January was a ridiculous month for new releases—packed full of great new games, from Rise of the Tomb Raider to Pony Island. Amazingly, February was even bigger, with 10 new titles enjoying an 80+ score from PC Gamer. Plus, a few duds. (I'm looking at you, Bombshell.) If you're struggling to keep abreast of it all, here's your monthly digest of February's best—a look at its most praiseworthy games, most revelatory news, and most insightful features.
The biggest game of the month also received the biggest score. XCOM 2 is that rarest, most glorious of sequels—fundamentally deconstructing its predecessor and rebuilding it in a way that turns weaknesses into strengths. Each moment-to-moment choice branches and branches again, creating a deep, broad tactical experience that Tom Senior awarded 94%. "We'll play this forever," he enthused. He could well be right.
A "strangely enjoyable simulator," says Andy of American Truck Simulator. He's right on the money: obeying the law across the roads of California and Nevada should be interminable, and yet, somehow, is ATS is one of the most compelling sim experiences around. Nevertheless, as noted in Andy's 80% review, it's perhaps a little too similar to its predecessor, Euro Truck Simulator 2. It also only launches with the two aforementioned states, although its landmass is set to be expanded over the coming months and years.
Andy continued his relaxation combo with Firewatch, Campo Santo's Wyoming wilderness adventure. Set in the gorgeous Shoshone National Forest, it's a game about escapism, tragedy, humour and a paunchy middle-aged man. In his 85% review, Andy praised the game's central relationship and setting, even whilst being a touch disappointed in its conclusion. Such faults aside, it does feature some of the best, most natural sounding dialogue I've heard in a game for some time.
Dying Light didn't used to have a car in it, but then Dying Light: The Following was released and it did have a car in it. Now you can play Dying Light, and drive the car that it has in it. That's not all that's notable about this expansion, which also features a new map and a bunch o' new missions, activities and story stuff. It's good, says Chris Livingston. Good to the tune of 80%. How much of that score is down to the fact that there's a car in it? Definitely some of it.
This was a surprise: The Aquatic Adventure of the Last Human, which James Davenport deemed to be 90% good (note: that is not how review scores work.) It's a 2D pixelated Metroidvania, as most indie games are, but this one's set underwater. You're in a submarine, chucking harpoons at some wondrously huge, ridiculously challenging boss fights. Given the need to replay many of the bosses to learn and overcome their attack patterns, I'd like to congratulate James for not comparing TAAotLH to Dark Souls.
The month's second good expansion: Cities: Skylines Snowfall. Did you love Cities: Skylines, but hate the fact that it's paints a world trapped in the unyielding hell of the endlessly temperate? Likely you didn't think much about it, but nonetheless Snowfall allows you to experience a much chillier take on urban planning. "With Snowfall, Skylines is beginning to feel a touch closer the complex simulation many have wanted," says Chris, in his 83% review. "I wouldn t say it s a complete game-changer, but it does add a few more frosty layers to your management challenges."
A dialogue-heavy murder mystery about a mechanical bear who forces high school students to play a sick and deadly game? It's Danganronpa: Trigger Happy Havoc, probably the weirdest of the month's releases. Here's what Andy had to say, while he was awarding it 86%: "Danganronpa is one of the best story-driven games on PC. The scarcity of interaction, vast quantities of text, and glacial pace will turn a lot of people off, but the story is so compelling that I barely noticed that all I was doing was clicking through lines of dialogue."
Street Fighter V has proven something of a controversial release. For fighting game pros, like our reviewer Nathan Brown, it's "a celebration of what makes fighting games tick, and what makes them exciting. It is a battle of wits, of psychology, conditioning your opponent into doing what you want them to do, and punishing them severely when they do it." But for newbies and singleplayer fans, "it is as convoluted and baffling as ever, and miserably light on content." A recommendation, then, but one that comes with a serious caveat.
SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPERHOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. SUPER. HOT. 84%.
Charming Harvest Moon-a-like Stardew Valley is, as Daniella noted in her 80% review, a bit rough around the edges. Nevertheless, "Its imperfections never damage that feeling of gentle escape to the countryside." It offers a nice, gentle experience for those who want mundane escapism without the trucks. "I might be a long way off getting an actual farm," concludes Daniella, "but Stardew Valley makes for a good start."
On the next page: the best news and features of the month...
Remember when that thing was announced? How about when that executive said those words about that stuff? Oh ho ho, how we all laughed. Let's reminisce over February's biggest news via the medium of bullet points on a webpage.
If it's on a website, but it's not a news or review, there's a chance it could be a "feature". No, not that, that's an advert. I'm talking about these: a round-up of this month's best arrangements of words and sometimes pictures.
We don't make mistakes, we have happy accidents, and this is a happy accident indeed. After the success of the XCOM 2 Governator voice pack, modder tdc733 has unleashed the Bob Ross voice pack, which is a bizarrely good fit.
Ross comes over as a seasoned battle commander, a stoic, reassuring presence on the field who brings out the sectoid slayer in everyone. "Oo, nice, nice," Bob Ross observes as he lands a headshot—not gloating or narcissistic, but satisfied with the outcome. "Today the paint salesman's in town," muses Bob Ross, letting you know that despite his placid exterior, he's about to bring the noise.
Download it here and you too can know the joy of saving the world from alien scum. For the complete Bob Ross experience, why not import our custom Bob Ross character?
Getting off to the best start in XCOM 2 is important. The sequel has added a lot of strategic depth over its predecessor, and the extra events and resources you ll encounter on the global layer bring their own new questions—what facilities, research and resources to prioritize are all more in-depth concerns than they used to be.
There s many ways to play and you ll need to adjust and react to the unique situations your own campaign presents, so don t take my advice as the only way to do things, but more a general guide to give you direction and get you thinking about how to manage your own resistance operations.
This page: Research, Facilities
Page two: Engineering, Resources
Early: Modular Weapons, Alien Biotech, Advent Officer Autopsy, Resistance Comms and Radio, Magnetic and Gauss Weapons
Mid: Hybrid Materials, Plated Armor, Elerium, Powered Armor
Late: Plasma Rifle and Weapons, finish Shadow Chamber projects
Autopsy ASAP: Muton, Advent MEC, Andromedon, Sectopod, Gatekeeper
The key to XCOM s research is knowing what you ll gain from each pathway and then beelining for the tools you need to succeed. Starting early with Modular Weapons, Biotech and Officer Autopsy grants key weapon upgrades and makes the Advanced Warfare Center and Proving Grounds available for construction while also opening up pathways to important autopsy tech. Resistance Comms and Radio lets you start establishing your global network, necessary for gaining income and operational reach and thus critical to start early. With these early techs complete, begin Magnetic Weapons as your first major project.
Once the Magnetic and Gauss projects are complete your damage takes a big step up, well timed to start dropping the new tougher enemies you ll be facing as we enter the midgame. Hybrid Materials leads into Plated Armor next, and once you ve completed these projects you ll have strong defensive capabilities to match your offensive power. There s some important autopsies to watch out for during this phase, but our next key project is Elerium which then sets us up for Powered Armor.
With our gear providing peak survivability and utility, it s time to max out our firepower. Powered Armor is a simple one-tech way to enter the late game that also gives you access to advanced heavy weapons, after which we can collect all the conventional weaponry techs—Plasma Rifle, Storm Gun, Beam Cannon and Plasma Lance all take a chunk of time to complete and will keep your scientists busy for a while as you prioritize the weapons you need most depending on your squad. As you enter the final stretch of your campaign, complete whatever Shadow Chamber projects remain and don t get overconfident as you approach the finish line.
There s some important autopsies that you should prioritize as soon as you have the option. Muton and Andromedon autopsies will give you huge boosts to your explosive power, while MEC and Sectopod autopsies are key to improving the Specialist s GREMLIN. Gatekeepers grant you the most powerful Amp for your psi troops. Faceless autopsy is important early to gain the powerful Mimic Beacon, but don t jump on it straight away—you ll need two Faceless corpses to create the item after the research, so there s no point completing the tech until you ve gained the extra bodies through your second Retaliation mission. All of XCOM 2 s autopsies help in some fashion, so don t be afraid to delay starting big technologies to quickly pick up a new trick or two first. Stun Lancer and Archon autopsies deserve mentions for providing more powerful Ranger swords, so if your squad relies on melee prowess be sure to pick these up.
The Shadow Chamber is another scientific avenue that you ll have to improvise your timing on. Without saying too much, it serves as an important way to reduce the pressure of AVATAR progress. I d recommend researching Shadow techs whenever you need some help pushing back the doom clock.
Early to Mid: Guerilla Training School, Advanced Warfare Center, Power Relay
Mid to Late: Proving Grounds, Psi Lab, Second Power Relay, Shadow Chamber
Optional: Workshop, Laboratory
Every campaign needs to start with a Guerilla Training School, providing essential squad size upgrades and other important improvements while also allowing you to train idle rookies into squaddies (of the class of your choice) at base. The Advanced Warfare Center is a great second facility, doubling the healing of injured soldiers in its infirmary and granting extra abilities to your troops as they level. These two structures should keep your Engineers busy for the first couple of months, after which you ll need a Power Relay to support more structures.
Once that s complete, get a Proving Grounds up and begin churning out experimental tech. Your Sharpshooters will thrive with the extra ammo types (like AP rounds) you ll create, while key improvements like better explosives, experimental weapons and armor and the aptly named Skulljack device will bring your squad up to a fearsome level of flexibility. Once you re rolling along with supplies (and Elerium) to spare it s time to establish a Psi Lab and begin adding Psi Ops troopers to your squad to benefit from their fantastic talents. You ll need some more power soon—you can upgrade your original relay or build a new one on an excavated Conduit room to benefit from boosted power generation.
With all your tactical bases covered, you can finish your key facilities by establishing the Shadow Chamber, granting you access to explorative research that peels back the secrecy surrounding the alien s goals. Don t dally too long on this building, as you ll need it sooner or later to help thwart AVATAR progress and advance your own campaign goals.
Throughout your campaign it s up to you to decide when a Workshop or Laboratory are worth the investment. A Workshop grants two GREMLINs for each Engineer you station inside, and these drones can do the same jobs as engineers for any adjacent rooms. If you re short on Engies, this can be a good way to double your construction and room boosting abilities when positioned and timed properly. A Laboratory simply boosts your scientific output—I think resources are too tight early on to justify the cost of this structure, but once you start having supplies to spare you can t go wrong with unlocking tech faster. Speaking of luxuries, don t forget a Defense Matrix in the lategame, as the extra boost it gives you on any Avenger Defense missions is worth having once your income is outpacing your expenses.
Early: Flashbang, Battle Scanner, Mimic Beacon
Mid: Dragon OR Venom Rounds, Talon Rounds, Acid Grenade, Skulljack, Skullmining, Shredder Gun
Late: Proximity Mines, Blaster Launcher, Shredstorm Cannon
Optional: Bluescreen Protocol for EMP Grenades and Ammunition
Once we ve got our facilities and research planned, it s good to know what items give us the best bang for buck. It goes without saying that you should be building upgraded weapons and armor whenever possible—in general new shotguns and pistols provide the most lethality for their price, and you should try to spread experimental armor around as quickly as possible, with light grapple gear for your Rangers and Sharpshooters while your Grenadiers get EXO Suits to bring more ordnance to bear.
Early on, a flashbang is a key purchase. On the surface its large radius and aim penalty seem helpful, but the most important detail is that what flashbangs do is disorient targets, disabling many abilities for the duration such as Stun Lancer meleeing, Muton grenading and even Codex teleport and cloning, just to name a few. But the most important enemy the Flashbang disables is the Sectoid—disoriented Sectoids can t perform psychic abilities, and abilities they ve already cast and are channelling will be broken upon the flashbang landing, cancelling nasty Mind Controls and even dispelling Psi Zombies from their reanimated existences. Having a Flashbang handy is often the difference between regaining control of your Ranger or watching them machete charge your entire squad to death, so don t leave home without one.
Battle Scanners and Mimic Beacons are both very helpful tools. The Battle Scanner is most useful early on when hidden Faceless are big ambush threats on Retaliation missions, as any fake civilians detected in their radius will be revealed as the goo monsters they are. Mimic Beacons remain indispensable throughout the campaign, providing incredibly effective distractions that will save you time and again during otherwise untenable turns.
As our Proving Grounds completes in the early to midgame we want to make the most of its capabilities. Dragon or Venom Rounds are both great ammo types for a Sharpshooter s weapons; one sets enemies aflame, the other poisons them, and both grant a flat damage boost to boot. Talon Rounds are excellent for Shotgun Rangers or anyone you want to focus on critting, and Acid Grenades are incredibly useful for shredding through armor as you meet the game s tougher enemies. Be sure to pick up Advanced Explosives to keep your other grenade types useful as you upgrade your basic frags.
A Skulljack with the Skullmining upgrade is an important boost for your Specialist as it grants a boost to their hacking stat, crucial as later missions feature fearsome robotic enemies to be stunned or controlled. It also allows you to reveal more of Advent s agenda and set back AVATAR progress, both things you need to do if you want to complete the game. Best not to leave it unbuilt for too long. As you experiment with the heavy EXO Suits you can build with Plated Armor you ll want to try and gain a Shredder Gun as a heavy weapon; the long cone of lethal armor removing damage it provides will net you many impressive multikills and help you take down the tankiest enemies you face.
Towards the lategame we re topping off our explosive power and finalizing our arsenal of heavy weapons. Proximity mines from Andromedon Autopsy are an awesome destructive package of high damage and radius and should be picked up ASAP. Shredstorm Cannons are an excellent upgrade of the Shredder Gun, while Blaster Launchers improve the Rocket Launcher heavy weapon into a guided cruise missile that can navigate any terrain and reach out to a hugely extended range. A mix of both will cripple any targets, near or far.
If you re having trouble with robotic enemies, consider Bluescreen Protocol for its EMP bombs and ammo. Both deal huge damage to bots and also apply a penalty to their hack defense with each hit—a Colonel Gunslinger armed with Bluescreen Rounds can hit a Sectopod up to five times in one turn, making your Specialist s chance to hack them significantly higher. Considering that hacking a Sectopod is about as close as you can get to guaranteeing a win, it s a tactic worth considering.
Early: Engineers, Supplies, Elerium Cores
Mid: Intel, Alloys
Late: Elerium, Weapon Upgrades, PCS Chips
With our research, facility and equipment objectives understood, our last concern is getting the resources that ll allow us to achieve those goals. Every resource in XCOM 2 is precious, but some are more critical than others and these priorities shift as your campaign develops and your situation changes.
To start with, we need as many engineers as we can find. These staff members clear out rooms, earning you supplies and allowing to you build, and without them your campaign is going nowhere fast. Consider buying them whenever they show up at Resistance HQ each month; an engineer bought with supplies will soon pay for themselves through the rewards of excavating rooms, so they re a good investment to make early on.
Speaking of supplies, we ll need as many of them as we can grab to furnish all the new facilities and items we need, so early game is an especially important time to grab as many supplies as you can. Once you ve made contact with the Black Market, check the sell tab every month to see what the buyers are most interested in purchasing at the moment; sell high to make the most of your inventory of corpses and items, giving you a big cash boost that can be critical for keeping your strategy game rolling. Just try not to sell things you still need—for example, selling all your Advent Trooper corpses will completely stall you if you need to build Plated Armor, which requires them as a component.
Elerium Cores aren t useful until your Proving Grounds completes in the midgame, but we need to start stocking up on them early as they take a while to amass. Try to grab cores through combat looting whenever it s reasonably safe to do so in your missions, as without them you ll be unable to complete experimental projects for important gear. Vulture is an important Guerilla Tactic to pick up early as it doubles your looting rewards and will bolster your Elerium Core hoard significantly.
Intel is always an important resource to focus on, but it becomes absolutely critical in the midgame where we need to start expanding to new territories quickly and regularly. Intel is also how you buy important stuff from the Black Market like top end weapon upgrades and PCS chips, so the more of this you can get the better—in many ways it s an even more important resource than supplies for gaining powerful items and boosts. Keep checking Advent towers for hack rewards that grant you intel caches and consider skullmining Advent troopers often when you re mopping up firefights, as both of these can grant you bonus income to this very important currency.
You ll also need to stock up on Alien Alloys for the midgame to build an array of Magnetic Weapons and Plated Armors. You ll need quite a lot to manufacture all this gear, and even more for lategame equipment. If you re finding yourself short, consider buying some extra Alloys from the Black Market to get that new technology built ASAP. The same is true of Elerium once you enter the lategame—you ll need tons of it to built all the Powered Armor and Plasma Weapons you want. Elerium is also important for constructing your Psi Lab and creating new Psi Amps, so keep your eye out for supply raids and buy Elerium from the Black Market as necessary in order to get your psychic program in order.
Weapon Upgrades and PCS Chips are standard loot you can find on missions, but they re also purchasable in the Black Market with new items coming in every month. It s always good to keep your eye on what comes in each month but lategame is the best time to focus on these upgrades, as the stock becomes higher in quality as your campaign progresses. With enough hundred Intel, you can outfit your whole squad with superior attachments and PCS chips, providing a massive increase to your capabilities. If you haven t already geared yourself up by lategame, it s definitely time to start boosting your troops to their fullest potential.
Modders have already taken to XCOM 2 in a big way, but this is only the beginning. At the PC Gamer Weekender Firaxis will take to the stage to take stock of the best mods to be released so far, and share their hopes and dreams for the future of modding in XCOM 2.
Firaxis' lead software engineer Ryan McFall joins John Lumpkin, design lead at Long War Studios, the team that partnered with Firaxis to support modding and provide quality day-one mods for the community. Ryan is responsible for key XCOM 2 features like procedural maps and support for improved and robust modding. Both have unique insight into the modding potential of XCOM 2.
During the course of the session, titled XCOM 2 Modding: A Community of Designers, our guests will reveal their favourite community creations thus far, and look ahead to the potential for much larger mods that tweak the core design of the game, keeping it fresh for years. John, as one of the creators of the Long War mod for Enemy Unknown, has first-hand experience.
Firaxis isn't the only world-class developer to grace our busy stages. Gearbox are bringing Battleborn to the Weekender, and this is your first chance to see the highly-anticipated squad-strategy game, Frozen Synapse 2. Want more reasons to come along? Here are ten good ones. Also you'll get to meet us. We can't wait.
It's all going down on March 5/6 in the Old Truman Brewery, London. We've still got tickets, so book now to secure your place. Apply the code PCG20 to chop 20% off the price, and have a free Steam key for Dust Force while you're at it. Can't wait to see you there, Commander.
XCOM 2 is an outstanding game that unfortunately suffers from performance problems, sporadic but some quite serious, that have diminished the experience (and the framerate) for a number of players. Publisher 2K Games said last week that it was aware of the complaints and gathering more information from users, and today Lead Designer Jake Solomon told Rock, Paper, Shotgun that developer Firaxis is working very furiously to get the game running properly.
Interestingly, Solomon said Firaxis wasn't aware of the problems before the game shipped because they're not across the board issues: Some players suffer hitching and framerate drops, even on fairly high-end hardware, while others seem to be doing just fine with it. Maybe this is damning on me, but I m sitting here talking to you now on the laptop I use to play it on, and I didn t see these issues, he said. We didn t catch this stuff in compatibility testing. We re fully, fully accountable for the product in people s hands, so we certainly take responsibility.
Solomon said he's as frustrated with the situation as anyone, and separate from problems with framerates and stuttering, also agrees with complaints that, regardless of whether they're the result of a design decision or a bug, some of the camera pauses after events take too damn long. Firaxis is working on changing those as well, and if things can be sped up, they certainly will be.
There's no set schedule for updates, but we're working very furiously, Solomon said, and will definitely have fixes coming soon. For now, you can do away with many of the camera pauses with the aptly-named Stop Wasting My Time mod, and if you're feeling lucky, speed up post-mission load times by pressing the caps lock key at the appropriate time. (As we mentioned in that original post, doing so carries with it a certain risk of crashes, so be sure to read before you ENGAGE CAPS MODE.)
There are so many games! We ve reviewed over 25 since the year started, and we can hardly be comprehensive--hundreds more have already released. It s a downpour, which isn t a complaint, but while we talk about Firewatch and XCOM 2 and one of our new favorite metroidvanias, it s easy to lose track of games that are further off. What s been delayed? Who s doing episodic games now? Which lead writer went where?
As we approach the big spring releases and summer announcements, we ve revisited the news from the past year to give you status reports on the PC s most popular series. We left out series we don t expect regular releases from—no one s clamoring for Team Fortress 3—to focus on confirmed, or at least expected, new games coming within the next few years. Here s where they all stand as of now.
Starting with Assassin s Creed II in 2009, there s been a new one every year—until now. Ubisoft is finally taking a year off (from the main series, at least) while it works on 2017 s Assassin s Creed game, which we don t know much about just yet.
We ve heard rumors, though. A few years ago there were rumblings that Assassin s Creed 3 would head to Egypt, and that claim has reemerged for AC 2017. Kotaku reports that internet rumors and its own sources have said we re heading to Africa, which would be unsurprising—we ve done Jerusalem, Florence, Rome, Boston, and Paris, and that isn t even the full list. Why not Cairo? It wasn t true last time, but we d bet on it this time (though maybe only a dollar).
In the meantime, Ubisoft may be releasing Watch Dogs 2 this year, and we ve heard rumors that it will be set in San Francisco. Get ready to hack some cable cars and disrupt the tourist transportation industry.
With Arkham Knight behind us (and surrounded by smouldering debris), the Arkham trilogy is over. But Batman games are not. Of course they re not. It s Batman. Speaking with the PlayStation Blog, Warner Bros Ames Kirshen said, We don t have anything to talk about at this time, but the possibilities are endless with a character as dynamic and beloved as Batman. Batman games forever.
Far Cry is sticking with the yearly release schedule for now, and next up is Far Cry Primal, which came as a surprise: now we re a cave dude speaking a made-up prehistoric language and throwing spears instead of shooting bullets. With some concerns about the combat, but a general sense of optimism, we ve written and voiced a few takes on what we ve played so far: first Sam gave it a go, then Tim and Shaun went clubbing. As for next year s Far Cry, assuming another is coming, we haven t heard anything just yet.
Rockstar is notoriously tight-lipped, but we have to imagine that Grand Theft Auto VI is being made. It was five years between GTAIV s release in 2008 and GTAV s console release in 2013, so we don t expect to hear anything until around 2018, or even later. There are some rumors floating around, but they re pretty thin, like that it ll have a bigger map. What a scoop!
Hopefully this time we won t have to wait two more years for the PC version. While we wait, though, we expect to hear about something else from Rockstar. We're certain they haven't simply forgotten that Red Dead Redemption was their biggest hit next to GTA—not that we d mind playing Bully 2, either.
The hitman is going to be hitting men once again on March 11. Surprisingly, the new Hitman (just called Hitman) will be episodic, starting with a Paris location. Later, in April, we ll jet to Italy, and then Morocco in May, followed by Japan closer to the end of the year. It ll be $60 for the whole deal, or $15 for the prologue mission and Paris location and $10 each for subsequent additions.
The unusual release plan notwithstanding, we re pretty into new Hitman so far. Ben Griffin said it was a return to old Hitman values in our last preview—basically, you re thrown into a location and given the tools sneak or murder your way through it how you please, which is just what we hoped. We re going to be trying out the beta soon, so we ll have more impressions from that, followed by our review of the first location in March.
Rise of the Tomb Raider was made with help from an Xbox One exclusivity deal, and then released up against Fallout 4—two facts that don t make it look like a priority series for Square Enix. We quite liked the PC version, though, and Crystal Dynamics has spent the past 10 years making Tomb Raider games, so it d be surprising if Lara rose now only to fall off a ledge.
A few years ago we also heard that Crystal Dynamics was also working on something new, though. What ever happened to that? We might find out this year, and either way, count on another Tomb Raider game in our not-so-distant future.
With the impending release of Dark Souls 3 in April, it seems we re about to run out of bonfires for good. Wes says it looks on track to be as dense and interconnected as the original, but the familiarity of the formula meant the magic was beginning to wane. There are still plenty of changes to look forward to in Dark Souls 3; combat feels quicker and more varied thanks to the addition of Battlearts, a step towards the aggressive Souls cousin, Bloodborne. Enemies change stances and behaviors on the fly. The visuals are a huge step up, and if it s optimized well for the PC, it ll look extra dark and soulsy.
But even FromSoftware President Hidetaka Miyazaki knows the Souls series is running out of steam. He told GameSpot "I don't think it'd be the right choice to continue indefinitely creating Souls and Bloodborne games. I'm considering Dark Souls 3 to be the big closure on the series. It may be a hard truth to swallow for fans, but at least Dark Souls comics are on the way before Dark Souls 3 hits. Sit close to the fire, friends. This may be it.
Deus Ex: Mankind Divided is out August 23, and it s got us in a cheerful mood. Tom Senior said it could be the best Deus Ex yet, and he isn t one for hyperbole. We also had a nice chat with lead writer Mary DeMarle, who talked about her views on transhumanism and how the end of Human Revolution leads into the new story.
As for the future of the series, there s little doubt we ll see more. While also pitching in with whatever Crystal Dynamics is up to next—Eidos Montreal helped with Rise of the Tomb Raider—we expect it ll be working on more Deus Ex for the foreseeable future. It s a prestigious series for Square Enix, and Mankind Divided is also a showcase for the new Dawn Engine, which they ll want to get lots of use out of.
Last year we noticed that Blizzard was hiring an art director for an unannounced project—except, directly under unannounced project, the job listing said DIABLO. So that s a bit of a hint, but no guarantee that Blizzard is working on a new Diablo. We don t see why they wouldn t be, though—it s been almost four years since Diablo 3 released, and while Blizzard plugs away at Hearthstone and Overwatch it could very well be dungeon designing as well. That s unfortunately all we know for now, but it wouldn t be a big surprise to see an announcement this year or next.
Last year, BioWare s Mike Laidlaw said that they re not sure what's next for the Dragon Age series, though they ve probably got some idea by now, as we speculate that the next Dragon Age is scheduled to fill the gap between the next two Mass Effect games—so a 2017 or 2018 release. The last Dragon Age: Inquisition DLC contains some hints about where the story is going, but we won t spoil any of that.
One development of note: The series lead writer, David Gaider, left BioWare last month. Gaider has been at BioWare for a long time, all the way back to Baldur's Gate 2: Shadows of Amn. It s hard to say what to make of it: a fresh lead may turn out to be a boon for the series as much as we re sure Gaider s experience with the universe will be missed.
The announcement of the next Elder Scrolls could happen as soon as this year s E3. We haven t heard anything, but it s a reasonable prediction.
Last year, Bethesda surprised us with Fallout 4 seven years after it developed Fallout 3. When we get to E3 this year, it ll have been about six years since Skyrim released. It s about time for a countdown clock and teaser with swelling choral music, isn t it? Seems probable. If not this year, we expect a new single-player Elder Scrolls to be announced before the end of 2017. If Bethesda follows its Fallout strategy, it ll be playable within a few months after being revealed, too.
With Fallout 4 DLC still on the way, it s too early to speculate much about a sequel. We do know that, if given the chance, Obsidian would be up for taking another crack at the series. It makes plenty of sense for Bethesda to have Obsidian build another in-between game like New Vegas while it works on whatever Fallout 5 is going to look like, so fingers crossed for that.
Square Enix seems set on eventually porting the entire Final Fantasy back catalogue to every platform available, including the PC, which is fine by us (although we d prefer if they didn t make them so ugly. New games aren t quite a sure thing, but we ve seen a few signs that a PC release is likely for Final Fantasy XV. And the Final Fantasy VII remake is coming to PS4 first, but a multi-platform release seems inevitable, especially as Square Enix works more with western technology. Kingdom Hearts 3 is using Unreal Engine 4, after all.
The big question is when these games will come out. We look forward to playing Final Fantasy XV in 2030, and the Final Fantasy VII remake shortly after.
Mass Effect: Andromeda will supposedly release before the end of the year. We tend toward skepticism when it comes to release dates announced as far out as this one—lots of games announced for the holiday release window get pushed into February of the next year—but EA often hits deadlines. There have been a few exceptions recently, though: Battlefield Hardline was originally meant to release in 2014, but ended up coming out last year, and Need for Speed was recently delayed on PC.
Whether or not it makes it out this year, it s happening, and so far we know that it s taking us to the Andromeda galaxy and may involve settlement building. During last year s E3, we pored over the trailer and rumors to suss out any other details we could, and there s quite a bit there. We expect to see a lot more at this year s E3, followed by a marketing blitz if it s really meant to be out around December.
In other Mass Effect news, a few days ago we got confirmation that Andromeda s lead writer, Chris Schlerf, has left BioWare to work at Bungie. We imagine that much of the story is already in place, so we re not sure it s any cause for concern. We do wonder still what s next after Andromeda, though it d be shocking if it weren t the start of another trilogy, given that save game transfers are such a core part of the original trilogy. The heck are they going to call the sequel, though? Mass Effect: Andromeda 2? Mass Effect: Aquarius Dwarf Galaxy? Andromeda 2: A Mass Effect Story?
Geralt s trilogy is over with The Witcher 3, but that doesn t mean CD Projekt isn t going to return to the universe. The franchise will continue, according to CD Projekt Red CEO Adam Kicinski. For the next year, CD Projekt has said it s focusing on support and expansions for The Witcher 3, though we also heard that it has a bigger team working on Cyberpunk. Our guess is that we ll be playing Cyberpunk 2077 in the winter of 2017, a nice round 60 years before it takes place, and then start hearing about The Witcher again in 2018.
On the next page, shooters and strategy games...
EA has to have at least one big shooter every year. Last year we got Battlefront (and Battlefield Hardline, though that was supposed to release in 2014), and this year it ll be another Battlefield. EA said so during one of those investor calls we all love to listen in on. Presumably BF is going back to DICE (Hardline was primarily developed by Visceral) and may be called Battlefield 5, but we don t know for sure. We expect to see it at E3 this summer and, if it follows tradition, a late October release date. Looks like we re getting Titanfall 2 this year, too.
Back in 2014, Gearbox CEO Randy Pitchford said that Borderlands 3 wasn t in the works, but told Polygon that they ve got big ideas. It should be massive, he said. Then, in January of last year, recruiting began for the big one. So, it ll be big. That s what we know, and it sounds like Gearbox has put about a year of work into it so far. It s possible that we ll see what they ve been up to sometime this year, but I d wager that we might not see a trailer until next year.
Meanwhile, we also learned last year that a Borderlands movie is in the works, and then that the series creator, Matthew Armstrong, left Gearbox. The parting sounded amicable, at least.
"I could leave without damaging Borderland or Gearbox too much if I did it at this moment, so now was the time," said Armstrong. "I think Gearbox will do great in the future, and I think Borderlands will stay strong and awesome. I've been thinking about it for a while. I'm not quitting out of anger or getting fired. It's just time for new adventures. I'm an inventor. I'm ready to make something new. Not just new to me, but new to everyone."
As long as the sun rises in the west there s no worry of Call of Duty missing a year. It was just revealed on an Activision investor s call that this year s CoD will be made by Infinity Ward, which last contributed the somewhat disappointing Ghosts. We expect to hear someone say wait and then instruct us to take the guy on the right. Outside of that, who knows? Maybe they ll surprise us and it won t be a near-future war with terrorists.
The Doom reboot releases on May 13th, and we know lots about it: movement is emphasized over Doom 3 s horror, it s said to have a 13 hour campaign, and we ll get a map editor but no mod support outside of that. As for the future of the series, it s probably a wait-and-see sort of deal.
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Tough to say what the future holds for ol Max. The Rockstar-developed Max Payne 3 felt a bit like the end of the line—or as Max would say, the final bullet, silhouetted against the thundery sky of everything. We haven t heard anything that suggests Rockstar definitely isn t pursuing another Payne game, but outside of some highly suspect rumor reports, there s equally no sign that the series will continue. If it does, it might not be for some time, when we re really hungry for it. It was nine years between Max Payne 2 and Max Payne 3, after all, and Rockstar has GTA to worry about.
In an ideal world, Remedy ties up Quantum Break and gets to do another Max Payne, maybe ignoring the events Rockstar Studios put in place and spinning off into whatever noir timeline it wants. But Max doesn t live in an ideal world and nor do we.
There s no suggestion of when Civilization VI might be announced, but it seems clear enough that Civ V is in the hands of the modders now, with no more expansions planned—which doesn t necessarily mean we ll be seeing a new game soon. The gap between Civ IV and Civ V was five years, and though five years has passed since Civ V (feels like yesterday, probably because we were playing Civ), with Beyond Earth as a midday snack it s reasonable to assume we ll have another year or two before we hear about the next one. Civ games don t need yearly iteration to stay relevant, though, so there s no rush. We re just curious to find out how Firaxis might further alter the board game—doesn t seem to be much point in releasing a game with Civ V s rules but prettier graphics, so if a new one is in the works we expect a divisive change or two.
Legacy of the Void is the end of this StarCraft story, but surely not the end of StarCraft. Back in August of last year, producer Tim Morten said that Blizzard may consider returning to Warcraft, but that more StarCraft is also possible. Anything is possible.
Also last year, we saw that Blizzard was looking for a "Senior Software Engineer, Classic Games," which might suggest that it s planning to re-release some oldies.
Total War: Warhammer is next for The Creative Assembly, and it ll be out on April 18. We had some substantial time with it last year: Wes wrote about six observations he made while playing it, and Dan Griliopoulos talked to the devs and penned us a feature about their ambitions.
Meanwhile, Creative Assembly says work on the next historical Total War game has proceeded uninterrupted, though it hasn t been announced yet. The free-to-play Total War Arena is also in development, and is currently in closed beta.
We can expect an expansion for XCOM 2, but after that it s anybody s guess. Unlike Enemy Unknown, XCOM 2 has all the longevity that modding affords Civilization, so a quick turnaround on a new one feels unnecessary. Enemy Unknown came out in 2012, so even if XCOM 3 is coming, it probably won t be until 2020 or later. And by such a futuristic-sounding date we have to assume we ll be living on cities built of flotsam lashed to tankers and cruise ships.
Compared to its predecessor, XCOM 2's characters are handsomer, contain more polygons, and, through the gift (mistake?) of mods, can now literally be Shrek, allowing you to develop an even greater sense of attachment to them before they're inevitably slain by bare-chested Egyptian androids with rockets for legs.
We've created a few neat characters of our own, but they pale to the alien-fighting paper dolls that fellow writes-about-gamesologist Rowan Kaiser put together. Kaiser's recreated a massive cast of X-Men faces in XCOM 2, from Iceman and Psylocke to Blob, Rogue, and Colossus, all of which are posted to Nexus Mods for download. Lesser known X-Men are also included in separate packages for Deadly Genesis, New Mutants, and X-Force. I've been running several of these in my own campaign, and they've been a great fit (RIP Wolverine, who isn't as immortal as I believed).
Wondering how to import these characters? Read here.
My XCOM X-Men mod has been updated! Now has major characters through 1992: https://t.co/CJ0M3RNWv2 pic.twitter.com/n4dSBrpkqS
— Rowan Kaiser (@RowanKaiser) February 17, 2016
A few more screenshots I grabbed of Kaiser's X-creations:
You might expect this post to be filled with a flurry of Schwarzenegger quotes, but to hell with you, I'm the party pooper and I don't do requests. This mod by tdc733 adds a Governator voice pack to XCOM 2, drawing lines from action gold like Terminator, Predator, Total Recall and Commando.
Need an evac? Get to the choppa! But it's the stream of expletives and lamentations that follow a ridiculous miss that makes Arnie most endearing. It could just be the video, but the volume might be a little off for certain lines—Steam users are reporting that Arnold's signature screams are too quiet to hear, never mind curdle the blood of his enemies—but as a novelty it has Thomas the Tank Engine beat at the very least. Equip your face paint and cigar and do it. Do it now!
You may have heard recently that hitting the caps lock key during the XCOM 2 post-mission screens can cause the game to load much more quickly than it normally does. And it's true! I can't confirm this personally because I don't have XCOM 2, but developer Firaxis recently told Eurogamer that it is in fact a real thing: Hitting caps lock at the proper time will cause the game to advance almost immediately. But every yin has a yang, as they say, and in this case those dramatically improved loading times could lead to crashes.
"Hitting the key, through a rube-goldberg-esque series of events, forces all outstanding load requests to be filled immediately in a single frame. This causes a massive hitch, and potentially could crash the game, the studio explained. If you don't care about those adverse effects the synchronous load is faster."
It's a risk that some players are willing to take, because despite the fact that XCOM 2 is an extremely good game, it does suffer from a number of rather significant technical and performance issues. Publisher 2K told us last week that it is looking into the complaints, and committed (albeit with no specifics) to improving the game in future patches. For now, you have the option to roll the dice if you just can't stand all the waiting, and you may want to give the Stop Wasting My Time mod a look as well. It speeds up the in-game action by removing most of the brief-but-cumulatively-annoying pauses that occur after firing weapons, killing enemies, or going into cover.
Some game mods are purely cosmetic because, let's face it, we all like hats. Some overhaul games entirely, in dramatic, sweeping fashion. And others do one small, specific, and incredibly useful thing that makes a game so much better that you wonder how you ever got along without it. The Stop Wasting My Time mod for XCOM 2 sounds like it's very much the latter of the three: It speeds up the game without messing with the experience, by simply eliminating most of the pauses that happen after certain actions take place.
Combat changes:
Non-combat changes:
The mod maker, BlueRaja, says there are two pauses he can't remove because they're hard-coded into the game, one after a unit becomes panicked, and a second at the end of every turn. And while it sounds like a relatively trivial thing he's done, SWMT has earned itself five-stars across 276 ratings on the Steam Workshop.
Some users of the mod say it works perfectly, while others have run into technical issues related to keyboard controls, character voices, and even hangs. SWMT is still pretty new, and there may be compatibility issues with other mods, so as always you use it as your own risk; fortunately, BlueRaja seems very responsive to comments and committed to working out the bugs. I'd try it myself, but I don't have XCOM 2 yet, so if you give it a shot let us know how it goes. Other writers on the team will be field testing it this weekend. And if you're curious about the strange and wonderful world of mods but aren't sure where to begin, our handy beginner's guide will tell you everything you need to know.