You might think that "Make America Nazi-Free Again," backed by the "NoMoreNazis" hashtag, would be a fairly uncontroversial position to take, especially for a game like Wolfenstein 2: The New Colossus. Nazis, after all, are the Universal Bad Guys, and whether it's at home, or far, far away, kicking their asses is always a good idea. Yet somehow, not everyone saw it that way.
To its credit, Bethesda isn't trying to soften or backpedal on the message. In fact, Pete Hines, the studio's vice president of marketing and PR, is doubling down on it. "Wolfenstein has been a decidedly anti-Nazi series since the first release more than 20 years ago. We aren't going to shy away from what the game is about," he told GamesIndustry. "We don't feel it's a reach for us to say Nazis are bad and un-American, and we're not worried about being on the right side of history here."
"[In the game] freeing America is the first step to freeing the world. So the idea of #NoMoreNazis in America is, in fact, what the entire game (and franchise) is about. Our campaign leans into that sentiment, and it unfortunately happens to highlight current events in the real world."
He clarified that Wolfenstein 2: The New Colossus wasn't developed as a commentary on the current political climate in the US, echoing comments made in August by developer Machinegames. He called it a "pure coincidence" that it's coming out at a time when Nazis are marching in American streets, but added that it's "disturbing" that some people find its out-loud anti-Nazi stance to be controversial.
"This is what our game is about. It's what this franchise has always been about. We aren't afraid to embrace what BJ stands for and what Wolfenstein represents," Hines said. "When it comes to Nazis, you can put us down in the 'against' column."
The Wolfenstein series actually debuted way back in 1981 with the top-down stealth game Castle Wolfenstein, and its 1984 follow-up Beyond Castle Wolfenstein. But it became more widely known as an FPS series in 1992 with id Software's Wolfenstein 3D, a game about killing Nazis, and the prequel Spear of Destiny, which was also about killing Nazis. The series was rebooted in 2001 by Activision with Return to Castle Wolfenstein, a game about killing Nazis, but went dormant again until the release of Wolfenstein, a game about killing Nazis, in 2009. Bethesda acquired the series along with id Software and gave it a powerful character-driven twist in 2014 with Wolfenstein: The New Order, a game about killing Nazis, and then followed up a year later with Wolfenstein: The Old Blood, a "standalone expansion" prequel about killing Nazis.
Wolfenstein 2: The New Colossus comes out on October 27. Here's Machinegames explaining some of the different ways it will enable you to kill Nazis.
The third patch for Larian's hit RPG Divinity: Original Sin 2 is now live on Steam, and it's a big one. "But big is good because this update should address the most important issues you’ve been flagging," Larian wrote. "In addition to the obligatory bug fixes and balancing changes, this patch contains a number of content changes that should make your journal clearer and your journey through Arx smoother."
A few highlights, chosen solely because I find them amusing out of context: Spider legs will now properly prevent players from being webbed; Voidwoken chicken should not be able to absorb Source points; fixed a crash "if you choose to sleep again with lizard after you put on all equipment and the thieves were already killed" (what?); reduced the Chicken form running distance to six meters; and "made Siwan bleed because dialog says Siwan is bleeding."
Hey, if the dialog says Siwan is bleeding, then Siwan's gotta bleed. The full patch notes are below.
Improvements and changes:
Bug Fixes:
UI Fixes:
GM Mode:
Sound:
Modding:
Congratulations on making it all the way to the end—as a reward, here's information on how to set up Divinity: Origin Sin 2's mod tools, which can make the already excellent GM Mode even better.
Ever wanted to drive the Batmobile in GTA Online? Soon you'll be able to! Kind of. The GTA community has known about the Vigilante, pictured above, and other vehicles coming in this wave of updates for a while now, but today Rockstar has officially teased it for the fall. It looks like a slightly updated version of the Batmobile from Tim Burton's 1989 Batman movie, along with the back tyres and rocket booster of the Tumbler from the Christopher Nolan Batman movies. It'll pack some ludicrous firepower, too. I'm sure Batman would approve. Ben Affleck's Batman, anyway.
Also coming to GTA Online is Coil Cyclone super car and the Hunter chopper. If you're bored of the Buzzard, the latter might be a worthwhile purchase. It looks pretty cool, although this decal is just asking for trouble in a public server:
In other GTA Online updates, the previously teased transform races are coming to the game later this month. You'll instantly transition between land, air and sea across the Los Santos landmass in this mode, and Rockstar says to expect skydiving portions, which I fully expect to fail at when my character repeatedly smacks into the side of a building.
A dogfight mode is coming to GTA Online, too, building on the existing air-based modes in Smuggler's Run, as well as a mode called Condemned, where one player is the target unless they can kill another player, at which point they become the target.
Plenty to get on with there, then, until the next major update comes to the game—assuming competitive modes, racing or the Batmobile are your sort of thing.
IO Interactive has outlined what's coming to Hitman this month, and asks players to "save the date" for an announcement on October 24.
By way of ten Featured Contracts, the 'Master Scarecrow' Challenge Pack, and a further ten player-made Curated Contracts, the bald butcher has his work cut out for him over the next few weeks. The first two of those three will land on October 13, which marks the first Colorado-based Challenge Pack, while the third is expected "later in October".
Alongside the roadmap, IO says it'll reveal some new Agent 47-related stuff on October 24. "That’s the date when we will reveal brand new content for the game," says this update post. "We’re going to let the announcement itself do all the talking, but there is one thing we want to clarify before then; this upcoming content is not 'Season 2'. We’re saying that now to keep expectations in check."
Keep your eyes peeled, then, and we'll report back two and half weeks' time.
Planning goes a long way in Mount & Blade 2: Bannerlord's Captain Mode, but what of its single player? Taleworlds has now outlined how 'influence' acts as a currency that'll determine the strength of your army.
In this Steam Community update, the developer explains that influence can be earned in a number of ways—not least murdering bandits, enemy parties and conquering opposing settlements. "Influence points can be spent to determine the outcome of some faction decisions and to make requests to allied lords," so says Taleworlds, which in turn lets allied lords follow you.
Determined by the power of their party, allied lords command certain influence costs. Taleworlds continues: "It is the leader of the army which gains all of the influence for the army’s victorious deeds, [for example] capturing a city will result in a huge influence boon for the leader, so spending influence to build an army is actually an investment, and sometimes even a gamble. If an army leader can no longer afford to spend influence then the army will start to disband."
A number of factors determine influence upkeep, such as army morale, how far the army has travelled from home, and how good or fraught relationships between armies, commanders and lords are at any given time.
The update post—which also includes details on the game's updated UI—can be read in full in this direction.
Mount & Blade 2: Bannerlord's launch date is yet to be revealed.
If you played the original Call of Duty, its 2004 United Offensive expansion, or Call of Duty 2 one year later, you'll probably remember Carentan. The French rural town was one of these games' most iconic maps—and now a modern interpretation is heading to Call of Duty: WWII.
Available at launch as a Bonus Map for Season Pass holders, Carentan sees players battling "through the destroyed buildings and fortified streets of this war-torn French town in an all-out battle for a strategic German stronghold," says Activision. Activision hasn't said whether or not the map will be available to all players down the line, but we've reached out for confirmation either way.
At present, there's not much to go on beyond that brief description and this image:
Here's the original in motion, courtesy of YouTube person grievousmichel:
Call of Duty: WWII is due November 3, 2017. In the meantime, read Tyler's words on why its recent beta was pretty damn fun.
When J.R.R. Tolkien sat down to write The Lord of the Rings, I wonder if he ever imagined that his fantasy world would one day involve people spending real-world money on imaginary treasure chests stuffed with cockney orcs. Imagine going back in time and trying to explain that to him.
Middle-earth: Shadow of War has microtransactions, and people are mad. And I sympathise, because microtransactions are depressing. The crass commodification of an artform. A gaudy fast food joint popping up on a quaint village high street. An airline charging you $10 for a tiny, weak beer when you already dropped $200 on your damn ticket.
I reviewed Shadow of War and not once did the game flash up a message trying to sell me shit. There’s a Market option on the pause menu, but I never bothered clicking on it. I figured I’d wait for the microtransactions to be intrusive or hamper my enjoyment in some way before getting annoyed at them.
But to give you an idea of what exactly Warner Bros. are hawking, here’s all the stuff currently available in the Market menu. Note that there are two distinct currencies in this weird made-up economy: Gold and Mirian.
Assassin’s War Chest (240 Gold)“Recruit three Orc Assassins to eliminate your enemies.”- 3 Orc Assassins: At Least 1 Legendary, 2 Epic
Olog Reinforced War Chest (260 Gold)“Recruit three Orc Followers, including at least one Olog.”- 3 Orc Followers: At Least 1 Legendary, 2 Epic- 2 Consumables: Training Orders and Spoils of War Boosts
Silver Loot Chest (750 Mirian)“Contains two pieces of Gear, including at least one Rare.”- 2 Gear Pieces: At Least 1 RareGold Loot Chest (150 Gold)“Three pieces of quality Gear, including at least one Legendary and an XP Boost.”- 3 Gear Pieces: At Least 1 Legendary, 2 Epic- 1 Two-Hour XP Boost
Mithril Loot Chest (400 Gold)“Contains four pieces of guaranteed Legendary Gear and an XP Boost.”- 4 Gear Pieces: All Legendary- 1 Two-Hour XP Boost
Silver War Chest (1500 Mirian)“Recruit a pair of Orc Followers, including at least one Epic follower.”- 2 Orc Followers: At Least 1 Epic- 1 Consumable: Either Training Orders or a Two-Hour Spoils of War Boost
Gold War Chest (200 Gold)“Recruit three powerful Orc Followers, including at least one Legendary Follower.”- 3 Orc Followers: At Least 1 Legendary, 2 Epic- 2 Consumables: From any of our Training Orders and Two-Hour Spoils of War Boosts
Mithril War Chest (600 Gold)“Recruit four Legendary Orc Followers and gain a Legendary Training Order.”- 4 Orc Followers: All Legendary- 1 Legendary Training Order
Two-Hour Player XP Boost (100 Gold)“A potion that boosts your experience gain by 100% for two hours.”
Two-Hour Spoils of War Boost (100 Gold)“A potion that boosts your Spoils of War gain by 100% for two hours.”
Ah, yes. That famous potion of Lord of the Rings lore that boosts your experience gain. I think Gandalf mentioned that in The Two Towers.
So yeah, it’s the usual microtransaction nonsense. Earn XP faster. Unlock better gear without actually having to earn it by killing captains and warchiefs. And free high-level orcs for your army without having to dominate them yourself.
Here’s how the two currencies work according to WB.
“Gold is awarded in small amounts at specific milestones and for participating in community challenges. It can also be purchased through the PlayStation Store, Xbox Store and by adding funds to your Steam Wallet using real money. Everything a player can buy with Gold can also be earned in the game over time for free, but Gold gives players the option to acquire these items immediately. No Gold purchases are necessary to enjoy the complete game experience. The main story campaign and progression have been balanced and tuned based on the player being offline.”
“Mirian is a form of in-game currency that players earn by playing the game. Along with Gold, Mirian can be used to purchase Loot Chests and War Chests from the Market. Mirian can be acquired by defeating Treasure Orcs, destroying Gear for Mirian, destroying Orc Followers for Gear (which can be destroyed for Mirian), and finding Mirian stashes throughout the game.”
I’ve asked WB how much Gold actually costs on Steam. If I get a response I’ll update the article. It isn’t possible to buy it in the review version.
Mirian flows into your fantasy bank account constantly, mainly through trashing old gear when you find a better sword, dagger, or whatever.
WB is keen to stress that buying loads of Gold won’t give you an edge over other players. “Gold does not give you any advantage over other players,” they say. “A player who invests enough time can progress the same amount and have access to the same content as a player who purchases Gold. Gold is not required to progress or advance in the game at all."
I got a Gold War Chest free with my review copy of the game, so if you’re interested in what’s actually in them, here’s what I got.
- Lorm the Shy, a Legendary ‘Cursed Dark Slayer’ follower
- Ronk Beast Butcher, an Epic ‘Cursed Feral Destroyer’ follower
- Bûbol the Shredder, an Epic ‘Poisonous Terror Tank’ follower
And as for reports that Legendary orcs only appear in loot chests and not in-game, that’s a misunderstanding, as our own Leif Johnson confirms here:
Playing the main story myself, I never felt like I was missing out on anything. I didn’t think about the microtransactions. But that’s my experience. I still had fun befriending and beheading orcs in Shadow of War regardless of their existence. Microtransactions in $60 games is definitely bad news, but for me they didn't hurt the game—open world bloat and poor storytelling are its biggest issues. Read my review to find out what I thought of the game.
We'll have more on how and if loot boxes affect the online content and post-game content after launch.
From Father Theodore's horrifying flame-throwing henchmen, to its monsters made of limbs and occult-flavoured baddies, The Evil Within 2 is gearing up to surpass its forerunner on the twisted terror stakes. Now, Bethesda has revealed the hardware you'll need to power Sebastian Castellanos' latest jaunt into the unknown.
Much like its forerunner The Evil Within 2's recommended specs are quite demanding, however its minimum requirements shouldn't cause too much of a scare.
Minimum
Recommended
It's worth noting Bethesda says: "We'll be altering this post as we get nearer to launch with more information", on this Steam Community post.
The Evil Within 2 is due October 13, 2017.
It was a year ago, almost to the day, that Double Fine showed off some Psychonauts 2 "prototype gameplay" in a recreated version of the original game's summer camp. The elements on display "looked nice but weren’t designed to be part of the full game," the studio explained in a Fig update. "They were simple spaces that didn’t incorporate any of the tricky platforming and open exploration we want to be be central to Psychonauts 2." The new video released today, however, is much closer to what the final game will deliver.
"The 'First Playable' is an area of the game that we’ve built to test our new pipelines and workflows across all departments—art, animation, tech, design, cinematics, etc," Double Fine wrote. "We’ve tested all of this a lot during pre-production, but this is our first big attempt to create a fully arted up, fully playable chunk of gameplay with all the systems, art, gameplay, and tech working in the same place."
The segment is basically a "vertical slice," although the studio isn't using that term because it implies "a level of polish and completeness" that isn't currently there. But it's a fully playable area with "player movement, combat, quests, experience, UI all working together with scratch dialogue and audio, some rough visual effects, textures, lighting, even a cut-scene," which enables the studio to test and iterate on the systems—and show off what it's doing.
There is, around the midpoint of the video, an unexpectedly up-close look at a goat butthole, and it's not entirely just a cheap joke: The Fig update also digs into "how a goat gets made," from simple sketches to more detailed drawings, a 3D model, texturing, and animation, which actually involved a real visit to a goat farm so the subtleties and nuances of goat movement could be properly captured.
"It takes nine goats to the say the F-word," Double Fine boss Tim Schafer explained helpfully. "I've done a lot of goat porn. Graffiti. Goat porn graffiti."
Double Fine is also "pretty close" to sharing details on backer rewards, which it expects will be shipped out in three batches: "One batch of stuff that doesn’t take too long to make (shirts for example), another batch of stuff for the more complex or custom things (like action figures) and a final batch for stuff that requires the game to be complete." Backer surveys should start arriving "really soon," it added.
Psychonauts 2 is still far from a proper release date, but the last time we looked it had an "estimated delivery" window of summer 2018. More information about what's cooking is up at psychonauts.com.
Middle-Earth: Shadow of War is a familiar sequel. Developer Monolith Productions hasn't made any astronomical changes or additions to the excellent foundation that was Shadow of Mordor. Instead, they've polished tried-and-true ideas and layered in quality of life improvements. Andy was unimpressed by the story and general bloat, but the stellar Nemesis system is smarter than ever, and that clutter means Mordor is overflowing with things to do. So much so that it's easy to miss some of the finer points, many of which will make your life much easier. With that in mind, I've put together a list of essential pointers for Talion's second album.
Shadow of War showers you in skill points from the word go, but you're still going to want to spend them efficiently. To that end, you're better off purchasing all of your base abilities before fleshing them out with individual upgrades. This opens up the game in several ways. You'll have more options in combat and gain access to special skill challenges which reward experience and money. You'll also get a feel for the abilities you like most and how you use them, which will help you tailor the upgrades you get later. You can only equip one upgrade to each ability, so choose wisely.
Abilities work on a parent system, meaning you have to unlock them in order from left to right. I recommend knocking out some basics like executions and mid-air shots, and then focusing 'shadow strike,' which lets you teleport to and instantly kill enemies from absurd distances. Shadow strike unlocks some dubious stealth options and really speeds up traversal. And speaking of basics: rush through the first act to unlock several awesome core abilities which I won't spoil here. Reaching the second act will also blow the Nemesis system wide open, unlocking new features like death threats and outposts.
In Shadow of Mordor, abilities worked on a combo system. Once you got your combo high enough, you could use certain abilities. This was indicated by your combo meter turning red and certain button prompts appearing. Well, the combo meter is functionally gone in Shadow of War. In its place is a 'might' meter which fills as you land hits and other moves. Once it's full, you can spend it on a special ability like an execution or an AoE. Thankfully, unlike the combo system, you don't have to spend might immediately. You can keep your bar full between encounters and then spend it when you want. This totally depletes your might, and it takes quite a while to build might in the early stages of the game, so execute frugally and pick up some upgrades that help build it.
Really though, the main reason I wanted to call attention to the might meter is because it took me hours to notice it. This is partly because it's hidden away in a tiny bar in the corner of your UI, but also because I had such tunnel vision from my Shadow of Mordor run that I didn't pay it any attention. I honestly thought execution procs were random for the longest time. Do as I say, not as I do.
Fundamentally, the Nemesis system hasn't changed much, which is a good thing. But those wily Uruk captains have made some improvements here and there. There are many more unique traits you'll want to make note of before targeting a captain, as well as special new abilities like tribe bonuses for pikemen and assassins. On top of that, they've got some new toys. You'll encounter captains brandishing poisonous and cursed weapons which deal heavy damage over time and can quickly send you packing if you aren't careful.
More impressive is the new 'adapt' system. Captains will actually learn your strategies and adopt counters to them mid-fight. This punishes spammy attacks and puts you on a timer, which breathes quite a bit of life into fights. Let's say you're fighting a shield-toting defender-class captain. The best way to hit him is to vault over his shield and attack him from behind. Great! Vault away. But get the job done quickly. If you vault over him too many times, he'll gain the skill 'vault-breaker' and start blocking your approach. Captains can also adapt to overcome weaknesses if you give them time, so be sure to end them quickly.
It's not all good news for the captains, mind. Talion's got some new tricks himself, and if you use them wisely you'll be gutting Uruk with the best of them in no time. For starters, there's a critical distinction between weaknesses and mortal weaknesses. If a captain is weak to ranged attacks, you'll be able to damage him with your bow. If a captain is mortally weak to ranged attacks, you can damn near one-shot him with a charged headshot. The same goes for explosions, stealth attacks, executions and so on. Mortal weaknesses are your best friend. Apply liberally until dead.
There's also a new 'dazed' status ailment that directly counters the adapt system. Captains can be dazed by exploiting their fears or weaknesses. Set them on fire, poison them, cover them in morgai flies, brutalize one of their guards in front of them—whatever it takes, daze them. Because when a captain is dazed, all of their immunities go out the window. Poof. Gone. Immune to executions? Defends against stealth? Blocks all ranged attacks? Not anymore. Dazed captains are not only totally defenseless, they'll often stagger around for a short period. If you save up some arrows and might before dazing a captain, you can often end them right then and there.
The process of acquiring and improving your gear is considerably more involved in Shadow of War. First of all, you actually change items this time instead of just slapping new stats onto the same old swords. This creates an addictive, almost Diablo-esque loot grind, and there are a few key rungs on the ladder to The Best Pants. On top of swapping out old gear for new stuff with bigger numbers, you can improve the quality of your epic and legendary items by completing their skill challenges. These can be found in their item descriptions, and once complete, will unlock new passive abilities. However, you also have to spend some mirian (the free currency, not the paid one) to apply these abilities. Epic and legendary items will often outpace higher-level common items, especially if you upgrade them, so it's worth doing their skill challenges. Additionally, there are now legendary set bonuses, because the Diablo comparison wasn't clear enough already. You can also dismantle gear to get mirian to fuel other exploits, so don't get too attached to anything. It's all fuel for the grind.