Kamis, 19 September 2019

Zelda: Link's Awakening review: This beach adventure looks 2019, feels 1993 - Ars Technica

Welcome back to Koholint Island, the world of <em>Link's Awakening</em>, newly reborn as a lively, plasticky world of toys.
Enlarge / Welcome back to Koholint Island, the world of Link's Awakening, newly reborn as a lively, plasticky world of toys.
Nintendo
What can you expect from an official remake of a Nintendo classic? For nearly three decades, the answer has been all over the map. Sometimes, the company serves a graphical touch-up and nothing more. Sometimes, we get a full redo of a classic with new controls, mechanics, and plot. There's also an in-between zone where a classic returns more-or-less authentically but with clear "quality-of-life" changes and other surprise twists.

This year's remake of The Legend of Zelda: Link's Awakening, which debuted on the original Game Boy in 1993, stands alone in the company's re-release pantheon. No Nintendo game has ever returned with this much of a luxurious, jaw-dropping coat of audio-visual paint—while also gripping so fiercely to its original gameplay. As a result, you may not find a more polarizing first-party game on the Nintendo Switch.

Spoiler alert: It’s pretty much the same

Let's be frank: You can spoil most of the new Link's Awakening by watching an existing YouTube playthrough of the Game Boy original. It's that allegiant to the source material, right down to the placement of terrain, enemies, and doorways. Need to solve a puzzle? Wondering where one of the game's "seashell" collectibles is hiding? Stuck on a boss's weak point? Go ahead, read an ASCII-formatted, decades-old walkthrough on a site like GameFAQs. It'll work.

Nintendo has rewound to a very specific adventure design era, somewhere between 1986's Legend of Zelda and 1991's Link To The Past, by re-releasing its final 8-bit Zelda game in such authentic fashion. What does that mean, exactly? On a basic level, this is top-down Zelda adventuring of old. You play as Link, an adventuring child in a green tunic who wakes up under mysterious circumstances. You proceed through a large overworld and its many dungeons to acquire keys and items while battling monsters and bosses. And many of the world's puzzles hinge on finding and using brand-new items.

That all will sound familiar when talking about pretty much any Zelda game. But this window of the earliest Zelda fare speaks to a different quality: the game is full of opaque riddles and stopping points. Whenever you get stuck in Link's Awakening, the answer you seek is somewhere, certainly, but it might be hidden away in a single dialogue bubble in the game's main town—and that dialogue changed after you beat one dungeon, though you'd have no reason to know that. Or it might be vaguely referenced by a sign or an owl statue. Or you might just have to run around and bang your sword, shovel, bombs, or other items on random spots for a while.

I don't point this out to whine about the game being too difficult but rather to emphasize that the common Nintendo assumption of an abundance of help, clues, and cheats—like an invincible Luigi option in newer side-scrolling Mario games—won't be found here. If you get hung up on what to do next, you'll do the same thing you did in the original: find one of the game's tip-line phone booths, where you'll get the same tips in 2019 that you did in 1993 (and this text ranges from vague to obvious). From there, you might simply retrace your steps a few times before happening upon the required action to open up the next dungeon.

Still, that golden era of Zelda design isn't a bad foundation to start from, and Link's Awakening includes a few surprisingly advanced mechanical systems in its 8-bit core. The best is its frequent swapping between top-down and side-scrolling action. What starts as a gimmick eventually allows the quest to hide some clever paths to collectibles, battles, and dungeons, and no other Zelda game has had as much fun with that gimmick since.

Link's Awakening was also the first Zelda game to include a fully swappable control system so that players could equip any two items to the Game Boy's A and B buttons. This gave players a lot of flexibility about how they battled and dodged through challenges, and it even let them sheath their sword and shield (the horror!) to equip a jumping feather and a pair of fast-running Pegasus Boots, instead. On the Switch, thankfully, players get more dedicated buttons by default: sword, shield, dash, and lift. This change alone makes the original Game Boy version all but moot, unless you really like constantly tapping the Start button to shuffle your abilities.

A different kind of dungeon keeper

The biggest mechanical change to the Switch version is a new, totally optional "dungeon arrangement" mode. As players complete more of the game's dungeons, they'll unlock an inventory of various dungeon room "tiles," which can be used in this new build mode. It works like a Zelda dungeon jigsaw puzzle. Open the menu and a mostly blank grid appears, along with a demand that you fill in certain spots with, say, a "treasure chest" tile or a "locked door" tile. Since they must all be chained together, you'll need to build the exact right series of interlocking rooms and doorways based on these challenge prompts. All open and closed entryways have to match up.

That sounds kind of fun on paper, right? Who doesn't like the idea of making their own Zelda dungeon? But most of the tiles are one-block repeats from previous dungeons, and they skew toward the simpler side of a Zelda dungeon experience: kill everything to advance. You can't build puzzles, you can't require that players discover a new item and employ it to sleuth out a new type of challenge, and you can't even add secret touches like bomb-destructible walls. It's just a matter of trudging your way from start to finish.

With a lack of item or plot payoff for trudging through these building challenges, I struggle to recommend that anyone bother with it. What's more, Nintendo allows you to buy and use certain Zelda-specific Amiibo toys to unlock a few of this mode's tiles. They're not required, but extra tiles are useful when solving the spatial-arrangement challenges and make it easier to do so earlier in the game. So that's a pay-to-build bummer.

By the way: if you've played the 1998 Game Boy Color version, you'll notice that the new dungeon arrangement option has been placed where the camera shop used to be. That means Nintendo has axed the photo-hunt challenge from this version of Link's Awakening.

Link’s island of gorgeous misfit toys

I point out the camera shop's omission because that old photo mode included fun, detailed drawings of the game's characters, and I would've liked to see that cinematic touch applied to more of this incredibly gorgeous game. There's no getting around it: Link's Awakening is an aesthetic stunner.

The visual design speaks for itself in this article's attached galleries, but it's also, for the most part, tremendous in motion. Every character, enemy, and piece of terrain shines with an unmistakable mix of plasticky and bouncy rendering effects. As a fully animated world, the results don't look like frozen, plastic figurines, stop-motion puppets, or even like obnoxiously animated CGI Saturday morning cartoons. At their best, these elements look like a game console rendering a top-to-bottom homage to the Rankin/Bass legacy of Christmas specials, only with the kinds of blended, natural animations that a '60s TV production crew surely dreamed of.

But something technical is amiss on Koholint Island, the game's mysterious world. Praising all of this animation quality is difficult when Link's Awakening simply cannot stick to a consistent frame rate. The game regularly bounces between a 30fps and 60fps refresh whether in the Switch's "portable" or "docked" modes, sometimes stuttering its way through an uneven 50fps in between. We saw this issue in Awakening's pre-release demos at events like E3, and the teams at Nintendo and Grezzo didn't fix it in time for the game's launch.

This may boil down to an asset-streaming issue, since the stutters often happen at weird moments like when you're switching screens or entering and exiting pause menus, as opposed to the Switch struggling to render this many handsome effects. Because when Link's Awakening does hold to a 60fps rate, its combination of light sources, plastic-surface reflections, smooth shadows, and depth-of-field effects really do contribute to a feeling that you're looking down at a lively toy island.

In fantastic news, this hitching does nothing to affect Awakening's newly recorded orchestral score, dominated largely by woodwinds and strings. Every composition from the original game has received an incredible touch-up, and the developers have even been careful about the original game's repeating songs and motifs. Time and time again, I'd refer back to the original game's soundtrack and realize that a new song combined the original melody with an entirely new melody or harmony, most notably in dungeon and underground sequences.

The whole thing is a lovely example of unified design: when Link runs through the game's brightly colored, open-air majesty, the music soars in kind, and when Link picks through tricky dungeons in search of new gear and puzzle solutions, the music chugs and churns with the tasteful, constant hum of synthesizers.

Historical value in the “portable-only” Zelda fork

Link's Awakening launch trailer.

But these are bonus points on top of an unapologetically classic game, as opposed to the main reason you should buy or rent the remake. Then again, a classic like Link's Awakening really does need all the help it can get to turn some eyes its way.

Link's Awakening was the first of many portable-exclusive Zelda games to establish a "quirky" reputation. It's the same domain that brought us the shrunken-world experiments of Minish Cap, the two-connected-games weirdness of the Oracle series, and the needs-a-stylus, draw-to-survive madness of two DS games. Whenever the Zelda series fell into formulaic pitfalls, particularly with Twilight Princess and Skyward Sword, the portable games gave unmoved players another way of looking at Zelda things.

Nintendo needed a game to pave that path, and in 1993, Link's Awakening was that game. You can see Nintendo teasing out this potential with baby steps—a "mysterious island" conceit, a variety of kooky cameos, a fun side-scrolling hook (complete with classic Super Mario characters to jump on), the series' first fishing mini-game, and above all else, an experience that feels more like "combing a beach for surprises" than any Zelda game that's come before or since.

That list doesn't read like a holy-cow obliteration of Zelda standards. Nintendo took a safe chance with Link's Awakening, but it was a chance nonetheless. And in spite of graphical hitches and an adherence to the design of old, the full experience—however short and predictable it is in 2019—is absolutely worth diving into if you missed it the first time around... or deleted your old GameFAQs bookmark.

The Good:

  • Nintendo has experimented with "cute Link" designs for a long time and now finally nailed it. Toy Link, and everything surrounding him, is a jaw-dropping design achievement, both in screenshots and in animated glory.
  • Zelda soundtracks have only gotten better in recent years, but make no mistake: this is the best orchestral score the series has ever had.
  • This game's best design ideas paved the way for the "quirky Zelda" fork in portable games, and their smiling, wide-eyed joy holds up as a reason to grip a Switch for hours.

The Bad:

  • A lack of 30fps lock means you're going to see the frame rate bounce around a lot, and it's impossible to ignore.
  • When the game isn't offering laughs or smiles via its quests and quirkiness, it's either serving up all-too-familiar challenges or making players fumble blindly in search of a single, buried clue.
  • Nintendo is charging $60 for a massive graphical overhaul and slight "quality-of-life" tweaks, not for significantly new content.

The Ugly:

  • The only truly new content, a dungeon-building mode, is an unsatisfying throwaway.

Verdict: Redbox or rent it.

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https://arstechnica.com/gaming/2019/09/zelda-links-awakening-review-this-beach-adventure-looks-2019-feels-1993/

2019-09-19 12:00:00Z
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How to delete apps on iOS 13 for iPhone and iPad - 9to5Mac

iOS 13 changes how the Home Screen works a bit. Accessing jiggle mode is slightly different than how it worked on iOS 12 and earlier versions. Here’s how to delete apps on iPhone and iPad, now that you have updated to iOS 13.

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Apple has deprecated 3D Touch and added special home screen quick action context menus for all devices with iOS 13, whether you are using a 3D Touch capable device or not.

This means the new context menu behavior appears on iPod touch, all models of iPhone and all models of iPad — including the new iPhone 11.

A simple long press on an app icon now triggers this new action menu. In supporting apps, you will see features like quick shortcuts to things inside the app. But if you just want to delete an app you’ve downloaded, it might not be completely obvious how to do it.

How to delete an app on iOS 13

  • Long-press on the icon of you want to delete.
  • When the context menu appears, tap the ‘Rearrange Apps’ button.
  • This will enter into ‘jiggle’ mode, where the familiar close buttons will appear.
  • Tap on the ‘x’ close button and a confirmation dialog will appear.
  • Tap the red delete button to confirm and the app will be deleted.

There is also a second way to enter Home Screen editing mode. When you long-press on the icon, keep your finger down. The context menu will appear, but ignore it. Press and hold for about five seconds. This will take you directly into jiggle mode and the close buttons will be visible.

These instructions apply to iPhone and iPad devices running iOS 13 or later.

Spigen iPhone 11 case

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https://9to5mac.com/2019/09/19/how-to-delete-apps-on-ios-13-for-iphone-and-ipad/

2019-09-19 09:30:00Z
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Galaxy Fold: My first day with Samsung's new and improved foldable phone - CNET

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The new Galaxy Fold has been redesigned to keep out dust -- and keep you from peeling off any essential parts.

Andrew Hoyle/CNET

I like the Galaxy Fold more than I thought I would. I unboxed it this morning, after having waited in line at Samsung's London store since 5:30 a.m. Now, after having spent the day playing about with its jazzy hinge design, I've noticed a few things about this updated version of the Fold.

First of all, there's no noticeable protective layer that you might be wrongly tempted to peel off. This was one of the major errors in the first design; a film was laid over the top of the display that looked just like one of those layers you happily peel off when you get a new phone. It was actually a crucial part of the design, and some journalists who had early review samples of the Fold peeled it off, which ruined the display. 

The lack of visible film on the updated version means there's less chance of you wrecking your pricey phone on Day 1. Samsung has also more securely sealed the edge of the display with plastic caps at the two points where it folds, which hopefully will stop dust particles getting under the surface (another pain point from round one). 

The original design had a gap between the hinge where the Galaxy Fold does its folding, and the two arms of the screens. This is now diminished. Also, you can't see an additional metal plate beneath the display, which is meant to reinforce the fragile plastic screen, but Samsung assures us it's there.

But beyond those design tweaks, the phone remains unchanged. The hinge feels smooth to use and the phone snaps shut satisfyingly like those snappy cases you get with your glasses. 

But what about the crease in the display? Well, it's there and there's no getting away from it. Catch reflections from overhead lights in the right way and you can easily see ripples across the surface, instead of the smooth expanse of glass you'll see on any other smartphone. 

It can be a little off-putting at times. I found that it's mostly a problem when you're watching a dark video, which makes overhead light reflections -- and therefore, the crease -- more obvious. But it's only the reflections that make you notice; the display itself doesn't warp and there's no change in color or brightness where it folds. 

If you watch a bright video -- or you're in a dark room with no reflections from ambient light -- you won't notice. I certainly didn't when I watched several Carfection YouTube videos in our dimly lit studio. The same was true for an episode of Breaking Bad on Netflix. I honestly couldn't see any kind of crease and could instead just enjoy the content on a massive screen.

Now playing: Watch this: Every way Samsung improved the Galaxy Fold

3:54

There is, of course, a cut-out notch in the top left corner (assuming you're holding it in landscape orientation, and in the upper right corner when it's in portrait mode). I'm quite used to notches and cut-outs now from the recent iPhones and the Galaxy S10 Plus, so this really wasn't a problem for me and it didn't spoil my viewing. If you don't like notches on other phones, odds are you won't love it here either. At least there's so much screen that the notch takes up relatively less space than on other devices. 

Later on in the day, I was navigating my way through London's maze-like Soho district, trying to find an office for a meeting. In the taxi on the way there it was great seeing Google Maps displayed on that massive screen. Out on the street, however, I didn't want to gingerly carry a massive -- and expensive -- device so openly, so I snapped it shut and used the 4.6-inch outer display. 

For me, this display is just a little too small. It's fine for seeing incoming calls, changing music on Spotify or using as the camera viewfinder instead of looking like a buffoon who takes pictures on a tablet. But its small size means you have to have accurate fingers to type on it. Sending a quick reply to an email or a WhatsApp message is tough, particularly if you're walking, but opening up the phone to its full tablet mode often isn't convenient either. 

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The Galaxy Fold is best used in tablet mode.

Andrew Hoyle/CNET

It's frustrating, as that outer screen looks squashed in. I'd have loved to have seen it go further to the edges, giving enough room to make it usable as a standalone device. Right now, it's best thought of as a stopgap until you can find a moment to unfold it into true tablet mode. 

It's my first day with the phone, so I'll reserve judgment on the processor performance, camera quality and battery life until I've done a lot more testing, but make sure you keep your eyes peeled on CNET's YouTube channel for a lot more Fold videos. 

And here's our review of the Galaxy Fold's original design, with many more details about what it's like to use a foldable phone.

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https://www.cnet.com/news/galaxy-fold-my-first-day-with-samsungs-new-and-improved-foldable-phone-hands-on/

2019-09-19 08:45:03Z
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Pocket Casts changes subscription plans after user backlash - The Verge

Pocket Casts is making a change to its recently announced subscription plans after a backlash from users who were angry about losing access to apps they’d previously paid for.

The company is now giving free lifetime access to Pocket Casts Plus, its premium subscription service, to anyone that paid for the service’s web or desktop apps before the pricing changes. These apps were previously available to purchase and use via a one-off fee of $9, but now require a paid subscription of $0.99 a month or $10 a year to use.

Prior to Tuesday, Pocket Casts proudly touted its subscription-free offering. “No monthly subscriptions or freemium hoo-ha,” one of its promotional messages read, “We’ll ask you for $9. Just once.” However, it seems the reality of running an ongoing cloud-based service has now caught up with the company.

When it first announced the changes, Pocket Casts had offered users three years of access to the premium subscription service if they’d paid for these apps under the old purchase model. However, users were angry that their lifetime access had been changed into a three year subscription overnight. “Yup, what I thought to be my lifetime pocketcasts web purchase just turned into a three year rental. Exactly what I wanted,” read a heavily-upvoted Reddit comment.

In his blog post, Pocket Casts CEO Owen Grover notes that the company is trying to make this change “as soon as we can.” When I checked my own Windows 10 Pocket Casts app, it seems that the change has already taken effect. My own account is now listed as having lifetime membership of the premium service.

Outside of the changes in access to its web and desktop apps, Grover doesn’t mention rollbacks to any of its other initiatives, which include making its mobile apps completely free, and offering 10GB of cloud storage to let you upload your own audio and video content with the premium service.

It might not be hoo-ha, but Pocket Casts is definitely a freemium service now.

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https://www.theverge.com/2019/9/19/20873611/pocket-casts-plus-premium-web-desktop-apps-changes-rollback

2019-09-19 09:08:06Z
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Washington Monument reopens, iOS 13 rollout: 5 things you need to know Thursday - USA TODAY

2020 candidates to participate in climate forum

Twelve Democratic presidential candidates will participate in a climate town hall Thursday and Friday at Georgetown University. Dubbed "Climate Forum 2020," the event comes after the U.N. Intergovernmental Panel on Climate Change warned that carbon dioxide emissions need to fall by as much as 45% from 2010 levels by 2030 to avoid a climate change apocalypse.  Several top Democrats have yet to confirm their participation, including former Vice President Joe Biden, Sens. Elizabeth Warren, Kamala Harris and Amy Klobuchar, as well as former Texas Rep. Beto O'Rourke. The conversation will be moderated by MSNBC hosts Chris Hayes and Ali Velshi. 

  • In case you missed it: CNN hosted a 7-hour town hall on climate change
  • Climate change is just warming up. Here's how rising global temperatures are changing our way of life

Trump slaps down California on auto emissions standard in latest salvo against Golden State

The Trump administration is revoking California's waiver on auto emissions, a move that would undercut the state's decades-long ability to set stringent standards on tailpipe discharges. Officials with the Environmental Protection Agency (EPA) and the Department of Transportation have scheduled a joint news conference Thursday to announce details of the decision. EPA officials sent the state a letter last week warning that the tougher emission rules violate federal law. Several other states had considered adopting California's standard, and four automakers — Ford, Volkswagen, BMW and Honda — signed an agreement this summer embracing the lower emission requirements, drawing a rebuke from President Donald Trump. State officials are threatening to sue the administration over the move.

  • Deal "recognizes California's authority": 4 automakers reach emissions agreement with state, bucking rollback
  • What the future may hold: Why automakers may not change their strategies
  • Salvos against the Golden State: Trump battles California on multiple fronts

iOS 13: Apple rolls out new features for iPhones

Apple on Thursday officially releases iOS 13, the freshest version of its mobile operating system, which is compatible with models dating back to iPhone 6s and 6s Plus. Some of its new features include an optional darker design aesthetic, "look around" Maps, and a Photos app makeover with new editing tools for video. There's also a new "Sign in with Apple" service that's billed as an alternative to instant sign-on with Facebook or Google, with less sharing of our personal data with app makers. (Here are 13 hidden ways Apple's new software can breathe life into your aging iPhone.) The iOS launch comes a day before the official release of Apple's new iPhone 11 models. 

  • More-secure? Signing on with Apple could be safer than Facebook or Google
  • Goodbye, iPhone 6: What should I buy as a budget option now?

Washington Monument reopens 

After three long years, the Washington Monument is ready to welcome tourists. The 555-foot marble obelisk honoring America's first president will reopen Thursday morning. The monument will be open daily from 9 a.m. to 5 p.m.The tallest structure in Washington, the monument has been closed to the public since 2016. During that time, construction crews updated its elevator system and built a new security screening facility. 

  • Take a look at how the monument celebrated the 50th anniversary of the moon landing in July
  • Same-day tour tickets will be available on a first-come, first-serve basis

Out of control? Student loan debt hits all-time high

The class of 2018 graduated college a little deeper in debt than the classes before them, a new report released Thursday finds. The average bachelor's degree holder owes about $29,200, about a 2% increase from the class of 2017, according to a newly released report by the Institute for College Access and Success. The conversation surrounding the nation’s $1.6 trillion of student loan debt has never been louder with Democratic presidential hopefuls, including U.S. senators Elizabeth Warren and Bernie Sanders, proposing sweeping plans that would reduce the price of college.  The Institute for College Success and Access collected data from about half of all public and private, not-for-profit universities for its report, and it says the figures represent more than 70% of all graduates.

  • US News & World Report ranks America's 'best' colleges: Is there really a way to know?
  • Student loans: Betsy DeVos rule change means college students must fight for loan forgiveness

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https://www.usatoday.com/story/news/2019/09/19/washington-monument-reopens-ios-13-student-loans/2347662001/

2019-09-19 07:03:00Z
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Volta Football is exactly what 'FIFA 20' needs - Engadget

I still remember it like it was yesterday. Back in 2008, I would spend hours and hours playing FIFA Street 3 on the Xbox 360, mostly because I loved being on the sticks pretending to be Brazilian superstar Ronaldinho. His dribbling skills, flair and overall playstyle made him the perfect player for a street soccer game. This is why I was pumped when EA Sports revealed it was bringing back its recreational Street series with a new game mode called Volta Football that's debuting in FIFA 20. And while Ronaldinho is now retired from the world of soccer, there is another gem from Brazil who will be featured in Volta: Vinicius Jr., the 19-year-old wunderkind who plays for giant Spanish club Real Madrid.

As nice as pro player cameos in the game are, the real star of Volta is the one you'll create and customize to your liking. This year's title is so dense that Volta Football could easily stand as its own game, but since EA made it a part of FIFA 20, that just means you have even more ways to spend time playing the game. Volta itself has three main modes: Volta Story, Volta World and Volta Tour. To play any of these, you'll first need to make your own avatar, male or female, who you can make look like the real you by tweaking all sort of physical attributes. Your player can have long or short hair, brown or blue eyes, blonde or black hair and wear shorts or joggers.

FIFA

The Volta Shop.

Once you get done with that vanity process -- I spent about an hour trying to make my player look super handsome and edgy -- you can get right into the action. Volta Story is essentially replacing The Journey, the story mode EA introduced in FIFA 17, so this is where you'll play a campaign full of cinematic shots and cameos from the likes of Vinicius Jr. This mode is particularly important in Volta because, although there are street pitches you can play in New York City, Amsterdam, London, Mexico City, Tokyo and other places around the world, you'll need to unlock them by playing through Volta Story.

What I liked the most about Volta's story mode is that, as you win any three-on-three, four-on-four or five-on-five tournament, you can recruit players from the teams you just beat. And you'll need them too, since competition only gets tougher as you try to win the world championships, which is your player's ultimate goal in Volta Story. Think of those street players you're recruiting as big bosses you're taking out and then joining forces with. It's a nice touch so that you don't always have the same teammates, and you can also customize the look of any player who joins your squad.

"Edgarito" in Volta Football.

As you might expect, your Volta avatar isn't that good right after you create them, but you can help them get better by trying different skill challenges and playing different tournaments. Not only do you gain skill attributes by playing well and winning street matches, but you also get Volta points you can spend on clothes, accessories and shoes to make your player look more swaggy. Mine started out at level 65 (out of 100) and now I'm above 70, plus he's now wearing cool camo joggers and Adidas gear, which I was able to to buy after hours of playing.

Volta World and League, for their part, are an extension of Volta Story. League is where you can play Volta Football against friends and other people online, while World lets you explore the different street venues in the game and play matches there -- though you'll need to have unlocked the pitches in story mode before you can do play in some. Each location in this virtual tour has unique court with different match types, so you can play 3v3 (no goalkeepers), 4v4, 5v5 or even professional futsal (indoors) depending on which city you choose. It's great because playing in NYC, Mexico City, London or any of the other cities in Volta feels different.

I'll definitely miss The Journey, as I think it was one of the best features to come to the FIFA franchise in years, but Volta Football makes FIFA 20 feel fresh -- and I'm perfectly content with that.

FIFA

Manager press conference in FIFA 20 Career Mode.

Although Volta Football is obviously the biggest addition to the latest edition of FIFA, EA Sports also made significant changes to Career Mode, which were long overdue. For starters, you'll have a chance to create and choose female characters as your manager, a first for the game. Unlike previous years, when you could only pick your manager from a group of standard, dull characters, in FIFA 20 you can customize their body type, skin tone, clothing and hairstyle. Additionally, EA took a cue from Football Manager and will now let your manager attend pre- and post-match press conferences, where your answers to questions from reporters will affect your team's and individual players' morale.

The changes extend to the classic gameplay, where EA has tried to make the game more realistic with tweaks that mimic real-world players and matches. With Composed Finishing and Controlled Tackling, for instance, shooting and defending is so much better that it won't take long for FIFA fans to notice. Composed Finishing makes scoring harder, especially in situations like volleys, and Controlled Tackling makes it so that when you play as a defender you have to time your tackles just right if you want to keep control of the ball.

EA says it wanted these new animations to make FIFA 20 feel like "true-to-life" experience, and it shows throughout the entire game.

When it comes to pure gameplay and graphics, it's hard to choose between eFootball PES 2020 and FIFA 20 -- both games look incredible and are equally as fun to play. But, it's features like Volta Football and the improved Career Mode that make FIFA 20 stand out yet again. Konami did beat EA Sports to some licensing rights this year, which is the reason Italian powerhouse Juventus is known as "Piemonte Calcio" in FIFA 20, though EA still has dibs on the UEFA Champions League and basically every other prestigious league and team.

FIFA 20 comes out on September 27th for PlayStation 4, Xbox One, PC and the Switch, though Volta Football won't be available on Nintendo's console. That's a shame, really, because it would be so fun to play the new mode during my daily commutes or while I'm on a plane trying to kill time. Who knows, maybe once Nintendo makes its Switch with a little more oomph EA will start to bring power-hungry features such as Volta to it -- one can only hope, at least.

Gallery: "FIFA 20" gameplay | 15 Photos

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https://www.engadget.com/2019/09/19/fifa-20-volta-review/

2019-09-19 07:04:26Z
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Volta Football is exactly what 'FIFA 20' needs - Engadget

I still remember it like it was yesterday. Back in 2008, I would spend hours and hours playing FIFA Street 3 on the Xbox 360, mostly because I loved being on the sticks pretending to be Brazilian superstar Ronaldinho. His dribbling skills, flair and overall playstyle made him the perfect player for a street soccer game. This is why I was pumped when EA Sports revealed it was bringing back its recreational Street series with a new game mode called Volta Football that's debuting in FIFA 20. And while Ronaldinho is now retired from the world of soccer, there is another gem from Brazil who will be featured in Volta: Vinicius Jr., the 19-year-old wunderkind who plays for giant Spanish club Real Madrid.

As nice as pro player cameos in the game are, the real star of Volta is the one you'll create and customize to your liking. This year's title is so dense that Volta Football could easily stand as its own game, but since EA made it a part of FIFA 20, that just means you have even more ways to spend time playing the game. Volta itself has three main modes: Volta Story, Volta World and Volta Tour. To play any of these, you'll first need to make your own avatar, male or female, who you can make look like the real you by tweaking all sort of physical attributes. Your player can have long or short hair, brown or blue eyes, blonde or black hair and wear shorts or joggers.

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The Volta Shop.

Once you get done with that vanity process -- I spent about an hour trying to make my player look super handsome and edgy -- you can get right into the action. Volta Story is essentially replacing The Journey, the story mode EA introduced in FIFA 17, so this is where you'll play a campaign full of cinematic shots and cameos from the likes of Vinicius Jr. This mode is particularly important in Volta because, although there are street pitches you can play in New York City, Amsterdam, London, Mexico City, Tokyo and other places around the world, you'll need to unlock them by playing through Volta Story.

What I liked the most about Volta's story mode is that, as you win any three-on-three, four-on-four or five-on-five tournament, you can recruit players from the teams you just beat. And you'll need them too, since competition only gets tougher as you try to win the world championships, which is your player's ultimate goal in Volta Story. Think of those street players you're recruiting as big bosses you're taking out and then joining forces with. It's a nice touch so that you don't always have the same teammates, and you can also customize the look of any player who joins your squad.

"Edgarito" in Volta Football.

As you might expect, your Volta avatar isn't that good right after you create them, but you can help them get better by trying different skill challenges and playing different tournaments. Not only do you gain skill attributes by playing well and winning street matches, but you also get Volta points you can spend on clothes, accessories and shoes to make your player look more swaggy. Mine started out at level 65 (out of 100) and now I'm above 70, plus he's now wearing cool camo joggers and Adidas gear, which I was able to to buy after hours of playing.

Volta World and League, for their part, are an extension of Volta Story. League is where you can play Volta Football against friends and other people online, while World lets you explore the different street venues in the game and play matches there -- though you'll need to have unlocked the pitches in story mode before you can do play in some. Each location in this virtual tour has unique court with different match types, so you can play 3v3 (no goalkeepers), 4v4, 5v5 or even professional futsal (indoors) depending on which city you choose. It's great because playing in NYC, Mexico City, London or any of the other cities in Volta feels different.

I'll definitely miss The Journey, as I think it was one of the best features to come to the FIFA franchise in years, but Volta Football makes FIFA 20 feel fresh -- and I'm perfectly content with that.

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Manager press conference in FIFA 20 Career Mode.

Although Volta Football is obviously the biggest addition to the latest edition of FIFA, EA Sports also made significant changes to Career Mode, which were long overdue. For starters, you'll have a chance to create and choose female characters as your manager, a first for the game. Unlike previous years, when you could only pick your manager from a group of standard, dull characters, in FIFA 20 you can customize their body type, skin tone, clothing and hairstyle. Additionally, EA took a cue from Football Manager and will now let your manager attend pre- and post-match press conferences, where your answers to questions from reporters will affect your team's and individual players' morale.

The changes extend to the classic gameplay, where EA has tried to make the game more realistic with tweaks that mimic real-world players and matches. With Composed Finishing and Controlled Tackling, for instance, shooting and defending is so much better that it won't take long for FIFA fans to notice. Composed Finishing makes scoring harder, especially in situations like volleys, and Controlled Tackling makes it so that when you play as a defender you have to time your tackles just right if you want to keep control of the ball.

EA says it wanted these new animations to make FIFA 20 feel like "true-to-life" experience, and it shows throughout the entire game.

When it comes to pure gameplay and graphics, it's hard to choose between eFootball PES 2020 and FIFA 20 -- both games look incredible and are equally as fun to play. But, it's features like Volta Football and the improved Career Mode that make FIFA 20 stand out yet again. Konami did beat EA Sports to some licensing rights this year, which is the reason Italian powerhouse Juventus is known as "Piemonte Calcio" in FIFA 20, though EA still has dibs on the UEFA Champions League and basically every other prestigious league and team.

FIFA 20 comes out on September 27th for PlayStation 4, Xbox One, PC and the Switch, though Volta Football won't be available on Nintendo's console. That's a shame, really, because it would be so fun to play the new mode during my daily commutes or while I'm on a plane trying to kill time. Who knows, maybe once Nintendo makes its Switch with a little more oomph EA will start to bring power-hungry features such as Volta to it -- one can only hope, at least.

Gallery: "FIFA 20" gameplay | 15 Photos

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https://www.engadget.com/2019/09/19/fifa-20-volta-review/

2019-09-19 07:01:40Z
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