28 Xbox Series X – o hardware pronto para uma nova geração de games

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A nova geração começou, e o Xbox Series X é a mais poderosa arma da Microsoft nessa nova era. Esse videogame é o estado da arte do design de produtos …

Additional Resource: 28 Xbox Series X – o hardware pronto para uma nova geração de games

We’ve all been there. It’s the end of a long day, you’re looking to kick back, unwind and watch a movie. You start endlessly scrolling through the thousands upon thousands of available titles. Do you dive into “The Godfather,” “Citizen Kane,” or any of the other hundreds of Hollywood classics? Or maybe you lean towards […]

Plants vs Zombies 2 wasn’t what a lot of fans expected out of a sequel to the classic strategy game, as it was rife with microtransactions that many players said felt like hitting a free-to-play wall. The original producer of the game, Matt Johnston, has opened up about what was going on behind the scenes as those decisions were being made.

In an interview with MinnMax, Johnston said that the seed of microtransactions in Plants vs Zombies 2 was part of its original design, with the idea of plant food. This was intended to be a leg up for players who were struggling, as a way to overcome a particular obstacle. In the midst of development, though, his team was suddenly asked to make a slice of the game playable for upper management, for reasons he didn’t know at the time. And while the team made the demo, it’s at this point that he first expressed some reservations about following a F2P model.

“We don’t think that’s possible without breaking the game,” Johnston explained. “The game is this interwoven, meticulously hand-balanced set of interdependent components. Every plant has a zombie that it depends on for that balance. Making sure that that whole thing is woven together in that perfect lineage and that perfect experience was just a magic trick that you can’t mess with.”

The demo was well-received by management, and shortly after PopCap was acquired by EA. That’s when Johnston was told that the earlier demo had been to give EA, as potential buyers, an idea of what was going on with the game. Sometime after the acquisition, Johnston says he was visited by then-EA CEO John Riccitiello who said his kid–a big PvZ plan–had suggested the idea of rent-able plants.

“It went against everything we had just learned,” Johnston said. “If you have that interwoven fabric of all these elements, you pull one out and the whole thing unravels.”

Johnston said he advocated for keeping PvZ2 as-is and making a separate free-to-play game, built from the ground up with those hooks in mind, so it wouldn’t “break anything.” Shortly after, he claims, he was taken off the project and then later asked to leave the company.

PopCap’s Peggle series saw a similar outcome with Peggle Blast, which also made heavy use of microtransactions. Plants vs Zombies has since gone on to spin off into the Garden Warfare series of shooters, which has three entries of its own, along with the F2P collectible card game Plants vs Zombies Heroes. Plants vs Zombies 3 has been soft-launched in some territories, but a final release date has not been set. EA says it has “optional microtransactions that can help you speed up progression.”

PC GAMER com performance do XBOX SERIES X: quanto custa ter esse desempenho hoje? [parte 1 montagem]

Doom Eternal: The Ancient Gods Part 2 is a workout for your hands.

That isn’t a result of inaccessible controls; with this DLC, id Software has added the option to fully remap console controls. Even with that flexibility, after a few hours with the new DLC expansion to the 2020 shooter, my palms and knuckles begin to ache. I’m playing on PS5, and the DualSense is a beefy controller. The Ancient Gods Part 2 pushes you to use every square inch of it. There are a lot of demons to kill here and with Ancient Gods Part 2, id Software has given us the Doom Slayer’s most expansive arsenal of weapons to do so yet. Far from being just a set of three new levels, Doom Eternal: The Ancient Gods Part 2 introduces multiple new enemies, a new traversal mechanic and a new weapon, all of which alter the flow of battle for the better.

I had my frustrations with The Ancient Gods Part 1, most stemming from the introduction of new enemies (like the Blood Maykr and the Turret) that required pinpoint accuracy to eradicate, which had a tendency to slow fights to a crawl. But The Ancient Gods Part 2 thankfully leans back in the other direction. One new addition to the bestiary, the Cursed Prowler, can (as the name suggests) curse you if it manages to land a hit with its projectile attack. To break the curse, you need to kill the Cursed Prowler. Simple enough. But this durable creature can only be killed with a Blood Punch. And, if you don’t have a Blood Punch ready, you’ll need to Glory Kill other monsters to build your meter up. So, instead of rooting you in one spot with your eye to the scope, the Cursed Prowler encourages you to dive into the fray. It can be frustrating to get hit with a curse and begin losing health in the middle of a tough battle, but it’s a change for the better: one toward frenetic movement and away from the occasional aim-down-sights inertia of the first DLC.

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