brings Back the Grind

In the most recent developer update from Bungie, Destiny 2’s senior designer, Daniel Auchenpaugh, discussed how the power level grind will be changed in the upcoming Warmind expansion. This will be the second major update the game is receiving and there are some major changes on the horizon. Basically, what this means is that it will be much harder for Guardians to max out their power levels once Warmind drops in May.

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Where Did The Rewards Go?

Auchenpaugh also explained that the new public events won’t hold the lucrative rewards they have been known for recently. Clan engrams also won’t help players progress through levels on their own anymore. Warmind’s soft level cap is currently set at 340, which means that players will only be able to move up 10 power levels from  Curse of Osiris’ max level with the help of open world drops. Although, it was also stated that the hard level cap for Warmind is 380.





For gamers that have been playing Destiny 2 since launch, the grind from 340 to 380 may sound simple, but Bungie assured fans that the process will go much slower than anything they’ve released before. Auchenpaugh also stated that even players that complete every end-game activity a week will still need to wait for several resets in order to reach the new cap. As per usual, the best rewards drop from Raids and Trials while low tier gear can be earned through clan engrams.

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The Grind is Real!

Players should also prepare for the grind from 370 to 380, which is set to test the patience of even the most seasoned Destiny veterans. All of these changes are to help address fans concerns that Destiny 2 had been streamlined to the point where it became too easy. With all of these updates, the longevity of Warmind is sure to be much better than both the base game and the Curse of Osiris expansion.

It should also be noted that all of the numbers mentioned above are assuming that no legendary mods are installed. Bungie is set to reveal more about the next expansion during a live stream on April 24th, before the expansion drops on May 8th.

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Brigitte Shield Charges to Overwatch on March 20th

Brigitte Shield Charges to Overwatch on March 20th

The 27th Overwatch hero, Brigitte is heading to all platforms including PS4, Xbox One, and PC on March 20th. Blizzard announced this exciting news today (3/15/18) on Twitter along with an announcement post on their blog. Players that own a PC and want to try her right now, she is currently available on the Public Test Realm.

Blizzard is calling the new hero an “engineer with peerless armor constructing abilities,” and she definitely shows her prowess when deployed on the battlefield. Her primary weapon is known as the Rocket Flail, which extends when used and can hit multiple heroes at the same time.

Along with Brigitte’s flail, she also gets a deployable Barrier Shield, which like Reinhardt can protect allies immediately behind her. She also has the ability to throw Repair Packs to heal teammates, while her passive ability, Inspire, heals all nearby allies when she deals DPS.

Blizzard Picks Up The Pace

Brigitte was officially announced by Blizzard only a couple of weeks ago and right beforehand they revealed a lore database that will host content revealing the backstory of many of their popular heroes. To start Blizzard gave some more insight into how Torbjörn lost his arm in a tear jerking letter to his wife. With the new heroes imminent arrival, we’ll be sure to show her off in action the day she becomes available to the public, so don’t forget to check out our Stream Page so you know exactly when you’ll have a chance to see this exciting new hero!

Brigitte Abilities

  • Rocket Flail – Brigitte’s melee weapon has an extended range, enabling her to strike multiple enemies with a single swing.
  • Repair Pack – Brigitte throws a Repair Pack that can heal an ally. Any healing over that ally’s maximum health provides them with armor instead.
  • Whip Shot – Brigitte throws her flail a long distance, dealing damage and knocking an enemy away from her.
  • Barrier Shield – Brigitte deploys a frontal energy barrier to absorb a limited amount of damage.
  • Shield Bash – Once her Barrier Shield is deployed, she can dash forward to stun an enemy.
  • Inspire – When she hits enemies with her flail, she also heals nearby allies over time.
  • Rally – She moves faster and provides all nearby allies with armor that lasts until it’s removed by damage.
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Shadow of the Colossus Remake Developer Confirms Next Project Is a Remastered

Shadow of the Colossus Remake Developer Confirms Next Project Is a Remastered

Austin, Texas-based developer, Bluepoint Games, confirmed that their next project is a remastered. This studio has been responsible for many recent high-profile remasters such as Uncharted: The Nathan Drake Collection, The God of War Collection, and the Shadow of the Colossus remake. They’ve more than proven their talent in moving games to the latest generation of consoles. The president and co-owner of Bluepoint Games, Marco Thrush, recently confirmed the remastered status of the next game in an interview with Eurogamer. The studio was also asked if they would be producing their own game soon, to which Thrush suggested that it’s not happening anytime soon, but definitely not out of the question.

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The Final Word

“Well, we could but we’re doing another remake,” Thrush said. “[Shadow of the Colossus] served us as a great point of growing the art team to the point where we can take on a full AAA game major scope of art content. So now our next step is, let’s improve the art pipeline, let’s improve the engine, let’s improve workflow for artists, let’s grow on the art side some more to handle our next project because it’s a bit bigger. And our next focus is, all right, let’s work on design and add new stuff to get to the next remake, because now that can be our sole focus of making sure that’s where we put the time and everybody else, they’re already at a level where we can perform.” (http://bit.ly/2DhcJpz)

Technical director at the studio, Peter Dalton , attributes their success with the Shadow of the Colossus remake to the teams’ growth, in not only literal employment numbers, but skill level as well. He also said that the team is still growing and looks forward to the addition of more staffers in Bluepoint’s weak areas.

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Only up from Here

“One area that we’ve not explored very deeply is, What does our design prowess look like? What is our ability to build something original and to expand it, rather than just upgrading something? and so we look at those things and we are constantly trying to enhance and strengthen the studio to get to a point where, yeah, doing original development or whatever comes our way, we’re fully capable of doing it,” Dalton said. (http://bit.ly/2DhcJpz)

Job Opportunities at Bluepoint!

If you’re currently searching for a job in game development, Bluepoint currently has over 10 open positions on their website.  The studio was founded in 2006 by members of the team that worked on the original Metroid Prime.

While many consumers disagree with the practice of remasters, they can be a very lucrative opportunity for developers. These games tend to have a low development cost compared to producing a brand new title and they are often times commissioned to an outside studio. A recent example is the Crash Bandicoot: N. Sane Trilogy, which was the best selling PS4 remaster to date.

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