Dark Souls Remastered's network test was conducted last weekend, giving our firs look at how the game operates across all consoles. We've already had a sizeable chunk of PS4 Pro preview footage to look at, of course. Running at a native 1800p and with something very close to a locked 60fps, first impressions are of a conservative, but satisfying remaster. What the network test finally gives us is a sense of perspective: how does the more powerful Xbox One X compare to the PS4 Pro? And equally, where does that leave the two base consoles?
Well, first things first - the code offered to users really is an early and unique build, put together just to test the PvP invasions and using a restricted segment of Lordran. Even though the client weighs in at 3GB - almost the size of the full game on last-gen systems - we were blocked off from a lot of the best bits. So there was no opportunity for a trip to wyvern on the bridge, or to explore Sen's Fortress, for example. All those were hidden by impassable fog doors, or untouchable levers.
Instead, the network test build honed purely on the Undead Parish area, leading up to two Bell Gargoyles on the rooftop. Short as it is, there is enough here to prove that the new netcode is generally holding up; I struggled to summon Solaire a couple of times, but in terms of the online invasion mechanic it doesn't seem...
The island from Lost, that TV show about polar bears and time travel, has been painstaking recreated in Far Cry 5's Arcade map maker mode.
As a huge fan of the show, I am genuinely in awe of YouTuber Un-Break-Able's work. Having played Ubisoft's dodgy official Lost game, it feels like he has done a better job of recreating the island than Ubisoft itself.
There's the beach camp with its tents and graveyard area. There's its kitchen, and Charlie and Claire's tent complete with a guitar and crib.
The Metro Exodus release date has been moved back from autumn 2018 to Q1 2019.
Publisher Deep Silver and developer 4A Games issued a joint statement this morning:
"The development of Metro Exodus is progressing well; we are all really excited by what we are seeing. We have been constantly reviewing the games progress to ensure that we deliver a product that gamers and fans of the Metro series want and deserve, as well as keeping an eye on announcements from our competitor products. We want everyone to be able to experience what is the most ambitious Metro game to date at its absolute best and therefore we have taken the decision to move the release date to Q1 2019.
Xseed Games announced that the survival horror adventure game Corpse Party 2: Dead Patient is finally getting a western release on PC in Fall 2018.
Avalanche Studios, the developer behind the Just Cause series and Mad Max, has opened a third office in Malmö, Sweden.
The studio was founded in Stockholm in 2003, and opened a second New York office in 2011. The third studio is reported to be working on current and future IP, particularly "relatively small and flexible projects which rest on a solid foundation of AAA production values and award-winning proprietary technology," reads a statement.
Sara Ponnert, formerly of Pan Vision and Sony Ericsson Mobile, will manage the Malmö studio.
"Getting back into the games industry feels like coming home. I’m honoured to have been chosen for the role, and look forward to building Avalanche Studios’ presence in Malmö," she said.
Yesterday, developer PUBG Corp announced that PlayerUnknown's Battlegrounds' second map, the desert-themed Miramar, would be leaving testing and launching on Xbox One next week, on Thursday May 24th.
Prior to full release, however, Miramar is undergoing one final round of public testing. Should you wish to get involved, test servers are now open and will remain so until Miramar shifts to the live servers on May 24th. What's more, there'll be no downtime to speak of, given that PUBG's public test servers will continue to host Miramar while live server maintenance is underway.
According to PUBG Corp, Battlegrounds' latest round of public testing on Xbox One supports play for Solos, Duos, and Squads, and isn't soley restricted to Miramar; it will also include the latest optimisations, tweaks, and bug fixes for original map Erangel.
UPDATE 2: Rage 2 is developed by Avalanche Studios, its official website has revealed.
"Developed in association with Avalanche Studios, trading as Fatalist Entertainment AB," reads the small print at the foot of the Rage 2 website.
The phrase "in association" suggests other studios are involved, no doubt Rage developer id Software.
There is something about a bright red airplane buzzing over endless blue seas that is not easy to put out of mind. I saw a screenshot for Above a few weeks back - or maybe it was a GIF; this is a game that has a real power when glimpsed in GIF form - and part of me has been with it ever since, moving in low over the calm waters until my fixed wheels sparkle with seaspray and my propeller sends up tumbling cords of froth.
If this was all there is to Above it would be enough, I think. You grab the controller and the opportunities presented by a clear blue ocean seem limitless. One stick to steer, another to do stunts, and - why not, then? - an occasional stab of a trigger to send a little line and hook descending to pick up salvage scattered across the waves.
But that was never going to be all there was to Above. Stare long enough at that red plane moving over the blue seas and the toy box, children's book dreaminess starts to turn to something darker. The plane seems terribly small, and the ocean terribly big and terribly frightening in that way that featureless oceans can't help but feel. Thoughts turn from Lindbergh to Amelia Earhart.
Axe to grind.
Long-time fans of the site will know that we've carried a torch for Gal Metal for some time now; we've covered the Japanese release of the game, spoken to the man behind it and kept out fingers crossed that it would hit a wider audience at some point soon.
That time has come as XSEED and Marvelous Europe have confirmed that they are bringing Tak Fujii's game to North America and Europe respectively this Fall.
Read the full article on nintendolife.com
Calm before the storm.
Visiting the center of a bunch of different storm circles in a single match is one of the week four challenges in season four of Fortnite. Complete it, and you'll get a ton of XP that will help boost you towards the season 4 exclusive Battle Pass rewards, like new skins and gestures.
In this guide, we're going to help you figure out how to reach the very centre of the storm. We'll also provide any tips and tricks to help you complete this challenge much faster.
Read the full article on pushsquare.com
An all-new Avengers series has kicked off over at Marvel Comics with a brand new team roster -- "new" in this case being extremely relative. Avengers by writer Jason Aaron and artist Ed McGuinness has set out to return the team to their classic roots, anchored by the familiar likes of Captain America, Iron Man, and Thor for the first time since 2014. No one is particularly surprised by this turn of events given that the pattern of benching and returning major heroes in comics is so regular you could set your watch by it. The fact that they're back isn't what makes this time special, nor is it really the problem -- it's who they're ousting in the process, and the way it looks from the outside.
A sublime little side-scroller in the PlayDead tradition of child protagonists and looming industrial backdrops, FAR: Lone Sails is about going somewhere while staying put. It is the story of a girl, her features swallowed by a comically over-sized coat and hat, who embarks on a journey across a dried-up, abandoned continent after the loss of a loved one. The girl, however, does not do the journeying herself. She lives inside and operates a beautiful two-wheeled landship, its wooden frame peeling away when you board to reveal a dollhouse universe of cylinders and dials, swaying lanterns and pipes joined up by fat red buttons.
The landship is an immediate delight to interact with, from the way its engine backfires apoplectically to the sails that sprout like bullet-holed rabbit ears from its hull, allowing you to save precious fuel when the wind is at your back. It's also something of a pain in the arse, and all the more endearing for it. The vessel's tank only has enough fuel for a moment or so of forward movement, obliging frequent trips to the stern to load another crate into the incinerator, and you'll need to vent steam regularly to stop things bursting or catching fire. Fuel itself is more abundant than you might guess from the post-apocalytic premise (I suspect the game drops it ahead of you, depending on your performance) but it's important to be efficient, timing each top-up just right so that you eke the most...
Microsoft has announced a new Halo game - for arcades.
That's right, there's a new Halo game in the works for all those arcades that don't exist anymore.
Halo: Fireteam Raven is an arcade shooter for up to four players built by Raw Thrills and Play Mechanix in a partnership with Halo custodian 343 Industries. Fireteam Raven is set in the timeframe of Halo: Combat Evolved. As you'd expect, you play one of Fireteam Raven, a group of Orbital Drop Shock Troopers (ODSTs), who land on the surface of Alpha Halo and fight alongside Master Chief and the rest of the UNSC against the Covenant and the Flood.
The Green Man Gaming eighth-birthday celebration continues into its second week with a big batch of publisher-specific vouchers and discounts, letting you pick up some quality titles at extra-low prices this week, if that's your thing.
The publishers represented in this latest batch of discounts are Rockstar, Ubisoft, Bethesda, Square Enix, 2K and Konami, along with a group of other titles all collected into a range dubbed the 'best of the rest'.
Among the rabble, you'll find Grand Theft Auto 5 for as low as £16, XCOM 2 for under a tenner and, perhaps most notably, some big discounts on brand new titles like FrostPunk, which is down to £18.74. In order to help break the offers up a little, here's a handy group of highlights split up by publisher and voucher. You're welcome.
Days Gone goes out of its way to make it feel like you're in an oppressive and bleak setting. With many scattered survivors, bandits lurking in the streets and dense forests, and undead roaming among the remains of civilization--the zombie-apocalypse is a constant struggle to survive in. And the only thing keeping you going are whatever meager resources you could scrape together, and a motorcycle that's seen far better days. Coming from Bend Studio, the same developers behind the Syphon Filter series and Uncharted: Golden Abyss, the upcoming open-world game is a massive departure for its creators, which shows some solid signs of ambition.
We recently got to check out the early hours of the PS4 exclusive, and saw some promise in the large open world of this zombie shooter. You take on the role of Deacon, a motorcycle-riding drifter who's lived through two years of the apocalypse and counting--the game literally has a counter that shows how many days has passed since the outbreak. As he travels deeper into the wilds of the Pacific Northwest, he'll encounter bandits, gangs, dangerous wild-animals, and other ruthless factions seeking to claim what's left of the world, all the while finding out just how far the infection has spread.
In order to stay alive, you'll have to stay prepared and on the move, and Deacon's...
I was dropped an hour into Days Gone’s post-apocalyptic survival world. I started in a camp/safezone with my motorcycle and a very limited quantity of ammo for my pistol and assault rifle (and sadly, no bolts for my crossbow). The freakers (don’t call ‘em zombies!) were a danger anywhere outside of the camp’s walls, and here I was, with a few tasks on my ledger, free to do whatever I pleased.
A tap on the bottom quadrant of the DualShock 4’s touchpad brings up hero Deacon St. John’s skill menu. You can upgrade yourself just like you can anything else in one of three categories: melee, ranged, and survival. Sadly my 20-minute hands-on didn’t allow me much time to plumb the depths of any of them, but I’m looking forward to sinking my teeth into each tree in the final version (which isn’t out until 2019, by the way).
Company keeping expectations realistic.
PlayStation VR is doing well, but virtual reality as a whole is stumbling. Former PlayStation president Andrew House talked about this prior to his departure; Sony is absolutely dominating the fledgling medium, but the company needs growth across the entire sector for it to properly take off. In other words, the Oculus Rift and HTC Vive are somewhat letting the side down.
New chief John Kodera echoed his predecessor’s comments during an investor relations call overnight, stating that the manufacturer is aiming for stable growth with realistic expectations in the virtual reality sector, which sounds like a reasonable approach to us. It’s targeting the same for its new smartphone developer ForwardWorks, which hasn’t got off to a great start.
Read the full article on pushsquare.com
Square Enix has released another update for its disappointing Chrono Trigger PC port, further improving the user interface, overhauling player sprites on the world map, and more - all intended to bring the game more closely in-line with the beloved SNES original.
When Chrono Trigger surprise-launched on Steam back in February, fans were elated - for a few moments, at least. It soon transpired that Chrono Trigger for PC was plagued with issues - including poor performance, an unwieldy interface, and blurry up-scaled sprite art - largely all inherited from the mobile port it was based on.
After widespread criticism, Square announced its intention to address the issues that fans of the classic J-RPG had raised - and has already released one update, adding original-style sprites, a UI overhaul, improved controller and keyboard support, and more.