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X-Men actor becomes different kind of superhero in MacGyver reboot 

The crafty action star returns to TV Lucas Till will play Angus MacGyver in an upcoming revival of the classic action TV series, Variety reports. The actor, best known as the mutant Havok in the recent X-Men movies, will play a 20-something version of the infallible problem-solver in a pilot produced for CBS.
Joining Till will be actors Joshua Boone and George Eads as MacGyver’s trusted companions; actor Henry Winkler serves as a producer on the reboot. Winkler, who was a producer on the original series as well, joined on back in October; the project was first announced back in February 2015, with Till’s casting marking the end of a long search, according to Variety.
MacGyver premiered in 1985 with Richard Dean Anderson in the starring role. The series lasted seven seasons on ABC where it found cult acclaim, spawning merchandise, two TV movies, featured spots on The Simpsons, Saturday Night Live parodies and more.

Game

Zombie ‘survival platformer’ Deadlight coming to PS4 and Xbox One 

Director’s Cut version of Tequila Works’ sidescrolling adventure coming soon Publisher Deep Silver is bringing Deadlight, Tequila Works’ platforming adventure first released on Xbox 360 and Windows PC in 2012, to current consoles. Dubbed Deadlight: Director’s Cut, the new version of the zombie survival game will add “superior controls, new animations and full 1080p resolution" to the game.
Deadlight: Director’s Cut will also introduce Survival Arena, a new mode that promises "one of the toughest zombie challenges yet."
Deep Silver and Tequila Works are working with Abstraction Games, which has adapted a long list of well-known titles, to bring the new version of Deadlight to PlayStation 4, Windows PC and Xbox One. Deadlight: Director’s Cut will be released June 21 and cost $19.99.
For more on the original Deadlight, read Polygon’s review.

Game

Drawful 2 and Jackbox Party Pack 3 coming this year 

How to lose friends and humiliate people Drawful, a sadistic, friend-shaming twist on Pictionary, was arguably the best game in the original Jackbox Party Pack, so its absence from the second pack was pretty puzzling. That omission is a bit clearer now that Jackbox has announced it’ll bring a stand-alone sequel, Drawful 2, to PlayStation 4, Xbox One, PC, Mac and Amazon Fire TV this spring. Above you’ll find the first trailer for the game, which touts the expansion from one color per player to two as well as online play and expanded streaming options.
Jackbox also announced the release of Jackbox Party Pack 3, coming to the same platforms as Drawful 2 this fall. Though it’s not announcing any of the games included in the third bundle, Jackbox did reveal that Drawful 2 won’t be one of them.

Game

How game companies make the right match for online players 

GDC talk looks at the math that goes into PvP challenges. Each and every time you are matched in an online game, there’s a lot of mathematics going on under the hood. Game companies are investing more time and effort into effective match-making, because it keeps players from straying to rival attractions.
That was the view of Josh Menke, speaking at Game Developers Confrence last week on “Skill, Matchmaking, and Ranking Systems Design." Menke has been working on skill systems for more than a decade, including work on World of Warcraft, Starcraft II, Diablo III, Hearthstone, Call of Duty: Black Ops II and Halo 5. He is currently a senior systems designer at Activision.
He pointed out that balanced matchmaking helps new players, who are often wary of being trashed by superior players when they venture into competitive arenas. But veteran players must also be given satisfying challenges, especially as they are often vocal boosters — and critics — of a game.
"A good skill system finds players’ skills really fast and predicts outcomes correctly."
Most games have some sort of skill system that tells players and game-makers the level at which the player is ranked. These might include a kill/death ratio or a numbered ranking based on hours played or on achievements unlocked.
But sometimes these are not enough to predict various skill levels. Bad players can have a decent kill/death ratio if they only ever play against other bad players.
So games companies find other means to match players appropriately, balancing various data points to create a bigger picture. Performance ratings based on the strength of opponents is always best, he said, adding that every system requires constant testing. The outcome should be a classic bell curve that portrays the skill levels of the entire community.
"A good skill system finds players’ skills really fast and predicts outcomes correctly," he said. "It should give the right probabilities."
Menke added that the ideal outcome is for "planned experiences of varying intensity" so that all players get a good mix of games that are easy, evenly matched and hard to win. "That keeps the most amount of players in your game having fun," he explained.
He spoke about how new weapons are sometimes introduced to games, and are then taken up and dominated by a small number of players. The developers sometimes react by seeking balance and by nerfing powerful weapons. But Menke said that could be a mistake. Those players ought to be matched together, though he warned that fragmenting the audience between too many modes and specialities risks increasing wait times to games.
One area he worked on was the problem of mixing groups of friends with groups of random people. The friends generally had an advantage over the strangers. He said that every team should create its own skill level so they can be matched correctly. A mediocre team of pals might get a better game against a bunch of strangers with individually high skill levels.
The most important thing is finding the right balance between getting people up and playing, and making sure they get a satisfying challenge. "People don’t like to wait," he said.