I had a chance to at E3 2017 to take on one of the new features in Assassin’s Creed Origins–The Gladiator Arena. After two waves of enemies I then got to take on a hulking brute called The Slaver. In this video you can see some of the new combat in the game. Enjoy.
Tag Archive: E3 2017
I spoke with CGTN America about the trends at E3 2017.
I speak with CGTN America as E3 2017 kicks off.
I imagine when the folks from Wargaming met with Creative Assembly it went something like this:
Wargaming: “I love strategy and war.”
Creative Assembly: “I love strategy and war, too!”
Wargaming: “Did we just become best friends?!”
And thus the partnership that’s led to Total War: Arena started. (Okay, not really.)
The Total War series isn’t known really for its multiplayer options. It’s single-player has always shined, of course, with players reliving the campaigns of history’s greatest conflicts against the computer. On the multiplayer front, though, all you had were two human players standing at the heads of their respective armies in a one-on-one setting, or more recent iterations maxed out with a four-on-four offering.
Total War: Arena changes this by offering a full, 10-on-10, free-to-play showdown, with each player allowed to select their own legendary general from the annals of history, like Rome’s Julius Caesar or the English barbarian queen Boudica. Players can then bring into battle three different unit squads appropriate to their general, like foot soldiers, cavalry, siege weapons, or even war dogs. Each general also features a bevy of passive buffs and abilities you can activate in order to better assist your army.
Those three units are all that is available to players, though. Your three units and general will need to coordinate with the units other players on your team is bringing into battle in order to hopefully rout your opponents, or capture their base and ensure victory. It can lead to glorious multi-front chaos only available in a large player setting like this, but still relies heavily on the classic tenants of real-time strategy games in terms of how your units move and attack. It even touts the classic Total War morale system, where if you break an opponent unit’s spirit, they may just start a hasty retreat and give you the victory.
With any free-to-play offering, the question always comes up about how a game will monetize itself. There are some limited customization options you can pick up for each of your generals, but Total War: Arena leans more heavily on the highly successful World of Tanks model. This allows players to spend real world money to expedite levels, which in turn unlocks new and more powerful units for each of your respective generals.
Even though you’re in control of a legendary general, you’re really just one piece of a much larger army in each match you play, and in that regard Total War: Arena looks to capitalize on the greatest strategic endeavor there is: working as a team. If players can successfully come together, not only will you have a variety of legendary generals working together for a common goal, but also the strategic possibilities are endless. From blitzkriegs to pincer maneuvers, the 10-on-10 scenario feels like it is bringing true war to Total War, and is shaping up to be an excellent alternative for people looking for competitive multiplayer without the need for twitch reflexes.
Total War: Arena is currently in closed alpha on PC and is moving to closed beta later this year.
There have been a lot of Dragon Ball Z inspired fighting games over the years. Usually, the visual style has always relied on cel shading over 3D models to convey a sense of style similar to the cartoon. This would provide a facsimile that was good, and definitely worked for video games, but always fell short of the high bar set by the anime.
Looking to try something new with the DBZ license, Bandai Namco tapped Guilty Gear fighting game developer Arc System Works to see what the studio could come up with. Known for its gorgeous characters models that emulate sprites that look like they were ripped straight from an anime, Arc System Works analyzed DBZ and pushed even its own art style to a new level with a visual motif it’s referring to as “extreme animation” for the upcoming Dragon Ball FighterZ. Just like their other games, Arc System Works has created character models in its signature style, six of which we saw at E3: Gohan, Goku, Vegeta, Maijin Buu, Cell, and Frieza. Like no other game before it, Dragon Ball FighterZ is able to capture the look and feel of the show.
Part of what makes the characters pop off the screen isn’t just the anime-esque designs of each individual fighter, but that the backgrounds are more muted, making your eye focus on the fighting that’s taking place in the foreground. Sure, the two arenas we saw were taken straight from the anime, but this purposeful choice to not color them in the same style as the fighters only helps differentiate FighterZ even more from other fighting games currently on the market.
The other major aspect of the extreme animation is the speed at which the characters can fight. Characters can blink in and out of existence, moving faster than the eye can see. Flurries of punches and blocks can be thrown in seconds. And juggling your opponents higher and higher into the air can lead to 100-plus hit combos almost effortlessly and seamlessly. What makes it all the more beautiful is the animation doesn’t lag for a second and if your reflexes are fast enough, its almost like you’re choreographing or storyboarding a fight straight out of the anime.
If you’ve ever wanted a game that could recreate the feelings you would get while watching Dragon Ball Z, then Dragon Ball Fighter Z is a game to keep an eye on. It’s character design and animation is the most beautiful recreation of the characters that we’ve seen and would make even Akira Toriyama proud.
Dragon Ball Fighter Z is coming sometime in 2018 for Xbox One, PlayStation 4, and PC.