Mamushi Briefing Snow Festival 1080pHQ

Source: WB Games Youtube

Quantic Dream receives investment from NetEase to develop next-gen games

Chinese internet company NetEase announced it has purchased a minority stake in Quantic Dream, the French developer behind Heavy Rain and Detroit: Become Human, as part of an investment in “the development and creation of the next generation games.”

NetEase did not disclose the monetary terms of its investment in Quantic Dream. The investment will “support [Quantic Dream]’s vision of becoming a global, multi-franchise entertainment company, and to develop advanced technologies and games for the future,” NetEase said in a news release.

NetEase used similar language in describing its $100 million investment in Halo and Destiny developer Bungie last year.

“With a strong focus on in-house development, we are constantly looking for partners that complement us in the development and creation of the next generation games,” said Ethan Wang, vice president of NetEase, in a statement. “Quantic Dream’s excellence in interactive storytelling and the valuable expertise it has built over the past two decades is exactly what we have been looking for. We are pleased to partner with Quantic Dream and we hope to create incredible game experiences for players all around the globe.”

“The landscape of the gaming industry will go through major evolutions in the coming years, with new hardware to come, new business models to explore and new ways of playing to invent,” added Quantic Dream CEO and creative director David Cage. “We want Quantic Dream to take a key role in this exciting future and having NetEase by our side as a strategic partner will allow us to expand our creative vision and develop the company to its fullest potential. NetEase understands what Quantic is about as they share our passion for high quality games and our ambitions for the studio.”

NetEase was founded in 1997. The company operates local versions of Eve Online, World of Warcraft, Hearthstone, StarCraft 2, and Overwatch. Quantic Dream was also founded in 1997. The studio’s most recent game, Detroit: Become Human, was released in 2018 for PlayStation 4. The company has had a long-running publishing partnership with Sony Interactive Entertainment.

Source: Polygon.com

This Kirby-Themed Food Looks Excellent

Image: Nintendo
Kotaku EastEast is your slice of Asian internet culture, bringing you the latest talking points from Japan, Korea, China and beyond. Tune in every morning from 4am to 8am.  

One of the problems with game-themed food is that sometimes, but not always, it looks clumsy. Recreating stuff with food is hard! Why have the edibles do all the work?

As Yukawa Net reports, Japan’s Kirby Cafes current menu is getting a new array of additional meals. The food previously served looked good, but the establishments are upping their tableware game.

Image: Nintendo

So this.

Image: Nintendo

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Can do this. Great, huh?

Image: Nintendo

The new menu will be offered from February 27. The Kirby themed ceramics are also available for individual purchase.

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Source: Kotaku.com

Fortnite: Battle Royale Update v7.30 Adds Chiller Grenade; Patch Notes Released

Epic Games continues to iterate on its hit battle royale game Fortnite, and today is no different with the release of update 7.30 for PS4, Xbox One, PC, Switch, iOS, and Android. The patch adds a new item named the chiller grenade, a new ‘Solid Gold’ limited-time mode, and controller support for mobile players; read on for the full patch notes.

The chiller grenade knocks enemies back, causing them to slide along the ground. Be warned, though: it also affects teammates and vehicles, and will cause them to slip around with icy feet or wheels for seven seconds. Chiller grenades can be found in common rarities only inside vending machines and as floor loot; they drop in stacks of three with a max stack size of six. Fortnite’s latest LTM, meanwhile, is Solid Gold, a game mode where all weapon spawns are legendary, with increased material gathering.

No Caption Provided

Update 7.30’s final big feature is the much-anticipated addition of controller support for mobile players, as well as the introduction of 60 Hz gameplay on select Android models. Most Bluetooth gamepads can be used with Android phones, while iOS players can use MFi controller brands such as Gamevice and Steelseries. Take a look at the full patch notes below, via Epic Games.

Fortnite Update 7.30 Patch Notes

Battle Royale

LTM: Solid Gold

Summary

All things that glitter are gold in this Limited Time Mode! All weapon spawns are Legendary with increased material gathering. Drop in now and earn that Victory Royale.

Mode Details

  • All weapon drops are Legendary.
  • Increased amount of materials received from gathering.

Weapons And Items

  • Chiller Grenade
    • The Chiller Grenade will knock players back, causing them to slide along the ground.
    • Allies, enemies, and vehicles hit with the Chiller Grenade will slip around with icy feet/wheels for a duration of 7 seconds.
    • Drops in stacks of 3.
      • Max stack size of 6.
    • Common rarity.
    • Can be found from Floor Loot and Vending Machines.
  • Cozy Campfire – Updated Visuals
    • We’ve updated the visual effects of Cozy Campfires to more clearly indicate when a campfire is in use or burnt out.
  • Vaulted
    • Bolt-action Sniper Rifle
    • Burst Rifle
    • Heavy Shotgun
    • SMG
      • Common, Uncommon, and Rare
  • Unvaulted
    • Suppressed SMG
      • Common, Uncommon, and Rare
  • Reduced the drop chance of Dual Pistol from floor loot from 2.24% to 1.38%.

Bug Fixes

  • Balloons no longer collide with vehicles.
    • This resolves an issue where vehicles could be damaged when using Balloons while on a vehicle.

Gameplay

  • Memory and networking optimization for Apples and Mushrooms.
  • Added unique vehicle specific messages in the feed when players are eliminated or downed.
  • Edit Delay
    • Re-enabled client-side editing improvements.
    • These were turned off in 7.20 due to an input bug they were causing.
  • Fixed Boogie Bombs not affecting players that are wearing the Sneaky Snowman when struck on exposed legs/feet.
  • Fixed Sneaky Snowman’s last charge breaking away right after applying if another Sneaky Snowman is present in a different inventory slot.
  • Fixed an issue where the glider would auto-deploy closer to the ground than expected when holding glider redeploy from the bus.
  • Fixed the X-4 Stormwing’s health bar occasionally not displaying.
  • Fixed an issue where players could get stuck in a Sneaky Snowman if it landed next to them.
  • Increased the amount of materials gained from looting Chests and Floor Loot from 20 to 30.
  • Increased the number of materials received from Supply Drops from 40 to 60.

Bug Fixes

  • Aim assist now targets enemies on vehicles rather than the base of the vehicles they’re occupying.
  • Quickly switching to Traps then weapons on gamepads no longer causes players to shoot or swing pickaxes.
  • Supply Drop balloons now take environmental damage, including damage from explosives or biplanes gun.
  • Fixed instances of a free wall piece showing as placeable but not building.
  • Fixed player cameras from becoming distorted when another player enters a Zipline.
  • Fixed an issue where the magnet on the Zipline could be invisible on use.
  • Fixed an issue where boost visual effects could appear while operating a vehicle near a Zipline.
  • Players can now properly progress through and complete the Week 4 “Use an X-4 Stormwing plane in different matches” Challenge.
  • Screens no longer shake uncontrollably after after walking on icy surfaces.
  • Players will no longer lose the ability to turn the X-4 Stormwing after hitting terrain/structures.

Playground

  • The Guided Missile has been removed from Playgrounds.
  • Removed the Spiky Stadium Supply Drop.
    • This will remove the ability to loot the Spiky Stadium as well as Impulse Grenades.
    • This was done due to an issue that was sending players back to the Lobby.

Events

  • New Tournament Added: Architect Pop-Up Cup (Solo, Duo, and Squads)
    • Settings from previous Pop-Up Cup tournaments still apply to this tournament.
    • Within this mode, player built structures can now be edited by any player, regardless of team status.
      • This is an experiment that we’d like to try out in this testing environment, but aren’t quite sure of the full impact. We’d love to hear feedback from your experiences playing with this change.
  • Tournaments may now feature leaderboards for each event session, highlighting top performers.
  • Participating in tournaments now requires a minimum account level of 10.

Performance

Bug Fixes

  • Smoothed out drops in framerate that could happen with large changes in view direction and rendered character counts.

Audio

  • Added a fuse sound to the Grenade.

Bug Fixes

  • Fixed emote music overlapping with lobby music depending on the way volume sliders were configured.

UI

  • Show total party eliminations on the HUD if your team wins.
  • Added additional models to the “Cycle Models” list when viewing Wraps in the Battle Pass or Item Shop.
  • The party colors have been restored to Blue, Red, Purple, and Yellow. To distinguish players in LTMs like Food Fight.
    • There are new icons for non-squad teammates and the opponent icons on the minimap.
  • Rotating the camera on the Battle Bus no longer has an oscillating/swimming effect on the minimap.
  • Fixed an issue in the Net Debug UI that would cause it to show a ping value that was too high.

Bug Fixes

  • Fixed issue where weapons were not equipping when double-clicking in the inventory after swapping their quickbar slots.
  • Fix an issue where teammates scores would not be displayed.
  • Fixed incorrect elimination count information occurring in large team modes.
  • Fixed player sorting order in the player reporting UI.
  • Fixed an issue where some of the leaderboard UI could sometimes blink repeatedly.
  • Fixed an issue where the ‘Spectator’ button in the Player Reporting menu would only select the first player you spectated.
  • Fixed an issue where the playlist selection screen could sometimes show an incorrect selection after leaving a party.
  • Fixed a display issue with the item pick-up prompt that would sometimes occur after opening an ammo box.
  • Fix lobby preview lengths of Pumpernickel, Running Man, Dance Therapy, and Hot Marat emotes.

Art And Animation

  • Celebrate Super Bowl LIII with new Los Angeles Rams and New England Patriots uniforms added to the Fourth Down Outfit set. Drop in and represent your favorite team!
    • All players who previously purchased the Fourth Down set will be granted these variants.

Replay

Bug Fixes

  • Fixed weapon animations playing twice for each shot fired in replays.
  • Fixed an issue where camera/lens settings could display incorrect initial values.
  • Fixed an issue where attempting to play an out of date replay selects another replay.
  • Fixed players appearing jittery while using Ziplines in replays.
  • Fixed Boombox music not playing when watching replays.

Social

  • The Streamer Mode setting has been replaced with two separate settings:
    • Anonymous Mode
      • This will display your name as “Anonymous” to all players that are not in your squad.
      • Your account info will still be attached to reports submitted by other players using the Player Reporting feature.
    • Hide Other Player Names
      • This will display all other player names as “Player” unless they are in your squad.
    • Neither of these settings will be functional when playing in a Tournament match.

Bug Fixes

  • Party Invite Notifications will now appear when in the Game Mode select screen. Accepting the invite from the notification will take you to the proper game mode and join the party.
  • Fixed an issue that could cause some party members to fail to matchmake with a “Version Mismatch” error if a party member joined, readied up, and matchmaking was started in rapid succession.

Mobile

  • Mobile Controller support
    • Android: most of Bluetooth controller adapters, such as Steelseries Stratus XL, Gamevice, XBox1, Razer Raiju, and Moto Gamepad.
    • iOS: MFi controllers, such as Steelseries Nimbus and Gamevice.
    • Disabled phone vibration if a gamepad attached.
  • 60Hz on select Android models
    • We are rolling out 60Hz support (to be enabled in settings) on select Android devices. We have been working with our partners on optimizations and are rolling this out initially on the following specific models.
    • Samsung Galaxy Note 9 (USA variant)
    • Huawei Honor View 20
    • Huawei Mate 20 X
  • Added audio visualization icons for vehicles and Balloons

Bug Fixes

  • Fixed an issue causes players to be unable to build multiple structure types while simultaneously holding down the build button and changing build types.
  • Fixed Harvesting Tool button no longer swaps back to the previously selected weapon
  • Fixed Multiple simultaneous button presses on mobile can disable the fire button
  • Fixed No padlock icon appears on the directional pad when locking with auto-run on mobile.
  • Fixed Several UI buttons having lower resolution than the other buttons.

Creative

Piano Keys + Music Blocks

Jam out in Creative! Become a musician with these two new additions and imagine your very own original tracks.

Arctic Base Prefabs

Imagine and create your own frozen wonderland with the newest Prefabs available in Creative mode.

Islands

  • Added an option to set edit permission per player on your Island.

Gameplay

  • New option to control respawn times.
    • Range 1 – 30 seconds.
  • New option added to end games.
    • The first team to reach a set number of eliminations wins.
      • Range 1 – 10 or Off.
  • New option added: “After Last Spawn Go To Team”
    • After running out of spawns in a game, you can now either become a spectator or be switched to a different team depending on the game’s settings.
    • Range includes “Spectator” and “Team 1 – 16”.
  • The Game Stats screen displayed after Creative games conclude now contains buttons for immediately restarting the game and restoring the Island.
  • Increased the speed that Islands load after a game.
  • Renamed “Game Modes” to “Score Preset” to better clarify what that option does.
  • When joining a game in progress, players are now put in spectator mode until the game ends.

Bug Fixes

  • Fixed a server crash that could occur when a prefab was despawned.
  • Fixed an out of memory server crash.
  • Fixed Storm damage not applying if the health mutator was set to invincible.
  • Creative mode games now properly set player orientation as well as location.
  • Fixed spawn direction to always face the same direction when spawning.
  • Fixed the Victory Royale animation when using Last Standing option.
  • Fixed the Victory Royale animation when using Last Standing option.
  • Fixed an issue where games would not end if a player was spectating.
  • Fixed an issue where joining players would occasionally be able to play a Creative game despite having exceeded respawn limits.
  • Fixed an issue where players would occasionally return to the Creative Hub in Spectate Mode.
  • Fixed an issue where players could go outside of the playspace of the Creative Hub.

Weapons + Items

  • Chiller Grenade added to Creative alongside its release to Battle Royale.
  • Removed Guided Missile.
  • Fixed the Wood Resource quantity to be consistent with the other material resources in the Creative Consumables screen.
  • Fixed an issue where the Six Shooter displayed incorrect rarity color in the Creative Weapons menu and game.
  • Fixed an issue where some Balloons would remain stuck in the air after being equipped.

Creative Tools And Phone

  • Added a drop indicator when holding copied prefab assets or props in the sky, to better predict drop placement.

Bug Fixes

  • Fixed cases where players had Creative permissions on Islands they did not own or have rights to.
  • Fixed an issue where sections of a prefab would disappear and reappear when copying with the Phone tool.
  • Fixed an issue where the Phone tool would occasionally disappear upon ending a game on a Creative island.

Prefabs

  • Added 6 Arctic Base Prefabs.
  • Added Arctic Base Galleries
  • Added a new Piano Key Gallery.
  • Added a Music Blocks Gallery.
  • Added an Ambient Gallery, which offers 8 color variance of Torches, Glow Sticks and Spotlights
  • Added a Challenge Gallery, which are new elements that disappear when ran through by the player. More functionality coming in future updates.
  • Added Random Chest and Ammo Box Gallery.
    • Spawn rates use the latest Battle Royale loot rates.
  • Added Windmill to the Farmstead Gallery.
  • Added additional Winter Village Building Color Gallery.
  • Added a Challenge Gallery, which are new props that disappear when ran through by the player. More functionality coming in future updates.
  • Torches now cast light with shadow casting disabled.

Devices

  • New Starting Inventory Device added,
    • Allows you to choose what players start within their inventory during games. Works just like the Item
      • Spawner except items are not spawned but added to the player’s inventory at the start of games.
      • Assign a team to the device to give items to a specific team only.
  • New Barrier Zone added.
    • This is a zone you can place that creates collision barriers that prevent players from moving past them.
  • New Movement Modulator added.
    • Allows you to change the speed of a player or vehicle
    • Speed options are Super Slow, Very Slow, Slow, Normal, Fast, Very Fast, Super Fast
    • You can set a duration in seconds 3, 5, 10, 20, 30, 60, 120.
  • When an Item Spawner has finished spawning all of its items during a game, its visual effects turn off to indicate it’s dormant.

Bug Fixes

  • Fixed an issue causing Item Spawners to stop spawning new items if the item it spawned was combined with a nearby pickup of the same type.
  • Removed extraneous stats from vehicle spawner devices.
  • Sentries will no longer reload infinitely when running out of their range.
  • Duplicate Sentry has been removed from Traps.
  • Fixed the Christmas Tree that was appearing in prefabs that would shrink when grabbed by the Phone.
  • Fixed an issue with the Ice Cliffs were they would lose collision when grabbed by the Phone.
  • Fixed an issue with the Elimination Zone where the visual effects would not rotate with the trap.
  • Fixed an issue where the Elimination Zone displayed an incorrect mesh upon placement.
  • Fixed an issue where the Elimination Zone visual effects were not displayed correctly when the boundary limit was changed.
  • Fixed an issue with the Elimination Zone where the boundary settings would occasionally return to default.
  • Fixed an issue where players could not attach the Elimination Zone to walls.
  • Fixed an issue where players with invincibility settings were not affected by the Elimination Zone.
  • Fixed an issue where players who were down-but-not-out were unaffected by the Elimination Zone.
  • Fixed an issue where traps were not destroyed after harvesting the floor underneath them.
  • Fixed an issue where the effects from the Ice Block trap would trigger before players stepped onto the tile.
  • Fixed an issue where adjacent Sentries were destroyed when damaging one with a Sniper Rifle in a Creative game.
  • Fixed an issue where the lantern from the Lucky Landing Gallery would fall through the map when attempting to paste it in a Creative island.
  • Fixed an issue where the vines from the Nature Snow Gallery and the Nature Shrub Gallery would fall out of the map when attempting to paste them in a Creative island.

UI

Bug Fixes

  • Fixed an issue where elimination counts would not be correct for other teammates when playing in large team modes, Playgrounds, and Creative mode.
  • Fixed a crash related to Player Suggestions.
  • Fixed an additional potential input loss that could result from receiving a gift while viewing the Add Friends screen.
  • Fixed an issue where “Victory Royale” would occasionally fail to display at the end of a Creative game.
  • Fixed an issue where “Victory Royale” would occasionally be presented to the wrong player after a Creative game ends.
  • Fixed an issue where vehicles were displaying the damage stats of traps in the UI.
  • Fixed overlapping Seat Switch and Rotate buttons on the mobile platform.
  • Fixed an issue with a settings tooltip getting cut off screen.
  • Fixed an issue where mobile players did not have a dedicated button to fly downward, in Create mode.
  • Fixed an issue where players were prompted to ‘edit’ player built structures even though the setting to Block Building in Game was turned on.
  • Fixed an issue where players were shown build previews on player built structures though the Block Building in Game was turned on.

Performance

  • Optimized performance when using the Phone.
  • Fixed an issue where players would run into low frame rate and instability when placing a lot of torches, from the Castle prefab, in a small area.

Save The World

X-Ray Llamas

Quiet Please! I am seeing! Take a peek inside the new X-Ray Llamas.

Spectral Blade

Cleave through enemies…with a ghostly slash! Earn the Spectral Blade by completing this week’s Frostnite Challenge.

Missions And Systems

  • Weekly Frostnite Challenge 5: Uncharted Territory
    • No maps or mini-maps.
      • Survive for 30 minutes three times to collect the Week 5 Challenge Banner.
      • Survive for 30 minutes to earn the Spectral Blade.
    • Available on January 30 at 7 PM Eastern Time.
  • Caches have been removed from Chests in Frostnite.

Bug Fixes

  • Increased the drop rate of quest items in the Canny Valley quest “Ray on a Rooftop”.
  • “Liner Notes” and “Encore” quest items now also spawn in higher-difficulty theaters.

UI

  • X-Ray llamas have arrived!
    • Llamas in the X-Ray tab of the Item Shop will show all of their contents and upgrades without requiring a purchase.
    • X-Ray Llamas must be purchased one at a time.
    • X-Ray Llama contents will reset when the daily store refreshes.
    • Note: Choice packs will not appear in X-Ray Llamas.
  • New ammo icons in the inventory screen.
  • Updated the onboarding announcement popup to show a message informing players to bind any missing keybinds.
  • Updated the Repair the Shelter mission to only show the current health bar that is taking damage in the world instead of showing both the Shield and Shelter at the same time.
    • Shelters health bars are now visible from across the map.
  • Players can now craft certain items in bulk.

Bug Fixes

  • Fixed cases where players could get stuck at the end game screen when leaving a SSD mission in the middle of a game.
  • Fixed Ceiling Gas Trap damage numbers all appearing as critical hits after the first critical hit.
  • Fixed a layout issue on the “Add To Collection” confirmation dialog if there are a large number of recycled items being returned to the player.
  • Fixed a bug where players who were far away from the End of Match screen when the match ended would not see the screen correctly.
  • Fixed an issue where the Frostnite Exploration quest would not display a notification when the player completed the quest.
  • Fixed an issue where the Storm visual effects would not stop, even if the Storm Mission ended.
  • Allow Crafting Options dialog to craft Deliver The Bomb Tracks.
  • Fixed an issue that prevented Auto Slotting when leveling Survivors from the Survivor Inspect Screen.
  • Fixed the HUD vote timer not disappearing correctly in some situations.
  • Fixed an issue with scroll focus being lost when leveling an item in the collection book.
  • Fixed the details panel on the Llama reward summary to show the acquired amount of stackable rewards rather than the player’s total amount.
  • Selecting a message on the Team Chat radial no longer opens the Menu when switching to the Team chat channel.
  • Fixed an issue allowing players to build through the Deliver the Bomb launcher.
  • Fixed an issue in the Deliver the Bomb mission which allowed enemies to walk through the Depot and Launcher.
  • Fixed an initial selection problem when entering the Perk Recombobulator using keyboard and mouse.

Performance

Bug Fixes

  • Fixed a hitch when navigating between Mission map nodes on the Mission Select map.

Heroes

  • Several Heroes from past events have been added to the Collection Book.
    • This update includes Heroes who were previously only available in the Event Store and some quest Heroes.
    • Heroes from the Event store and Quests can be slotted, but cannot be recycled. These Heroes will not consume inventory space on your account.

Bug Fixes

  • When taking damage from the Wild Rift, the character should now play the correct flinch animations.
  • Fixed an issue that caused the Ice King to have an incorrect pose in the lobby.
  • Fixed an incorrect tooltip with Lynx Kassandra
    • She is now properly classified as the Fleetfoot subclass with updated descriptions.
  • Fixed a bug where Lynx Kassandra was playing the wrong idle animation in the main menu.
  • Fixed an issue that granted players 30% building reduction instead of 20% with the perks Preplanning and Creative engineering.

Weapons And Items

  • Added Bulk Crafting.
    • Now multiple traps, ammo, and ingredients (Blast Powder and Duct Tape) can be crafted at the same time by selecting a quantity in the crafting interface.
      • These are crafted all at once, taking a single craft time to produce.
    • Players can also bulk craft Downtiered items
  • Added Grenade and Rocket launchers to the list of possible results for the Ranged Weapon Transform Key and the Weapon Transform Key.
    • This includes the Hydraulic and Scavenger Launchers).
  • The Jabberwocky Launcher has been added to the Weekly Store
    • Fires cannonballs that explode and break into three more explosive mini-cannonballs.
    • Available on January 30 at 7 PM Eastern Time until February 6 at 7 PM Eastern Time.
  • The Spectral Blade Sword will be available as a Frostnite Weekly Challenge reward.
    • Deals high sustained damage, with moderate impact.
    • Spectral Slash – Warp to the targeted enemy performing a spectral cleave, dealing heavy area damage which may stagger smaller enemies.
  • Leap Attack can now be used in the air and correctly interrupts basic attacks when used.

Bug Fixes

  • Fixed not being able to drop Remote Explosives that are out of ammo.
  • Items removed from the Collection Book will now grant PERK-UP & RE-PERK when recycled or reset.
  • Recycling or resetting Common/Uncommon/Rare schematics will only grant PERK-UP & RE-PERK from the perks that are actually available/visible on the item.
  • Hit Markers should no longer show up when shooting anything that cannot be damaged.
  • The Cozy Campfire Trap will now heal multiple players simultaneously.
  • The Tier 1 Dragon’s Might Shotgun now shoots the correct projectiles.

Gameplay

  • All Players now receive a message when a Storm Chest has been discovered.
  • Storm lightning strikes will now damage objects they hit, instead of destroying them.
  • Patrol Wards now protect against Storm lightning strikes.

Bug Fixes

  • The Storm Shield now has the same transparency between all Save The World game modes.
  • Traps placed in the Storm Shield will now correctly store their durability when exiting and re-entering the Storm.
  • Prevented the camera from going below the water surface when looking downward.
  • When fighting the Storm King with a controller, the aim-assist will lean towards any weak spots, if able.

Art And Animation

  • The Tail of the Dragon Perk visuals has been updated for the trail of energy AOE that persist in the world.

Bug Fixes

  • Fixed Canny Valley undeployed telescopes changing to deployed visuals after being hit.
  • Fixed an issue with certain Rocket Launchers not showing explosions whenever hitting the ground in Frostnite.
  • Corrected an issue where some elemental Rocket Launchers were losing their muzzle flashes.

Social

Bug Fixes

  • Fixed an issue that caused players in other game modes to not be able to properly join a party through an invite.

Audio

  • Updated the Frontend Map sound
    • Storm and lightning now have sound.
    • Added more ambient sound for the Command, Heroes, and Armory tabs.

Bug Fixes

  • Music no longer restarts when switching tabs in the Item Shop.
  • Fixed an issue with the audio effects for the transformation of Lars’ van playing twice.
  • Fixed audio temporarily cutting out after skipping intro cinematics.

General

  • Added notification sounds for matchmaking that can play even when the game is inactive or minimized. This can be configured under “Allow Background Audio” in the settings menu.

Bug Fixes

  • Adjusted the timing code for automatic weapons to reduce the effect that frame rates have on fire rates.
  • Fixed an issue where some car destruction visual effects were not rotated properly, causing the car’s position to visibly jump once the car was destroyed.
  • Fixed an issue preventing building repair animations from fully playing in some cases when being damaged and repaired simultaneously.
  • The “leafy” particle effects no longer permanently remain on players after moving through corn fields.
  • Fixed an issue where some audio sources would be audible over shorter distances than other platforms.

Performance

  • Switch Optimization (Battle Royale + Creative)
    • Moved to a more efficient memory allocator on Switch; significantly reducing crashes due to out of memory.
    • Reduced hitches on Switch caused by garbage collection.
    • Improved level streaming performance on Switch, speeding up building load times.
    • Increased texture pool size on Switch by 100MB to reduce issues with blurry textures.
    • GPU performance improvements for Switch – improved screen resolution.
    • Doubled the limit for the number of cosmetics that can be displayed on the screen as we now have more free memory.
  • Mobile Optimizations (Battle Royale + Creative)
    • Enabled 60 FPS mode:
      • Samsung Galaxy Note 9 (USA variant)
      • Huawei Honor View 20
      • Huawei Mate 20 X
  • Enabled client-side prediction for high-end mobile devices in order to reduce networking/movement correction hitches.
  • Optimized most weapon-based projectiles.

Source: GameSpot.com

Naomi Osaka And The Expectations Put Upon Biracial Japanese 

Kotaku EastEast is your slice of Asian internet culture, bringing you the latest talking points from Japan, Korea, China and beyond. Tune in every morning from 4am to 8am.  

Earlier this week, Naomi Osaka fielded a question from a Japanese reporter who wanted the tennis star to reply in Japanese. “I’m going to say it in English,” Osaka replied.

The reporter said kongurachureeshon (congratulations) instead of omedetou gozaimasu, Japanese for “congratulations,” before going into a question about the difficulty of playing the left-handed player Petra Kvitová. “First,” the reporter continued, “in Japanese, could you say something about how hard it was?”

Osaka replied that she was going to say it in English before going into her answer.

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People in Japan have criticized the media for constantly asking her to reply to questions in Japanese, calling the press “annoying” and saying that athletes are not there to delight the media.

(During the same series of interviews, Osaka did reply to questions in Japanese. So it’s not as though she refuses to answer stuff in Japanese. Understandably she might feel more comfortable replying to some questions in English.)

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Osaka plays for Japan and was born in the country to a Japanese mother and a Haitian-American father. She is what is known as haafu (ハーフ) or “half” in Japanese. Osaka, however, moved to the U.S. when she was three and has lived there ever since. Japanese people who support Osaka probably want to hear her answer questions in Japanese because she is playing for the country.

Flip on Japanese TV, and there are an array of mixed-race Japanese celebrities. The vast majority grew up here in Japan and are native Japanese speakers. The stereotype is that they look cool or have outgoing personalities like foreigners are supposed to have. But what about the ones that don’t? There is a term for haafu who don’t live up to expectations: zannen haafu (残念ハーフ) or “disappointing half.” There is societal pressure placed on biracial kids to meet whatever misguided presumptions exist.

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Then, there are inevitably awkward situations due to how haafu look, their last names and more. It’s certainly not easy being half as YouTuber humorously points out.

[*Both clips have English language subtitles available in Settings.]

My three kids, ages ranging from 15 to 4, are biracial. Their experiences here in Japan have varied, but there are usually expectations. One of the biggest ones has been linguistic. The assumption is that if a person is biracial that they speak both of their parents perfectly as if the language was part of their genetic code. That’s simply not the case!

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Biracial people who grow up in Japan typically speak fluent Japanese. In a country with historically high literacy and one that puts great emphasis on the native lingo, whether that’s through the systematic number of kanji kids must learn or the continued significance given to teaching Japanese calligraphy, the language has come to represent identity. Japanese, like all languages, is intimately tied to the culture.

For a long time, being Japanese has meant having a Japanese name, “looking” Japanese, “acting” Japanese and speaking and reading the language perfectly. Are things changing? Legally, if you have a Japanese passport, then you are Japanese. Full stop. But what about how society at large thinks?

“It is hard to say for sure if the extremely narrow conception, unconsciously or consciously, held by many Japanese of being Japanese, is being loosened,” Naoko Hashimoto, who researches national identify at the University of Sussex in England, told the AP (via Asahi).

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“In my opinion, it still appears that Japanese are generally defined as those who are born from a Japanese father and a Japanese mother, who speak perfect Japanese and ‘act like Japanese.’”

So while biracial people in Japan might not even be expected to speak or know Japanese due to their appearance or the larger societal presumptions, Osaka is now expected to show her Japaneseness, whether that’s being asked about her love of Japanese food or asked to say things in Japanese. Her situation is reversed, but the expectations are still there. These are expectations that are not put upon Japanese coming from a singular background.

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“For me, it’s just who I am,” Osaka said when asked if she was a “new type of Japanese.”

“When someone asks me a question like that, it really throws me off because then I really have to think about it,” Osaka was quoted by The Associated Press as saying. “I don’t know. I don’t really think that I’m three separate—like mixes of whatever. I just think that I’m me.” And the only expectation that should exist is for someone to be him or herself.

Below are some interesting clips about the biracial experience in Japan.

Source: Kotaku.com

Genesis Alpha One Review – Drifting Without Direction

Genesis Alpha One‘s ambitions are made clear from the moment you begin constructing the vessel meant to act as an ark for humanity’s survival. You’re alone in space, searching for a planet hospitable enough to act as a new home. But getting there is no easy task. You need to juggle the expansion of your ship, the maintenance of its existing modules and the living conditions of your growing crew of clones, and that’s when you’re not mining for new resources, fending off alien infestations, or tending to crew job assignments. The problem with Genesis Alpha One isn’t that all of these systems buckle under the weight of their interconnectivity–it’s that none of them are that engaging to interact with in the first place.

Genesis Alpha One contains a mixture of strategic shipbuilding and the more personal exploration of your ship and surrounding planets through a first-person view. Your ship can be thought of as a moving command center; it’s where you construct new modules to scan and scavenge resources from nearby debris, hangars for ships to explore nearby planets and biomes to sustain life onboard as you expand your crew of barely indistinguishable clones. When not making changes to your ship, you explore the hallways of your creation or join crews on missions to planets for resource scavenging.

No Caption Provided
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Each run in Genesis Alpha One rarely deviates from the same starting steps. You construct the bare minimum you need on your ship before getting the chance to jettison off into the great unknown–essentials like a Greenhouse for oxygen production, Quarters for your crew, a Tractor Beam for harvesting resources, and more are the fundamentals around which the rest of your ship is built. Although finding the exact module you want to add to your ship is made frustrating by the unclear menu headings (which I never got used to), actual construction is far easier. Modules click into place like Lego blocks, offering entrances and exits that need to be lined up to existing pieces of your ship or strategically placed for future ones. It’s satisfying to go from a broad overview of your uniquely designed vessel and straight into the shoes of a member on board, giving you the freedom to roam around the intricately (or confusingly) laid-out hallways you just placed down.

Genesis Alpha One features familiar elements from roguelikes, giving you modifiers to change how you start each run. You choose a template for your initial crew–based on a Corporation you select–which determines how many metals, elements, and oxygen-producing plants you begin with, as well as the number of crew members on board. You unlock new corporations as you play. To gain access to a corporation that specializes in mining ore, for example, you’ll first need to have one lucrative mining run.

These corporations and their advantages are then combined with a limited number of separate static upgrades, which you discover during your travels through the galaxy and that impact your playstyle more directly. You might choose to adorn your personal suit with upgrades to health and damage reduction but miss out on helpful indicators pointing you to special resources on your galaxy map, for instance. You’re encouraged by the numerous locked upgrades–which appear in the menu–to search new areas of the large galaxy map during each run so that you can secure a more diverse set of upgrades to further modify your playthroughs. There are few that drastically change how a run might unfold, which leads to a sense of tedium setting in with each new attempt and its protracted start. The slight changes to your starting resources and crew do, however, give you more creative flexibility when deciding how to initially start the construction of your ship.

Although building out your vessel is generally satisfying, you soon begin to realize how tedious your routines around the ship can become. Each module has a purpose, and without hands tending to them they remain ineffective. Salvaging resources from nearby debris requires workers on the Tractor Beam, for example, that you need to assign via a console that’s only located in that specific room. The same goes for every other station around your ship, making your opening moments aboard a frantic dash between each room to get everything running. When you jump from one solar system to another, this process sometimes needs to be repeated. You’ll need to rescan new debris around you–which requires you to hold a button for far too long–and manually assign the Tractor Beam again for salvaging, even if you previously assigned crew members to that job. It’s baffling to have to go through these same motions every time you jump to a new solar system (which happens fairly regularly), especially when a centralized interface giving you access to all your ship’s sub-systems would be far easier and more manageable.

No Caption Provided
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This is exacerbated by AI that makes your crew largely useless without your input. Unless they’re assigned to a station, crew members will wander around the ship and not really do anything. They might engage with unwelcome alien stowaways but appear to ignore or forget about them completely when even slightly separated from them. An attacking pirate crew might be storming your hallways and causing mayhem, but your crew won’t react until they’ve entered a room with them inside. As a captain, you’re severely limited in the ways you’re able to command your crew, save for ensuring that they’re present at a console to carry out the menial tasks that rooms and their associated purposes require.

That leaves a lot of additional work for you to do alone, which starts piling up to an unbearable degree. Should you find yourself fighting off an alien infestation, you’re stuck dealing with eradicating the spreading alien eggs alone in the catacombs below each corridor. It’s satisfying to set up your vessel in a way that establishes clear choke points or routes enemies into an area filled with turrets you’ve placed for defenses. But as your ship grows, your ability to actively react to a growing danger becomes nearly impossible. It’s compounded by unclear ways to deal with mission-ending threats such as infestations and raiding pirates. It seems that once either is onboard there’s little you can do to get rid of them for good. Pirates will continually spawn on your ship even after multiple jumps to new solar systems, while aliens will continually sprout new hives even after you’ve cleared them all out. If there’s a way for you to triumph over these challenges after you’ve encountered them, Genesis Alpha One doesn’t make it clear exactly how.

Losing progress in a roguelike is meant to entice you to hop back in with new accessories to change your next run, but Genesis Alpha One doesn’t have the mechanics in place to make these variations interesting enough to experiment with.

The first-person action isn’t that robust, either. You can craft numerous types of weapons–ranging from simple assault rifles and flamethrowers to more futuristic, slow-firing laser weaponry–but enemies rarely offer diverse-enough challenges for you to consider the strategic advantages of each. The actual mechanics of shooting are also not satisfying. You can’t aim down a gun’s sights; instead, you lock onto enemies with the press of a button, making skirmishes tedious and boring. Enemies don’t recoil from your attacks convincingly, robbing the action of a punchy feeling. And, despite your abnormally high movement speed, there are no enemies that demand you use this in creative ways. Instead it’s just easy enough to use that speed to back away from enemies that can hardly ever keep up, or are never accurate enough to pose a threat from afar.

Losing progress in a roguelike is meant to entice you to hop back in with new accessories to change your next run, but Genesis Alpha One doesn’t have the mechanics in place to make these variations interesting enough to experiment with. Instead, death just feels like a punch to the gut, and a reminder that all the tiring setup you endured in the previous run must be repeated for hours to feel anywhere close to where you left off.

From tedious combat to the repetitive nature of exploring new solar systems, there’s little in Genesis Alpha One to hold your attention. Expanding your ship as you traverse a vast universe is marginally rewarding when you get the chance to roam around the elaborate structures you’ve built. But the process of gathering resources to make this possible is arduous, while threats bringing your inevitable demise are either dull to fight against or spawned onto your ship in aggressively large numbers without any clear methods of success against them. Genesis Alpha One contains all the components for deep space adventure, but none of them are executed well enough to make it a voyage worth taking.

Source: GameSpot.com

Genesis Alpha One Review – Drifting Without Direction

Genesis Alpha One‘s ambitions are made clear from the moment you begin constructing the vessel meant to act as an ark for humanity’s survival. You’re alone in space, searching for a planet hospitable enough to act as a new home. But getting there is no easy task. You need to juggle the expansion of your ship, the maintenance of its existing modules and the living conditions of your growing crew of clones, and that’s when you’re not mining for new resources, fending off alien infestations, or tending to crew job assignments. The problem with Genesis Alpha One isn’t that all of these systems buckle under the weight of their interconnectivity–it’s that none of them are that engaging to interact with in the first place.

Genesis Alpha One contains a mixture of strategic shipbuilding and the more personal exploration of your ship and surrounding planets through a first-person view. Your ship can be thought of as a moving command center; it’s where you construct new modules to scan and scavenge resources from nearby debris, hangars for ships to explore nearby planets and biomes to sustain life onboard as you expand your crew of barely indistinguishable clones. When not making changes to your ship, you explore the hallways of your creation or join crews on missions to planets for resource scavenging.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Each run in Genesis Alpha One rarely deviates from the same starting steps. You construct the bare minimum you need on your ship before getting the chance to jettison off into the great unknown–essentials like a Greenhouse for oxygen production, Quarters for your crew, a Tractor Beam for harvesting resources, and more are the fundamentals around which the rest of your ship is built. Although finding the exact module you want to add to your ship is made frustrating by the unclear menu headings (which I never got used to), actual construction is far easier. Modules click into place like Lego blocks, offering entrances and exits that need to be lined up to existing pieces of your ship or strategically placed for future ones. It’s satisfying to go from a broad overview of your uniquely designed vessel and straight into the shoes of a member on board, giving you the freedom to roam around the intricately (or confusingly) laid-out hallways you just placed down.

Genesis Alpha One features familiar elements from roguelikes, giving you modifiers to change how you start each run. You choose a template for your initial crew–based on a Corporation you select–which determines how many metals, elements, and oxygen-producing plants you begin with, as well as the number of crew members on board. You unlock new corporations as you play. To gain access to a corporation that specializes in mining ore, for example, you’ll first need to have one lucrative mining run.

These corporations and their advantages are then combined with a limited number of separate static upgrades, which you discover during your travels through the galaxy and that impact your playstyle more directly. You might choose to adorn your personal suit with upgrades to health and damage reduction but miss out on helpful indicators pointing you to special resources on your galaxy map, for instance. You’re encouraged by the numerous locked upgrades–which appear in the menu–to search new areas of the large galaxy map during each run so that you can secure a more diverse set of upgrades to further modify your playthroughs. There are few that drastically change how a run might unfold, which leads to a sense of tedium setting in with each new attempt and its protracted start. The slight changes to your starting resources and crew do, however, give you more creative flexibility when deciding how to initially start the construction of your ship.

Although building out your vessel is generally satisfying, you soon begin to realize how tedious your routines around the ship can become. Each module has a purpose, and without hands tending to them they remain ineffective. Salvaging resources from nearby debris requires workers on the Tractor Beam, for example, that you need to assign via a console that’s only located in that specific room. The same goes for every other station around your ship, making your opening moments aboard a frantic dash between each room to get everything running. When you jump from one solar system to another, this process sometimes needs to be repeated. You’ll need to rescan new debris around you–which requires you to hold a button for far too long–and manually assign the Tractor Beam again for salvaging, even if you previously assigned crew members to that job. It’s baffling to have to go through these same motions every time you jump to a new solar system (which happens fairly regularly), especially when a centralized interface giving you access to all your ship’s sub-systems would be far easier and more manageable.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8

This is exacerbated by AI that makes your crew largely useless without your input. Unless they’re assigned to a station, crew members will wander around the ship and not really do anything. They might engage with unwelcome alien stowaways but appear to ignore or forget about them completely when even slightly separated from them. An attacking pirate crew might be storming your hallways and causing mayhem, but your crew won’t react until they’ve entered a room with them inside. As a captain, you’re severely limited in the ways you’re able to command your crew, save for ensuring that they’re present at a console to carry out the menial tasks that rooms and their associated purposes require.

That leaves a lot of additional work for you to do alone, which starts piling up to an unbearable degree. Should you find yourself fighting off an alien infestation, you’re stuck dealing with eradicating the spreading alien eggs alone in the catacombs below each corridor. It’s satisfying to set up your vessel in a way that establishes clear choke points or routes enemies into an area filled with turrets you’ve placed for defenses. But as your ship grows, your ability to actively react to a growing danger becomes nearly impossible. It’s compounded by unclear ways to deal with mission-ending threats such as infestations and raiding pirates. It seems that once either is onboard there’s little you can do to get rid of them for good. Pirates will continually spawn on your ship even after multiple jumps to new solar systems, while aliens will continually sprout new hives even after you’ve cleared them all out. If there’s a way for you to triumph over these challenges after you’ve encountered them, Genesis Alpha One doesn’t make it clear exactly how.

Losing progress in a roguelike is meant to entice you to hop back in with new accessories to change your next run, but Genesis Alpha One doesn’t have the mechanics in place to make these variations interesting enough to experiment with.

The first-person action isn’t that robust, either. You can craft numerous types of weapons–ranging from simple assault rifles and flamethrowers to more futuristic, slow-firing laser weaponry–but enemies rarely offer diverse-enough challenges for you to consider the strategic advantages of each. The actual mechanics of shooting are also not satisfying. You can’t aim down a gun’s sights; instead, you lock onto enemies with the press of a button, making skirmishes tedious and boring. Enemies don’t recoil from your attacks convincingly, robbing the action of a punchy feeling. And, despite your abnormally high movement speed, there are no enemies that demand you use this in creative ways. Instead it’s just easy enough to use that speed to back away from enemies that can hardly ever keep up, or are never accurate enough to pose a threat from afar.

Losing progress in a roguelike is meant to entice you to hop back in with new accessories to change your next run, but Genesis Alpha One doesn’t have the mechanics in place to make these variations interesting enough to experiment with. Instead, death just feels like a punch to the gut, and a reminder that all the tiring setup you endured in the previous run must be repeated for hours to feel anywhere close to where you left off.

From tedious combat to the repetitive nature of exploring new solar systems, there’s little in Genesis Alpha One to hold your attention. Expanding your ship as you traverse a vast universe is marginally rewarding when you get the chance to roam around the elaborate structures you’ve built. But the process of gathering resources to make this possible is arduous, while threats bringing your inevitable demise are either dull to fight against or spawned onto your ship in aggressively large numbers without any clear methods of success against them. Genesis Alpha One contains all the components for deep space adventure, but none of them are executed well enough to make it a voyage worth taking.

Source: GameSpot.com

Resident Evil 2 Remake Ships 3 Million Copies In A Week

The new Resident Evil 2 Remake for PS4, Xbox One, and PC is a huge hit. Capcom has announced that the game hit 3 million copies shipped worldwide in its first week.

Capcom also announced that the entire Resident Evil franchise has now pushed 88 million units shipped since the series debuted back in 1996. It also updated the sales performance for Resident Evil 7, confirming that it has reached 6 million copies shipped.

Unsurprisingly, Resident Evil is Capcom’s biggest franchise based on total units shipped.

For comparison, the 1998 original Resident Evil 2 reached 4.96 million in sales during its lifetime, so the new edition is already well on its way to hitting that mark. A big launch week for the Remake was no surprise, as the game’s unique “1-Shot Demo” picked up 4.7 million downloads.

Capcom has faith that the Resident Evil 2 remake will continue to sell well. The company said it believes that the remake can enjoy the kind of “long-term sales” that Resident Evil 7 did.

Looking ahead, Resident Evil 2’s new Ghost Survivors DLC, which is free, launches on February 15. GameSpot’s Resident Evil 2 review called it “a terrifying experience like no other.”

“Resident Evil 2 is not only a stellar remake of the original, but it’s also simply a strong horror game that delivers anxiety-inducing and grotesque situations, topping some of the series’ finest entries,” wrote critic Alessandro Fillari. “But above all, the remake is an impressive game for the fact that it goes all-in on the pure survival horror experience, confidently embracing its horrifying tone and rarely letting up until the story’s conclusion.”

Those who are new to Resident Evil 2 can check out our story recap before diving in. We’ve also put together a helpful guide on how to clear the 4th Survivor bonus game. The remake also makes it easier to unlock the secret Tofu Mode.

Source: GameSpot.com

Star Wars: C-3PO Actor Finishes Filming Episode 9

It looks like Star Wars: Episode XI is coming along. Actor Anthony Daniels, who plays C-3PO, tweeted that today, January 28, was his final day on set for the big-budget sci-fi film.

“I’ll miss everyone, but I’m glad to know that we’ve been making something exceptional together, to share with the waiting world,” Daniels wrote, giving nothing away about the story. It’s not immediately clear if other actors have finished filming their scenes as well.

 

As Entertainment Weekly reminds us, Daniels has appeared in every live-action Star Wars movie to date, including the spinoff Solo: A Star Wars Story, in which he played a different character.

Episode IX, which doesn’t have a title or a trailer yet, hits theatres this December. It is the third and final instalment in the new trilogy that started with 2015’s The Force Awakens. The movie was set to be directed by Jurassic World’s Colin Trevorrow, but he was fired and replaced by JJ Abrams, who directed The Force Awakens.

Lost and Lord of the Rings actor Dominic Monaghan will play an unspecified role in Episode XI, while some of the other newcomers include Keri Russell and Richard E. Grant, among others. It is purely speculation, but the Super Bowl often hosts big movie trailers, so fans might have something to look forward to on February 3 during the big game.

In other Star Wars news, EA has reportedly canceled a new open-world Star Wars game in development at EA Vancouver. However, the company says it remains “fully committed” to making more Star Wars games in the future.

Source: GameSpot.com

Fortnite Servers Down, Preventing Players From Logging Into The Game

Online services issues are afflicting Fortnite players, apparently making it impossible to login to the game. As many took to Twitter to voice their frustrations, developer Epic Games acknowledged the problem and said it was working on a solution.

Many players seem to be dealing with an error message when trying to enter Fortnite, but judging from the ongoing discussion on social media, many who were already logged into the game already are continuing to play. But those trying to sign on are encountering trouble at the title screen, which claims some users don’t have permission to play the game. The trouble seems to be affecting all versions of the game.

No Caption Provided

According to Epic Games’ online services status page, game services, logins, and the Epic Games Store website are all suffering a “major outage” as of this writing. “We have identified an issue with logins and some players may have trouble connecting to Epic Games services,” Epic wrote on the page. “We will keep you updated as we work towards a resolution.”

Other portions of the online service, like forums, friend lists, and in-game matchmaking, are still operational, the page reports.

The outage is particularly frustrating for anybody working to complete Ice Storm challenges during the timed Fortnite event. Ice Storm was officially scheduled to end overnight at 1 a.m. PT / 4 a.m. ET / 9 a.m. GMT on January 29, when scheduled maintenance would add update 7.30 to the game. Epic hadn’t said how long it intended the update to last, but it looks like it will add the Chiller Grenade to the game once it’s complete.

Source: GameSpot.com

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