For those of you still playing The Elder Scrolls: Legends card game, and I have to confess I've lapsed for the last few months, a new expansion is on the way, and might finally make your dwemer-based dreams come true. Return to Clockwork City will be released on 30 November, and will add 55 new cards plus 35 story missions to the game. This is the second PvE expansion Legends has received, the first being The Fall of the Dark Brotherhood which launched in April this year.
For those not familiar with the Clockwork City, which first featured in the Elder Scrolls III's Tribunal expansion, here's what Bethesda's equivalent of a tourist brochure has to say about it: "The Clockwork City is the grand workshop of the late god Sotha Sil, who was obsessed with crafting his own forms of life, reconstructing and building on the work of the Dwemer artisans."
There are three main additions coming with the expansion, and we'll start with the most interesting: a new creature type called Fabricants. There will be five of these Fabricants in the set, (one per class colour), and they'll gain a powerful benefit from being played in conjunction with neutral cards. The idea here seems to be to encourage more players to experiment with cards like the Dwemer, which until now have been relegated largely to meme status.
Next up is Treasure Hunt, a mechanic which sounds confusing when written down but is probably quite simple once you play with it. As far as I can make out, you play the card with Treasure Hunt on, and then if you draw the card type that it's hunting for—Bethesda gives the example of a weapon—then that card will be buffed accordingly. It sounds pretty inconsistent unless you build the deck around the effect, so the payoff will need to be powerful to make it worthwhile.
Finally we've got another new mechanic called Assemble. This is based on the idea of the Clockwork City's automaton inhabitants having to repair themselves using spare parts. When you play a creature with the Assemble keyword, which are called Factotums, you'll get to pick from one of two bonuses (a bit like the Druid's 'Choose One' effects in Hearthstone). However, the big difference here is that the same bonus will be applied to all the Factotums in your hand and deck. So essentially you're committing to a particular line of play.
As someone who never really loved the Dwemer stuff in Skyrim, I can't say I'm in love with the mechanical theme of Clockwork City, but new cards are the lifeblood of any CCG so I'm glad to see Legends receiving some love. Below you'll find a gallery of the first cards revealed from the set. We'll be unveiling a card exclusively later this week, and I think we snagged a pretty decent one.
As Andy told us back in May, co-operative play in Far Cry 5 will be available across the game's entire campaign. Now, by way of a new trailer, Ubisoft has shown us how that'll look in motion.
Short of Steve Martin and John Candy, it's all a bit Planes, Trains and Automobiles. Have a gander for yourself:
I must admit: I do fancy taking those tractors for a spin. Unlike its main series forerunner Far Cry 4, where co-op play was reserved for specific side quests, the next Far Cry will let players band together immediately following the game's tutorial.
Earned experience and items (excluding quest-based trinkets) will carry over following each co-op session, however it's the host player who keeps their story progress each time.
"To help players in their mission to take down the cult, the host player will still be able to recruit 'Guns For Hire' or 'Fangs for Hire' keeping in mind that you can have up to two buddies, with one being another player, join you in your squad," says Ubisoft in a statement. "Far Cry 5 'Friends For Hire' two-player co-op will allow players to explore Hope County and take down the Project at Eden’s Gate in a surprising and chaotic new fashion expanding the possibility of the game’s open world."
Far Cry 5 is due February 27, 2018 on PC. Here's seven things we've learned about its sandbox so far, and here's why James enjoys the fact it's goofy as hell.
Despite thoroughly enjoying its first-person perspective and cast of new characters, I wasn't as taken with Resident Evil 7's faceless Molded zombie-likes. Its incoming and complimentary Not a Hero DLC, however, looks to add some new, terrifying baddies to its bounds—which you'll see a brief snippet of in the game's latest trailer.
Fresh from Paris Games Week, the latest short centres on returning series star Chris Redfield and his pursuit of familiar villain Lucas Baker. He's at his usual cat-and-mouse tactics, as we see Redfield laying waste to hordes of undead within the expansion's underground mine setting, all the while chatting to his support team at base.
From what we've seen before now, it's so far, so similar. That is, until around the 1.18 mark below.
What the hell is that thing? With its glowing eyes, erratic movements and extended appendages, I really don't fancy tangling with that one.
But I guess that'll be inevitable when Not a Hero drops on December 12, eh? When it does it'll be a free download for "all Resident Evil 7 Biohazard owners", so says Capcom. Until then, here's Andy's warm words on the base game.
It isn't easy being a medicine man in an era before antiseptic and rubber gloves. You have to put your own safety on the back-burner and really get hands-on with your patients, using your bare mitts to squeeze horrible pimples, drag bugs out of open sores, and re-attach comically dangling eyeballs. So goes the life of a medieval surgeon in Ghostbutter's Wunderdoktor, a charming point-and-click adventure that evokes Trauma Center, Samorost, and Papers, Please.
Here's the setup: you're a travelling healer, exploring several regions of a playfully gothic yet plague-infested fantasy world. But while the scenery changes outside your rickety doctor's wagon, you spend the entire game inside one examination room, seeing to a non-stop stream of ghoulish patients. One might be suffering from a nasty outbreak of clams, another might have prickly branches growing out of their shoulderblades, and meanwhile their neighbour has to put up with a pesky poltergeist. Later cases combine symptoms, giving you pestilence-ridden patients that need to be sawed down, clipped off, and stitched back together before the grateful creature can be sent on their merry way.
It's a pleasingly tactile game, giving you a variety of tools to perform your healing arts with. Using the mouse cursor exclusively, you'll examine patients with a big magnifying glass, inject them with syringes, slap ghosts away with a flyswatter, sew shut open wounds, and use a circular saw to grind down crystalline growths. The cursor changes depending upon the action required of you, so there's no thought required as to which item should be used for which lightly gruesome medical procedure. You can simply enjoy getting down to work, with the delightfully squishy sound effects providing a satisfying amount of feedback.
However, it's the fantastic papercraft artwork that does most of the heavy lifting when it comes to Wunderdoktor's cheerily macabre atmosphere. This is the surreal, storybook horror of The Melancholy Death of Oyster Boy by Tim Burton, but with an even gentler nature than that morbid picture book. There's no real gore, no bad language, and no one dies unless you stuff up your operations.
Speaking of which, each patient comes with a life bar—represented by a dwindling candle—and if you take too long, they'll keel over dead. At which point your cute little assistant Stein will revert time to before the consultation, and you'll have to keep prodding at the patient's body until you succeed.
This isn't so punishing during the game's early stages, where the list of ailments is short and your interactions with them are basic, but Wunderdoktor is eventually revealed to be unforgiving of mistakes. The most egregious might be the music puzzles, which require you to match a short sequence of notes chirped by your little sidekick by hammering on your patient’s teeth or nostrils. The problem? None of the notes, or the toothy keys, are visually marked in any way, so you either need a great ear for music or enough time to trial-and-error your way through these aggravating sequences. Needless to say, I’m blaming them for many of my patients’ deaths.
There are also certain treatments that require twitchy, precision mouse movements: swarms of fast-moving mosquitoes you have to click on, sometimes repeatedly, or how about the strobing berry pimples that can only be safely squashed when they turn from pink to blue? The former are maddening, but even the berries can be a nightmare when you're also dealing with a nervous, twitching patient, a meddling poltergeist dropping harmful slugs everywhere, and plasters that just won't stay stuck.
There is an attempt made to help struggling players through the more ruthless moments—fail a consultation a couple of times and glowing blue bugs may appear during your next attempt at the operation, bugs that will restore a portion of the patient's life bar when touched. Unfortunately, in many cases this help was offered way too late, and the patient would croak before I could grab the first healing bug.
There were only a few of these difficulty spikes leading up to the fifth and final act, but it ends with a boss rush of sorts against a series of tough patients with increasingly tiny life bars. Others may fare better, but my wrist was complaining loudly as I tried to squash every last mosquito, locate each hidden bug, saw away each cankerous crystal, and then deliver the correct medicine tablet before their candle burned away to nothing. Quit in the middle of this sequence, like I did, and you'll have to start the entire boss rush again.
Difficulty is very much a subjective thing of course, but when overcoming a troublesome patient I didn’t feel that emboldening sense of triumph I’d get from polishing off a Dark Souls boss, or solving a tricky puzzle in The Witness. More often than not, I’d be swearing at the screen. The time limits feel too stingy in the later chapters, but I’m not sure that simply extending them would solve my underlying issue. Chasing miniscule hitboxes (in the case of those mosquitoes) across the screen is not my idea of a good time, particularly if, like me, you suffer from repetitive wrist strain.
And yet, I find it very hard to summon any real malice towards Wunderdoktor, which is one of the most inventive games released this year. That's partly down to the artwork, which imbues every one of its cast with a grimy, quirky charm, but it's also due to the adept comic writing. Ghostbutter's game is not overburdened with prose, but the patient descriptions and dialogue made me smile pretty consistently—how could you not when you're greeted by the overexcitable Danil Babok, a 'Town Amuser' with an aubergine for a head?
There's also backstory and sketchy artwork to collect, in the form of note fragments sporadically churned out by your furnace once you've disposed of enough medical waste, so if you enjoy your first time through this decidedly linear adventure, there's a solid reason to revisit it.
Wunderdoktor's myriad charms can only go so far, however, and beneath its storybook surface lies a merciless game of medieval doctoring that occasionally reminds you how miserable such a profession must have been. Thank god for antibiotics, antiseptic, and—above all—rubber gloves.
Ranger! You thought Mozû was dead, but no. Are you trying to hide from Mozû, playing with your 'friends' in Destiny 2? Ha! Don't make Mozû come over there.... Tell you what, though. Mozû knows your problem. You're simply not equipped for this job.
What you need is help optimizing your PC for Shadow of War. Mozû has been running tests, and Mozû is feeling generous today. Here's what you need to know to fight Shadow of War's orcs with the best possible performance.
The first thing you need to know is that the only mods you're going to be able to run will be memory hacks, like if you want to change the field of view from the default.
Do you prefer keyboard and mouse as your weapon of choice, or do you use a controller? It doesn't matter—Mozû will kill you regardless. But both will work, and you can customize their key/button mappings as you see fit. You can even run on an ultrawide display if you think that will give you an advantage, though cutscenes and videos will be cropped for 'artistic' reasons.
When all of that inevitably fails to defeat Mozû, try to improve your skill level, aka framerates. The main way to step up your game is to adjust your settings. Higher fps is critical so that you can't blame your next death on stutters and lag. And if you want to run with the ultra quality crowd, that may require investments in new hardware.
Here's some benchmark data to help you out. (Yes, Mozû likes statistics—it was his minor at the Orc Academy!) But first, let me tell you about the local blacksmith, MSI.
MSI has provided all the weapons of war used for testing. There's a full range of options, from your short and stabby bits like the GTX 1050 and RX 560, to legendary equipment like the GTX 1080 Ti and RX Vega 64.
If you're interested in more freedom of movement, MSI also offers a special category of weapons called "gaming notebooks," and Mozû tested the GS63VR with GTX 1060, GE63VR with GTX 1070, and GT73VR with GTX 1080. Mozû knows how you like to jump and climb around, so these might be exactly what you're after.
Don't neglect your armor and ring of power, either. MSI has several different motherboards offering varying levels of protection, which work with a variety of Core i3/i5/i7 and Ryzen 3/5/7 processors. Mozû suggests that you stay away from budget processors—no more excuses! Core i5 and Ryzen 5 are the sweet spot for most rangers.
Let's start with basic training first, which we uruks like to call 1080p medium. There are even weaker foes like 1080p low and lowest, but have some dignity! You shouldn't even need epic loot to take down this foe, so you can save a few Mirian by purchasing weapons forged by the blacksmith's apprentice. The baseline choices consist of the GTX 1050 and 1050 Ti, and the RX 560, and there are even some slightly battered and rusty R9 380 and GTX 970 swords available.
Strictly speaking, you only need 30 fps to get by in the land of Mordor, and any of these cards will do. But then you run into Mozû, and you start to think 'getting by' isn't enough. The GTX 970 and above will give you a much better chance of survival, delivering smooth framerates of more than 60 fps, and the GTX 1060 and above will push you over 100 fps. At that point, it's just practice, practice, practice. Or you can look at taking on more challenging foes and try to make a name for yourself.
The ultra tier foes are another level of difficulty entirely. You'll want 4GB VRAM to stand a chance, and anything less than a 1060 3GB will result in occasional trips and missteps. Those can be fatal, and only epic level weaponry like the GTX 1070 and RX Vega 56 will push you past the 60 fps mark. And if you're looking at a 144Hz Palantír (aka display), you might need to drop down to high quality to maximize the accuracy of the visions it sends.
I'm not sure why we're even talking about 1440p ultra. Me and my blood brother, we could tackle such a beast, sure. But you, on your own? Fat chance. You'd need at least a Vega 64 or GTX 1080, and something tells me you've been spending all your Mirian on fortifications and loot instead. Bumping down to high quality is an option, if your equipment can't quite tackle 1440p ultra.
Little known fact: Sauron's nickname is '4k ultra.' Every time he stares into his Panaltír he mumbles, "The visions are not clear… I need 4k ultra!" Of course we never call him that to his face, as the witch king long ago gave up his sense of humor. He's more machine than man now, and what machine wouldn't want higher resolutions? Sauron loves pushing his hardware to the limits.
To be clear, there's no way you can defeat Sauron, at least, not with a single sword. The only chance you might have is to dual wield GTX 1080 Ti's in SLI. You've never heard of that? Ha! That sort of weaponry isn't the kind of stuff elf lords and wizards like to talk about. The unbridled pursuit of power is Sauron's domain, and 1080 Ti SLI would be as foolish as forging a new ring of power.
Yeah, you've already done that. Idiot! And look where it got you. Now Shelob's trying to cozy up to you, and you know that's not going to end well. Also, SLI only tends to help at 4k with GTX 1080 Ti, or 1440p and above with GTX 1080.
You can see that the benefits of dual 1080 Tis only go so far, but then 4k displays mostly top out at 60Hz for now. You'll have to struggle with managing two weapons now, and that can require some fancy footwork. To avoid tripping up, use a G-Sync Panaltír so that dips below 60 fps don't cost you your head.
What about those lightweight notebook swords mentioned earlier—was that a twinkle in your eye as you contemplated scaling up to the Haedir with one of these strapped to your back?
The good news is that these can nearly equal their full-sized brothers—or at least, the better ones can. 1080p medium goes down like a training dummy, as usual, but you'll need at least the mobile 1070 or 1080 to take on 1080p ultra 60 fps. With G-Sync, you can even go for 1440p ultra, but avoid scaling Mount Doom with one of these if you want to battle Sauron (4k ultra) on his home turf.
You've got weapons, but what about your armor? The truth is, your armor and ring of power aren't nearly as important as you might have thought. All your prancing and climbing and hiding won't do you any good unless you know how to swing a sword on occasion. The best defense is a good offense, so get a legendary sword from the forge as your first step. But having a little extra protection can help when you want to dominate orcs and weak-willed uruk-hai.
Even Core i3 and Ryzen 3 suffice, though not necessarily for the toughest foes. At 1080p medium, there are clear benefits from the Intel fabricated rings of power, at least if you're wielding 1080 Ti. Slightly less epic swords all start to feel the same—you can see this at 1440p ultra, where there's little practical difference between the various armaments.
How is it that your armor and ring affect your combat efficiency like this? Don't ask Mozû—he'll just start punching stuff.
Mozû likes to keep things simple, but maybe you want some additional details on how to fine-tune your equipment. Fine! Even Mozû hates stutters. Follow these tips, and don't say Mozû never did anything for you.
Graphical Quality (Lowest/Low/Medium/High/Very High/Ultra): A quick way of configuring advanced options. You can roughly double the performance at low versus ultra, slightly more on the lowest setting, but the visual tradeoff can be equally significant.
Lighting Quality (Low/Medium/High/Ultra): Changes the number of active lighting sources. Dropping to low can improve fps by 30 percent but does compromise image quality. The medium setting is a more reasonable compromise between quality and performance.
Mesh Quality (Low/Medium/High/Ultra): affects the number of polygons used at various ranges, so ultra as an example swaps out lower meshes three times the distance as medium. Dropping to low can improve performance by eight percent.
Motion Blur (Off/On): One setting we almost always recommend disabling, as the added blur doesn't really make a game look better. Turning this off will net you six percent higher performance.
Anti-Aliasing (Off/FXAA/TAA): post-processings to eliminate jaggies, which is less intensive (and less accurate) than MSAA. FXAA is effectively free (1-2 percent performance hit), but doesn't do as much. Disabling TAA (temporal AA) can improve performance by eight percent.
Shadow Quality (Low/Medium/High/Ultra): directly controls the texture quality for shadow maps. Performance is eight percent higher at the low setting, but medium is a better target that still looks good without impacting performance too much.
Texture Filtering (Low/Medium/High/Ultra): sets the anisotropic filtering level. Ultra is 16x and low is 1x, with low being about four percent faster.
Texture Quality (Low/Medium/High/Ultra): improves texture resolution and details but needs more VRAM. Ultra requires the HD texture packs and looks the same as high, mostly. If you have enough VRAM, low is only six percent faster than ultra, but on cards with only 2-3GB stick with high.
Ambient Occlusion (Off/Low/Medium/High): another option affecting shadows, this controls the number of rays cast when calculating screen space ambient and specular occlusions. Turn this off for up to 13 percent higher framerates, but with a flatter overall appearance.
Vegetation Range (Low/Medium/High/Ultra): controls the number and range of vegetation, but in testing this didn't make a difference either way.
Depth of Field (Off/On): blurriness for the sake of realisms and cinematic effects, again this didn't affect performance in testing.
Tessellation (Off/On): utilizes displacement mapping for more organic and natural looking objects. The amount of tessellation appears limited, as turning this off didn't impact performance (though that might not be the case with older GPUs).
Large Page Mode (Off/On): this option says you need to run in Administrator mode (and enable the 'lock pages in memory' option via gpedit.msc if you're on Windows Pro), but even doing that this option failed to work.
So, ranger, Mozû hopes when next we meet, you won't have to depend on sheer numbers and cowardly poisons. A few parting words, if your puny mind is interested in such things. All of Mozû's weapon testing was done on MSI's Aegis Ti3, a lethal arsenal equipped with an overclocked i7-7700K, 64GB RAM, and plenty of solid state storage! Additional tests with alternative armor was conducted using MSI motherboards for sockets LGA2066, LGA1151, and AM4. All testing was done with the latest Nvidia and AMD drivers available at the time of testing, Nvidia 387.92 and AMD 17.10.1. (Mozû got distracted for a bit, so these tests are a couple of weeks old.)
Come, ranger… Come back to Middle-Earth, and come back to Mozû. We have unfinished business. Yes, Mozû knows about assassins and their creeds, stone castles ordering wolves, calls to duty, and other evils lurking within. But you know, deep down, that we are destined to meet again. I'm coming for you.
The patch notes for the Dota 2 7.07 update, "Dueling Fates," fully reveals the new Pangolier and Dark Willow heroes who were teased back in August. The update will also make a big change to the matchmaking rating system, updates the Ability Draft, adds a new Dota Turbo game mode and Ping Wheel functionality, and changes the Guide System to make it more accessible and useful.
Donté Panlin, the Pangolier, is a dashing, Puss in Boots-style swordsman, but instead of a cat he's a sort of anthropomorphic pangolin, with natural scales that provide a handy, always-on defense. "There is no monster he won't slay," Valve said. "No creature he won’t woo. No tyrant he won’t stand against. And no noble immune to his silver tongue."
The Dark Willow Mireska Sunbreeze, the daughter of a fae merchant, also appears to be a mischievous sort, but of a much darker bent: "While she was quite adept at navigating the etiquette, unspoken laws, and social rituals that permeated every element of her life, she found the whole thing rather boring. So, Mireska did what most rebellious children do: burn down her family estate and set off with her pet wisp Jex to live the life of a wandering grifter."
To ensure that the matchmaking rating [MMR] system is "recent and accurate" for everyone, MMR for both ranked and unranked players will now work on a six-month seasonal system, the first of which will begin in two weeks. Players will be given a profile medal for each season based on their peak skill during that season, which will be displayed, along with their previous seasonal medal, to all players before each match.
"At the start of each season all players will recalibrate MMR, seeded by their previous season’s MMR," Valve explained. "Your current historical preseason MMR value will be recorded and selectable in your profile, and ranked players will continue to be able to track their current seasonal MMR value."
Other changes of note: Turbo Mode keeps the same game rules as All Pick but grants more gold and experience to heroes, weakens defensive towers, and reduces respawn time, all of which will simplify the process of trying out new heroes and strategies; the Ability Draft has been given a new interface; the Guide system is more easily accessible; and new functionality has been added to the Ping Wheel. We'll have a more in-depth analysis of everything that's going on here for you soon, and in the meantime you can dive into the patch notes yourself at dota2.com.
Update: The post originally indicated that the Dueling Fates update was live today, but it will not actually be out until November 1.
Call of Duty: WWII is now right around the corner, and like clockwork Nvidia has released a 'Game Ready' driver package that ensures it will run optimally on GeForce GPUs.
"Game Ready drivers provide the best possible gaming experience for all major new releases, including Virtual Reality games. Prior to a new title launching, our driver team is working up until the last minute to ensure every performance tweak and bug fix is included for the best gameplay on day-1," Nvidia says.
Nvidia is also known to optimize its drivers for recent games, along with ones that are coming soon. In this case, the new 388.13 WHQL driver release is also optimized for Wolfenstein II: The New Colossus (released last week) and Need for Speed Payback (due out November10).
As for bug fixes, the new driver release solves an issue that's preventing images from appearing on secondary monitors. It also gets rid of the yellow bang by the graphics entry in the Device Manager, and fixes a corruption issue that would momentarily occur on some laptops right before a streaming games goes into full-screen mode.
In addition to installing new drivers for your GeForce GPU (if that's what you're running), you can preload Call of Duty: WWII on Steam so that you're ready to go the moment it releases on November 3.
You can grab the new driver release through GeForce Experience, or go here to manually download it.
The Gardens Between is a puzzle-adventure game about two best friends exploring a world of "beautiful garden islands." While wandering these strange worlds, they can move back and forth through time, enabling them to "discover each garden's secrets and, along the way, reveal a story about friendship, childhood, and growing up." It was originally announced for the PC back in February, but it was re-announced, so to speak, for the PS4 today at the Paris Games Week—and that means we get to watch a new trailer.
The time-manipulation angle evokes memories of the indie hit Braid, but where that game drove me around multiple kinds of bends with its convoluted, oft-infuriating gameplay, developer Voxel Agents says The Gardens Between will be a "restful, relaxing experience" that's "free from language [and] designed for accessibility."
"Our goal is to encourage careful, mindful and stress free exploration throughout the game while providing in-depth puzzles and challenges," the developers said. "When making The Gardens Between we set out to build a world and tell a compelling story that players can connect to and understand, presenting a genuine and consistent universe that offers players of all age groups something to connect with on a personal level."
Aside from the brief description above, neither the Steam page nor the site at thegardensbetween.com shed a lot of light on what The Gardens Between has in store. But it looks and sounds lovely, and the element of discovery is a big part of what makes games like this worth playing—and let's be honest, you already know whether or not this is something you're interested in.
The Gardens Between is currently slated to come out in the third quarter (July 1-September 30) of 2018. And now, let us chill.
Football Manager 2018 will include openly gay players—despite the fact homosexuality in modern professional football/soccer remains grossly stigmatised.
Despite it being "rare", the feature is tied to the game's computer-generated youngsters who bolster the player database year-upon-year as its real life players retire. When a player comes out, Sports Interactive's Miles Jacobson tells the BBC, you'll receive a news item in your inbox. After that, your commercial director will speak of boosted revenues as a result of interest from the LGBT community.
Jacobson says one of the reasons the feature was included is because real life LGBT football players exist, despite the silence and perceived taboo. He and Sports Interactive liaised with anti-discrimination group Kick it Out and feel what they've created is a fair representation of how it might happen in real life.
"I just think it's crazy that in 2017 we are in a world where people can't be themselves," says Jacobson. "[In reality] it will be: Right, OK, let's move on. Everything will carry on perfectly normally, because that's what we've have seen happen elsewhere. It's not a message that everyone is going to see in their game. It is quite rare, but we want it to be seen as a positive thing.
"We also had to take some legal advice, because in some countries that are less forward-thinking than the UK, it is still illegal to be gay. In those cases we have simply respected their laws, so if a player is based in one of those countries, the player won't come out.
"Being gay is just a totally normal thing in life, and it's the right thing to put it in the game because it's something that we're going to be seeing in the future."
Update: Developer Mossmouth Games (read: solo developer Derek Yu) has confirmed Spelunky 2 is coming to Steam. A release date has not yet been announced.
Original story:
Spelunky 2 was announced during today's PlayStation Paris Games Week livestream. As you can imagine, it was announced specifically for PlayStation 4, but given Spelunky's history and origins, the sequel is a shoo-in for PC.
Apart from the trailer above, we don't know much about Spelunky 2. Though we do at least have one big detail: you play as the child of the protagonist of Spelunky 1.
In any case, more Spelunky is good news. There's a reason we rated it number-one on our list of the best indie games to play right now.