Slow Gods Review: An Unforgettable Deep Space Sci-Fi Adventure That’s Both Fun and Thought-Provoking

Tragic fate awaits the inhabitants of Ajmir, destined for obliteration.

Detlef van Ravensway/Science Photo Library

slow gods
Claire North, Orbit

Claire North is a well-established author, known for writing under multiple names, but this is their inaugural foray into traditional science fiction that includes spaceships. I found the title slow gods intriguing, and the cover art appealing. I entered the narrative with elevated expectations.

It kicks off with: “My name is Maukana na Vdnadze, I am a very poor copy of myself.” A fantastic beginning.

However, I felt a bit lost after about 60 pages. While the story is crafted in a grand space opera style filled with timelines, cultures, and names—typical of the genre—I hadn’t formed a connection with the protagonist yet. The main character is an exceptional deep space pilot but struggles with a troubling history of causing fatalities. Perhaps my mood affected my reading experience. I persisted a little longer, and when the main character, Mau, encountered another figure named Gebre, I started to feel more engaged.

I’m inclined to take a leap here: please read this book. If science fiction is your thing, you’ll likely appreciate it. If you’re unsure initially, as I was, feel free to move on.

I actually have some space to elaborate on my thoughts. It’s been ages since I’ve enjoyed a science fiction piece so thoroughly. Yet, it’s more than just amusement; it’s also deeply emotional and impactful—well articulated.

North shines in creating characters with depth, along with intricate world-building and expansive plots that span galaxies. There’s humor woven throughout, and in the tradition of Ian M. Banks, there are delightful AI entities and drones that contribute to the comedic elements.


slow gods presents formidable villains with malicious intent and lethal weapons, including the “Black Ships” that raze cities.

Maw is a remarkable protagonist. As a reader, it’s refreshing to have no clear idea of what the protagonist might be capable of, contemplating that it could be quite dramatic. In a pivotal moment during his first mission as a pilot, Maw dies and continues to resurrect multiple times, provided that no one witnesses or mourns his remains. It raises questions about whether Maw retains humanity or has transformed into something different.

Returning to the encounter with Gebre… Maw accepts the mission to pilot a vessel to Ajmir, a planet poised for destruction due to the impending collapse of its binary star system, LK-08091881.

A mysterious, god-like machine known as Slow had been issuing warnings about the imminent collapse of the star system, with shockwaves traveling at light speed, endangering all life within an 83 light-year radius. Unfortunately, the affected populace’s reactions were inconsistent at best. By the time Mau landed on Ajmir on its final day, countless individuals remained, hoping to win a lottery for a chance at escape.

Upon his arrival, Mau meets Gebre Netyu Chatitymska Bajwala. Currently, Gebre is somewhat “innumerable,” yet they focus less on that and more on preserving significant artifacts for future generations to understand Ajmir’s true history.

Gebre is an intriguing character, and Maw finds himself attracted to them. What steps can he take to protect Gebre? Or will he seek revenge? The groundwork has been laid.

It’s pertinent to mention that “Shines” exist as formidable villains with hostile dispositions and lethal weaponry, including “black ships” and super soldiers capable of nearly invisible city destruction.

In summary, read this book.

I also suggest Emily…

Consider Phlebas
Ian M. Banks, Orbit

Slow Gods often reminded me of Banks’ culture series, making it a natural “also recommended” option. I typically recommend The Player of Games to newcomers to the culture series, as it serves as an accessible starting point, being the first of Banks’ works in this universe. It follows a character named Horza, who possesses the ability to transform into perfect replicas of others. What else is there to wish for?

Emily H. Wilson is a former editor of New Scientist and the author of the Sumerian trilogy, set in ancient Mesopotamia. The concluding novel, Ninshubar, has been released. You can find her at emilywilson.com, on X @emilyhwilson, and on Instagram @emilyhwilson1

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Source: www.newscientist.com

When the Map Fails: From Great North Run to Phantom Aldi | Running Adventure

Organizers of the Great North Run have issued an apology for featuring a map of Sunderland instead of Newcastle on this year’s finishing medal. Unfortunately, this is just one in a long list of mapping errors.

Other notable mistakes include the Phantom supermarket, hazardous climbing routes, and geopolitical missteps.


Phantom Aldi

Earlier this year, the Welsh village of Siphiliog in Denbyshire faced unexpected traffic disruptions after Aldi appeared on the map.

A nearby farm, home to around 500 residents, was mistakenly labeled as a supermarket on Google Maps, leading to a surge of shoppers and milk tankers overwhelming the area.

In response, Google stated it operated “around the clock” to monitor suspicious activities and updated the listing.

Geopolitical Failure

In December, FIFA expressed regret over the omission of Crimea from Ukraine in its mapping.

While the map outlined countries unable to compete due to political tensions, it failed to acknowledge Russian-occupied regions recognized internationally as part of Ukraine since 2014.

“We fully appreciate the sensitivity surrounding this issue and though unintentional, we sincerely regret any distress it may have caused,” the organization stated in a letter to Igor Grishenko, the UAF’s general secretary.

Bennevis’ Dangerous Route

In 2021, Google Maps revised the directions for Bennevis, the UK’s tallest mountain, after warnings about potentially “fatal” paths.

The Scottish climbing charity, John Muir Trust, cautioned that the map’s directions for the nearest parking area to the summit were dangerously misleading, especially for novice climbers, leading them onto treacherous routes without alternative paths.

Google responded by clarifying that the issue pertained to driving routes, not walking directions, and updated the map to direct drivers to visitor centers instead.

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Marathon Mishaps

At last year’s San Francisco Half Marathon, the course was mistakenly found to be short by 0.5 miles, affecting the times of thousands of runners.

Organizers claimed the route was measured accurately, but the certification map was incorrect, resulting in various discrepancies.

This was not the first instance of a mismeasured race; between 2013 and 2015, the Greater Manchester Marathon was mapped incorrectly, marking it 380 meters short. Consequently, the times of approximately 24,000 runners were deemed invalid by British athletics.

Similar issues have also arisen in past events, including the Brighton Half Marathon and the Great Scotland Run.

Taking the Wrong Steps

Google corrected a mapping error in Edinburgh after drivers were wrongly guided down a flight of steps. This route was previously accessible by vehicles, but changes in the roads had led to the installation of stairs, resulting in at least two cars getting stuck at the bottom of Calton Hill. In January, Google announced that the mapping issue had been fixed.

Source: www.theguardian.com

Moonlight Peaks: Experience Life as a Little Vegan Vampire | Gaming Adventure

What would you do if you were a petite, vegan vampire? This intriguing question is posed by Moonlight Peaks, a Z-coded, Tiktok-responsive supernatural life simulation game. Drawing inspiration from the fondness for “cozy games” like Animal Crossing and Stardew Valley, Moonlight Peaks wraps you in the cape of Dracula’s daughter, who has fled from her father’s corpse to embrace a tranquil new existence.

Before long, she finds her home among werewolves and witches in the enchanting farming community of Moonlight Peaks, where she tends to crops and nurtures animals instead of preying on innocent lives. In this whimsical yet eerie game, you can craft your own plant-based blood substitute, befriend the town’s inhabitants, and resolve the many issues that linger from Papa Dracula’s legacy.

While farming and decorating are central to the gameplay, its creator mentions there is a remarkable array of story-driven quests to uncover. “I’m joking, you’re the town’s therapist,” quips art director Mia Boas. From the soothing woes of a troubled werewolf to the cries of mermaids, from drawing Grimm’s Grim Reaper to engaging in stabbing mini-games, and the developer’s whimsical promises of Little Chicken, the game offers more than just perfecting your haunted homestead.

“We aimed for a charming and cozy experience,” explains CEO and Game Director Yannis Bolman. “Initially, we had a mechanic that allowed you to bite bystanders. You’re trying to become friends with them, and then you’re chewing on them? It just felt very odd.”

Much like other social media-friendly life sims, Moonlight Peaks offers various romantic adventures for players to indulge in. “If you’re interested in a romantic connection, you can go on dates like stargazing or roasting marshmallows. The ultimate step is that you can transform them into vampires too—but only with their consent and a little nibble. Listen, you bite them.” It’s these adorable touches that can turn your fanged soulmate into a permanent resident of your home.

Bolman and Boas mention that fan feedback has been instrumental in steering the game’s development. With a lively artistic style that feels impressively smooth given the size of the team, Moonlight Peaks is poised to illuminate the dim corners of the SIM market.

Source: www.theguardian.com

Mario Kart World Review – Riot Road Trip: A Fun Adventure for Everyone on Nintendo Switch 2

I When my sons rushed over to me a few hours after the game, I recognized that there might be challenges with the Mario Kart universe in our home. Slightly concerned, I examined my thumb and noticed it had indeed been battered by the chaotic fun of the tournament. Playing Mario Kart online is now an option—even during video chats—but it doesn’t replicate the experience of playing alongside friends on the couch. This game has the potential to revive living room multiplayer for countless families.

It’s been a long time since 1992 when Mario and his friends started racing around the whimsical Wonder Circuit. This series has been a consistent companion throughout my life, one that everyone enjoys playing with me. I found myself embroiled in a multi-month match battle with my brother and a gamer friend. I witnessed a stranger joyfully playing it endlessly during the gaming night at the pub I managed. I raced in and out of the game over the long evening with a large group of friends. I’ve played it with nearly every person I’ve dated. Mario Kart World accommodates all these play styles and more. Highly competitive.


The Mario Kart world is vibrant with split-screen multiplayer as per usual, and the online features are extensive. Photo: Nintendo

The course offerings resemble a true Disneyland, featuring ice palaces, jungle safaris, dinosaur parks, ski slopes, and a spaceport themed after the 1983 arcade version of Donkey Kong. Some courses feel like classic Mario Kart tracks with clever turns and shortcuts designed for power sliding and boosting in the traditional style. Others take you on broader, more scenic journeys. All tracks link to additional courses, allowing you to traverse hotspots on a vast, interconnected map—from the seaside to Bowser Castle and up volcanic mountains.

Outside of racing, you can freely roam off-road or along the water, searching for hidden coins and challenges. You’ll encounter tricky courses across lava fields, unconventional routes through the air with seaplane wings, and timed coin-collecting adventures. This world might not be as densely populated and visually stunning as Forza Horizon, but it’s a delightful space to explore with friends, discovering quaint, picturesque spots together. The visual elements evoke the essence of group excursions—think Polaroid snapshots, local shop stickers, and favorite foods. It’s unfortunate that Free-Roam is limited to online play; two or more players using the same console can race together but cannot explore as a group.

Speaking of exploration, you can make your Mario Kart session feel like a tournament. If desired, you can time your laps and compete to identify the optimal lines on specific courses. However, it seems developers aim for an exploratory experience instead. The Grand Prix Competition ties together courses, allowing you to create routes across this little continent and witness all its sights. Racing with 24 players along an expansive route feels less like a race and more like a chaotic road trip. This atmosphere is reminiscent of a knockout tournament—a Fortnite-style elimination race where you can go from 1st to 14th place in seconds, getting knocked out frequently.

Yet, the most significant shift isn’t the setting but the movement mechanics. You can charge boost jumps, grind along rails across more intricate courses, ride on walls, and discover chain shortcuts. This required me to rewire my muscle memory built over years of drifting and boosting. In my initial days with Mario Kart World, I faced the humbling reality that I might actually be bad after all these years. However, once you master it, the gameplay feels revitalized, adding a hint of Tony Hawk-level skill, even for those of us who have been karting for ages.


The new visuals of Mario Kart World revitalize Donkey Kong for a new generation. Photo: Nintendo

The character roster is extensive and whimsical. Cows, dolphins, and a freshly designed Donkey Kong can race on the Hilaring Wheel in the Hilaring Rally. (Nintendo’s iconic apes now look as though they’ve been inspired by a recent Mario movie.) Every time I perform my tricks, I lightly bounce in the air. Now I realize he’s not irritated; he’s just older. It’s hard not to chuckle at Bowser donning full biker leather, echoing his copycat Harley persona.

With a variety of motion-controlled steering and auto-acceleration options, the game offers multiple assist settings for newer players. My 8-year-old could play without assistance, while my 5-year-old managed with some help. It truly feels like an exemplary welcoming title, embodying a blend of diverse philosophies of fun that coexist harmoniously. The Switch 2 itself seems more like a suave upgrade than a completely new console, showcasing Nintendo’s talent for reinvention.

Source: www.theguardian.com

Review of Indiana Jones and the Great Circle: A Smart, Fascist-Fighting Open World Adventure Game

MToday, creating an Indiana Jones game may appear straightforward. Just take Uncharted’s Nathan Drake, transport him back in time about 80 years, give him a fedora and a whip, and witness the emergence of the golden idol. Dog mastered the formula for indie-inspired, globe-trotting action games over a decade ago. It would be understandable if Swedish studio MachineGames followed this same template.

However, Indiana Jones and the Great Circle chooses a different path. They intentionally avoid inviting such comparisons. This unconventional blockbuster shares more similarities with games like Dishonored and Hitman rather than Uncharted. While there are action and spectacle moments, along with some platforming, the focus lies more on puzzles, free-form stealth, and battling fascist enemies while disguised as a priest.

Set in 1937 between Raiders of the Lost Ark and The Last Crusade, The Great Circle follows Indy as he investigates a cult infiltrating Marshall College and stealing valuable artifacts. Pursued by giants from this cult after stealing a cat, Indy embarks on a journey to various historical sites globally.

The environment is filled with items ideal for testing Nazi intelligence. Photo: Bethesda

His first destination is Vatican City, setting the tone for the subsequent adventures. Vatican City serves as a vast, maze-like sandbox where players can freely explore at their own pace, carefully navigating around fascist threats. With various puzzle-solving elements and exciting discoveries, players get to immerse themselves in the thrill of uncovering ancient secrets while outsmarting enemy patrols.

Vatican City offers a diverse range of challenges and hidden areas to explore, setting a high standard that makes subsequent locations like the Pyramids of Giza seem more traditional in comparison. The transition to open-world exploration in later parts of the game allows for more experimentation with Indy’s abilities.

With encounters against various foes like Blackshirts and the Wehrmacht, The Great Circle captures the spontaneous action reminiscent of a Spielberg film. While combat is an option, stealth remains a preferred method, with a variety of tools at your disposal for defeating enemies. The game’s combat and stealth mechanics offer a dynamic and engaging experience amidst tomb raids and cinematic storytelling.

Despite its strong points, The Great Circle occasionally lacks the urgency expected in an Indiana Jones adventure, with pacing inconsistencies in certain acts. Nevertheless, the game picks up momentum later on, leading to a satisfying conclusion that encapsulates the essence of Spielberg’s filmography.

Grave robbing is a recurring theme. Photo: Bethesda

Overall, Indiana Jones: The Great Circle is a rich and affectionate tribute to Spielberg’s work, with a deep respect for the historical context that underlies the quest for the circular MacGuffin. It blends entertainment with poignant explorations of anti-fascist themes, shedding light on the dangers of far-right ideologies and manipulation.

Source: www.theguardian.com

Quantum Witch: The Intersection of Religious Cults and 80s Spectrum Games | A Gaming Adventure

THus’ kingdom is a rural idyll, with happy villagers wandering around the market, the young shepherd Len tending his flock and his partner Tyra repairing the shed. It’s as if they all live in a cozy farming simulator made by a benevolent game developer. But is that really the case? Or is it just an illusion cast by an evil god that has trapped them in their horrible pixelated appearance?

That’s the fun “meta” setting of Quantum Witch, a pixel-art platform game by lone developer Nikki Jay. Heavily inspired by old LucasArts adventures and the legendary Dizzy series for the ZX Spectrum, it’s a comedy game with a serious autobiographical heart. Jay grew up in a right-wing religious sect with very closed-minded views, based in the northeast of England. “They were obsessed with the end of the world,” she says. “They believed it could happen at any time, and that all evil people would be destroyed. So I Had “Being good. It was very oppressive.”




“This is not a platform game. Plot Former“…Quantum Witch.” Photo: Nikki Jay

Jay came out as a lesbian as a teenager, but was quickly shunned by her group. After a period of homelessness, she taught herself to code and found work as a software engineer, but the desire to share her story haunted her. “My mind was constantly swirling with what had happened to me,” she says. “I thought, ‘I can’t just hold onto this trauma, I have to do something about it.’ I knew there were other people out there who had been through the same thing. I wanted to tell them a story they could relate to and let them know there was something better out there.”

She initially thought she would write a novel, but found the process terrifying. Instead, she turned to games. Growing up in the 1980s, her family had a ZX Spectrum, which was her escape. “I escaped into video games because they let me create the worlds I wanted,” she says. “I was obsessed with computer-generated worlds. When I first played Trashman on the Spectrum, I thought, ‘This is amazing. This is a completely self-contained, internally consistent world that I can interact with.’ I loved it. It freed me from the fears I was facing in my life.”




“Multi-layered metaphor”…Quantum Witch. Photo: Nikki Jay

In Quantum Witch, Ren discovers that something malevolent exists beyond the saccharine pixel-art world she’s lived in, and sets off on a journey to discover the truth. Along the way, she’ll complete fetch quests and pick flowers for her partner, but ultimately must attack a god and take his throne. While the open Metroidvania-style structure suggests a standard platform game, the game is actually a “Choose Your Own Adventure”-style narrative quest. You’ll make many choices over the course of four hours of play, meeting characters and taking on optional side quests that will affect the outcome. “This isn’t just a platform game, it’s a game about discovering the truth,” says Ren. Plot Former“Your choices shape the story. There are multiple endings and, where possible, each side quest also has multiple endings. It’s a total logistical nightmare,” says Jay.

Throughout the adventure, the story is filled with the wonderfully silly humor that is typical of the ZX Spectrum development scene. Available on Steamyou encounter dancing skeletons who can see into time, a lampshade-worshipping religious group (“We’re not a cult!”), and a marketplace where all the merchants resemble famous video game protagonists, including a wordy archaeologist selling dodgy artifacts and a strange circular character trying to sell you stimulants to fight the ghosts in your mind. Naturally, Jay was also a big fan of Digitizer, the cult teletext gaming magazine known for its surreal humor. She later became friends with the magazine’s writer Paul Rose, who served as a script consultant for the game. “I had lots of ideas for storyline and character development for Quantum Witch, but I’d never written anything this long or complex,” Jay explains.[Rose] It’s really helped me organize and make it all work together.

After being blown away by how fun Thank Goodness You’re Here is, it’s great to see other developers taking cues from quirky British humor from the ’70s and ’80s. But Quantum Witch isn’t just a pun-filled comedy quest. It’s a multi-layered metaphor about game development, identity and escapism, and it’s based on its creators’ own experiences. It’s about what games are supposed to be about: making the biggest decisions that sometimes save your life.

“I wanted to introduce a theme of choice and responsibility that is really central to the story,” Jay says. “A lot of religions involve giving up your autonomy to some mysterious force you’ve never seen, heard or met. In the game, Ren reclaims that agency… It’s a queer liberation story.”

Quantum Witch is scheduled to release on PC in 2025

Source: www.theguardian.com

Ubisoft’s Galactic Adventure: A Sneak Peek at Star Wars Outlaws | Games

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About 10 minutes into the latest preview build of Ubisoft’s upcoming open-world adventure Star Wars Outlaws, protagonist Kay Vess enters Milogana, a densely populated, dilapidated city on the desolate moon of Tshara. It’s surrounded by a mix of sandstone shacks and metallic sci-fi buildings, packed with flickering computer panels, neon signs, and holographic advertisements. Exotic aliens lurk in quiet corners, and an R2 droid passes by, muttering to itself. Nearby, a cantina features a suspicious patron peeking out from a smoky doorway, and a darkened gambling hall stands nearby.

As you explore, a robotic voice reads Imperial propaganda over a loudspeaker, and stormtroopers patrol the city checking IDs. To this lifelong Star Wars fan, at least, these scenes perfectly capture the aesthetic and atmosphere of the original trilogy. Like A New Hope itself, this is a promising beginning.

“We did our homework,” says voiceover director Navid Cavalli. “We looked to the original films as well as George Lucas’s own inspirations: Akira Kurosawa, World War II films like The Dam Busters, and spaghetti westerns. Great care was taken to maintain tonal consistency in the original trilogy. We needed this to feel like it had high stakes, light-hearted humor, emotional tension, character development and a hero’s journey.”




Promising beginnings…Star Wars Outlaws. Photo: Ubisoft

Outlaws, due to launch on August 30th, has been in development at Massive Entertainment for about five years. In 2018, the studio held an event to announce The Division 2, and at some point that night, then-CEO David Polfeldt stepped outside to talk quietly with a senior Disney official. Over cocktails, the two discussed a possible collaboration. “The first presentation was in February 2020, after we released The Division 2,” says creative director Julian Gerighty. “We had a small team of people – concept artists and game designers – and we went to San Francisco with a very short pitch deck based on three concepts: Star Wars, an open world, and a baddie story.”

Set in the years between The Empire Strikes Back and Return of the Jedi, The Outlaws follows ambitious city thief Kay as he rallies a crew to pull off the biggest heist of his life in order to pay off the huge bounty on his head. [the appeal of Star Wars] “He wasn’t a Jedi farm boy or a cranky old space wizard,” says Gerrity, “he was a cool guy surfing the galaxy with his best friend and the most iconic spaceship. I really focused on these archetypal characters and what they could do in terms of gameplay.”

In Outlaws, players are free to explore and roam at least five major worlds, from Tatooine to stormy Akiva to glitzy Kantonica, home to the casino city of Kanto Bight featured in The Last Jedi. Throughout Cay’s journey, she encounters crime organizations from across the Star Wars canon, including the brutal Pikes, the Hutts, the shady Crimson Dawn, and the samurai-esque Asiga. Completing missions for organizations earns credits and reputation points, unlocking more lucrative jobs and new areas of the map. Joining one gang means alienating another, but there’s an opportunity to set crime bosses at odds or even betray one another.

So perhaps the emphasis on space villains tempted the team to make a Han Solo game? Gerrity shakes his head. “We always wanted a character that wasn’t Han Solo,” he says. “Han is the coolest guy in the galaxy. Cay is a city thief who gets caught up in a bad deal and gets catapulted from place to place like a pinball, and suddenly he’s negotiating with Jabba the Hutt… We did a lot of casting, but Hanberly Gonzalez’s character was the final piece of the puzzle. Her voice, her acting, her approach to the character on the page was such a huge influence.”

The focus on gangster intrigue is what inspired the game to be situated within the Star Wars timeline, an idea that came from Lucasfilm. “We were looking for the right moment to define the gameplay and to be able to go to cool, interesting places and meet interesting characters,” says Steve Blank, director of franchise content and strategy at Lucasfilm. “So we found a place that had a lot of opportunity to tell an underworld story. Organized crime is rampant as the Empire turns its attention to the Rebel Alliance. Jabba the Hutt is at the height of his power.”

At a press event in Los Angeles earlier this month, I played the story’s main quest, set on Tshara, where Kay must steal top-secret information from a computer in the sprawling mansion of Pyke crime lord Gorak. It’s a large, multi-floor environment riddled with guards. You can either charge straight in with blaster fire, or hack doors as you work your way through a network of ventilation ducts, backrooms, and sneaky passageways. I also visited Kimiji, an ice planet ruled by the Ashigas, a blind swordsman-like alien race. My mission is to meet with a safecracker, but I’m being pursued by an assassin. It’s an atmospheric place to explore, with temple-like towers towering above frozen cobblestone streets, snow flurries in the sky, and a small group of shady thugs huddling around a pale orange noodle shop.




A restaurant with delicious noodles…Star Wars Outlaws. Photo: Ubisoft

Although this is a Massive Entertainment game, it feels unmistakably Ubisoft. The stealth, the combat, the balance between story and side quests all contain elements borrowed from Assassin’s Creed, Far Cry, and Watch Dogs. You watch enemy patrols, take down targets one by one using a variety of special abilities, and then escape. There are further borrowings from other action-adventures, such as Kay’s ability to slow down time to target multiple enemies before firing multiple volleys with a blaster, a clear homage to Max Payne and Red Dead Redemption.

It’s fun to think about exactly how to use all the toys available to you in such a large, densely designed location. But the big question is: what’s new and what’s different? Apart from the Star Wars license, there are three elements that distinguish Outlaws from other Ubisoft adventures. First, there’s Nix, Kay’s constant companion. This is a cute little creature that follows you everywhere and gives you access to parts of the environment that you can’t. You can also command him to attack or distract guards, or pick up items or dropped ammo. This is especially useful during gunfights. “Nix was inspired by our pet,” says Navid Khavari. “My wife and I don’t know how we would have survived COVID without cats, so I think it feels very natural. He acts like a dog.

Outlaws also does away with Ubisoft’s typical skill trees and points in favor of a more natural alternative: Expert Missions have you quest for powerful specialists, granting you new abilities and upgrading your weapons and speeder bikes.




A masterpiece… “Star Wars Outlaws.” Photo: Ubisoft

And then, of course, there’s space travel; you can hop off-planet at any time, and the transition happens in one seamless sequence. You’re then free to fly around your current system, fighting TIE fighters or scavenging space debris before making a hyperspace jump to a new planet. Flying is simple, and dogfights rely heavily on the lock-on feature to automatically track down your enemies. It’s a lot more arcadey than the great X-Wing and Tie-Fighter games of yore. Still, it’s a unique thrill to get an enemy ship in your sights and blast it to smithereens accompanied by the legendary Ben Burtt-esque sound effects.

I’ve only seen a few hours of the game so far, but there’s still so much to discover. I’m hoping that the missions and side quests will delve deeper into Star Wars lore and move further away from the typical Assassin’s Creed or Far Cry fare. I’m curious to see how populated and detailed the planets are away from the major hubs. I’d love to encounter Jawa transports, secret Imperial bases, and terrifying monsters that will spend a thousand years trying to devour me. This element of stumble-through discovery in the Star Wars universe is something the team has clearly thought about.

“We knew we needed to allow the player freedom, which is very much part of how Star Wars works,” says Cavalli. “We created a tonal blueprint that drew from both The Empire Strikes Back and Return of the Jedi, and blended that with all of the characters and vendors in the story so that they all felt like they were part of the same journey. It took us a while to realize this, but Star Wars is particularly well-suited for an open-world game, which is why fans, myself included, have been clamoring for it for so long.”

Source: www.theguardian.com

Review of Arranger: Role-Playing Puzzle Adventure – Surprising Twists and Turns | Games

debtFor Gemma, her life is a puzzle. Ever since she was left on a stranger's doorstep as a baby, she's never felt like she belonged, and she's desperate to know what the world is like outside the small town where no one ever leaves. What's more, when she moves, the whole world moves with her, like sliding tiles, a series of conveyor belts. It's the puzzle that gets her from point A to point B.

Each scene in Arranger: Role Puzzling Adventure is its own sliding block puzzle, where you need to think a couple steps ahead to move Gemma and the surrounding objects in the right direction. Some things don't move with Gemma, like purple static-covered rocks and robotic birds, but everything else does. So you'll need to carry a sword towards an intruding monster, a key towards a door, or a banana towards a shy orangutan. As long as Gemma's path isn't blocked, when she hits the end of a row or column, she'll reappear at the opposite end, adding another layer of spatial logic.

The game is hard to describe, but strangely enough, it's incredibly intuitive to play. I'm not sure exactly how I solved some of the rooms (I had been struggling for ages with a particularly tricky one with lasers and mannequins, and then suddenly it wasn't). My brain just figured out the rules. It made sense how Gemma moved along a tiled conveyor belt. The arrangers added surprising twists to these rules, introducing rafts to cross water, joysticks to control robots, grappling hooks, and more. I'd probably play it for 30 minutes to an hour before moving on to the next idea. It pushed the sliding block puzzle idea to its limits.

The cutesy fantasy-inspired art style and writing didn't do much to complement the puzzles for me; it's not without personality, but it felt mostly perfunctory. Arranger hints at a coming-of-age story for misfits, but doesn't really deliver on it. Instead, it's full of surreal vignettes, like shearing strange creatures for a painter who uses them as muses, or a teenager trying to sneak out of her parents' house to meet up with her long-distance boyfriend. The cartoon-inspired frames indicate the action and emotion that happens between puzzle scenes, but Arranger feels more cerebral than emotional.

Sure, it was brain-wracking at times; I briefly couldn't understand the logic of the puzzle's conveyor belt, not figuring out how to get three blocks to land on three separate switches at the same time, and just moving things around in circles. But mostly I felt trapped, racing through levels, placing them almost by instinct, and feeling like I was playing Tetris. I've reached the end of Jenna's adventure, so I'm definitely done with block puzzles for a while. But it's rare to play a game that explores one great idea so thoroughly.

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Arranger: Role Puzzle Adventure is out today (July 25th). £15.99

Source: www.theguardian.com

Summer in the City: A Montreal Adventure Inspired by Amélie

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How can we make drawing fun for people who don’t have any artistic talent? Game developers have come up with a few answers, or at least they’ve tried. There’s the straightforward approach, like Mario Paint. There, players are given a mouse accessory and a creation tool similar to Microsoft Paint, Okami sees painter’s brushes used as weapons and magic wands in a Zelda-like world, and The Unfinished Swan sees the world (and story) slowly revealed to them by the player’s splattered ink.

Été, an upcoming painting game, aims to give players the feeling that they are making the world more beautiful than the process of putting a picture on a canvas. The game makes painting a breeze. “Like many games, Été uses role-playing to realize a fantasy – the fantasy of being a painter – by assuming that the player’s avatar is already a talented painter,” says creative director Lazlo Bonin. “Painting in Été isn’t about skill, it’s about creativity and fun.”

Bonin was born and raised in Montreal, Canada, where the game is set. He loved the city’s beautiful summers. “After months of harsh winter, the city suddenly comes alive during this season, and everyone seems to try to enjoy the moment as much as possible,” he says. Été is French for both “summer” and “something that’s gone by,” expressing the nostalgic, rose-tinted memories of childhood summers.

The game didn’t originally start out as a painting game; it became one because it seemed the most natural way to tell a story surrounded by nostalgic beauty. The mishmash of aesthetic influences includes the 1998 French children’s game “Uncle Ernest’s Secret Album,” which inspired Eté’s canvas designs, and the film “Amelie,” which influenced the game’s atmosphere. Bonin calls the game a “celebration of the bliss of the everyday” in an “ideal city.”

In Été, painting is fun because it’s a means to explore and understand the environment around you. As players walk through the city, they beautifully paint their surroundings. Think Super Mario Sunshine with a water gun to remove dirt, but in reverse. “By using paint, we’ve made walking and exploring active instead of passive,” Bonin says. “You need to paint to reveal the shapes and colors of the world around you. This makes you pay much more attention to your surroundings than if the world was already revealed and colored for you.”

Été’s canvas also offers more creative freedom, functioning more like a simpler art tool, letting you paint whatever you want, and Bonin says the game’s 2D creation tools, shown off in the pre-release demo, have already inspired some highly detailed artwork.

Bonin hopes that the game’s focus on finding beauty in everyday places will inspire a similar impulse in the real world. “A close friend once told me that Été is a game of ‘seeing, not seeing, and listening, not hearing,'” Bonin says. And what better time for the release than the middle of a Montreal summer?

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Source: www.theguardian.com

Review of Riven: A modern, intense reimagining of the beloved 90s island adventure classic

TThe best-selling PC game of 1997, Riven It now seems like a relic of a lost creative era. Set on a sunlit archipelago that would be swarming with Instagram influencers if it were real, the game combines computer-generated stills from postcards with live-action footage to create an elaborate island-scale escape room. Packed across five CDs, the game is a technical marvel, but its depths were only understood by those with the tenacity and tenacity to master lateral thinking. Few designers have come close to matching ingenuity or ability since. Riven– Similarities; the memory sank like a pebble in a still ocean.

After 30 years, this remake is back Riven The mysterious and enchanting world of Islands is recreated as a fully realized destination. To explore these islands, you walk over scorched cliffs and through stone-cold tunnels, rather than clicking through richly rendered still images (there’s also the option to play with a VR headset, for those ready and equipped for it). The basic beats and rhythms will be familiar to fans; you’ll still be playing with a mouse in one hand and a notebook in the other, cracking codes and figuring out how the world’s creaky underlying mechanisms fit together. But much has also changed, including the solutions to some of the puzzles. And there are new characters, including a star-studded appearance by real-life investigative journalist Ronan Farrow (who, along with his mother, actor Mia Farrow, is an avid fan of the islands). Riven And its predecessor mist).

The oppressive, murky pace won’t be to everyone’s tastes, and you’ll need a powerful machine to recreate the world as the author intended, but surprisingly, Riven‘s mystical powers have only grown stronger with each passing year. There’s nothing quite like it. As many of us count the days until summer vacation, it’s a destination without tourists, with lush scenery and tricky puzzles that, when solved, provide an invigorating, satisfying feeling.

Source: www.theguardian.com

Indie Underground Adventure: Animal Well – A stunningly crafted indie game

TThe dark mouth of a well has always been a fascinating focal point of human fascination. It is seen as both the source of life-sustaining water and the entrance to dangerous secrets. Our fables are replete with scenes in which curiosity gets the better of crying children, who gaze up into a halo of light that is forever damp and out of reach. Animal Well is an indie game seven years in the making that throws you into one of Twilight’s labyrinths, a complex of caverns constantly dripping and darting with furry, luminescent creatures. The goal is unstated but clear: explore, map, emerge. It’s an instantly engrossing quest.

You play as a shapeless blob, not the most ambitious cipher ever, but what it lacks in limbs and such it makes up for in courage and ingenuity. At first, all you can do is bravely leap between rocks and scaffolding, but over time you’ll gain new tools, gadgets and abilities, gaining access to previously inaccessible passages and tunnels. Bit by bit, the map will fill up as you explore deeper into the cave system.

Dangling lightbulbs swaying in the underground breeze illuminate the surrounding scenery, but you have to look closely at each scene to notice the half-submerged gears, pulleys, and levers that open up the world. Animal Well It’s a game about exploration, with puzzles and secrets, where your ingenuity matches that of the game designers. And when you find the solution, everything falls into place, the world opens up a little, you can dive a little deeper, and that’s when you feel the thrill of it all. Animal Well Excellent.

In an era when major video game companies are focused on developing video games with leisure-time, sport-like features — seasons, passes, endless matches — what a treat to see a game this complex and restrained come along. This is a perfectly crafted contraption with a beginning, middle and end, designed to inspire joy and build culture — thankfully not shareholder value.

Source: www.theguardian.com

Review: Reigns Beyond – A Spacefaring Rock Band Adventure in Absurdity | Games

YYou might recall the Reigns series, known for its tie-in with Game of Thrones. The hallmark of the game is its Tinder-esque card swiping, where you swipe left and right to make instantaneous decisions before witnessing the outcomes. After crash-landing on a random planet, you find yourself becoming a part of an intergalactic rock band. This seems like an obvious choice, considering that you accidentally kill the band’s guitarist on a ship that spirals out of control. From there, you embark on a journey across the stars, visiting planets, picking up stowaways, encountering eerie space creatures, and occasionally uncovering secrets about space (or ships with mystical consciousness).

You’ll also experience numerous deaths. Rarely have I played a game where death occurs so frequently yet remains entertaining. I’ve succumbed to deadly space germs, suffocated by fluffy space bunnies, and even had my head bitten off by a shark-like manager. I’ve encountered explosions, gasped for air, choked, and starved. On one occasion, I accidentally wiped out all life in a solar system by plugging in a guitar amp. Each time you die, you’re reborn at the last planet you visited and ready to embark on another journey. With Reigns, there are no lasting repercussions, only temporary and catastrophic setbacks.

This doesn’t entirely eliminate the frustration. I lost most of my space battles, which quickly became tedious. When you aim to progress by acquiring a new guitar or visiting specific planets, random mishaps can lose their charm. Repetitive scenarios begin to surface fairly soon, within a few hours. However, Reigns never fails to be engaging, and I find myself eager to jump back in to see what absurdity unfolds next.

Reigns Beyond serves as a wild space adventure that you can dive into for brief 10-minute sessions, and the swift and witty dialogue is impressive. However, I began to question why I was part of a band. While you may land on a planet and perform a concert, these musical interludes are repetitive, unchallenging, and trivial. It’s amusing and surprisingly expansive as a space ensemble comedy, but somewhat superficial as a band buddy comedy. I also ponder if the title is facing any resistance at this point. “Reigns” made sense when it focused on being a monarch of varying competence, but it doesn’t quite embody comedic sci-fi, so it receives a pass. Sacrifices were made. It’s a minor tragedy. Because you won’t encounter anything as ludicrous as this multi-hour space journey for under-fives.

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“Reigns Beyond” is currently in theaters. £4.49

Source: www.theguardian.com

Harold Halibut: A Whimsical Puppet Adventure Game with Breathtaking Visuals in the Style of Wes Anderson meets Aardman

TTick, tick. In the dripping confines of Fedora 1, an aquatic space colony with an exquisite retro-futuristic design, it is time, not water, that exerts undeniable pressure on its inhabitants. A cataclysmic meteor looms on the horizon, threatening to wipe them out. But these endearingly eccentric characters, including the titular Harold, are in no hurry for anyone, preferring to spend their days wandering down the barrel of cosmic disaster.

It’s no surprise that a leisurely-paced adventure game like Harold Halibut was created by a team that takes a similarly slow approach to time. It’s been 14 years since game director Onat Hekimoglu came up with his first idea for his game while studying for his master’s degree in his lab in Cologne. At the time, it was a weird point-and-click adventure with pristine stop-motion visuals. Elements of that version still exist today, with the main character, Harold, a melancholy caretaker who spends his days looking out to sea. But over the years, the game has become more mechanically sophisticated, narratively expansive, and visually beautiful.

Well, Harold Halibut is a wonderful blend of analog and virtual, with so much tactility and convincing textures that you find yourself reaching for the screen at various points while playing the game. You may want to physically touch them.




Hekimoglu, who studied film before video games, notes this eerie quality, saying Harold Halibut is a game with “stylized” visuals that paradoxically seem “photorealistic.” Masu. Establishing the aesthetic took two years of intensive experimentation. Initially, it was a true stop-motion game made of puppets, with every frame painstakingly recorded on camera. However, Hekimoglu said, “Having his 2D sprite of his character stop motion on top of a beautifully lit photographic background didn’t feel right. There was no sense of unity. “. So his small team of four from his two studios in Cologne turned to this approach: The finished game, which involves manipulating figures around a complex virtual playset, feels as if it was created by Wes Anderson running wild at Aardman Animations. Art director Ole Tillman, who studied illustration at the Rhode Island School of Design before working at Disney, finds great joy in making dolls, rebuilding “broken connections from childhood” in the process. did. Simply placing a puppet in a room while devising a story allowed the imaginations of Tillman, Hekimogul, and studio co-founders Fabian Prusov and Daniel Beckman to stretch in unexpected directions.

Like classic sci-fi films like Solaris, the game’s drama unfolds on a macrocosmic and microcosmic scale, delving into the inner lives of its eccentric cast as they ponder the universe’s biggest questions. . In one sequence, Harold cries out as he cleans a giant filtration pump, and in that moment he transforms from a man who does a boring job without complaining to a man with long-repressed emotions. You can see it changing. This sweet and tender scene sets up the rest of the game. Harold searches for the meaning of his life in a surprisingly cozy corner of the universe.




Create an action figure around a complex virtual playset…Harold Halibut.
Photo: Slow Brothers

As development progressed, the technology behind Harold Halibut gradually improved as the team moved funds from one pot to another, working on ad-hoc contracts.Under experiment photogrammetry During the project phase, “it was clear that Unity had limitations.” [the software used to make the game]” says Hekimoglu. The lights were off. The engine couldn’t handle huge HD scans. However, in 2015, physically-based rendering arrived, making objects in games look more realistic. Another major software update brought the team closer to…

Tillman recalls that Harold Halibut’s unconventional development was the opposite of most games. “People typically start with the technical limitations and adapt their creative decisions to that,” he says. “We came up with the concept of world-building, the way things looked, the mood, the lighting, the atmosphere, his art very early on. And then it took a long time. [technology] To get closer to it. He says the team has now reached a satisfactory conclusion that “it looks exactly as we envisioned it a long time ago.”

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It’s been 14 years since Hekimoglu’s original concept, but it would be inaccurate to say that Harold Halibut has ever been in the doldrums. development hell. Rather, this group of artists, outsiders to the video game industry, continued to work steadily, following a completely different commercial logic and on a completely different schedule. To be sure, there were some bad points as well. The mutual termination of his contract with publisher Curve Games, the coronavirus pandemic, and a crisis with his team that he says has reached a “breaking point.”

But events like these energized the group, Tillman said. For several months, the team vowed to each other, “No matter what happened, we would see it through to the end,” with the same determination as our unlikely hero, Harold.

Harold Halibut launches today on PC, PlayStation 5, and Xbox Series X

Source: www.theguardian.com

Atari 400 Mini Review: Exploring the 8-Bit World – A Fascinating Adventure | Games

TFor a kid growing up in Britain in the 1980s, the Atari 400 and 800 machines seemed incredibly appealing. Most of my friends had a Commodore 64 or ZX Spectrum (occasionally he also used an Amstrad or Acorn Electron), but I only saw Atari computers in cool TV shows and movies like Videodrome and Police Story. That never happened. These two models, released in 1979, featured an Antic video processor that provided excellent graphics for the time, and a sound chip named Pokey to improve audio. These, like the Apple II, were seminal machines for young game programmers looking to create new types of experiences beyond simple arcade conversions.

Opening up the new Atari 400 Mini was a strangely emotional experience. The latest nostalgic release from Retro Games is an exquisitely detailed recreation of the original computer, featuring a non-functional version of the famous membrane keyboard in luscious 1970s beige, orange, and brown. It has 4 joystick ports (currently rather USB) (from the original Atari joystick port standard). The console comes with a new version of the classic Atari CX40 joystick, with the subtle addition of eight buttons that can now summon the keyboard to provide additional input options in Atari 400/800 games. Masu.

It includes 25 games that show the range of what was being produced on the 400 and 800 (the 800 was a higher-end model with more memory and a better keyboard) in the early 1980s. There are quaint home versions of classic arcade titles like “Asteroids,” “Millipede,” and “Battlezone,” which are, after all, what home console and computer developers had to do at the time. It’s a fascinating reminder of the compromises that weren’t made. And there are many more to come, including Capture the Flag, Paul Allen Edelstein’s two-player first-person tracking game, and his MULE, a multiplayer colonial strategy game that influenced the entire management simulation industry. You can get a glimpse of the genre.

There’s also some interesting experimentation in creating fast-paced 3D visuals in the form of futuristic racing sims Elektra Glide and Encounter. Written by Paul Woakes, who later went on to create one of his most fascinating 3D sci-fi adventure titles of this era, Mercenary.

Some games will be familiar to anyone who bought a C64 Mini or other retro machine, but the Atari 400 version was often the first to be released, so you get the primary source material here. Well almost. Although there is no original hardware used, the emulators that Retro Games employs to run all these games are robust and accurate, allowing them to recreate these 40-year-old gems very well.




400 Mini Millipede. Photo: Atari/Retro Game/Prion

And while they’re definitely older, many of these titles, including Boulder Dash and Lee (originally titled by Bruce Lee, whose license has probably expired), remain as truly playable relics. Saved. Either way, I’ve had many hours of fun discovering games I’ve never seen before, as well as familiar favorites in various guises. Additionally, in typical mini-console style, there is a rewind feature to fix mistakes, and the game can be saved to memory. You can also fine-tune your visual settings and choose CRT effects that mimic the display style of a traditional TV. A virtual keyboard is also available if you want to play games that require more input options. It’s not always easy to use, but it’s nice to be able to use it when necessary.

Interestingly, one of the 400 Mini’s selling points is its ability to “load your own programs.” This is a euphemism in the instruction manual for the console to play game files known as ROMs, which can be loaded via a USB stick. Most people will find these ROMs on the internet, but the legality of freely downloading game files is murky to say the least. So Retro Games leaves it up to you to figure this out. I ran a few games to test this aspect and it was a surprisingly smooth process. The emulator accepts files in many popular formats and plays both Atari 400 and 800 titles, as well as his later XL/XE variations. When you insert a USB stick with game ROMs, you’ll see a thumb drive icon in the games list on the screen, and clicking on it will show the games you’ve added. The system also supports games that originally appeared on multiple discs. Additionally, you can reconfigure the joystick buttons to suit the input requirements of most games you’re trying out.

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Lee (formerly Bruce Lee) riding a 400 Mini. Photo: Atari/Retro Game/Prion

At £100, the 400 Mini isn’t cheap, and the game is a great choice for new players who prefer their Mega Drive or PC Engine Mini machines with their attractive 16-bit visuals and familiar series. It may not be appealing. But as an accessible museum piece, it’s a fascinating and well-made device that reveals games you’ve never played in its original form, as well as an entirely fresh retro experience. This industry has always failed to protect its heritage and history. Official archives are often exposed and inaccessible. The Mini Console is a small attempt to address this issue in an intuitive and well-chosen format.

I’m a long way from that kid growing up in the 1980s now, but finally playing these Atari 400 gems reminded me of him and what he was fascinated by. That in itself gives value to this little machine.

Atari 400 Mini is available now

Source: www.theguardian.com

Review of Dragon’s Dogma 2: A thrilling and unpredictable fantasy adventure | Games

LLet’s talk about my piece, Bowie. As his name suggests, he is a beautiful, fair-skinned, slender magician with heavy makeup and big red hair. He is an extradimensional being, and his job is to support my adventures as Arisen, the fate-chosen ruler of this kingdom. That’s when I unknowingly landed the role.

Bowie wasn’t very good at his job. He often forgets to heal me when a harpy or goblin or ogre knocks my lumps off in the field and forces me to say, “Help!” Press the button while being held down by the Minotaur. When he travels to other worlds, he always returns with sour stories of how often he has fallen in battle, and how badly he has suffered at the hands of other Ariens. Anyway, I love Bowie. my pawn. Despite his failures, we have had incredible adventures together.

You might look at the screenshots and videos of this game and think I must be high, but Dragon’s Dogma 2 is the best adventure I’ve had in years. Yes, it’s a bit of a shock. Yes, the information on the screen is confusing and the controls take some getting used to. That’s right, you will always die because you will be caught outside after dark and will encounter a lot of ghosts that will instantly vaporize you. Yes, whoever designed the map needs to talk hard about the concept of color contrast. But give yourself a few hours to play Dragon’s Dogma 2, at least until you reach the capital city of Fermund. Then you will be released immediately. You’ll get carried away, and soon you’ll be on your way to a faraway land, zapping ghosts with a team of fellow pawns to bring them back to the next life.

If I had to describe this game in one word, it would be “more fun than functionality.” What you have to understand is that, in contrast to most of the other very serious fantasy novels out there, Dragon’s Dogma 2 is very silly. It’s a beautiful mess of ideas colliding and connecting, creating some really funny moments. For example, pushing a Cyclops so hard that it tumbles off a cliff, levitating around a haunted castle with skeletons chasing you, or accidentally killing your lover. An errant sword swipe forced her to sneak into the morgue later to revive them with a magic stone (which she didn’t care about). Unless you played the first Dragon’s Dogma 12 years ago, you’ve probably never played anything quite like it.

I can honestly say that I had no idea what was going to happen next. I also don’t know if some of my random daring feats were meant to happen or were just interesting bugs. One time I was sorting out my armory in the town square of Fermundo when I turned around to see a troll standing there, and the townspeople looked at me with obvious surprise. In a tense battle, I defeated it and destroyed half of the market stalls, but then everyone carried on with their work as if nothing had happened. Was that demon supposed to be there? I don’t know, but it was a great story.

Speaking of the story, it’s not the plot that got me here with this game. Hundreds and hundreds of medieval-flavored fantasies! – About the characters, and most importantly, my goal to oust the Queen Regent and her puppet puppets and take back my rightful place on the throne of the kingdom as the chosen Arisen. Everyone speaks in a mesmerizingly stiff, unspecific Middle English syntax (“What must we do, Arisen?”). The word “o” is used interchangeably to mean something, anything, or nothing. I’ve spent very little time following the plot so far. many I grabbed my sword and left the city, following the road forever, picking up random quests along the way.

The world is cruel. You can’t go near water. If you don’t, you’ll be swallowed up by an evil scarlet tentacle called Brine. When it gets dark, you can only see about 1 meter in front of your face, and fear looms over you from the night. Griffins, dragons, and other unconquerable giant beasts roam free, and taking them on won’t hurt most animals, so it’s best to know when to run away. If you don’t remember lantern oil, medicine, and a camping pack, you’ll be totally ruined by night.

Combat is what really drives the game. Whether you’re a warrior, a spearmage, a thief, an archer, or a wizard, work together with your team of hired pawns to engage in truly exciting and dangerous battles like monsters. Hunter or Bloodborne. All of these professions can be switched freely, so if you get tired of close combat, you can try archery or spell casting. Mastering each profession unlocks a huge tree of abilities to keep you fighting, always, and always having fun.

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Continue to have fun fighting…Dragon’s Dogma 2. Photo: Capcom

Dragon’s Dogma’s world and enemies are unpredictable, and combat styles vary widely, which can make them inconsistent and unfair at times. A team of pawns makes up for this by essentially making combat much easier and allowing the player to offset any weaknesses his character has. In fact, I love Pawn. They combine the roles of narcotics, heroes, clowns and saviors, and the game is always told by their laments, curses and abuse. It’s a miracle they don’t get too annoyed when they hear one of them say, “That ladder looks sturdy enough to climb on!” I might kick them off of it again.

If this review feels chaotic, that’s because it’s a true reflection of the game. It’s crazy, fun, fantastical chaos, and I honestly love it. Before I started writing this, I had left Arisen and her lovably incompetent pawns on an ancient battlefield patrolled by dragons. We used a few ballista bolts to blow it up, then it flew out and smashed the ballista with its claws. At that point, I realized that I was somewhat outnumbered here and fled to some castle ruins to hide from the creatures. This seemed like a good idea until skeletal warriors rose from the ground, and I realized that this castle was very haunted. I don’t know how to get out of this situation. But I know it will be an adventure.

Source: www.theguardian.com

PlayStation Users, Rare’s Sea of Thieves Pirate Adventure Sets Sail for a New Platform

One evening many months ago, Mike Chapman, the creative director of the cooperative pirate adventure game Sea of ​​Thieves, sat down to play the game with producer Joe Neato. This wasn’t just a standard playtest. The players participating online were players who had never played together before. It was a team from Sony Interactive Entertainment. Plans to make Xbox exclusive to the PS5 had just been launched. Now it was time to dive into the details. “We educated them about the game and had thorough discussions about what made the game special,” Neet says. “It was a surreal experience,” Chapman says of the encounter. “Trying to find treasure on the island with another group of platform holders…”

The PS5 launch is set for April 30th, and pre-orders are now open, but this is just the latest step in the evolution of this captivating game. Launched on March 20, 2018, it was the most ambitious project in the long history of the veteran British studio Rare. Marketed as a cooperative pirate adventure, Sea of ​​Thieves provides players with access to a vast multiplayer world of ocean exploration, buried treasure, ship-to-ship battles, and more. The game’s design philosophy was simple but risky: it was a tool, not a rule. Players are equipped with everything they need to embark on their own pirate adventures, including musical instruments and virtual grog, but there is no elaborate story, skill tree, or complex character growth system. The story comes from the players themselves as they form a crew and compete with other pirates for fame and fortune.


“We’ve done our best to stay true to it”…Sea of ​​Thieves. Photo: Microsoft

After a shaky start plagued by technical issues, Sea of ​​Thieves found its audience and grew. Since that day in 2018, there have been approximately 100 updates and expansions, including adventures based on Pirates of the Caribbean and Monkey Island. New mechanics like commodities and captaincy add depth to the experience, but Chapman believes the key to the game’s longevity lies in ensuring player agency and supporting roleplay. “We provide players with simple tools and allow them to unleash their creativity,” he says. “We’ve done our best to stay true to that.”

Supporting diverse communities is also crucial. “I think it’s part of the hidden work of creating a shared world,” he says. “When adding a mechanic to a game, the mechanic itself may be simple, but you have to consider how it fits into the shared world, what motivates players, and how players with different styles (PvP or PvE) will use it. Whenever we design a mechanic, we think about how it integrates into the world and how it can potentially create a new meta that will thrive for months and years. Our design team is increasingly focused on this.”

So what was it like facing the prospect of publishing a game to a whole new community? “At a leadership level, when I first heard this as a possibility, I was initially excited. Then I thought, ‘Okay. How do we do this?'” says NEET. “The fact that we had already migrated to another platform, Steam, helped us tackle the technical challenges and engage with different communities in different locations.”


“We’ve really expanded the boundaries of the Sea of ​​Thieves experience”…Sea of ​​Thieves. Photo: Microsoft

“This is the first time in Rare’s 40-year history that we’ve developed on a Sony platform, which is incredible. It was very surreal for us to be presented with a series of slides. But honestly, for our technical team, it was like, ‘Let’s deploy the kit and start experimenting and figuring it out.’ That kind of feeling. I kept it in a secret spot in my studio with a fogged-up window so no one could see. It was more about excitement.”

Nate said Rare was collaborating with co-developers with PlayStation experience, and Sony itself was very supportive, holding regular catch-up calls even when the project was still top secret. The company was ready to dispatch its technical staff whenever needed. “If we had to visit their studio, you guessed it, we had to wear their Sea of ​​Thieves T-shirt,” Neet says.

One of the great benefits of preparing to welcome a new community is that it gives your team a chance to rethink the structure of your game. Season 11 of the game, launched in January, was developed with the knowledge that PS5 players would soon join, so the onboarding system was revamped. Content is now unlocked at a more manageable pace, and a quest board that shows where to find new items that were previously hidden in artifacts and maps offers a more engaging pirate journey. Additionally, Rare is planning to introduce an offline solo mode in its March update. “You don’t need Xbox Live or PlayStation Plus,” says Neate. “If you just want to play solo, you can experience all the content and company advancements in Tall Tales. It’s another way to get hooked on the game before you decide to start.”

However, Rare indicates that while recent efforts have been focused on creating a more user-friendly experience with an eye on the upcoming PS5 community, there are more ambitious plans in the works. “We’ve been expanding the boundaries of the Sea of ​​Thieves experience throughout the last year,” Chapman says. “You can have your own ship. You can join the Pirate Guild. There’s a quest table. A revised tutorial allows you to play Safer Seas and explore all the story content. We’re expanding the game’s boundaries and building on this new foundation. We’ve gained a lot of experience, and it’s crucial to capitalize on it. Enhance your captaincy, strengthen your guild. The upcoming year is all about the sandbox for us.”

Since its launch six years ago, it’s been a long journey, but Chapman and Neet, who have been there from the start, seem as dedicated as ever. “Working on this on a new platform is incredibly exciting,” Chapman affirms. “I believe we’ve positioned ourselves for many more years of game evolution.”

Source: www.theguardian.com

Review: Skull and Bones – A Swashbuckling Adventure on the High Seas

TWhat's frustrating about this adventurous multiplayer game from Ubisoft? reportedly It was in development hell for about 10 years. largely good.some things about it teeth. It offers interesting customization and even thrills when playing against well-matched opponents, including ship battles that are more flexible than you might expect. And when you're sailing from the coast of Africa to the East Indies, or navigating river channels surrounded on all sides by tropical wilderness, you can't help but admire the beauty of this game. And some things about it could get better. For now the menu is confusing, slow and messy time. A few tweaks could further increase the pace before pirate exploration becomes more exciting. This is a live service game, so there is room for evolution.

But some things about Skull and Bones are never going to be good, at least not without tearing them down and starting over, and after years of costly delays, it seems unlikely that that will ever happen. Seems low. All characters in this game have dead eyes and only their lips move when they speak. The story is so boring that even after spending over 20 hours at sea, I can tell you the relative value of rough stones and where to sell cigarettes for the most money, but I can't remember the names of a single character or faction. not. And when you're on the ground, there's no sword fighting, no treasure hunting, no meaningful exploration. A lot of effort has gone into creating a small oasis of land, but there's nothing there except a few quest-givers and a campfire. He only has two more populous pirate-based settlements on the whole map, and while you can at least find a blacksmith and a tavern, it's hard to find other interesting places to anchor.

This means you will spend 90% of your time sailing as all the action takes place on the waves. And if you're not plundering merchant ships or trying to protect yourself from other pirates, all you need to sail is raising and lowering your sails and occasionally adjusting your trajectory. Although boring, I found it peaceful to actually carry things and enjoy the scenery. The best part of Skull and Bones is the Indian Ocean. Occasionally, I felt a sense of quiet awe, such as when I was maneuvering a narrow cutter down a narrow road, seeing rocks towering from all sides and waterfalls cascading around corners. As the sun set, a soundtrack could be heard coming from the crew's shack. At that moment, like Ubisoft's Assassin's Creed games sometimes do, Skull and Bones felt like a recreation of a lost time, breathing new life into the Golden Age of Piracy.

A few tweaks could really speed up the pace – Skull and Bones. Photo: Ubisoft/Keza McDonald

Unfortunately, Assassin's Creed is the elephant in the room here. Skull and Bones is a super fun pirate-flavored adventure inspired by 2013's Assassin's Creed Black Flag. Felt It's an adventure, with lots of islands to explore, things to discover, and interesting stories to discover along with the thrill of sailing and firing cannonballs at your enemies. 2018's Assassin's Creed Odyssey still features a stunning voyage through the deep blue waters of ancient Greece, but there's so much more to do. Skull and Bones levels up sailing ever so slightly, and ship building is much better – changing ships and weapons makes a big difference in how you play – but it has nothing else to offer. The game has no personality or plot at all. The game that inspired it.

Another game I can't help but mention here is Rare's Sea of ​​Thieves. This is another online pirate action game that launched in 2018 in Barren State, but has since evolved into something fun, chaotic, and unique, and a great time with friends. As you would expect from a pirate game. But Skull and Bones is much more serious, lonely, and a completely different game. It reminded me more of Sid Meier's Pirates than Sea of ​​Thieves in that most of the game involves actually transporting or interfering with cargo. A faction of colonialists. The deeper you go, the more Skull and Bones will be tasked with manufacturing, selling, and transporting goods in hidden markets, or sinking other players to steal their goods. This is more than just a pirate game, it's a trade and naval battle simulator. Although he is not overbearing, he is a good sailor and has a wide selection of three-cornered hats.

If publisher Ubisoft continues to support it, Skull and Bones will appeal to avid players of naval warfare enthusiasts who enjoy tinkering with ship construction, facing off against each other, and teaming up to take on deadly fleets and cargo. It will attract a lot of people. However, if you're looking for a game that feels like a pirate adventure, Black Flag is still a better choice.

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Source: www.theguardian.com