Real-time strategy games have never had much trouble breaking into the online arena. From StarCraft to Company of Heroes, this genre has given the competitive scene some of its fiercest competition. However, the same cannot be said for its turn-based counterparts. Games such as Defeating a player’s general, such as the one highlighted on red’s side, is your primary goal in Duelyst.
As long-time strategy fans themselves, the team at Counterplay Games designed Duelyst to be their solution to a lingering problem in the turn-based strategy genre. “We’ve always loved tactics-style games and squad-based combat,” Lee explained, “but have noticed nearly every game out there focuses solely on the single-player aspect. A lot of these games are missing a [comprehensive], competitive multiplayer mode. So the vision for us became, ‘Let’s marry squad-based tactical combat with a focus on ranked, competitive play. Let’s build the very best in that field.’”
In Duelyst, you and your opponent each control a small army. These two armies take turns waging war on each other with the ultimate goal of defeating the other player’s general, a of similar importance to the king in chess. Unlike in chess, however, the troops on this board must be drawn from a deck of cards first. This is where the game’s card game inspirations come into play. In addition to commanding an army, you also have a hand of cards. Some of these cards let you summon new units to the field, while others are magical spells that can further augment your fighting strength.
Of course, all this unit summoning and spell casting doesn’t happen for free. Almost everything you do in Duelyst–from moving a unit to attacking to casting a spell–costs a little mana, and all your mana comes from a single source. This means if you have four mana points and spend them all on some flashy spell, you can’t move or attack with any of your troops that turn. Thankfully, your mana refills completely at the start of your next turn, and the maximum amount you have to play with increases as well. This means at the start of a game you can only issues orders to some of your units, but by the end you will be ordering units and casting spells all across the board.
As Lee described it, this shared mana pool is to help prevent Duelyst from becoming a war of attrition. Since the game was designed with ranked, competitive play in mind, the team wants matches to proceed at a brisk pace and hopefully not take more than 30 minutes to complete. Having a 90 second time limit per turn during ranked play also helps keep things moving along. The game has two ranked modes in the works: a custom mode where you battle using your pre-made deck, and a draft mode where you and your opponent take turns building a deck from a shared collection of randomly-selected cards. For those who would rather not have to worry about a time limit, there will also be unranked match types as well.
Regardless of which mode you play online, the team at Counterplay wants to keep you engaged in the battle even when it’s not your turn. To do this they’re taking a page from Hearthstone‘s book by letting you see what the other player’s cursor is doing during his or her turn. This could give you some insight into what your opponent is thinking–whether they’re confident, flustered, or otherwise. Duelyst is scheduled for release sometime later this year on PC and Mac, and is currently seeking additional funding through Kickstarter.
When you look at Titanfall, it’s easy to see the familiar. Most of the weapons, grenades, and abilities fill well-worn niches. Many of the environments are like the grimy villages and industrial complexes that have hosted countless online battles in dozens of other games. The competitive modes are bog standard. And yet, when you play Titanfall, it’s impossible to shake the feeling that you’re playing something special.
The key is mobility. Titanfall gives you the ability to leap, climb, and wall-run your way around the map, and these simple actions create an exhilarating array of possibilities. No longer constrained by corridors and stairwells, you and your foes engage in high-flying, freewheeling combat in which the sheer joy of movement makes the familiar feel fresh and vibrant. This novel brand of warfare is enough to heartily recommend the game, but that’s not all that this multiplayer-only shooter does well. You also clash with your foes in lumbering battle mechs called titans. These powerful brutes fuel a weightier, more tactical type of combat that intertwines beautifully with the light-footed action, and herein lies Titanfall’s triumph: two distinct kinds of combat blending seamlessly together to create chaotic and dynamic battlefields unlike anything you’ve ever experienced.
So how does this mobility work? As a jump kit-equipped pilot, the stunts you can perform all stem from two abilities: the double jump and the wall run. The first one is self-explanatory and allows you to surmount shipping containers and leap into second story windows with ease. The second one is dependent on the angle of your approach. If you run straight at a wall and leap into it, you’re stuck trying to double jump your way to a window or a roof. If, however, you come at a wall from an acute angle, you automatically start running along that wall horizontally. Once you start wall running, your double jump capability resets, and then the fun begins.
If you spot an enemy down an alley, you can wall run straight at him, bouncing back and forth between parallel walls to make yourself a tougher target. If you’re trying to cross a courtyard, then double jump off the rooftop, wall run along a billboard, and double jump again to another rooftop. And how did you get on the roof in the first place? Perhaps by wall jumping upwards, back and forth between two buildings, or perhaps by leaping out of a top floor window and double jumping back on to the roof. Though the moves you can eventually perform are complex, the root of every maneuver is those two simple abilities. A solid tutorial puts you through the initial paces, and though it might take a few matches to get a good sense of how your pilot sticks to walls, it’s easy to start chaining together impressive feats very early on.
This makes simply moving around the map both a continual pleasure and a constant challenge, as you gleefully try to exploit every billboard, building, and zipline to your advantage. The 15 maps are all rich with opportunities for creative locomotion. Titanfall takes place on distant colonies in the space-faring future, where the polished steel of well-established settlements contrasts with the rusty metal of frontier outposts. Dense urban areas play host to daring rooftop acrobatics, while a corporate enclave provides curving architectural lines for pilots to exploit. Many buildings have open interior spaces as well, so weaving in and out of windows and changing elevation rapidly is par for the course. It’s always empowering to learn the maps in a competitive shooter, but this satisfaction is heightened in Titanfall because your expanded mobility means there is so much more to learn.
It also means that your enemies can come at you from almost any direction. Pilots move at a brisk clip, so there’s a lot of potential for quick flanking runs and rapid pursuits. They are also fairly fragile, succumbing to a few well-placed shots much like their military-shooter counterparts. This encourages you to be even more aware of your surroundings and to take advantage of one of the more disruptive maneuvers in the game: the wall hang. At almost any time you’re running along or jumping onto a wall, you can stop and hang, take aim, and fire. Being able to switch quickly from wall running to guns blazing helps ensure that a mobile pilot is not a vulnerable pilot, and the potential for ambushing players by hanging in unexpected places is nearly endless.
Fortunately, one of the tactical abilities allows you to temporarily see your enemies’ skeletons through walls and spot any potential ambushes. The other two–turning nearly invisible and boosting speed and regeneration–round out a trio of powers that have been extensively utilized by other games and aren’t initially very exciting. But like so much in Titanfall, these familiar abilities take on new life because the extensive player mobility allows you to employ them in new ways.
A mobile pilot is not a vulnerable pilot, and the potential for ambushing players by hanging in unexpected places is nearly endless.
This applies to the weapons as well. Titanfall gives you a few options for close-quarters, mid-distance, and long-range engagements, and almost all of them are straightforward variants of the weapons commonly featured in military shooters. Making the best of them while leaping this way and that is a fresh challenge for the old standbys, but there’s one newcomer that feels purpose-built for acrobatic firefights: the smart pistol. As long as you can keep an enemy pilot in the large bracketed targeting reticle, this pistol locks on with the three shots necessary for a kill, and fires them all with one pull of the trigger. It takes a few long seconds though, so if they get out of range or spot you, the lock-on is no longer a sure thing. It’s a neat twist on the humble sidearm, especially when you go hunting for grunts.
Grunts (and their slightly tougher robotic counterparts, spectres) are AI soldiers that deploy into battle in every match. They’re not programmed to approximate the skills of human players like bots in other multiplayer shooters. A group of them can kill a wounded or reckless pilot, but they’re more effective at making the 12-player battles feel more lively and populated. Sometimes they’ll just deploy and stand around stupidly, but often you’ll seem them behaving more naturally by clearing buildings of enemy grunts, engaging in pitched firefights, dragging wounded allies to safety, or duking it out in hand-to-hand combat. Killing them can give you points towards victory, progress towards unlocking weapon attachments, and reductions in how long it takes to build your titan.
The faster you kill enemy pilots and grunts, the sooner you can call down your titan, a two-story battle robot with a cockpit that only you can enter. These behemoths appear on the battlefield early on and they are forces to be reckoned with. Primary weapons that include rocket launchers, chainguns, and lightning cannons combine with shoulder-mounted ordnance to pack a huge offensive punch, and titans can also throw huge offensive punches. These weapons are complemented by defensive abilities that enable titans to block incoming fire, release an obscuring cloud of damaging smoke, or catch all incoming projectiles and throw them at an enemy. You haven’t lived until you’ve played catch with a deadly salvo of explosive rockets.
Who catches the rockets and who gets hit depends on who times their abilities properly and maneuvers correctly. Titan battles are much more tactical and drawn out than pilot skirmishes. Managing your regenerating shield and dashing in and out of cover play heavily into the outcome, as does your loadout choice. The three titan chassis are light, medium, and heavy variants, with speed and armor strength inversely related, as they so often are. Each has a special power core that charges up and can be activated to tip the odds in your favor by temporarily boosting shields, damage output, or speed. Titan fights are as tense and exciting as pilot fights, though they move at a slower pace, but don’t make the mistake of thinking the two occur independently of each other.
On the contrary, the thing that makes Titanfall’s combat so chaotic and thrilling is that pilots and titans are both a threat to each other. All pilots are armed with anti-titan weapons that make them significant threats, and they can easily jump on top of enemy titans, rip open a protective panel, and start blasting the mechanical innards. If the titan isn’t properly equipped and doesn’t have an ally nearby, this so-called rodeo attack will quickly turn deadly unless the pilot hops out and deals with the attacker on foot. This doesn’t leave the titan helpless, however, as it has an on-board AI of its own that kicks in as soon as its pilot jumps out.
Between pilots and titans, there are a lot of different elements that come together in Titanfall matches, and they do so with remarkable fluidity. Each map is designed to let both pilot and titan thrive; some areas are only accessible to pilots, others are the domain of titans, but large swathes accommodate both in the struggle for dominance. You could be pursuing an enemy pilot on foot only to have them leap inside the protective shield of their freshly-summoned titan and turn the tables on you. Perhaps you’re lumbering after an enemy titan and they dash around one corner while another titan emerges and a pilot starts to rodeo you; what do you do? Charge after the ailing titan or take on the new threat? Exit the front of your titan to deal with your unwanted passenger or sacrifice your titan by ejecting yourself and your attacker up into the sky for a mid-air duel? These are the kinds of decisions you are regularly confronted with, and they often result in the kinds of stories you can’t wait to tell your friends.
These stories can play out in either campaign multiplayer or classic multiplayer, with the former having a story of its own to tell. It’s one you’ve heard before: a struggle between an overbearing government and the frontier people that want the freedom to live their lives. Campaign multiplayer can be played from either side of the conflict, but either way, the nine scenarios are always the same. Each one is a specific multiplayer match type on a specific map, bookended (and sometimes padded mid-mission) by voiceover describing who is trying to accomplish what and what is standing in their way. The narrative elements are very minimal, but there are customization unlocks you can only get by finishing the campaign, so you might as well see it through to the end (it’s just a series of multiplayer matches, after all). This isn’t to say Titanfall’s setting won’t pique your interest; the maps are rich with design elements that create a gratifying sense of place, like dirty neon signs and strange alien creatures. It’s a shame that the campaign doesn’t elaborate on these intriguing bits, but as it stands, the best stories are the ones you create yourself.
Titanfall adds a little extra spice to those stories with burn cards, which you earn by completing challenges. These one-use power-ups bestow a range of benefits, including souped-up weapons, longer-lasting abilities, and bigger bonuses that might convert enemy spectres to your side or show you everyone’s position on the minimap. Yet for all the wonderful variability of the actual combat, there are only five game modes to choose from in the more-traditional lobbies of classic multiplayer. Attrition is Titanfall’s take on team deathmatch, with victory points tallied for titan, pilot, and grunt kills. Making grunt slaughter a viable way to contribute to the team makes this one of the most strategically flexible modes in the game, as you could conceivably never target a human player and still be an asset to your team. Pilot hunter strips this strategy away, awarding points only for pilot kills, though of course, titan and grunt kills still earn you experience points that go towards unlocking new weapons and customization options.
Hardpoint domination focuses on control of three specific points and capture the flag is, well, capture the flag. Tired as these two modes may sound, it’s a lot of fun to wall hang near a point to catch enemies unawares or to flee with the enemy team’s flag, leaping and running off of walls until you snag a zipline to speed off towards your base. And if you happen to lose, all is not lost. An epilogue phase challenges the losing team to escape to an evacuation ship to save face and gain a nice XP bonus. Meanwhile, the victors try to add insult to injury by preventing the enemy’s escape. This extra contest ends matches with a novel flurry of activity in which everyone has one last chance to make good.
The final mode is last titan standing, in which everyone spawns in a titan. Battle rages until one team’s titans are all eliminated, and then it’s on to the next round until one team has four victories. This mode shines a spotlight on titan tactics and teamwork. Having a heavily-shielded, projectile-catching bruiser lead the way while others bombard from afar and a speedy titan skirts around for a flanking run can be effective, as can a variety of other maneuvers. Parking your titan in one corner of the map and harrying the enemy as a pilot is also a viable move, and though the action is less freewheeling in this mode, it works well as a more focused kind of fight.
The best stories are the ones you create yourself.
Of course, an online multiplayer-only game like Titanfall is only as good as its servers, and how they fare when the eager hordes descend on them remains to be seen. The About the Author section of this review contains more information on the circumstances in which I played it, which weren’t always ideal. I experienced a few laggy matches and occasional frame rate issues, but these in-game hitches were the exception to the rule during the many hours I played.
The overarching experience of playing Titanfall is one of rejuvenation and reinvigoration. The sprint speed, the arsenal, the game modes, and more are all firmly derived from some of the most successful online shooters of recent years. But by reinventing the way you move, Titanfall reinvents what it feels like to play a competitive shooter. The high-flying action intertwines beautifully with the brutish, tactical titan battles, creating battlefields that crackle with possibility. Titanfall is a leap forward for shooters, a game that combines the vibrant and new with the tried and true to create something special.
[UPDATE] The live Ubisoft Montreal Watch Dogs Q&A session on Twitch has just ended. It’s unclear if there will be a replay, but if there is, we’ll add it here.
The original story is below.
Ubisoft’s much-anticipated upcoming open-world action game Watch Dogs will feature an 8-player freeroam online mode, creative director Jonathan Morin stated today on Twitter.
Unfortunately, that’s all we have to go on regarding the Watch Dogs freeroam multiplayer mode right now. The game also includes a head-to-head multiplayer mode where players will hunt down other human players and use their hacking skills to affect the world to their benefit.
Looking for more Watch Dogs news? Ubisoft Montreal developers are currently holding a live fan Q&A over Twitch, which you can watch below. Watch Dogs launches May 27 for Xbox 360, Xbox One, PlayStation 3, PlayStation 4, and PC. The Wii U version will come sometime later.
What’s the first thing you think of when you think of an anime convention? That’s right, cosplayers. Every year, thousands of cosplayers pack into crowded gatherings to show off their latest ensembles.
Cosplay can be a difficult hobby to get into, though, especially if you want to make your own costumes. If you can’t sew, “difficult” suddenly becomes “impossible.” Because of this, there are many who flock online to purchase their duds.
Earlier today, Geek & Sundry’s Sachie posted a fantastic “how-to” for those who want to buy their costumes online. She goes over everything, from the best practices, to common pitfalls to avoid. If you’ve ever been interested in entering the world of cosplay, but unsure of where to begin, this is a good place to start.
If you’re looking for the very basics, then Sachie has you covered there, as well! About a month ago, she posted a “How to Start Cosplaying!” video that explains a lot of the basics.
Her entire series, which is up on YouTube, does a fantastic job of explaining the basics in plain English. They’re definitely worth a look if you’re new to the world of cosplay!
Blizzard has released a new video of its upcoming MOBA Heroes of the Storm, with commentary by game director (and former StarCraft II balancing expert) Dustin Browder.
The 17 minute match–games of Heroes of the Storm are said to be much shorter than in, say, League of Legends and Dota 2–involves two teams of Blizzard testers on the revamped Dragon Shire map, with both teams vying for control over the incredibly powerful Dragon Knight.
Also shown in action are some of the game’s more esoteric skin options: a glam rocker version of the Elite Tauren Chieftain, hook-throwing Stitches in a chef’s outfit, and a mech version of StarCraft hero Tassadar all feature.
The video is also another chance to take a look at Abathur, the intriguing specialist unit that can’t attack other units directly but can temporarily turn himself into any allied character with his ultimate ability.
One of the ways Heroes of the Storm separates itself from its genre stablemates by sharing experience points across the whole team, instead of having players level up independently.
Heroes of the Storm is currently in alpha, and anyone interested can currently opt-in for a chance to eventually play the game when it comes out. There’s no official release date. Fingers crossed for 2014, then.
Donkey Kong Country: Tropical Freeze does not include online cooperative play, and that’s because this mode simply didn’t fit into the vision Retro Studios originally had for the game. The Austin, Texas developer refused to “shoehorn” this feature in, and this was in the best interest of the game, CEO Michael Kelbaugh told GameSpot in a new interview.
“If we’re going to create an online component for Donkey Kong, we really need to do it right and not shoehorn in, ‘Oh, let’s play Dixie remotely.’ That just wasn’t an objective for Tropical Freeze,” Kelbaugh told GameSpot. “So if we were really go back and create an online environment, I think we owe it to the fans to do it better than just making online co-op. We really need to put some thought and resources into doing it the right way.
Simply put, Donkey Kong Country: Tropical Freeze was not the right game to launch the classic franchise into the era of online multiplayer, if that ever happens at all, Kelbaugh said.
“If we were to make a full online experience, I’d want to spend time to do it and make sure that we stay true to the franchise and incorporate this new feature in the right way,” he said. “And I’m not sure that this game is the right way to start Donkey Kong Country Online [laughs]. I’m really a purist at heart, especially when it comes to Donkey Kong Country, and I’d want to approach it the right way.”
For his part, veteran Nintendo producer Kensuke Tanabe said that the spirit of the Donkey Kong franchise–and Nintendo titles in general–is that of local multiplayer. Playing together with your family and friends on the couch is part of Nintendo’s history–and it’s simply more fun, he said.
“This is a personal opinion, but if I’m playing with somebody, I think it’s just a heck of a lot more fun to be sitting in the same room as that person rather than playing with somebody at a distance,” Tanabe said through a translator. “And I think it’s especially true for Nintendo games; we have a history of families playing together, whether that’s the parents playing with the children or the children playing with their siblings. And I think with Donkey Kong, that’s something that we preferred. We really wanted to support that style of play.”
Of course, Donkey Kong Country: Tropical Freeze is not entirely lacking online support. The game’s time attack mode allows players to post their best scores to online leaderboards where they can compete against friends and the community at large. This form of online support was “an adequate addition” for Tropical Freeze, Tanabe said.
Tonight during a special Microsoft Store event in Connecticut, Titanfall developer Respawn Entertainment explained that the upcoming game could get a DLC season pass and teased that a pilot-only mode may come sometime after launch.
The season pass would presumably include access to various Titanfall DLC packs at a discounted rate compared to buying them individually. Though Respawn has yet to announce firm plans for post-release support for Titanfall, the developer said previously that DLC for the game was in the planning stages. Titanfall is a major multiplayer shooter, so significant add-on content should be expected.
Also during the special event tonight at the Westfarms Mall in West Hartford, Conn. Heppe said though a pilot-only multiplayer mode for Titanfall won’t be available at release, “we’ll see what happens after launch.” The chief intrigue of Titanfall is its pilots vs. mechs gameplay, so a pilots-only mode would be a surprise.
Basement Crawl opens with a cutscene that promises horror and perhaps a bit of mystery. A grandmother sternly tells her granddaughter of the dangers that lurk outside their home, though the grandmother’s warning is itself tinged with a sinister tone. What has happened to the outside world? How have these two people survived? Is the grandmother evil? What are these horrific creatures that we’re getting glimpses of?
Then you start the game and find a lackluster, multiplayer-only Wait, am I the crash test dummy in the center or on the left? They both look the same!
If this sounds familiar, then you’ve probably played a Bomberman game before. Basement Crawl may call its bombs traps, but even the game’s dark visuals can’t hide the fact that this is just Bomberman with a shoddy horror theme.
Basement Crawl’s biggest problem isn’t that it’s derivative, however; it’s that it gives you no options. Never mind that there is no single-player mode whatsoever, not even an option to play against bots for practice. There simply aren’t any settings to toggle for what kinds of rules you want to play by. Even when you create your own custom game (which is likely, since there’s no matchmaking), you can’t set options like match time, the number of kills needed to win, whether or not certain power-ups are disabled, or even a player limit. Your only options are Deathmatch or Team Deathmatch. That’s it.
Want to limit your online match to four players, because you think having eight players in a match is too hectic and not very fun? Too bad. Want to disable the ability to kick traps, because that’s all some players ever use? No dice. For having been inspired by a classic party game, Basement Crawl sure doesn’t want you to have any chance at forming house rules. But hey, you can take your room full of four local players and join online matches with them, so that’s something, right?
One thing you do get to choose is the arena, though differences between arenas are negligible and almost entirely cosmetic. They come in three flavors, with a few different grid shapes for each: Restaurant Dungeon, Abandoned Circus, and Forgotten Factory. Notably, none of these environments is a basement.
One thing all these environments have in common is that they are dark and cramped. So dark and cramped, in fact, that it’s easy to lose track of the action. A pillar of light highlights your location when you spawn, but if you lose track of your character after that first moment, good luck finding it again. It’s bad enough that there are only four characters to go around for eight players, but they’re not visually distinct enough from each other to quickly pick them out in the dark environments anyway. There is often so much happening onscreen–much of which looks too similar to its surroundings already–that you lose track of the action constantly. As you play, you hear people screaming and a creepy child laughing, but none of it is the least bit effective at delivering on the premise of horror.
The only sense of progression is the ability to play online against strangers in an effort to increase your online rank. But since there’s no form of matchmaking, your rank means very little. And if you want to increase it at all, you have to actually win matches–as in, win first place in Deathmatch (or as a team in Team Deathmatch). Otherwise, you get nothing. Reaching the maximum rank of 30 could take a very long time.
To top it all off, Basement Crawl is buggy at worst and unfinished at best. For example, when you pause an offline game, the action pauses, but the match timer keeps ticking down. How do you get the act of pausing wrong? It has been a while since a good Bomberman game was released, and nobody else seems to be interested in mimicking that classic gameplay. If you can get a solid group of four local Bomberman fans, and you have no desire to change any of the game’s standard settings, you can have some simple fun blowing each other up. But if you’re really desperate for this kind of experience, you’re better off hunting down just about any Bomberman game from years past, rather than getting dirty crawling through the muck in this basement.
Bethesda announced in January that its upcoming subscription-based MMO The Elder Scrolls Online had received an M-for-Mature rating from the Entertainment Software Rating Board (ESRB), a determination the company did not agree with–despite every other recent entry in the series being M-rated–but would not challenge.
Now, the ESRB product description for The Elder Scrolls Online has been published publicly, giving insight into why the game earned an M-rating. The ESRB’s main content descriptors note that the game contains “Blood and Gore, Sexual Themes, Use of Alcohol, Violence.”
But it’s the ESRB’s complete ratings summary that sheds a better light on the M-rating. As you can read in the below text, The Elder Scrolls Online features sexual innuendo in its dialogue (“In his mind, she would be the sheath to every knight’s blade”), bloody depictions of severed heads, and drinking games that result in the character’s blurred vision and impaired speech.
This is a multiplayer online role-playing game in which players assume the role of a warrior in the fantastical world of Nirn. As players explore open-world environments, they can perform various quests and complete tasks. Characters use swords, arrows, axes, and magic attacks (e.g., lightning, fire attacks) to kill human-like and fantastical enemies (e.g., orcs, demons, giant insects). Players engage in melee-style combat, hacking and slashing at various enemies; battles are highlighted by cries of pain, impact sounds, and blood splashes. Some sequences depict large amounts of blood streaming up-close as vampires attack/feed on characters. In some quests players have the ability to mount creatures’ severed heads onto pikes; some environments depict corpse piles or skeletons hanging from torture devices. Text descriptions or dialogue sometimes contain references to sexual material and/or innuendo (e.g., “She…raped the men as cruelly as Bal had ravished her”; “In his mind, she would be the sheath to every knight’s blade”; “No sweetmeat for you”; But it is huge! It could take me all night!”). During the course of the game, alcohol (i.e., wine, mead, ale) can be purchased and consumed by the central character; one sequence prompts players to engage in a drinking contest, resulting in the central character’s blurred vision/slurred speech.
The ESRB rating also mentions that because The Elder Scrolls Online is an online-focused game, players are likely to be exposed to user-generated content that cannot be rated.
Bethesda said in January that it will not challenge the rating or change the game’s content to achieve a different rating. “The game we have created is the one we want our fans to be able to play,” Bethesda said at the time.
The Elder Scrolls Online launches for PC and Mac on April 4, with a release for Xbox One and PlayStation 4 to follow in June 2014. The game carries a $15/month subscription. On PS4, the game will not require PlayStation Plus, but the Xbox One version will mandate that players have an Xbox Live Gold account.
Nintendo’s Wi-Fi Connection service is set to be axed worldwide on 20th May of this year.
What this basically means is that various online services across Nintendo’s legacy platforms (the Nintendo DS, Nintendo DSi, and Wii) will no longer be available from that date onwards, including online play, online leaderboards, matchmaking features, and certain social features.
Some online features will still be available on those platforms, however, including:
Nintendo DS Browser
Nintendo DSi Browser
Nintendo DSi Shop
Nintendo Wi-Fi Connection Pay & Play
Wii Shop Channel
This does not affect the Nintendo 3DS, Nintendo 2DS, or Wii U, as these platforms all use the ‘Nintendo Network’, not the Wi-Fi Connection platform. However Wii games that are accessed via Wii Mode on the Wii U will be affected.