Wotcha gang. Your old chum Alice here for this week’s charts, as everyone else has been fired. Out of a cannon. Blown into a jillion little pieces. Hence the Apocalyptic yellow tone to the skies today. Hold your breath when outside, and hold your breath while we count down last week’s top ten of the top-selling games on Steam.
Evan: OK everyone, let's have a civil, sportsmanlike discussion about the PC games of 2017. All jabs at Mass Effect: Andromeda must be above the belt, and aimed directly at its poorly animated face.
James: Thankfully it's quite simple: it's Hollow Knight. It’s everything I love in games: challenge propped up by excellent controls and character abilities that make traversing the huge map a joy. The level design is so subtle that it doesn’t rely on collectibles to tell you where to go next. Every environment is dense and alive, as lively and foreboding as any real forest. And the story uses the form of a 2D side-scroller with utter grace, embedding tiny revelations in the gorgeous art and filling in details through small doses of ghostly dialogue. Seriously, if this game had the marketing reach of The Witcher 3 or Call of Duty, you’d all be in this tiny bug bed with me. Am I sweating?
Jody: Bless you for suggesting an indie game right off the bat so I don't have to, James. But if Hollow Knight had more marketing reach I would just put off playing it for another year out of sheer bloody-mindedness. Hollow Knight's a good shout-out but I don't think it's going to be our GOTY.
Tim: Haha, it's definitely not Hollow Knight. Good try, though. I actually don't know if I'm allowed to pick an expansion, and I know PUBG is actually going to win, but for me it's XCOM 2's War of the Chosen expansion by the length of a comet's tail. It's not that I didn't love the game first time around, but the addition of these three gloriously annoying antagonists transports the experience to another level. Aside from the brilliance of sparring with them as the campaign unfurls, War of the Chosen also adds a raft of sweet new systems, characters and unique weapons. Sending two of your favourite soldiers out on a covert mission only for them to get ambushed makes for heart-stopping escape sequences, and the waves of Lost which assault you on some missions also create a zombie-style horde mode vibe that XCOM has never delivered before.
Evan: I'm grappling with the same thing. Moments of War of the Chosen were some of the happiest I've been all year. The Chosen are exquisitely annoying villains that enhance every aspect of XCOM 2. We'll have to talk about how we judge expansions in the context of these awards.
Anyway, is it PUBG? We don't hand out GOTYs based on popularity. It's still in Early Access, and it has plenty of issues. Half a year in, I've stopped playing it. I find the art direction lifeless, and I think they'd have to perform a League of Legends-grade facelift for me to feel differently.
Chris: I'll climb out on that shaky limb and say an Early Access game like PUBG can be GOTY. I played DayZ standalone like crazy during its first year in EA, and at that point it was basically just the framework of a sandbox. But despite glitchy zombies, buggy ladders, and a spotty ballistics system, it spawned so many great stories and interesting experiences for me that it became my favorite game that year (and one of my favorites of all time). PUBG is drawing people into a genre many of them have never played before and it's resulting in lots of fun experiences and stories, too. For my money, that's what makes a game GOTY-worthy, even if it's unfinished.
Jarred: PUBG could've only happened on PC first. I know it's coming to consoles in the future, but most influential genre changes come from PC games. Anyway, I would vote for Star Citizen, just for Chris' stories on the subject, but that's for 2020.
James: PUBG is going to be one of the most influential games of the century, but is it actually the best game of the year? The physics are still in complete rebellion, performance is far from ideal, and in the end it’s still another game about people shooting each other. It’s a very good one and features 100 people, OK, but I’m not sure it’s the game I want to scream about from our collective mountaintop. Are we still drunk on Divinity: Original Sin 2? We’re big RPG people here, what with a nude RPG man as our unofficial mascot.
Joe: Sort of echoing James, I’d say PUBG is my shout so far as influence and impact is concerned—but I think Divinity: Original Sin 2 deserves it, all told. Totally different games, but there’s just so much to D:OS 2, and everything it does it does so well. As Evan says, PUBG is still an Early Access game. I reckon there’s every chance it’ll top next year’s list, but I’m not so sure it deserves first place in 2017.
Jody: Games like D:OS 2 that come out later in the year and take like 60 hours to play are always going to suffer for it. I mean, my pick is Total War: Warhammer 2 but I know not everyone has time to play through even one campaign of that—let alone try out all four factions and, when the Mortal Empires update comes out, combine it with the first game to play again. That's a shame because everyone should have the chance to summon a swarm of angry rat dudes underneath a unit of archers or charge a dinosaur into some elves.
Evan: [initiates Steam download]
Jody: Look, I think PUBG is going to top lists when it comes out of Early Access, and D:OS 2 and Warhammer 2 are probably going to make the lists of "Games of 2017 we didn't have time to play until 2018". Or in Warhammer 2's case, "Games that took all of 2018 to actually play."
Tyler: Wait, Original Sin 2 is supposed to take 60 hours? I've played 66 hours and I'm maybe halfway through. I've also put 32 hours into the Divinity Engine 2, learning how to make my own levels. They give you everything you need to mod the campaign or make your own, if you can bear the crashes. It's so good. It's my game of the year for sure.
Jody: I looked it up on howlongtobeat.com and apparently a completionist playthrough averages 102 hours. Please talk me out of committing to that. Tell me some reasons I shouldn't spend more time in Original Sin 2 than Sunless Sea and Prey combined.
Tyler: I can't do that. I mean, it could probably be debugged forever, but most of Original Sin 2's problems stem from its commitment to freeform play. There are a lot of incongruities, like how my friends think necromancers are evil but never seem to mind when I raise a bloated corpse, but that's the price paid for how often it makes me say, "Wait, that worked?" Even if we don't all finish it, I hope everyone plays enough to have at least one or two experiences like that, where they accidently do a quest backwards and it all somehow works out amazingly.
Jody: Tyler, that is the opposite of what I asked for.
Tyler: Let me tell you about the time I got into a fight with a bunch of undead guys, and then realized a few turns in that I was carrying jars containing their souls in my backpack. I'd picked them up in a cave hours earlier and forgotten. So I defeated them by chucking their own souls at them. Perfect.
Steven: Listen, I would love nothing more than to take this moment to begin shouting madly about the virtues of Final Fantasy 14: Stormblood and how bonkers it is that an MMO expansion almost made me tear up at one point because the story is so emotionally captivating. But who are we kidding here? No one cares. And that’s fine, because Original Sin 2 is clearly our GOTY. The only way I’m changing my stance is if Jody agrees to go all in on Total War: Warhammer 2 with me (maybe after the mortal empires campaign is out?)
Wes: I'm still enamored with Divinity, but let's not forget about Nier: Automata, one of the most weird and creative games of the decade. Also, if Shaun was here, he'd remind us all that the Nazi sniping in the underappreciated Sniper Elite 4 is extremely good.
James: [Gives everyone voting for D:OS2 a wedgie] It’s Hollow Knight, nerds. But because your dragons and dungeons and wizards and whatever will always win, I’ll at least drop a few names before dipping out. What Remains of Edith Finch just about made me cry from chopping off fish heads. Cuphead looks incredible, but also contains some really intricate boss design and the best soundtrack of the year, easily. And Thimbleweed Park was one of the funniest games I played this year, and it’s a throwback point-and-clicker. I’m going to close by typing OIKOSPIEL in all caps here too, because it’s my actual GOTY. Describing it is futile. (Psst, dog opera.)
Tyler: Fine, I'll play Hollow Knight. But I'm not sure anything could pull my vote away from Original Sin 2 at this point. I did enjoy Absolver and Rising Storm 2 this year, but only enough to nominate them for awards in their genres. On that note, the shooter category is going to be a tough one. PUBG was already mentioned. I don't want to forget about Sniper Elite 4 from February—it was really good, though I don't think Evan believes me. I'm betting he'll pull for LawBreakers.
Steven: I’m sure that vote will be appreciated by the eight people still playing it.
Evan: PC gaming isn't a popularity contest, buddy. Anyway, I'd actually give my FPS vote to Quake Champions, even with its imperfect netcode. It's the second coming of the railgun and rocket launcher!
Tim: On the topic of second-comings, if you'd told me earlier this year I likely wouldn't be voting for Destiny 2 when GOTY rolls around I'd have assumed the explanation was that I had died. (RIP me.) But the truth is that although it offers a peerless alien-shooting experience, having sunk ~150 hours into the PS4 version I've been startled by how hollow the endgame feels. A huge part of that is due to the switch from random rolls on loot drops to static perks, which as I feared has all but completely sucked the grind for gear out of the game. It's far from the only issue too, and this video by Destiny YouTuber Datto sums up a lot of them neatly. I expect Bungie will gradually rectify the problems with patches and the December DLC, but it really is baffling how for every quality of life improvement the sequel makes, another system has been made demonstrably worse. Be warned I'll be writing quite a bit more about this towards the end of the month.
James: I’ve already put about 100 hours into Destiny 2 on PS4 because I couldn’t wait two goddamn months, but I’m ready to put hundreds more in on the PC in a few weeks. It’s going to really land with PC players, I think. Finally, we get to complain about a thing we begrudgingly love on the best platform there is.
Tyler: Aside from Destiny 2, there's a lot still to come this year. Looking forward to anything?
Tim: Tom's piece on how the new Assassin's Creed is now a bona fide RPG has me interested in that series for the first time since Black Flag, particularly as Origins is being developed by the same team. Plus I'm a sucker for the Anubis-flavored setting, as Evan can confirm.
Evan: Who doesn't love Anubis, wolf god of the afterlife? Anyway, speaking of canines, I think Wolfenstein 2 is probably going to be great, given that BJ will have Inspector Gadget-style extendable stilt-legs. And though we've played a bit of the multiplayer beta, Battlefront 2's Empire-focused campaign could be special.
James: Well, I’m glad we decided Hollow Knight is the winner so far. Great work, everyone. Until next year!
Despite James' manipulative last-word, this is only the beginning of our GOTY discussions.
Larian Studios' Divinity: Original Sin 2 is a fantastic RPG that Fraser couldn't get enough of.
I met the developer's founder Swen Vincke at this year's Gamescom and, with just two weeks to go before launch, he seemed calm. I caught up with him again last week, three weeks following Divinity: Original Sin 2's launch, to see how he feels the game is doing, what he wants from its flourishing mod scene, and what it's got planned into the future.
PC Gamer: How are things at Larian Studios at the moment?
Swen Vincke: Quiet. Most people are on their holidays and [patch 3] is a big one. We're start working on patch four next and slowly people will start returning from their holidays and we're gearing up for our next things.
I presume these were well-deserved holidays.
Absolutely. They gave their everything to make the game as good as they could.
When we met at Gamescom you seemed pretty chilled out for someone who was on the cusp of releasing a game. Were you as calm inside as you appeared outside?
[Laughs] Not really. I actually wasn't planning on being at Gamescom and then a couple of things happened that got me to be there. And then I was there for a day and a half. The madness was at its peak at this point and at that particular time we were focused on bug fixing. Given how large the game is we were trying to get as many players through it as possible.
According to SteamSpy, you sold somewhere in the region of 700,000 sales in less than three weeks.
I think we're over 700,000 now.
That's not bad going.
No, it's not. We could definitely do worse. I mean, we had the early access players before that too. Lifetime total units: 748,000 on Steam, and then you have to add the pre-release ones on there. Wow, that's higher than I thought, that's really good.
Ahead of launch you must have had forecasts. Where were you expecting to be at this stage, or before Christmas—I guess you've surpassed those numbers now?
Yeah, we have. I was hoping for 500k before Christmas, so we're way above that right now which is really good.
Did you have any forecasts in the first month?
No, not really. I figured that if we hit the 500k before Christmas then we were going to be okay. This has been a nice bonus.
Is there ever a point during the development and testing of such a big game where you realise: Hang on, this is really good, this might do better than we expect?
I think any developer will tell you that, first of all, you fall in love with your game. But then the relationship lasts so long that you start focussing on all the negatives. A very classic phenomena means that by the time you're ready to release, the only thing that you're aware of is everything that's still wrong with it.
Then somebody reminds you of how much good stuff is in there. We're busy focusing on: We need to fix this, we need to fix that, this is not good, man we need time to sort this, we need more resources to do that', and that basically dominated the conversation over the course of the last six months. But then there are moments where you're playing and you forget you're hunting for bugs and realise: Actually, this is a lot of fun.
With Divinity: Original Sin 2, this was particularly true. I don't know how many times we redid the beginning of this game. Every time we presented it it was different, and every single time I enjoyed myself. Luckily for us, this seems to have rubbed off on the general gaming audience.
But then there are moments where you're playing and you forget you're hunting for bugs and realise: Actually, this is a lot of fun.
If you had to pinpoint one specific thing over the course of development—what would you say the most challenging thing about making Divinity: Original Sin 2?
Making sure that everything we were doing with the Origin stories meant you could play as both an avatar and a companion, and you still had the main story that all made sense. We had to make sure everything worked together, where all the different permutations made sense to the player. That was very, very hard.
That was the biggest ambition of this one. The previous game was criticised on the story front, rightfully so I think. But part of that was because it was so bloody hard to tell the story in the way that we're doing it—giving the player the freedom that they have, and the ability to kill every single person that you encounter. It's a very hard game to make when you say: Okay, here's a protagonist, oops! You killed him. We still have to tell the story.
One of the game's greatest achievements is its vast amount of voiced dialogue. You said at Gamescom implementing this was a result of shifting its launch date—tell me more about that.
Yeah, it was because the launch date was pushed back and we saw the opportunity to do the voice recordings. It was very clear that people wanted us to voice everything, despite a number of people writing on the community forums that they didn't care about voiceovers. We looked for opportunities to do so, but there was so much voicing to be done that initially it was not going to possible had we stuck to our original release date.
But then when we pushed it back to the end of the summer we thought that it would be possible, providing we could find someone who could be creative enough to do it for us… We did and it was very late in the process, it took a whole lot of effort, but I'm really happy that we did it.
An interesting tidbit of information is that we actually redid the voices at one point. We started recording and eventually realised that the way that we were doing it was not going to work. We were well into recording at this stage and knew that we didn't have too much time. But we knew we had to redo it. The staff deserves every single mention that they get—they did a really awesome job.
Through your Kickstarter and Early Access phase you've had a pretty open development cycle—would be players got regular feedback throughout. With the first Divinity being received so well, did this make dealing with expectation easier or harder?
That's a really good question. Because it puts a lot of pressure on you, that's for sure. But you also can't make diamonds without pressure, right? I think that it's both. It is harder because the moment that the community figures out that they want it and you've said you're going to do it, it's very hard to change course—even if you later discover what you're doing won't work. We did actually change course a few times, but if you explain exactly why you're doing it, most people will listen. You're always going to have some people who don't, but that's just the way it is.
At the same time, things become easier because you instantly know what's wrong. You put it out there and you don't even have to wait a day, you know right away what's wrong. This type of feedback can be very hard to get, unless you have a large community playing. Another thing that's easier with a large community is that there's a large amount of them and can in turn let statistics speak for you.
You may have a very vocal minority screaming how badly something is done, but then you have 95 percent actually enjoy what you've done, so you say: Well, we can certainly say that that feature is okay because so many players are having fun with it. If you didn't do that, and that vocal minority were represented by, say, a couple of developers inside your company, you may wind up going in the completely wrong direction. That's where and why I really like the early access model.
I spent hours in Fort Joy. Someone beat the entire game just under 38 minutes. How is that even possible?
Well, there's a bug [now removed via the game's latest patch]. Other than that we actually put a couple of shortcuts in there for speedrunners. But they can only do it once they've completed the game in the first place. As a side note, because you can kill everybody in the game, we always have to have fallback solutions. This is a spoiler, I guess…
[Warning: slight story spoilers ahead.]
… Okay, I'll tell you anyway and you can decide whether or not you use it. I'll put the responsibility in your hands. There's a city at the end of the game, and the guy there uses Death Fog, which you find at the beginning of the game. Skeletons are immune to Death Fog, which we were well aware of, and it's perfectly possible to kill everyone in that city. If you do so, you can still finish the game because you can talk to all their ghosts. It's one of those fallback solutions.
Having a creature in the game that can bypass the major blockers—such as Death Fog—automatically means that you have a whole bunch of shortcuts, and if you know the fallbacks, you just have to go from fallback to fallback—which is essentially what the [38-minute speedrunner] is doing. Our design approach is going to give you that kind of flexibility. Speedruns aren't good to look at, it spoils the game for you, but it's good to know that it's possible.
Do you do speedruns of your game?I do all the time.
And could you beat 40 minutes?No. Absolutely not. We do speedruns all the time when we want to test that all the critical paths are working in the game. But 40 minutes? I don't think anybody should want to do that. We're not that concerned about racing through the game, we're more interested in the classic narrative experience.
This level of engagement underscores community interest. I checked the game's Steam Workshop page ahead of this interview and found there to be 600+ mods out there already [there are now over 700]. Are you looking forward to seeing what people come up with?
We invited several modders into the office during development so that we could tweak the modding tool together with them. They are the guys that released the soccer mod, and they devised a number of more expansive mods which launched pretty much at release because they had the modding tools. It was really cool to see what they could make in one week. One of the things that we're doing now is to start a whole bunch of tutorial videos and we're expanding all of the tutorials. Hopefully we're going to see some cool shit coming out of that.
For sure you can do a lot of stuff with the engine and they have pretty much everything that we had in our hands when we were making the game. But it takes effort, it's an RPG system so you can't do it too quickly. I'm very curious to see what else they're going to come up with.
Is there anything that didn't make it into the base game that you secretly hope modders add?
What I really hope is that we're going to see adventures appear. Somebody made the noisy crypt, that was one of the guys that came here, he made a 40-minute adventure. I hope we're going to see more and more of those come up because I really want adventures that we can play in co-op where I actually don't know what the story is. That would please me tremendously. But again there's already loads of really cool stuff in there.
What have you enjoyed seeing players messing around with most? Fane's face-ripping is great fun, for example.
For sure, there's a streamer called CohhCarnage who's one of the bigger Twitchers, he played the entire game for 12 or 13 days or so, eight hours a day. And it was amazing to see—how they were figuring things out, things that they were trying to do, the things they were talking about in the chat, it was pretty much on everybody's screens over here.
That's very rewarding, which I think is the cool thing about Twitch whereby people watching can help contribute to how the streamer is playing.
You've mentioned the patch, however what does Larian have planned in the long run for Divinity: Original Sin 2?
We have a couple of things that are in the works but we'll only announce them when we're ready. There's stuff coming, for sure.
To that end: It's early days yet, but I assume the success of number two means we're in line for a Divinity: Original Sin 3, 4 and 5?
[Laughs] We have a couple of surprises planned. But we're going to work on the patch just now, then we're going to work in silence for a little bit so that we can get our shit together and then… yeah, I'm pretty sure there will be at least one big surprise in there.
Are you strong enough to read the Steam Charts? Do you have what it takes to read all the way to the end? Can you defeat the Plunkbat final boss? NO! NO YOU ARE TOO WEAK! (more…)
Larian Studios' Divinity: Original Sin 2 is a wonderful fantasy role-player that is fast becoming my own game of the year. A huge patch landed last week, and, at the time of writing, its Steam Workshop page boats upwards of 700 mods—adding extra mileage to an already massive game.
Studio founder Swen Vincke reckons D:OS 2 will grow further still in the coming months, with promise of "at least one big surprise" into the future.
"What I really hope is that we're going to see adventures appear," says Vincke when asked what he'd like to see from the game's thriving modding community. Pre-release, Larian invited a number of prevalent modders of the previous game into its office to craft new mods for its latest. They were given a week, so says Vincke, and came up with some pretty neat creations.
"Somebody made the Noisy Crypt, that was one of the guys that came here, he made a 40-minute adventure," Vincke continues. "I hope we're going to see more and more of those come up because I really want adventures that we can play in co-op where I actually don't know what the story is. That would please me tremendously. But again there's already loads of really cool stuff in there. We have a couple of things that are in the works but we'll only announce them when we're ready. There's stuff coming, for sure."
Given the success Divinity: Original Sin 2 has enjoyed so far, I ask Vincke what's next for the series. It's early days yet, but might we expect a Divinity: Original Sin 3, 4, or 5?
"[Laughs] We have a couple of surprises planned," replies Vincke. "But we're going to work on the patch just now, then we're going to work in silence for a little bit so that we can get our shit together and then… yeah, I'm pretty sure there will be at least one big surprise in there."
Check out Fraser's review of Divinity: Original Sin 2 in this direction.