Tag Archives: gaming news

Fortnite Week 7 Challenges: What To Do For Expedition Outposts And More (Season 7)

We’re now in Week 7 of Fortnite Season 7. There’s a new collection of challenges now available, so if you’re planning on unlocking everything the Battle Pass has to offer you’ll need to grind them out. Complete the challenges, earn the Battle Stars, level up the Battle Pass, and unlock the cosmetics–you know how it goes.

As always, challenges are separated into two categories. The first is a free set available to anyone that has the game. The second set, however, is exclusive to those that have spent V-Bucks to unlock the premium version.

In the free category, players will need to visit seven Expedition Outposts that are scattered across the island; we’ve put together a map and video (above) to help you figure out where to go and what to do. Other free challenges include being asked to use a Rift or Rift-To-Go in three different matches, and also to score three pistol kills.

If you’ve got the paid Battle Pass, you can get yourself a few more Battle Stars. To do so, you’ll need to complete a multi-stage challenge that begins with you landing at Salty Springs.Once you’ve done that, the next stage will reveal itself–there are a total of five stages. You’ll also need to search seven treasure chests at either Loot Lake or Frosty Flights and destroy one X-4 Stormwing while it’s in flight. The final challenge is another multi-parter which begins by asking you to do 200 points of damage in a single match.

Take a look below for a full breakdown of all the Fortnite Season 7, Week 7 challenges.

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Week 7 Challenges


  • Visit all Expedition Outposts (7) — 5 Battle Stars
  • Use a Rift or Rift-To-Go in different matches (3) — 5 Battle Star
  • Pistol Eliminations (3) — 10 Battle Stars

Battle Pass

  • Stage 1: Land at Salty Springs (1) — 1 Battle Star
  • Search Chests at Loot Lake or Frosty Flights (7) — 5 Battle Star
  • Destroy flying X-4 Stormwing (1) — 10 Battle Stars
  • Stage 1: Damage opponents in a single match (200) — 3 Battle Stars

Things are getting weird in Fortnite once again. Kevin the Cube might be a distant memory at this point, but for those that miss having a giant, mysterious entity floating in the air, there’s something new to get excited about.

On January 16, as part of the 7.20 update, an icy orb appeared above Polar Peak. If it ends up being anything like dearly departed Kevin, it will lead to a world event. Interestingly, group of eggs also showed up beneath the castle, and a bunker has been found near Happy Hamlet–it was previously blocked by an iceberg.

The orb’s frosty nature fits with the winter theme for the season. At the start of Season 7 an icy chill swept through the island, giving certain areas a snowy makeover. It could be that the orb either expands the impact of this cold spell, or completely undoes it, changing the state of the island as setup for Season 8. The eggs and bunker are likely to play a part in what happens on the island next, but as of yet what that is remains unclear.

Fortnite’s 7.20 update also brought back glider redeploy and introduced a new gun: the Scoped Revolver. You’ve still got a few more weeks to complete remaining challenges from Season 7, and you can use the tips in our complete Season 7 challenges guide to get it all done before the new season kicks off.

Source: GameSpot.com

Metro Exodus Feels Best When It Sticks To Its Roots

When Metro Exodus was first revealed at E3 2017, it overwhelmingly appeared to be an open-world game. Publisher Deep Silver later clarified Exodus would be a “sandbox survival experience,” with players exploring large, non-linear levels throughout the game. So not quite open-world, but something approaching it, then. If a four-hour preview build is anything to go by, Developer 4A Games has fulfilled that promise, but it remains to be seen if the move turns out to be a positive one for the hitherto underappreciated series.

In theory, marrying Metro’s survival gameplay with an open(ish) world is a great idea. Exploring a wide environment, scavenging for resources, and, well, struggling to survive sounds exactly like Far Cry 2, aka The Best Shooter Ever Made (don’t @ me). However, in practice, it has so far turned Metro from a flawed but focused survival experience into a flabby and frustrating sub-standard shooter.

The two levels I played were set during different parts in the story; one sees the returning playable character Artyom stranded from his teammates in a jungle environment and the other has him investigating a town of bandits in the desert. 4A Games wouldn’t say when during the campaign these levels are set, but certainly being dropped in isn’t ideal preparation for a relatively involved survival game. In these areas, the increased scope and playing field felt like it undermined the core of the Metro series’ gameplay experience. Identikit enemies filled both levels–enemies who are both plentiful and powerful, two attributes that are acceptable by themselves but aggravating when combined with a severe lack of ammunition and dissatisfying, fiddly combat that makes a giant crossbow feel like a spud gun. Difficulty is not something I dislike, but at least make it fun to overcome that difficulty; being trapped in a die-respawn-die loop because there are no spare bullets in the vicinity makes it feel unfair.

Making your map a physical item Artyom carries is a nice touch that helps keep you grounded in Metro’s desolate Russian world. However, this immersion is broken by very ‘videogamey’ problems, such as needing to press a button every time you want to climb a ladder, or being unable to hop in and drive an intact, running Jeep to my destination. The immersion feels a little half-baked, and it’s at its weakest during character interactions. Even ignoring Artyom’s insistence on never uttering a word except in loading screen diaries, any conversation between two NPCs feels forced. Problems include uneven dialogue, stilted delivery (“The general situation here is completely awesome, sir!”), and sentences simply pausing in their tracks if you move out of range and resuming from the same spot minutes later when you come back into range. Finally, in the missions I played the open-ish environments don’t seem to have added to Metro in any meaningful way: objectives still needed to be completed in a particular order, there’s still a very linear critical path and few interesting landmarks, and during the demo at least, the player has seemingly no agency over the story.

Instead, Exodus is at its best when you’re indoors. Freedom for freedom’s sake is replaced by a sense of paranoia and claustrophobia, emphasized by your watch’s blinking blue detection indicator, your atmospheric gas mask display, and the sound of your own heavy breathing–it’s just you and your senses in here. Stealth is a more realistic approach given the smaller environments and cramped spaces, meaning it’s easier to defeat enemies by hand-to-hand takedowns, thereby conserving ammunition. and preventing reinforcements from being called. Things still aren’t perfect, but at least some of the frustrations from outdoors combat are avoided and having that cache of ammo does make gun-on-gun combat feel more engaging than the more desperate times outdoors.

Here, Exodus shows promise, but given the focus on the game’s openness in its marketing material and my reservations about that change in structure, I’m a little worried about this latest entry in the Metro franchise. I loved Last Light, so I hope developer 4A Games can clear the leaves from Metro Exodus’ track in the month to go until launch.

Source: GameSpot.com

Watch Mortal Kombat 11’s Reveal Event Live Here

Mortal Kombat 11 made a surprise debut at the 2018 Game Awards with a shockingly right-around-the-corner release date of April 23. While that was enough to kickstart the fighting game community buzz, the initial cinematic trailer was short on gameplay details, leaving ravenous fans hungry for more details. However, at the time, NetherRealm promised a longer in-depth look on January 17, and the date is finally here.

Today, the developer, along with publisher Warner Bros. Interactive Entertainment, is set to host a grand unveiling event, which will have fans and community members in attendance. For those that aren’t able to go, the event is also being streamed. We’ll have a live feed of the event here and provide you with regular updates on all the news from the show. Pre-show interviews will begin at 1:30 PM ET / 10:30 AM PT, and then the keynote will start at 2 PM ET / 11 AM PT.

So far we know a few key details. The Steam page teased custom character variations, possibly borrowing from the latest in NetherRealm’s other fighting series. It also boasted the return of “Klassic” fighters, and a story mode that continues the saga. The trailer showed Raiden, along with two Scorpions. That could signal some sort of multi-verse or time travel implications. A beta is planned for March on PS4 and Xbox One, so we’re likely to hear more details about that as well. NetherRealm has already revealed the cover art.

Pre-ordering MK11 will net you Shao Khan as a playable character, but the roster has plenty of room. We’ve heard rumors of a Spawn cameo, and athlete and actress Ronda Rousey teased an appearance at the show, so she may be involved in some capacity.

We’re likely to hear much more very soon, but in the meantime you check out our pre-order guide for more details.

Source: GameSpot.com

The Cutest Pokémon Starters According To Fans In Japan

Pokémon starters are so cute. But which ones are the cutest? In a recent poll, fans in Japan voted for the most adorable ones.

Japanese polling site Goo Raking posed the question last month and 2,613 votes were cast.

Here are the top 21 cutest starters.

21. Chespin – 13 votes

20. Treecko – 23 votes

19. Turtwig – 25 votes

18. Tepig – 27 votes

16. Chimchar – 33 votes

16. Totodile – 33 votes

15. Froakie – 34 votes

14. Popplio – 35 votes

13. Mudkip – 48 votes

12. Snivy – 62 votes

11. Oshawott – 81 votes

10. Litten – 86 votes

9. Fennekin – 93 votes

8. Rowlet – 104 votes

7. Cyndaquil – 149 votes

6. Torchic – 188 votes

5. Bulbasaur – 220 votes

4. Chikorita – 231 votes

3. Squirtle – 294 votes

2. Charmander – 309 votes

1. Piplup – 525 votes

Source: Kotaku.com

Halo: Master Chief Collection Gets Another Big Update; “Modern Aiming,” Bug Fixes, And More

343’s commitment to expanding and improving upon Halo: The Master Chief Collection continues with a new update available now for all players of the Xbox One game.

Following the big update in November that added the very-excellent “match composer” feature, the first big update of 2019 introduces a new “modern aiming” option, more skulls for Halo: Combat Evolved, a lot of bug fixes, and more.

The first thing you’ll notice with the update is that the Halo: MCC menu screen now has a winter makeover. The animated menu screen shows snow falling on a warthog. It’s peaceful and serene. This new title screen replaces the Flood-inspired screen that was launched to mark celebrate the game’s Flood event that started back in October. Going forward, 343 said it plans to release more “menu takeovers” that are based on and inspired by in-game events and challenges.

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When you actually get into the game, one of the first things you may notice is the new “modern aiming” option. Some players remarked that Halo: MCC’s aiming feels a little bit off for some games. You’ll find the new setting in the “Aim Control” section of the controller settings tab for each game in Halo: MCC. With modern aiming turned on, aim acceleration zones are “smoothed” out so the game feels more like Halo 4 or Halo 2 Anniversary. You can revert to “Classic” aim control if you don’t like how it feels.

There are also new skulls for Halo: Combat Evolved. You can see a full rundown of these below as written by 343, but some of them include “Anger” (enemies fire weapons faster and more frequently), “Catch” (enemies throw and drop more grenades), and “Tough Luck” (enemies go “berserk,” basically).

New Halo: CE Skulls

  • Anger – Enemies and allies fire their weapons faster and more frequently.
  • Bandana – Fixed a bug with this skull so now energy-based weapons have infinite ammo as well.
  • Catch – Enemies throw and drop more grenades.
  • Ghost – A.I. characters will not flinch from attacks, melee or otherwise.
  • Sputnik – the Mass of objects is decreased, making them more easily displaced
  • That’s Just Wrong – Strengthens the hearing of both allies and enemies. They will now notice the slightest sound of reloading or drawing a weapon, footsteps, etc. A.I. also have increased accuracy.
  • Thunderstorm – Field Promotions to the ranks of all A.I. characters so they are more difficult to fight, smarter, and more dangerous.
  • Tough Luck – Enemies always go berserk, always dive out of the way, and never flee.

Additionally, 343 has released a new playlist–Super Duper Fiesta. This new playlist includes Fiesta game types for Halo 2 classic and Anniversary, as well as Halo 3 and Halo 4. The new playlist replaces Team Action Sack.

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What’s more, 343 has made changes to Halo: MCC’s match composer. In addition to replacing Action Sack with Super Duper Fiesta, the changes include the following:

Match Composer Settings Changes:

  • Removed Action Sack and replaced with Super Duper Fiesta
  • [4v4] Added a Super Duper Fiesta! Game preset.
  • [4v4] [H2, H2A, H3, H4] Added Super Duper Fiesta! Entries.
  • [8v8] [H3, H4] Moved BTB Heavies entries from Action Sack to Slayer at low weighting
  • [8v8] [H4] Moved Dominion entries from Action Sack to King of the Hill.

In other news, the Halo 3 hardcore team doubles playlist has been removed from all matchmaking playlists. 343 pulled it because “engagement has slowed” and because tournaments that used it are now over.

As for the bug fixes, there are many, spread across the entire game and the specific titles within it. For Halo: CE, the update fixes a bug that caused “inconsistent hit detection” when aiming at players with poor connections. In Halo 2, the update addresses a problem related to the Bandana skull, and in Halo 3, the update fixes an issue related to the Shade Turret not appearing in post-game reports. A full rundown of changes is below as written by 343.

Halo: MCC Bug Fixes:


  • Cleansed the Flood infection from the main menu
  • Added error handling to prevent users from joining each other from different versions of the game
  • Fixed an issue where players could not enter gameplay using custom map or game variants in offline LAN
  • Fixed an issue where menu music volume slider changes were not respected while in a squad
  • Fixed some navigation inconsistencies in the main menu
  • Fixed an issue where the descriptions for some campaign killstreak medals were inaccurate in the medal chest

Halo: CE

  • Fixed an issue that resulted in inconsistent hit detection against players with poor connections
  • Fixed an issue where the Bandana skull did not grant infinite ammo to energy weapons in Campaign

Halo 2

  • Fixed an issue where the Bandana skull did not grant infinite ammo to energy weapons in Campaign

Halo 3

  • Fixed an issue where the Shade Turret was not appropriately displayed as the tool of destruction in the post-game carnage report


  • Improved messaging around which playlists support co-op play

Forge & Films

  • Fixed an issue where incorrect file sizes were being displayed for films
  • Fixed an issue where the character limit for map variant names was displayed inaccurately in Halo 3
  • Fixed an issue where players were forced to re-enter a map variant name after inputting an invalid description

The update doesn’t fix all the problems in Halo: MCC, however, as some of the known issues 343 spoke about included checkpoint loss in Halo: CE and Halo 3 campaigns, as well as career stats pages showing as blank or otherwise bugged.

This won’t be Halo: MCC’s last update, as 343 teased that there is “plenty more MCC goodness coming” in 2019. In the future, 343 plans to add the much-request custom game browser to the game, improvements to the post-game carnage report, and updates that help fix issues related to vulnerabilities that bad actors can exploit to kick people out of games.

Halo: MCC got off to a very rocky start when it launched back in 2014. It was nearly unplayable for some. 343 never gave up on the title, however, and all of these updates demonstrate the studio’s ambition to constantly and significantly improve the experience. And it sounds like 343 will continue to improve the game in 2019 and beyond.

“We look forward to continuing this open dialogue and partnership through 2019 and beyond. We would like to offer our heartfelt thank you everyone in the community who has supported and helped improve MCC by playing, critiquing, and providing thoughtful feedback,” 343 said.

Head to Halo Waypoint to see a full rundown of the January update for Halo: MCC.

Halo: MCC is free with Xbox Game Pass, and its inclusion there has surely helped keep player figures at a decent level. All these years after release, it’s still easy to find a match, and that’s great to see for Halo fans.

The next big Halo game is Halo Infinite, which is in development for Xbox One and PC. Little is known about the game, however, and it sounds like it still may be a long time off.

Source: GameSpot.com


Nintendo’s Adorable 8-Bit Robot Fighting Game Is Now Playable On Switch

Screenshot: Nintendo (Kotaku)

As usual with Nintendo’s classic game services, Switch Online’s NES app now has more games in Japan than it does in the rest of the world. While today’s worldwide update included Blaster Master and Zelda II, Japan also got a very cool fighting game called Joy Mech Fight. Fortunately, since Switch is region-free, anyone with an Online account can play it.

The Nintendo Entertainment System didn’t have many one-on-one fighting games, mostly because the genre was becoming popular just as the 8-bit consoles were reaching the ends of their lifecycles. It was also difficult (if not impossible) for the hardware to handle the massive character sprites that players expected out of games like Street Fighter II. (Eventually, Taiwanese bootleg developers would create unofficial ports of these games to the NES hardware, but these usually didn’t play well at all.)

Joy Mech Fight, developed by Nintendo in 1993, had a clever solution to this problem. The adorable robot characters that made up its roster of fighters didn’t have arms or legs. Instead, they were made up of free-floating heads, torsos, hands, and feet. This meant that they could be composed of small, manageable sprites, and also that each of their fighting moves could be animated simply by moving those sprites around, rather than having to draw (and store on the expensive cartridge space) new art for each move.

That poster is definitely advertising a live show with Yoshi and Mario.
Screenshot: Nintendo (Kotaku)

The efficacy of this scheme thus rests on the quality of the animation, and Joy Mech Fight does a great job of it. You quickly forget that they don’t have limbs. Your mind sort of fills it all in. It’s tough to understand it just looking at screenshots; you’ve got to feel it in action.

Especially for an NES game, Joy Mech Fight is quite feature-rich. Each of the 36 (!) robot fighters in the game has four special moves, and before you start a fight, you can go into a practice mode to see how each of them are performed, then try them for yourself. When you successfully pull one off in battle, the name of the move is shown underneath your fighter’s life bar. The moves themselves are often cribbed straight from Street Fighter, like a rapid leg kick similar to Chun-Li’s or a Shoryuken-like jumping uppercut. Only delivered by a cute robot.

Sukapon showed up in Smash recently.
Screenshot: Nintendo

You can jump straight into a versus match (against the computer or a second player) from the main menu, but there’s also a lengthy single-player mode. You begin as the “comedy robot” Sukapon, recently seen in Super Smash Bros. Ultimate as an assist trophy. As you defeat your competitors in the single-player mode, you unlock them as playable fighters. Once you get all eight of the starting fighters, you move on to Stage 2 to fight different robots.

While it was a popular and well-liked Famicom game, Joy Mech Fight was never released outside Japan. While it would have been nice if Nintendo had taken the opportunity to release it here on Switch, the fact that the platform is region-free means that you can still play it. If you have a paid Switch Online account in the U.S., you can create a free Japanese account, download the Famicom games app, and be playing Joy Mech Fight within minutes. You may have to muddle through some simple Japanese-language menus to get going, but once you get past that, Joy Mech Fight speaks only in the universal language of face-punching.

Source: Kotaku.com

Bright Memory Is An Ambitious Shooter Made By One Guy

SteamedSteamed is dedicated to all things in and around Valve’s PC gaming service.  

Bright Memory’s trailer first caught my attention when the game’s sci-fi soldier main character, Shelia, force-pushed a wolf monster into the air, energy-lassoed her way up alongside it, sliced it to ribbons with a sword, froze it in a time bubble, and then sliced it to more ribbons—because at that point, why not?

Good news: the whole game is like that. Bad news: the whole game, currently in early access on Steam, doesn’t have much meat on its mangy wolf bones yet, and it may not for quite some time.

Bright Memory, a mash-up of over-the-top Bulletstorm-like first-person shooting and Devil-May-Cry-style action, is being made primarily by just one developer, Zeng “FYQD” Xiancheng, “in his spare time,” according to the game’s Steam page. And while it’s not quite on the audiovisual level of modern triple-A shooters, it sometimes comes close, with a flair for both dramatic setpieces and old-fashioned monster-mashing boss battles.

There’s just enough silly, poorly-translated B-movie story here to justify Shelia being transported from the sleek halls of futuristic corporate espionage to a land of mythical creatures, skeleton soldiers, wolf monsters, and also regular wolves who are just mean for some reason. The current version of the game comprises only its first episode, and the hour-long experience mostly funnels you between encounters that are meant to show you the ropes.

That’s probably for the best, because there’s a lot to juggle. You can, of course, shoot enemies, but bullets are, at best, a means by which to eventually annoy them to death. The real meat of the game comes in the form of combos that involve your gun, your sword, and other powers that can, for example, send enemies sky-high and leave them ripe for air juggling.

I spent my first 10 minutes or so coming to grips with the cadence of sword swings and the timing of Shelia’s force-push-like EMP blast, but then I was able to get more creative. Bright Memory likes to throw decently-sized hordes of baddies at you, so going airborne is a good substitute for crowd control in a pinch. Plus, after making sashimi out of a skybound enemy for a few seconds, it’s both satisfying and strategically advisable to punctuate the moment with a downward plunging slash that sends other nearby enemies careening backward. Bright Memory also scores your hacking, slashing, and shooting with a Devil-May-Cry-like combo letter grade system, so variety is your best friend—you won’t get as high a grade if you just spam one move, even if it is effective.

Success in combat yields XP, which you can spend on everything from stat boosts like increased defense to new abilities like the aforementioned time-stopping power. However, Bright Memory’s first episode was over long before I could unlock all of them.

Levels are generally quite linear, with little room for exploration. They largely serve to funnel you into more open combat arenas so that monsters can pour forth from their monster spigots and do their thing. These areas are competently designed, though sometimes at odds with Bright Memory’s dodge-heavy, free-flowing combat. Nearly every combat scenario I ended up in contained at least one obstacle that annoyed more than it challenged, whether that meant an instant-death pit that I backed into while darting around enemies in a cave, statues jutting from a ruin’s walls that my character kept getting stuck on when I tried to dodge a boss’ lumbering blows, or a forest fire that, as somebody who lives in California, I can say was uncharacteristically localized to a specific area of the map, and wouldn’t go out no matter how many times I smothered its embers with my burning body.

There are puzzles sprinkled throughout as well, but they’re about as perfunctory as they come. In one, I matched runes on the ground with symbols on a wall. In another, I platformed around an area and—at canned, pre-specified points—used my energy lasso to swing over gaps that were too long for me to leap. These puzzles exist. I solved them. I’ll forget about them in a week.

Fortunately, Bright Memory seems pretty aware that combat is its centerpiece, and I’m interested to see what future episodes bring. The first episode ends with a sudden boss battle against a god—this game escalates quickly—that’s big on flash, but light on clever mechanics. Now that all the tutorial stuff is out of the way, though, I’m hoping episode two will remedy that and then some. And add even bigger wolves.

Source: Kotaku.com

Sekiro: Shadows Die Twice’s Protagonist Will Actually Speak

From Software has revealed that its changing how it tells stories when it comes to Sekiro: Shadows Die Twice. The contrast of beauty against death will still be present in its narrative, but Sekiro will be about a specific character with his own backstory as opposed to a nameless, blank slate protagonist like in previous Soulsborne games.

“We’re trying to tell more of a drama, if you will, of these characters,” From Software marketing and communications manager Yasuhiro Kitao said to Game Informer in an interview. Sekiro follows the changing relationship between Young Lord and his guardian The Wolf, the latter of which you play as. In the beginning of the game’s story, the two are attacked and Young Lord is kidnapped while The Wolf is left defeated with his arm cut off. Upon awakening, The Wolf receives his prosthetic arm and then sets out on a quest to find Young Lord and defeat those responsible for the assault.

On his journey, The Wolf will meet other characters, but unlike previous From Software games where the protagonist wordlessly responds to others, The Wolf will actually speak to people. He is his own person, with his own thoughts, feelings, and sense of morality. In turn, having a character with an established backstory has allowed From Software to implement storytelling techniques that are absent from past Soulsborne titles, such as flashback sequences.

All that said, From Software doesn’t want to take away from players who love theorizing about the lore of Soulsborne games. Even though The Wolf has an established past, the history of the world he lives in–as well as the enemies, bosses, and some of the characters he meets–are fragmented. It’ll be up to you to piece together exactly what happened prior to the game’s events.

In Sekiro, From Software is breaking plenty of other conventions it’s established with its past Soulsborne games. One of the most notable changes is in how boss battles play out, as Sekiro’s expanded traversal mechanics–such as stealth, parkour, and a grappling hook–allow for more unique encounters. Sekiro also won’t have an online multiplayer, so From Software has designed the game to allow players to actually pause the action wherever they are. Unlike Dark Souls III and Bloodborne, Sekiro will have a hub area that’s connected to its world, allowing for more opportunities to freely explore.

Sekiro: Shadows Die Twice releases for Xbox One, PS4, and PC on March 22.

Source: GameSpot.com

Nintendo Exclusives Confirmed For 2019

Nintendo continues to flex its muscles of fan favorite characters, and also welcomes some third party games in all of its confirmed 2019 exclusives for the Switch and 3DS. Some of the games are already out, and we’re excited for what has yet to come. What games are you looking forward to?
Source: GameSpot.com

God Of War Director Talks About Cutting “A Lot” Of Boss Fights

The developers of the PlayStation 4 exclusive God of War originally had many more boss fights planned. Game director Cory Barlog told Noclip that “a lot” of boss fights ended up on the cutting room floor, in part because it was too much work.

“We cut a lot of bosses. A lot. We had so many more,” he said. “It was a much more ambitious, crazier game. And as you go through development, you start realising, ‘No, it’s too big, we can’t do this.'”

Barlog said a single boss battle took 18 months of work from a team of 30 developers, so as such, the number of boss fights had to be scaled back to make sure the game actually came out this decade. “One boss takes like 30 developers a year and a half. It’s an absolutely massive scale when you really consider it, and you measure it against other games in which we finished the game in a year and a half,” he said.

The developer also pointed out that the “boss team” had other tasks as well, which took up even more of their time. At the end of the day, Barlog said, “It became a reality that some of these things will have to be cut.”

Also in the interview, Barlog talked about how the troll fights were never intended to be boss battles. He shares many more interesting anecdotes from his time working on one of 2018’s most celebrated games; check out the full video below.

In other news, Barlog said he had an idea for a “really fun” expansion for God of War. However, it was “too ambitious,” and Sony eventually decided to scrap it.

Source: GameSpot.com