There's an enticing-looking hole near my main Subnautica base. It's one of the more manageable underwater cave systems in the game as it's not too deep and it consists of tiered concentric circles of terrain with only a few tunnels leading off. The arrangement draws your eye to a plant called a rouge cradle and is ripe for a few screenshots. But this colourful, relatively simple space can still hurt or kill me easily.
This particular segment of Subnautica's ocean-based survival adventure contains Drooping Stingers—poisonous jellyfish-like plants which hang down across tunnel entrances. There is at least one Sand Shark. I can see it throwing up clouds as it burrows along the sea bed below.
There are mushrooms which I can harvest safely enough (and use to make batteries along with copper ore) but which, if I hit them with my survival knife, will release dangerous chemicals. I also spot a tadpole-shaped Biter which will nibble down my health bar given the opportunity.
Beyond this there is also the capacity for death in the usual survival game ways. I could run out of food or clean water. I could also, given the underwater setting, run out of air if I spend too long captivated by caves and strange lifeforms. The latter is the most frequent cause of death for my little diver avatar. I just love investigating Subnautica's curated world too much!
There s a fledgling garden where I farm some vital resources.
The basic premise of Subnautica is that you have crash-landed on an alien planet. You can see the burning hull of your ship, the Aurora, from your lifepod. You have no idea if you are the sole survivor, and you have no idea what lurks beyond the shallows. The first order of business is basic survival, so you start to potter in the vibrant sea outside your pod, seeking out resources to feed into your fabricator and start generating food, water and essential tools.
You'll break open little lumps of sandstone and limestone to find deposits of titanium, silver, lead and more. A pillowy-looking fish is useful for water filtration, while others are good for eating. There are gigantic coral tubes to harvest bits from, docile creatures with long noses and glowing bums, and clusters of those bright mushrooms you use for making batteries.
Once you've familiarised yourself with the core loops and built up a little toolkit you find yourself able to dive deeper, venture further and survive longer. Subnautica services your increased confidence with beautiful biomes, tempting you with new resources and new creatures.
Helpful markers ensure you can always locate your base.
You'll likely discover the stunning kelp forests early on, basking in their green splendour for a moment before spotting the accompanying eel/crocodile creatures. They're Stalkers. They might try to take a bite out of you but they prefer to play with the metal of wrecked craft.
As you poke around you start to find (or be fed via radio broadcasts) suggestive snippets which hint at a story beyond your own survival exploits. How you choose to balance pursuit of the written narrative against whatever you fancy doing under the sea is left up to you, though. Several game modes allow you to make that choice more explicit. For instance, Creative mode strips out all the survival and the story, just letting you build and explore. Hardcore gives you only one life and no oxygen warnings so is better for role-play.
I spent around 70 hours in Subnautica a few years ago, before the story was really implemented. I divided the time loosely between building an underwater base and exploring the world, letting the exploration loop back into the habitat crafting by using the trips to gather resources or pick up seeds from the local flora to create a little underwater garden.
With the 1.0 release I find that even though I was trying to primarily focus on the story in order to deliver a review verdict I kept defaulting to a lovely, restful flow between three things: building up my habitat; exploring different zones; and pursuing the narrative. That's not great time management for a review, but it's such a great quality in the game itself, lulling me back into those patterns and letting the different forms of play lead into one another, depending on what I fancied doing.
The Aurora at dusk.
I know that undersea exploration isn't everyone's cup of tea, though, so you'll need to take your own comfort level into consideration alongside my recommendation of the game.
One colleague finds jellyfish to be highly suspicious and discomforting entities and thus is not keen on those Drooping Stingers I mentioned. A former colleague has a phobia of crabs and might struggle with Cave Crawlers. One friend finds the entire idea of being underwater a struggle so I'd never suggest this to him, and another gets really freaked out by the idea of gigantic things lurking in the deep sea so would hate some of the zones.
I'm at the opposite end of the scale. I find sea life endlessly fascinating. I adore the way the lighting and the art create the sense of each biome as being a distinct underwater creation, both alien and familiar. I love following the creatures around—even the more aggressive ones—and will happily front crawl my way into a curious labyrinthine cave system without remembering to lay a path of glowing markers so I can get back out.
You develop a real affection for and familiarity with this alien world
For someone at my end of the spectrum playing on Survival mode, the worst that can happen is you lose a bit of progress when you die in said cave system, or you get a jump scare thanks to an aggressive creature swimming up behind you. I won't spoil it for you but something a lot further out in the water destroyed my little submersible craft in an instant. That sense of being turned around, confused, threatened and suddenly stranded two kilometers from "home" is the closest I've come to panic.
"Home", by the way, is a gigantic, sprawling base near a thermal vent. You go in via a little hatch and find the main manufacturing and storage facilities. The further you go the more the base errs towards decoration and relaxation. An observatory is in danger of becoming a greenhouse, glass corridors offer a look at the glowing plants in the outdoor grow beds, my bedroom is a repository of scavenged knick-knacks.
The thermal vent location was initially an aesthetic choice and now it helps generate electricity to keep the lights and fabricators running. I've also got a room full of aquaria—glass cases of swimming fish inside a delicate windowed room inside a vast ocean of swimming fish...
The deeper you go, the weirder things get.
In terms of irritants, there are a few. One is to do with pop-in, both of objects and textures. I don't mind it too much because it feels like a logical casualty of how believable undersea set design has to work. Swimming through clear ocean towards a point means there are none of the usual obscured viewpoint moments you can usually use to swap in more detailed textures or sets of objects. Acquiescing doesn't mean you won't notice it, but I'll take the trade-off if it means the game can run properly, and I still get some truly lovely landscapes to experience once I'm close enough.
Habitat-building can also be finicky. For example, I have absolutely no idea why one of my multipurpose rooms won't let me add glass windows but the rest will. More information when you're placing objects would make it much less frustrating—this room needs this much clear space below, or this interaction is causing a problem.
In the later game I ran into some truly frustrating issues. In one, I left my Seamoth craft to look around and returned to find it had "burrowed" about two meters into the floor. There was no way to extract it so my choices were to abandon it and go through the rigmarole of collecting all the resources to build it (and its upgrades) again, or to bring up the debug console, spawn a deprecated item called a terraformer, and dig the thing back out.
These harmless grazers drop gassy pods from their butts.
About six hours later my massive submarine became unable to move in a really deep cave system. I tried everything I could think of, from removing the clinging life forms, to using my forbidden terraformer to try digging it out but to no avail. As such I've had to abandon it. The craft itself is a big resource and time investment, but it also contains the Seamoth at a depth the Seamoth can't survive if I undock, so that's gone too.
A more flexible save system would have been ideal here. If I had multiple save files for the same playthrough I could have gone back a little and tried to avoid the problem. Unfortunately I had saved after getting into the pickle and you only get one save per version of the world. From a file size point of view it makes sense, but it means glitches can be monumentally costly.
I enjoyed how the story unfolded. The game lets you engage with it as much as you choose and at your own pace, offering information to keep you moving if you want a specific task. The main arc was compelling and had some lovely emotional moments but it struggles to create a meaningful connection with anything off-world. By contrast, you develop a real affection for and familiarity with this alien world, so some story strands put me at odds with my avatar's purpose, or at least just couldn't hit home.
To put these negatives in context, though, I have spent nearly 50 hours on my current playthrough and my total playtime is over 120 hours. I am actually still playing (although I did indeed rage quite twice because of the vehicular issues). I have more than 2,000 screenshots of the beautiful world and its strange creatures, and now that the review is over I can go back to meandering at my own pace. It is, without doubt, my favourite game of the last five years.
If you've been waiting for just the right moment to finally dive into Fallout 4, it's here. Fallout 4 is free to play on PC right now, and this free period lasts until Sunday, February 4. During that time, the base game is 50% off (Steam says this 'weekend deal' lasts until February 12, which may either be an error or an exceptionally long weekend).
Other discounts during the free weekend: 40% off Fallout 4 Game of the Year Edition (which includes all the DLC) and 50% off the season pass. Here's the full list of discounts:
50% off:
40% off:
There are still a couple of weeks to go before Kingdom Come: Deliverance, the game that began as a Kickstarter project four years ago, launches to PC and console. While you wait out the final moments before it ships, Nvidia has made available a 'Game Ready' driver update, version 390.77.
"For the best possible experience in Kingdom Come: Deliverance's humongous open world, be sure to download and install the new Game Ready driver, and to optimize your settings with a single click in GeForce Experience," Nvidia stated in a blog post.
Nvidia seems particularly excited about Kingdom Come: Deliverance, with a separate blog post detailing parts of the game, such as the setting and plot. We are looking forward to its release as well, and seeing how the unique quicksave feature works out (you have to down a bottle of Savior Schnapps, an alcoholic drive, to quicksave).
The 390.77 driver update is also optimized for Metal Gear Survive, which comes out on February 22, and brings Game Ready status for Ansel in Black Desert Online and ShadowPlay Highlights in War Thunder.
Beyond those bits, Nvidia managed to stomp out a few bugs. They include:
You can update your Nvidia GPU driver through GeForce Experience, or insall them manually here. Release notes are here (PDF).
The dreaded undead legions of Nehekhara are rightly feared throughout the land for their perseverance. At the behest of the Tomb Kings they strive to take revenge on the great necromancer Nagash for cursing them to undeath eons earlier. Why, then, is there a jolly bunch of them on a boat raiding shipwrecks for treasure and invading pirate havens for loot?
Every faction in Total War: Warhammer 2 feels different, but only the Tomb Kings DLC made me feel as though I was playing a different game entirely. Namely: Heroes of Might and Magic. I have always thought of Total War as a 4X/RTS hybrid about long-term strategic planning and spectacular tactical battles, but Rise of the Tomb Kings adds crafting, a more detailed item system, special heroes and hordes of free skeletons that let you raise a 20-stack army in just a few turns without tanking your economy. The resulting shift of responsibilities turns the game into an RPG about looting, exploration, and XP progression. I was hit by a sudden wave of Heroes of Might and Magic nostalgia as I sailed around duffing up pirates with my ship full of bony fellas.
Because Tomb Kings don't have to worry about balancing an economy to feed armies, you can amass enormous amounts of wealth. And because you can raise and maintain forces so easily, the things you normally have to worry about —public order, rebellions, invasions—are also less of a concern. Instead you're free to faff around on the high seas, bully nearby Bretonnians, level up your heroes and play with a more cavalier attitude. You don't even have to worry about the vortex because the Tomb Kings are on a separate mission to recover the books of Nagash scattered around Nehekhara.
In Heroes of Might and Magic your military power is centralised on one hero character who runs around with a retinue of warriors. When you run into enemies you drop into turn based battles. You use the treasure you earn beating up monsters to add new structures to your home city and recruit new units. In Total War: Warhammer 2 your fortunes are spread between a number of cities and you can have multiple armies, but the reward loop feels the same and Warhammer's wildly varying races create a similar sense of discovery. Your Tomb Kings tend to stick around for a long time as well, which means they are moving up their skill trees, unlocking new spells, and growing into powerful individual heroes. Heroes that are mighty, and indeed magical.
The Tomb Kings can capture settlements to access special resources which you then use to unlock powerful super units and craft weapons, armour and artifacts. Other special units join you when your empire reaches certain milestones. Your forces, initially endless legions of wobbling skellies, start to get really weird. I have flaming bomber harpies, a casket of souls that blasts enemies with death energy, skeletal horsemen that leave a flaming blue trail in their wake, a big mechanical scorpion. Hang on, I'm starting to get flashbacks again...
You want to keep going back to your castle in Heroes of Might and Magic to do housekeeping. The Tomb Kings also love going home after each adventure. They get lots of bonuses to movement in their own territory, and you can spec them to regenerate extremely quickly if they are hanging around in their home provinces.
Instead of worrying about upkeep and recruitment, as other factions would, you spend more time as Tomb Kings managing attrition. If your necromancers can efficiently regenerate units between battles then your forces can keep on roaming out towards the edges of the map. Otherwise I have been bringing them back home between escapades to recoup and take on as many giant robot scorpions as my cursed vaults can produce. As a result the Tomb Kings behave like questing heroes rather than typical Total War conquerors. However far you travel, you always need to come back home in the end. Nagash's black pyramid squats in the centre of Nehekhara waiting to be unlocked.
It's a really neat experiment for Total War. The Warhammer games have given The Creative Assembly some leeway to mess with the Total War formula, but you always tend to see the most experimental moves in expansion packs. I'm really enjoying the DLC because it feels like CA has made another game inside the game, and it does a great job of adding new features without overwhelming you with options. It adds crafting, but eases off on empire admin, reforming Total War into something quite different, and yet strangely familiar.
Slime-san is a criminally overlooked 2D platformer about a slime's quest to escape a worm's belly by platforming his way out of the beast. It came out last April, and it's due for more DLC next month. Slime-san: Sheeple's Sequel will release on Monday, February 5, free to all Slime-san owners.
The second Slime-san DLC after Blackbird's Kraken, Sheeple's Sequel casts Sheeple, a character from the main game, as the villain. It comes with 20 normal levels and 20 new game plus levels, plus five levels from the main game which have been remixed "with a Sheeple twist," according to developer Fabraz. It also includes new modes like shadow, marble and target mode, as well as a speedrunning mode complete with leaderboards.
Sheeple's Sequel is free if you own the base game, but it will also be available as a standalone game for $4, just like Blackbird's Kraken. Slime-san itself is $12 on Steam. It has a free demo, too.
Assassin's Creed: Origins is an exceptionally long video game. It took me about 60 hours to finish the bloody thing, though I enjoyed most of it. But if you've done the same and still want more, you'll probably be happy to hear that a new game plus mode is coming.
That's not really been announced as part of Ubisoft's ongoing support for the game, but a community manager confirmed it in the publisher's forums yesterday. "New Game + is coming. We'll have more information to share soon," the post reads. And that's all.
While the game will get ongoing free updates, its first premium expansion released last week in the form of The Hidden Ones. That update includes new weapons, outfits, mounts and a higher level cap, as well as new story stuff to play through. As for the free stuff, a new quest and new Heka chest goods have been added to the game recently.
Zombie plague RTS They are Billions has added community challenges in its latest update, meaning that everyone can play through the same survival map and compete for a high score on the new leaderboards. A new challenge will arrive every Monday, starting tomorrow, and players will only get one shot at each map, which is the right way to implement challenges like this, in my opinion.
Update V0.6 also allows you to add more waypoints when using the travel, attack, patrol and move commands. You just have to hold down Shift and right click to add more waypoints, allowing you to create some pretty elaborate plans.
Soldiers, Snipers and Lucifers can now carry explosive barrels, which you can place down wherever you want and blow up from a safe distance. Barrel explosions will chain together, so it could be a good option for taking out large groups.
The last of the major additions is a new set of language translations for Chinese (Traditional and Simplified), Korean, Japanese, Russian, German, French, Polish, and Brazilian Portuguese. There's also a few minor tweaks and bug fixes, which you can read about in the full patch notes.
If you're looking for some tips for getting better at the game, here's Vivien's handy guide.
Photo by Jo o Ferreira, click for source.
For as long as CS:GO has existed as an esport, North American teams have played the role of the underdogs, perpetually overshadowed by European—and recently, Brazilian—squads who always end up taking home the hardware at the big tournaments. Since the advent of the Valve-supported Major tournaments in 2013, no North American team has ever won one; today, at the penultimate day of ELEAGUE Boston Major 2018, the Americans of Cloud9 have brought themselves tantalizingly close to ending that drought.
After a rocky start in the group stages, Cloud9 fought their way back into contention with a convincing 2-0 win over the French squad of G2 Esports. The vagaries of the tournament bracket meant that this victory set them on a collision course with CS:GO’s current team to beat, the top-ranked Brazilians of SK Gaming. Riding a wave of momentum, and with the hometown crowd cheering their countrymen on, Cloud9 nonetheless entered their semi-final match as the heavy underdog.
As soon as the first map got underway, it was clear that it was time to throw rational predictions out the window. A series of incredibly well-executed rounds and some huge individual plays led Cloud9 to a crushing 16-3 victory to start things off, shocking the analyst desk and driving the crown into a frenzy. Despite the second map not going quite as well, resulting in a 16-8 victory for SK Gaming, Cloud9’s momentum appeared unbreakable, and they rallied to win 16-9 on the third map to clinch their berth in the tournament’s grand finals.
This outcome marks only the second time a North American team has managed to make it into the finals of a Major, after Team Liquid reached (and subsequently lost) the finals of ESL One Cologne back in 2016. If they pull off a win tomorrow against the formidable opposition of FaZe Clan, they will make CS:GO history, and perhaps begin to turn the reputation of American Counter-Strike around.
They’ll also have faced one of the toughest roads to victory of any Major-winning team in recent memory, due to their lacklustre performance in the group stages putting them in a very tough bracket position. Making their way through G2 Esports, SK Gaming and FaZe Clan, the fourth, first, and second best CS:GO teams in the world respectively, is a feat that will finally put to bed any question about Cloud9’s legitimacy as a top-tier team on the world stage.You can catch the grand finals at 11:00am PST on Sunday morning on ELEAGUE’s Twitch channel.
The PC port of JRPG The Legend of Heroes: Trails of Cold Steel 2 will release on February 14, localisation studio Xseed games announced in a livestream of the game yesterday. It was the first time we've seen a good portion of it running on PC, and it went smoothly—if you were a fan of the previous game, it might be worth a watch, and for anyone not familiar with the series it's a chance to see its blend of exploration, dialogue, fishing and turn-based combat.
It's the sequel to Trails of Cold Steel, which was ported to PC last year. The story picks up a month after the first game, and revolves around hero Rean's quest to save his friends and end a civil war. The PC version contains 50% more lines of English voice acting than the original, as well as ultrawide aspect ratio support and a turbo mode to help you zip through the game faster.
Best of all is its 'instant resume' feature, which lets you launch your latest save file direct from the Steam client. That's all thanks to Durante, the modder that fixed Dark Souls on PC, who has been helping Xseed with the port. And speaking of save games, the game will recognise any save files you have from the first Trails of Cold Steel and build that into the story, so any characters you met in the previous game will remember you this time around. It's a nice touch.
No word on the price yet, but here's the Steam page.
Good news for anybody that enjoyed side-scrolling shooter Mercenary King (think a more explosive Metal Slug)—the 2014 game is getting a free 'Reloaded Edition' that adds two new characters and a stash of guns and knives. The update lands on February 6.
The two new characters are Frigg, a former Olympic athlete that can jump faster than anyone else in the game, and C-ZAR, a robot that has thrusters built into its feet to slow his descent. Here's Frigg in action:
The new guns look flashy, with a variety of lasers, pistols, snipers and SMGs on offer, but it's the knives that could prove the best additions. You'll be able to mash people over the head with an electric guitar, bash them with a golf club, skewer them with a trident, and...er...spoon them with a spoon.
The update will also make some more minor adjustments to the game: you'll be able to buy materials, now, and grenades will be stronger across the board. Expect to see tips on loading screens and objectives displayed on the minimap, too.
Here's the blog post from developer Tribute Games outlining the changes. It's unlikely to draw in many new players, but it's a decent excuse for existing owners to drop back in for a quick session.