A note from the editor: Jelly Deals is a deals site launched by our parent company, Gamer Network, with a mission to find the best bargains out there. Look out for the Jelly Deals roundup of reduced-price games and kit every Saturday on Eurogamer.
Update 8:39 pm: The cheap get cheaper. Amazon UK's Black Friday offers have now gone live and in amongst the bounty of deals is a boxed PC copy of Wolfenstein 2 for only 16.49. You can also find copies of The Evil Within 2 for 20.99 on consoles.
Original post: Perhaps it was inevitable that Bethesda's latest release - Wolfenstein 2: The New Colossus - would see a discount this Black Friday. Given the company's track record this year of releasing games and discounting them mere weeks after launch, both Prey and The Evil Within 2 have been through this and now it's BJ Blazkowicz's turn.
Wolfenstein 2: The New Colossus is really good: "A fun and frantic FPS," we said in our 81/100 review, "even if it doesn't feel quite as fresh as The New Order did." That pretty much settles it, then. It's also on sale for 50% off, a surprisingly big discount for a game that came out just under a month ago. You'll find that sale at Green Man Gaming, where the FPS is marked down to $30/£20. It's also on sale at Gamestop (download for US only) and Steam. Neat!
If you'd prefer to give your own opinion a chance before you buying, a free demo that covers the first level of the game is now available on Steam. And if you choose to upgrade to the full version, your progress will carry over. Also neat!
To get the demo, just head over to Steam and hit the "Download Demo" button on the right, just above the game descriptors.
First-person Nazi-shooter Wolfenstein 2: The New Colossus is getting a "free trial" on Xbox One, PlayStation 4, and PC, starting today.
The free trial (or "demo", if you're an old-fashioned sort like me) should be available now on Steam, the PlayStation Store, and the Xbox Games Store, and will let you play through Wolfenstein 2's entire first level.
If you download the trial and like it enough to want to embark on the full-fat Nazi-punching adventure, Bethesda notes that your save game will carry over to the proper game.
It’s when you notice the little details in games that they really come alive. Those little things that hint at some sort of existence outside your control or awareness. They could be art props made to suggest who lived in the spaces you’re romping through, or little room layout details that show how the world works, but some of the touches that bring games to life the most come through animation.
This is a celebration of incidental animations that don't help you win or make you lose or do much of anything important. They just happen, and you probably don’t even notice them, or think about how much work they actually took. There’s a madness to incidental animation, that so much effort has been lavished into producing something so ancillary, something which many players might never come across. But it can make the difference between a game feeling right and feeling that little bit off. It’s about conjuring that suspension of disbelief. It’s where the magic is.
This selection of great incidental animation can’t hope to be exhaustive, since it’s simply compiled from the games I’ve played, and even within that paltry selection it’s only the things I’ve noticed, remembered and captured (with some pointers from some friends). But hopefully it’ll give you a new appreciation of the little things.
Props to that special moment when a game nonchalantly plays out a very human response to something you’ve put your character through. Bayek doesn’t complain at you getting soggy, but his little hand and foot shakes give a sense of the person under all the stabbing.
Relatedly, Lara’s attention to her hair after coming out of water is a reminder of the tricky nature of dealing with long locks in extreme conditions. It’s just one of the many little animation details in Rise of the Tomb Raider, but several friends pointed towards it as their favourite and heck, they’re right.
Who was it at Arkane Studios who realised, "The Q-Beam absolutely has to comprise three objects which wobble as you move"? They are a genius. Weapons in games rarely passively react as you move around, and OK, that’s maybe because it’s a little distracting, but here in the Q-Beam, it’s wonderful.
Another delightfully ramshackle weapon is Junkrat’s Frag Launcher. The way all its jiggling bits and pieces move as you walk do a great job of communicating Junkrat’s pegleg limp, and the way the flap on the end of the barrel flips as you fall really gets a sense of momentum across. You can almost imagine how his insane launcher actually works.
Still on guns (because games are basically guns, right), I just love all the unnecessary (i.e. necessary) movement in Titanfall 2’s otherwise fairly straight Alternator submachine gun. Little bits flick back and forth as you fire, simply to express and celebrate its name. The Alternator was designed by Respawn animator Ranon Sarono, who’s a master of the gun animation form. His showreels and game gun jokes on his YouTube channel are recommended viewing.
Technically, Far Cry 2’s gun-jamming animations don’t fit our criteria for incidental animation because they directly affect the game, but they’re just so expressive. The sheer annoyance of the player character, as demoed here by Tigerfield, is just wonderful, and completely matches your own reaction to finding your gun suddenly refusing to work.
Far Cry 2’s filled with incidental animation. The way the player character’s hand interacts with the world around you set new standards.
But here’s the real incidental animation gold in Far Cry 2: the fingers change position to turn the watch’s bezel one way or the other. I’m sure Ubisoft Montreal could have designed it more efficiently, and I’m so pleased they didn’t.
Head over to page two for more wonderful incidental animations, including indie Quadrilateral Cowboy, Dishonored 2 and Wolfenstein II: The New Colossus.
Look in the background, and you’ll see Snake’s thumb mirroring your control of the iDroid menu on a little side-mounted joystick. Utterly pointless.
Blendo Games’ Brendan Chung is something of a connoisseur of incidental animation, so I asked him to pick out what he’s most proud of from his own games. He chose the bathroom in QuadCow’s Valencia Villa. "The bathroom is way too detailed and interactive considering it has no gameplay impact and is not part of the critical path," he says. Every cabinet opens, every component works. "The excess I'm most happy with is how both the shower and sink, after you turn their water off, continue drip-dropping for a few seconds before completely stopping. I am secretly hoping this becomes industry standard."
Who fancies starting a campaign?
Or maybe it’s a stew. Either way, this combination of a lovely shiny shader effect and a very simple undulating mesh brings a pot eternally cooking in Talos-I’s kitchen to life, if you should ever notice it. Chances are, you won’t.
Even more Arkane, here’s Dishonored 2’s wonderfully characterful audiotape player. Watching the handle wind around and its punchcard jigger in and out makes having to stay nearby to hear the tape almost bearable.
This bot, found in a dead end in the depths of Destiny 2’s social area (if you put the time into exploring it), is a callback to a sweeping robot which featured in the first Destiny’s Tower social space. We can all cherish its heartbreaking dedication to a thankless task—perhaps it’s a reference to all the effort that went into animating it?
If you take a moment to watch them from safety, you’ll see one of Little Nightmares’ awful chefs perform a little under-face scratch which is just fantastic.
Most incidental animation is small, but it doesn’t need to be. A way into his new adventure, B.J. Blazkowicz enters a vast hall that houses a reactor at its far end. The hall’s monumental machinations serve absolutely no function, the flying saucer-looking thing having no discernible purpose, and yet there it all is, but you were too busy shooting Nazis to see it.
Still on Wolf 2, someone Machine Games went to the effort of making actual digital readouts on the assorted Nazi control boards that you probably never spent any time looking at, ensuring they count meaninglessly up as far as the digits allow. This is perfection, and an exemplar of the form.
So here’s to the most lavish of incidental animation. Let it only become more so.
Wolfenstein II: The New Colossus is, for better or worse, very much BJ Blazkowicz’s story, and outside a few shocking shots of the wider world, isn’t entirely interested in showing us how Nazi rule in the 1960s affects the individual lives of others. We already knew that story-based DLC was on its way, but now we have dates on the four-part season pass that aims to make fascist-occupied America more than the tale of one man and his special submarine friends.
Say hullo to Joseph Stallion, Jessica Valiant and their chum who must be eternally resentful that he did not also win the amazingly ridiculous surname lottery, Gerald Wilkins. Joseph Stallion! Good lord. (more…)
The Wolfenstein 2: The New Colossus season pass was announced in July as a three-part tale of American heroes—"Gunslinger" Joseph Stallion, Jessica Valiant, and Gerald Wilkins—undertaking to undo the Nazi war machine "from the ruins of Chicago to the vastness of space." Today Bethesda nailed its post-release plans down further by revealing two out of three release dates, and an acceptably tight window for the third.
Technically there are four parts, as the season pass also includes Episode Zero, released the same day as the game itself, which introduces the three new characters who are not BJ Blazkowicz. But Episode Zero was also offered as a preorder bonus, and on top of that it makes a mess of the sweet trilogy styling we've come to know and love, so I'm not going to count it.
With all that clarified, here's the rundown of what's coming and when, barring unforeseen disaster, it will arrive:
Bethesda estimates that the Freedom Chronicles DLC, as the three chapters are collectively known, will add more than nine hours of gameplay to Wolfenstein 2. Technically that could mean 250 hours of exciting new Nazi-killing adventures, but I'm inclined to think that it'll be closer to around three hours each. It goes for $25/£18/€25 on Steam.
Bethesda has announced releases dates for the three remaining episodes in Wolfenstein 2: The New Colossus' story-based season pass DLC, The Freedom Chronicles.
Each new episode lets you experience Wolfenstein's Nazi occupation of America through the eyes of different resistance fighters. You'll explore the ruins of Chicago (and, apparently, space) as professional quarterback Joseph Stallion, you'll infiltrate Nazi bunkers in California as ex-OSS agent and assassin Jessica Valiant, and head to Alaska as the heroic Captain Gerald Wilkins, in a bid to thwart the Nazis' Operation Black Sun.
The Freedom Chronicles' opening salvo - known as Episode Zero - is already out, and introduces Stallion, Valiant, and Wilkins. It was made available as part of Wolfenstein 2's pre-order purchases, and is also included in The Freedom Chronicles season pass.
Wolfenstein 2 is one of the most exceptional graphical showcases of the generation so far - a 60 frames per second shooter with beautiful dynamic lighting and shading, GPU-accelerated particles and a state-of-the-art post-process pipeline. However, it does have one weakness: performance. PS4, Pro and Xbox One can't quite lock to the target 60fps and all console versions lack the slick fluidity of the Doom 2016 reboot, running on the same engine. Which begs the question - can Xbox One X power past the frame-rate issues of the other console versions, and to what extent can it improve on PS4 Pro's impressive visuals?
The truth is that Wolfenstein 2 looks exceptional on both Sony and Microsoft's premium consoles with a very similar graphical feature set, but in terms of achieving that native 4K target, it's Xbox One X that puts in a more convincing showing. 2560x1440 is the peak output of the Pro, rising to a full-fat 3840x2160 on X, meaning a 2.25x increase in pixel-count that surprisingly remains in place in many areas of the game. However, dynamic resolution scaling is in effect on both systems, with the Microsoft console more prone to deviating from its peak 4K output.
Taking an in-engine cutscene as an example of a like-for-like rendering scenario, Pro retains its 1440p peak, while Xbox One X drops its output by 10 per cent to 3648x2052. There's more variability in resolution on the Microsoft console, but we're still looking at a 103 per cent increase in pixel count when scenes are matched. Clearly, this is not insignificant, and along with other results seen recently in Diablo 3 and Assassin's Creed Origins, there are echoes of the PS4 vs Xbox One launch divide. The end result in this case is a much clearer image on Microsoft's machine, despite the more frequent fluctuations in resolution.