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Behind Cities: Skylines sophisticated updates and real-world projects lies a dedicated community of modders. From the sublime to the ridiculous, it s an ever-burgeoning group who never seems short of ideas something Colossal Order and Paradox appear to have taken note of in the game s latest DLC.
The Content Creator Pack: Art Deco is the city-builder's next incoming expansion and is a collection of modder Matt Shroomblaze Crux s work. Paradox will publish the add-on at 3.99/$4.99 and will share the benefits from the pack s sales with the content creator, as well as offering an initial payment to cover the cost of production.
As the title suggests, Crux s original creations (some of which are featured below) include a range of Deco-inspired buildings, however future Content Creator packs will highlight the work and different styles of other intuitive modders.
After over 3,400 hours in Cities: Skylines, it s wonderful to have my own buildings become part of the game s landscape, says Crux himself. Because the Art Deco era is so highly regarded as one of the best building styles of history, I think it needs to be represented as such.
"I made the suggestion to Paradox Interactive and they allowed me to come up with the buildings of my choice. I m eager to see what the rest of the community thinks of them.
Finally, a Sonic joke in Deus Ex. Truly, this is the best time in history to be playing games. And it doesn t stop there; Mankind Divided is hiding a ton of Easter eggs in Prague, calling up everything from old memes to old politicians. Players are still digging them up, but here are some of the coolest ones found so far.
Once you've had your fill of hardboiled Easter eggs, check out the rest of our Deus Ex: Mankind Divided coverage. Read our review if you're on the edge, check out our beginners guide if you're overwhelmed, our performance guide if you want a few more frames, and our class guide to optimize your Jensen.
In the Deus Ex universe, Sonic presumably exists. That, or Knuckles exists, and they're working through an evident creative block trying to think him up. I'm a bit lost when it comes to the context of the Knuckles and Knuckles joke, but it's a callback to a popular YouTube video, in which Knuckles gets his due in song form. You'll find this one in Prague's posh consumer electronics shop, but you can't play it unfortunately.
We're not totally on board with some of PC Geek's design (that font), but we like where their heart is at. You can find the PC Gamer approximation in the shops strewn about Prague. Cabled, meanwhile, is an obvious reference to Wired.
I think Primer made more sense than this. Found in buried in a crate in the basement of an antique shop next to the police station in Prague, this bizarre Easter egg is essentially a confirmation that the next Deus Ex will be a wacky time-traveling adventure. Jensen and a scrappy teen, sneaking through the Wild West and feudal Japan a guaranteed hit.
The antique shop basement is spilling over with references to other games, and most prominent is the Weighted Companion Cube from Portal. I like to imagine it escaped Aperture Science safely and chose to live out it days in a more comfortable underground base.
I know, cockroaches aren't enough to make me think they're an Easter egg on their lonesome, but located in the same basement as a ton of other videogame props, my mind goes straight to Fallout. The first time I saw them, I instinctually hit my V.A.T.S. button before realizing my mistake.
Click through the gallery to see them all.
A few more references are littered throughout the antique shop basement in the form of game boxes (remember those?). The original Hitman has been left to rot on the floor, Tomb Raider is hiding behind a table leg, and Soul Reaver gets the royal treatment up top. It's a nice indication that despite everything technology related going to hell, at least there are some decent games in Deus Ex's sad future.
If you see a familiar face in a newspaper early on in Mankind Divided, trust your gut and look at little closer. Yeah, it's what appears to be a photoshopped Mitt Romney smiling wide and sporting a slightly grayer cynic-cyberpunk look. Reddit user Depressed Cartoonist figured it out after finding the original pictureand comparing the two. I guess, in Deus Ex's version of the future, history really does repeat itself. It just gets a new haircut and specs before coming back around.
Reddit user wayoffthegrid was jamming out to the Mankind Divided OST sampler, and noticed a short, subtle sample from Bladerunner. At 23 seconds into "Adam's Safehouse," they noticed the line "Do you like our owl?" popped up under the guise of reverb in the background. Watch the video above to see the original line from the movie and try to find it for yourself.
And surely, more secrets have yet to be uncovered. If you find any, be sure to point them out in the comments.
For the moment No Man's Sky holds the title for the biggest launch on Steam of 2016. 212,620 people were playing it simultaneously on launch day, according to Steam Stats, putting it far ahead of everything else to come out this year. But it's subsequently suffered a tremendous fall-off, shedding 88 percent of its concurrent user count in less than two weeks. That sounds like a lot, but is it?
If you look at this Reddit discussion of No Man's Sky's decline, you'll see plenty of eager grave dancing. One poster notes that even the infamous bomb Aliens: Colonial Marines only saw a concurrent user loss of 85 percent over its first month of release. "The only way to keep people playing at this point is to make it free," another poster said, claiming that he was bored after a single day; a third, riffing on the apparently-failed promise of being able to meet other players in space, added, "Players sure as heck aren't going to be running into each other now."
SteamSpy and SteamDB help us take a closer look at the data: No Man's Sky peak concurrent player count on August 11 was 212,604; on August 22, it was 25,689. Hourly concurrent players are similarly down, from a high of 127,224 on August 14 to 22,852 on August 23. That's a hell of a drop, but it comes with some caveats: It doesn't reflect the total population of the game but rather the number of people playing it simultaneously, and that measurement of intensity of interest is bound to drop as a game's newness wears off and players become less likely to sink 14 hours at a time into it.
But compared to other, better-received recent releases, NMS may not be cratering as badly as it appears. Far Cry Primal, for instance, saw its peak player count slide 82 percent over its first month of release; Fallout 4 dropped by 74 percent; Doom fell by 85 percent; Battleborn slid by 82 percent; Stellaris dropped by 82 percent; even The Witcher 3: Wild Hunt, which we recently our Top 100 Games list, saw its peak player count slide by 71 percent during its first month of release. The hugely popular Metal Gear Solid V: The Phantom Pain slipped by an almost identical amount. One notable exception is Stardew Valley, which saw its peak user count slip by just 30 percent over its first month.
So although No Man's Sky has tailed off faster than other big games, it's not too far outside the normal decay that recent blockbusters seem to experience. Arguably it's a larger drop in concurrent players than you'd expect for a game that promised virtually endless hours of open-ended exploration and all that. A single-player shooter with a ten-hour campaign is obviously going to see a more precipitous drop in its peak player count than an open-world RPG with 127 side quests waiting to be cleaned up. And that really speaks to what we found in : 45 hours of gameplay yielded 200 planets, 500 new species, and a dearth of interesting stories. When the core of your game is discovery, you'd better have some cool stuff to discover.
It's arguable that the huge launch of No Man's Sky made the corresponding fall-off inevitable, and it's also worth bearing in mind that none of this touches on the PS4 version of the game. But as a case study in hype, expectations, and disappointment, I have no doubt that we'll be talking about No Man's Sky, and its fallout, for a long time to come.
has been out for over a week now and it s been met with a , but no matter how monotonous it can be, one thing is certain: I volunteered to rank for some reason. We don t want you wasting a second on a bland purple sphere pockmarked yet again with two-legged goat creatures and sparse plutonium deposits, so really, I m doing a good thing. Yeah? Helping save time. It just might take awhile to get to the good ones.These are the worst planets of the bunch, and they represent the most irritating and bland aspects of the procedural generation in No Man's Sky. Stay tuned for part two, where we ll address the remaining 18,446,744,073,709,551,606.
Planet # 18,446,744,073,709,551,616 Name: MEAT CUBENotable landmarks: meat, cubes, trauma
Murder your eyes on the worst planet in all of No Man s Sky. From a distance its red crust appears a celestial menace, a Kinder egg that contains hell. I imagine jagged mountain ranges and harsh, arid environments home to only the most austere life forms but flying closer unveils a landscape that looks like a super volcano immolated a colossal mess of Chef Boyardee.
MEAT CUBE highlights the jarring byproducts of procedural generation. The tubes and cubes can function as weird alien landmarks in moderation, but spread across an entire planet (and MEAT CUBE is far from alone) they look artificial and overdone. I don t feel wonder looking at MEAT CUBE, only disgust. MEAT CUBE is a dark mirror held up to procedural generation, a warning against what we re capable of when we play God or make complex Excel spreadsheets. Knowing we re all made of stardust is not a comfort. This is abstract body horror, maximized, and it just looks silly.
Planet # 18,446,744,073,709,551,614Name: ChadNotable landmarks: big muscles, weak will, soft heart
When I first met Chad, it put on a show of dominance. I m not trying to be alpha in space (the sun is a tryhard), so after showing off a dirty outer crust split by jagged red lines of magma, I lowered my gaze. Basic astronomy.
But after orbiting Chad a few times, I worked up the courage to enter its atmosphere. What I found below surprised me:
Beneath an imposing atmospheric layer, Chad hides a lush, verdant body populated with some of the most gorgeous, kind mega-deer I ve ever seen. Chad is soft. Chad is good. Chad just doesn t know it no one will ever know it, they'll just fly right on by, tired of the bleak ones. Chad is a tragedy and low-ranking planet because it's deceptive, hiding an interesting biosphere beneath an ugly atmosphere. I'm not sure if the lighting is playing trick or if it's literally a case of mismatched textures in the algorithm. Either way, it was jarring to go from Hell Planet to the Garden of Eden in the space of a few seconds.
Planet # 18,446,744,073,709,551,613 Name: Lisa Frank, MFANotable landmarks: the color pink and also the color purple
Daytime was so saturated with neon I could only stomach taking photos at night. Lisa Frank, MFA's problem is shared among most of the planets: the colors feel slapdash and implausible, a quick swap between variables to make a scene pop. Occasionally, it can look great, directly lifted from a sci-fi book cover, which was an early guiding principle for Hello Games. Play more than a few hours though, and it starts to feel like the algorithm is coloring by numbers. A purple ground with pink highlights and turquoise plants works in terms of color theory, but with enough time, it looks silly and turns into an obviously superficial variable.
That you can t craft a sequined denim vest on this planet is also a major disappointment.
Planet # 18,446,744,073,709,551,612Name: Son of ChadNotable landmarks: none
Forced to grow up against the commanding orbit of Chad, Son of Chad, a lowly Satellite moon doesn't have much going on. I tried to tweet at popular astrophysicist Neil deGrasse Tyson with a few questions about Son of Chad s cracking surface, patchy vegetation, and poor retrogrades to no avail it's a moon with no recourse. Bummer.
But I suppose that as a moon, Son of Chad does the trick: a rocky grey landscape, no atmosphere, an abundance of every mineral I have and none I need. It looks like Arizona got sucked into space. Moons also tend to be lacking in color and energy, and Son of Chad is no different. I suppose it's realistic, but it's boring up against its more vibrant cousins.
Planet # 18,446,744,073,709,551,610Name: We Need To Talk SharonNotable landmarks: currency, codependence
When I first skirted the surface of this planet, two things came to mind: donuts by way of and .Overall, there s not much going on here. The vistas aren t exactly pretty thanks to the garish open mouthed Os peeping out of the horizon. I imagine googly eyes on each and every one. And Vortex Cubes, while valuable, give the otherwise barren planet a thrift-mart vibe. I suppose this planet provides and easy way to make money, but beyond that? Just some really dopey rock structures. Like MEAT CUBE, bizarre shapes are pretty interesting in moderation, but once you realize they whole planet is dotted with them, everything starts to feel a bit too much like math.
Planet # 18,446,744,073,709,551,609Name: Microsoft PowerPointNotable landmarks: color gradient effects
There are a ton of planets covered in water. You hearing this, NASA? Water planets are really frustrating when you don't have a cool boat. If only your jetpack wasn't useless in it and your rebreathers didn't require a constant supply of minerals to stay useful. Water planets have a ton of unique wildlife and often hide potent mineral deposits in their depths you're just forced to move like a slug through it all and there's nothing you can do about it.
Like Chad, Microsoft PowerPoint also had a jarring atmospheric color change.
If there is a god in No Man's Sky, they really like Instagram filters.
Don't get me wrong, it's a pretty scene when you stand still. But Sentinels and predatory hamburger-faced dogs wouldn't stop trying to kill me, so I couldn't really soak it in. Emptying my multi-tool's battery takes them out with ease, which makes them more annoying than if they were a legitimate threat. They function as tiny mosquitoes whose sole purpose is to buzz 'survival game, survival game' into my ear every 30 seconds. Leave me in peace to stare at the orange stuff, please. Let book covers be book covers.
Planet # 18,446,744,073,709,551,607Name: Four Beers DeepNotable landmarks: Nothing, apparently
Scanning flying creatures in No Man's Sky is a pain, so when I found Four Beers Deep, a flat, arid planet filled with fliers, I figured I'd bite the bullet and find them all. After far too many attempts to place the scanning reticle on the pixel-sized space that would initiate a bird scan, I finally got one. They were flying away, but once you start, distance typically doesn't matter. And it didn't, until they dissolved in front of my eyes. The scan finished, telling me everything I needed to know about this planet and any with a damn bird on it.
Planet # 18,446,744,073,709,551,605Name: EarthNotable landmarks: the green part
What's so good about earth, anyway? The deer don't even have floppy tentacles shooting out of their faces. No one's ever gleefully exclaimed that Nebraska's a blast to stand on. The United States is made up of flat farmland and treacherous mountain terrain that can sure look nice, but isn't always inherently fun to be in. And that's OK, it's just the way things are. Besides, we've thought up plenty of ways to entertain ourselves in the last couple centuries alone. Videogames, heard of 'em?
If you dig a little, anything on earth becomes interesting for its violent geological history, and while that's not really the case on this earthly approximation, taken at face value it is at least nice to look at. Just like on the real earth, green hills and a bluish sky are fine by me and the thousands of landscape painters throughout history who've given a great deal of attention to sheep, and what they're up to. The problem is that No Man's Sky doesn't give you much to deal with its approximation of endless cornfields. They can look nice in the right light, but there's nothing to enable and encourage appreciation. There's no button for turning off the HUD, no built-in camera, no surveying tools that reveal anything below the surface, and toxic weather or angry sentinels are always rearing to suckerpunch you out of any romantic meditative trance. Put away the poetry books and get back to mining, nerd.
Planet # 18,446,744,073,709,551,609Name: Tom MarksNotable landmarks: Handsome Man Mountain
To be fair, sometimes the procedural variables really do come together and make something memorable. But this planet isn t memorable in the greatest way. This is some real uncanny valley stuff. I don t like coming into the office anymore.
I'm sorry. I have deceived you. This is actually Tom's head. But really, where are the bizarre one-off planets and events in No Man's Sky? I can deal with a few MEAT CUBES and a series of Nebraskas if there's a chance I'll see something altogether different in a few more stops, be it Tom's skull or not. I know No Man's Sky is massive, but I would have figured we'd see less uniformity as time went on. There has to be something truly strange hiding in those 18 quintillion planets, right?
There s a bit near the beginning of Uncharted 3 where protagonist Nathan Drake evades a police entourage by clambering up a drainpipe and onto a roof. The building overlooks the city s skyline and, while it s dark, the mass of light that radiates from the metropolis sprawled out in front of him lets him see for miles. It s a wonderful moment, but, while impressive, quickly feels bogus.
You see, in games like these you often can t actually reach the panoramic vistas, the gorgeous rolling hills, or the far-off knife-edge cliff faces, but are instead too quickly funnelled off down the next linear pathway towards the next foregone conclusion. You hardly have a chance to properly enjoy each moment of reflection before the story is moved on, and this makes me sad. (Incidentally, it looks like players will have the chance to sample the above and play many other PlayStation 3 exclusives on PC in the not so distant future if you d like to see what I mean in this instance.)
Conversely, having spent the past week ebony armour-deep in SureAI s Enderal a Skyrim total conversion mod whose scale almost matches that of its source material I was reminded of what draws me to games like these in the first place. Against games like Uncharted, it s not their open-ended quests, nor is it their divergent missions; their multitude of weapons and characters, or even their sprawling maps what I love about open-world games is simply knowing it s possible to explore their arenas from corner-to-corner, to pore over every inch of their sandboxes, or to delve into each one of their nooks and crannies.
Finding the highest accessible point in the map is the first thing I do when dropped into an open-world environment, before I pick a certain spot out in the distance and try my damndest to make it there alive or, more times than I care to admit, die trying and revel in whichever wildlife/scenery/baddies I encounter along the way.
From a practical perspective, besides facilitating these hands-on moments, trekking to and from these vantage points allows for a better understanding of the map itself. Truth be told, though, there's something I find wonderful about knowing that particular small patch of land, that dilapidated farmhouse, that seemingly abandoned island that I can spot from aloft my perch can be reached and explored, just because. There might be nothing real merit there on arrival and there's often not but I delight in the fact that in these games it can be done.
In Skyrim, I first discovered the Oghma Infinium book by stumbling upon Septimus Signus outpost after spying it from atop the College of Winterhold s roof; in New Vegas I meticulously planned an ambush on Caesar's Legion from the mountains located to east of their camp; in The Witcher 3 I climbed the Kear Trolde bridge in Skellige just so I could jump off into the water below because, well, why the hell not? There is, after all, no wrong way to play games.
I ve played and enjoyed the entire Uncharted series, and many games like it, but I ve found my fondest moments in games over the years have stemmed from the ones I ve created myself; the off-script set pieces and the moments of sheer randomness. Perhaps you could call it a problem with authority, but I like being able to roam where I want, when I want and spotting such places from the peak of a mountain, bridge or magic school is the best means for it.
Deus Ex: Mankind Divided has stumbled a bit out of the gate, with early reports of technical and performance problems leading to an ugly-looking mixed review scene on Steam. In response, Eidos Montreal has pushed the first patch out the door, which focuses on critical issues users ran into immediately following release.
The patch should be applied automatically the next time you fire up DX, but if for some reason it doesn't, you may need to either restart Steam or manually find and install the update from the Windows Store. It addresses the following issues:
Eidos said the update should improve things for all players, but if you happen to run into problems with it, the previous build (524.6) has been made available on Steam so you can revert. The studio also repeated its warning from earlier today that at least some of the performance complaints it has received are not caused by problems with the game, but by unrealistic expectations.
We are seeing people reporting performance issues when playing the game on Very High/Ultra settings with MSAA set to 2x, 4x, or 8x. We would like to emphasize again that these options are very demanding, it wrote. We recommend everyone that is running at recommended spec or higher to start with the High Preset and MSAA turned off, and then tweak the options to optimize your experience.
Eidos expanded on that, and its earlier recommendation about cranking things down a bit, in a lengthy forum post explaining the game's graphics options and the impact they have on performance that you can dig into here.
Prague is a great hub. There are lots of apartments, bars, shops and email accounts to break into. There's a small army of cops to taunt and gangsters to rob. That's all to be expected from a Deus Ex game, but what about the stranger side of Prague? As the game's big central hub, it has to host all of the artists' ideas in one place. Consequently, it's full of weird stuff, including strange sculptures, odd outfits and some aggressive advertising. Let's take a tour.
The folded waistcoat/honeycomb combo would be enough to include this guy, but we really need to address the sleeve situation. I can see what they're going for, the idea that the digital self has become so important that polygonal essence of the digital realm has become part of the fashion and architecture of the time. However, this man has taken triangles too far. It looks he has origami arms. How is he supposed to roll his sleeves up if he needs to unblock a toilet?
Also note the mysterious figure to his right, who got dressed in an almost-normal suit, and then decided to add the shoulder pad at the last minute before he left the house. Now that's commitment to current trends.
I liked Jensen's Human Revolution coat, even the shoulder bits that looked as though they were made out of curtains, but Jensen's new jacket beats it easily. It is shapely and subtly textured. The undergarment isn't a big turtleneck, and this jacket doesn't make Jensen look incredibly wide.
The question is: if it existed, would you wear it in real life? I like to think of this as the Rick Deckard jacket dilemma. You can buy the Blade Runner coat, but when people that aren't Harrison Ford wear it, it is not good. I won't link to the google image search that confirmed this, because that would be mean, but I suspect the same rule applies here.
I spent a while staring at this rock, suspended above a street in Prague, wondering why. Having also seen the rock at night, I think it's supposed to look as though the light projecting upwards to the rock's underside is magically supporting its weight. However it is obvious that the huge chains binding the rock to five surrounding walls are supporting its weight. It is not even an especially pretty rock, and is clearly an accident waiting to happen. I will write a strongly-worded letter of complaint to Prague's 2029 council.
Human Revolution had some of the best ceilings in games (seriously, go back and look up everywhere, it's amazing). The trend for gorgeous, highly impractical ceiling decoration continues in Mankind Divided. This is one of my favourites, but be sure to study the collection of Pentagon-style ring lights in Interpol's Prague base, and the structures above the entrances to the Prague metro, which look particularly good at night.
Limb clinics in Human Revolution were glowing, almost heavenly spaces where augmented folk could go to buy praxis and get their legs tuned up. Since the aug incident, that is no longer the case. This dilapidated structure is a cool monument to both the world at was, and to the lack of imagination of Prague's graffiti artists.
Think of the time and money they put into setting up that projector. Maybe they hoped that authorities wouldn't see the angle where the light spells out the name of the organisation. Unfortunately, because this is a corridor, this is pretty much the only angle you can get on their front door.
The Palisade Bank is an awesome level, and I love the way it looks, inside and out. It's a huge windowless obelisk designed to secure the global elite's most sensitive info. It looks impervious, but of course you get to crack it open. Outside there is this neat sculpture that invites passers-by to contemplate its meaning. The organic forms supporting inorganic forms slots into the whole human augmentation thing nicely, but what is it trying to say? Maybe: blocks are heavy but trees are strong? Also why would the bank commission this as their logo? It's time to hack the CEO's email and find out.
He has the look of a man who has read the latest issue of GQ, seen that triangles are in, and bought the triangliest thing he could buy for lots of money. Here he is standing outside an incredibly fancy bank on his mobile phone. Easy pickings for local muggers.
Here he is, the most underdesigned man in Deus Ex: Mankind Divded. He's selling drinks in a strip club in the red light district, and is distinct for being so indistinct. Glasses, short crop and charcoal grey tee are all he needs. In a world of pop-collars, clear plastic sleeves and triangle patchwork I respect his lack of effort.
I looked up and thought a man had fallen out of a helicopter. Turns out this is quite a dark advert selling a "mood stabiliser". "There's a better solution" reads the tagline when the ad is lit up at night.
Prague is a good choice for Mankind Divided's city hub because Eidos Montreal's artists get to merge old European architecture with brash futuristic billboard advertising. There is a layer of screen cladding on the frontages of many buildings. It comes to life at night to show intermittent adverts, and then fades away to show the old stonework of Prague again. It is a sad thing to do to an old building, but it looks really neat in the game.
After teasing a major announcement via Twitter last week, Bandai Namco and From Software have officially unveiled Ashes of Ariandel as the first expansion heading to Dark Souls 3 on October 25.
Not that there wasn t fun to be had in re-texturing the ultra-punishing medieval RPG with crabs and Nicholas Cage faces and the likes, but Ashes of Ariandel the first of two incoming add-ons will welcome new weapons, armour, magic, a PvP area named Immortal Competition, and some exciting lore to expand the overarching Dark Souls III storyline, according to Bandai Namco.
Let s have a look at some of that in action:
Return to the world of Dark Souls III and uncover a terrible secret that lies within the frozen land of Ariandel, adds the publisher in a statement. Players are tasked to enter the land of Ariandel and defeat the evil within to uncover the mystery of what has caused the land to become defiled.
In addition to adding a new environment to Dark Souls III, the Dark Souls III: Ashes of Ariandel expansion will also include new weapons, armour sets, and magic for players to discover and experiment with, as well as new features for the game s wildly popular competitive multiplayer mode.
One thing we d love to see feature in the new expansion is Bloodborne s transforming weapons, but I ll guess we ll have to wait until the October 25 when it'll cost $14.99 to see if they make it in or not.
Technical problems such as frame rate drops, mid-high tier systems struggling to perform on lowered settings, and disabled mouse acceleration options are but a few of the complications some players have cited on Steam and Reddit. Furthermore, confusion regarding misleading information on the game's pre-order/Day One Edition DLC has also upset a chunk of the game s player base.
Speaking first to the latter, the pre-orderable Covert Agent Pack, as it was first known, grants players access to specific weapons, outfits, and upgrades. These items, located in your in-game storage space, are transferable to your inventory however before now there was no indication that this is a one-time transaction.
Square Enix has since renamed the pack the Augmented Covert Agent Consumables Pack, which ostensibly means if you redeemed the consumables via your first save they re gone for good. Expectedly, this has upset many players who opted in without this prior knowledge, prompting Eidos Montreal s community manager to step in with this explanation:
Consumables (Praxis Kits, Ammo, Credits, Crafting Parts) are one-time use items. They will be in the storage section of your inventory, until you decide to add them to it. Once you do, they will be consumed in your current playthrough, and not re-usable. Consumables work the way they do due to first party constraints.
Durables (Weapons, Skins, Augmentations) are not one-time use. They will automatically be available in all of your playthroughs, once you have downloaded and installed them.
On the performance front, Steam reviews at the time of writing are Mixed (1,693 positive, to 932 negative) however Square Enix has since posted a list of issues it s aware of, and a further list of possible interim fixes until it gets a grip of the situation. Rather frustratingly, these include obvious pointers like lowering graphics settings and playing the game in windowed mode making the need for a proper patch all the more important.
As you might ve spied earlier this week, Bethesda hosted a Fallout 4 livestream on Tuesday which showcased the game s sixth a final slice of DLC the decrepit theme park-set Nuka World. The hour-long overview is featured below and explores sections of the new area, some of the characters you ll be conversing with, and some of the new enemies you'll be up against some of which present a real challenge for Bethesda s hosts Matt Grandstaff and Mark Teare.
NB the stream itself is relatively spoiler-free Grandstaff and Teare actively avoid spoilers however watch on at your own discretion.
The stream kicks off in Sanctuary where the protagonist tunes into Nuka-World radio in order to locate the amusement park, said to be larger in size than previous expansion Far Harbour. He quickly runs into an unhappy group of gunners, as can be seen in the opening ten minutes.
This DLC is meant to be at a higher level, explains Grandstaff. We wanted to give people who ve been playing a long time a challenge. Level 30 is when the radio signal pops, but really you might want to go even higher than [that] to have a really good playthrough and not get your ass kicked.
Later on in the stream, rooms filled with ceiling-mounted turrets and new Metroid-like bugs stalk the player which further cements the add-on's difficulty level. If you think you've got what it takes, you can try your hand at Fallout 4 s Nuka-World expansion when it lands August 30. It'll cost 14.99/$19.99 when it does.