For the record, I thought No Man’s Sky was fine. It fell way short of my expectations, sure. A combination of developer Hello Games over-promising, and those promises mutating and growing out of control in my own mind. But I managed to squeeze thirty enjoyable hours out of it—especially after Creative mode was added, removing the constant, tedious need to harvest fuel and craft warp cells. It’s a game I turn to when I want to play something placid and undemanding. I love idly hopping between planets, taking photos, and wondering what the procedural generation will throw up next.
But that’s not the experience I wanted. When it was first announced, the idea of taking a starship and exploring a vast galactic frontier was thrilling. My imagination was flooded with visions of landing on uncharted alien worlds that were rich with mystery, intrigue, and discovery. But the reality is a lot of mostly dull, samey landscapes littered with a repeating handful of structures and objects, making this infinite universe feel somehow limited in scope. But with over 18 quintillion randomly generated planets to visit, it’s perhaps unsurprising that none of them really feel that special.
There’s just one planet in Subnautica, home to an expansive ocean teeming with peculiar flora and fauna. Explore its depths and you’ll find fields of dancing kelp, caves illuminated by fluorescent fungi, bubbling thermal vents, and sandy plains sprinkled with glowing plants. It’s a diverse, vibrant setting, and feels truly alien. And while it may be unfair to compare quintillions of procedurally generated planets to a static, hand-crafted one, playing Subnautica gives me exactly what I wanted from No Man’s Sky: landing on another world, exploring it, and being surprised by what I find there.
If you’re only aware of Subnautica in passing, you might have written it off as just another survival game. But what makes this one stand out for me is the story, which hums away in the background and can be dipped into, or ignored, at your leisure. Your ultimate goal is getting off the planet you’ve crash landed on, but along the way there are mysteries to unravel, stories to piece together, and intriguing secrets lurking beneath the waves. And these discoveries contribute to an ongoing narrative, making following signals, poking around in wrecks, and looking for clues in lost PDAs worth your time.
But sometimes it’s better to just pick a direction and swim. Some of the most impressive things I’ve seen, I discovered completely by accident. The hulking silhouette of a wrecked starship, resting precariously on the edge of a shadowy abyss. An underwater volcano spewing fire and ash. Shoals of iridescent fish swimming across the spotlights of my submersible. And it only gets more interesting the deeper you go, which gives you an incentive to craft advanced equipment and vehicles to withstand the crushing pressure of the depths. I usually find harvesting materials and building stuff in survival games a chore, but in Subnautica, every step towards a new invention that’ll let me explore further and deeper is hugely exciting.
Subnautica’s underwater world also feels like it has a functioning ecology. Plants and sealife have distinctive roles and behaviours, and they interact with the environment around them: whether it’s a sand shark bursting out of the silt to grab a passing fish in its jaws, or stalkers scooping up chunks of ship wreckage and taking them for a swim. Compare this to the creatures in No Man’s Sky, who roam in aimless herds and have no real connection to their surroundings, and you can see why Hello’s planets feel so dead. Another benefit of choosing to sculpt rather than generate an ecosystem.
A common misconception about procedural generation is that there’s no real authorship involved—that procedural worlds are soullessly churned out by software. But it takes a creative mind to write the rules of that software in the first place, and artists to create the assets that fuel it. For me, the real problem with No Man’s Sky isn’t that it’s procedurally generated—it’s that it fails to use that impressive technology to create a compelling exploration experience. And in a game that claims to be all about the joy of discovery, that’s a pretty fundamental flaw. A flaw that Subnautica manages to avoid by limiting its scope to a relatively small, more curated space.
Perhaps procedural generation is fundamentally at odds with satisfying exploration. When you find a diary in Subnautica, you hear them specifically talk about the place where you found it, giving that location context—and maybe even leading to a supply cache or secret entrance. But creating that connection with some randomly generated mass of terrain is a lot more difficult. And that’s why, when you find something in No Man’s Sky, it doesn’t actually matter where it is. There are no references to the local geography: that there’s a nearby mountain that may be worth investigating, or a lake abundant with resources. And without those details, exploring feels meaningless.
An infinite universe where every planet is as detailed and bespoke as Subnautica’s ocean world would be great but, crucially, literally impossible. So forget infinity. The hours I’ve spent paddling around in this weird, wonderful alien sea have been more memorable than all the time I spent planet-hopping in No Man’s Sky. And I think that makes a solid case for future sci-fi exploration games to focus on smaller, more detailed settings over an endless, characterless expanse of cosmos. I’d personally rather have one, or a handful, of interesting, hand-crafted planets filled with things that are actually worth discovering than several quintillion random, forgettable landscapes.
Not long after the release of GTA Online's Air Quota mode comes another addition to its extensive list of adversary modes this week: Hardest Target, where 4-16 players across two teams have to kill the other's target while guarding their own. That's live in the game now, and you can get double experience and $GTA when playing it until 5 February—which is pretty standard with the debut of new competitive modes.
These new modes are a decent excuse for jumping back into the game and seeing how easy it is to make a bit of quick money. And you'll need extra cash to buy GTA's newest sports car, the Pfister Neon, a slick electric vehicle which will set you back $1.5 million from Legendary Motorsport. I like to offer real cash context on these purchases: in Shark Card terms, that car would set you back slightly more than the Great White £12/$20 card, which nets you $1.25 million. If you've not done the Red Dead 2 challenge yet either, that's another $250,000 without spending actual money.
If you're after Bunker-related purchases this week, the following are discounted:
You can also save 25% on special cargo warehouses and executive office renovations this week, plus 35% on PCG editor Phil Savage's favourite GTA helicopter, the cargobob. There's also a 25% discount on the lovely LF-22 Starling glider aircraft, the Grotti Cheetah Classic, vehicle armour and bulletproof tires.
Some PlayerUnknown's Battlegrounds players are so bored by its desert map, Miramar, that they're deleting game files so that they automatically leave any round that randomly selects the map from the current pool of two. One user has even created a programme that changes the extensions of the Miramar files so that the game cannot load the map, booting you back out to the menu instead.
Perhaps developer Bluehole has noticed, because the latest update for the game aims to make Miramar more interesting. It adds more buildings and cover across the whole map to "improve the engagement experience" (and hopefully make it feel less empty), lays down more off-road routes so you can take vehicles cross country, and boosts the chances of better loot spawning in certain areas.
The update also introduces a new anti-cheat measure to the game's test servers. The developer is expecting it to cause crashes for some people, so they're giving it a trial run first before rolling it out to the servers proper in an attempt to combat the ever-increasing number of in-game hackers. Bluehole has thrown in a couple of bug fixes, too, which you can read about in the full patch notes.
I, for one, won't be deleting my Miramar files—I agree that the game's original map, Erangel, is more fun to play (partly because I know it better) but I enjoy having some variety. I'm sure there are people that want to play only Miramar, and that some of them will have deleted their Erangel game files. Bluehole has said it will add a proper map select option at some point, so let's hope that happens sooner rather than later. An official tool is surely preferable to this home-brewed workaround.
The second DLC episode for Wolfenstein 2: The New Colossus released earlier today, in the form of 'The Diaries of Agent Silent Death'. As the name implies, it traces the adventures of protagonist Agent Silent Death (her real name being the comparatively benign Jessica Valiant).
Much like the first episode in the Freedom Chronicles series, this is its own self-contained campaign, albeit a comparatively short one. Unusually, Machine Games and Bethesda haven't (yet) released a trailer for this one, so we've only got the Steam screenshots to guide us. This description is helpful:
"Play as former OSS agent and assassin, Jessica Valiant, AKA Agent Silent Death! Hot on the trail of a sinister plot, Valiant finds herself in the offices of Paragon Pictures, Tinseltown film studio turned Nazi propaganda machine. Stalk, shoot and stab from the shadows in pursuit of your prey in the Diaries of Agent Silent Death!"
The pack is $9.95, or comes in the $24.95 season pass. It follows the first DLC pack, The Adventures of Gunslinger Joe, which released mid-December.
Celeste is a clear contender for best platformer of the year, and it'll probably end up being one of the most competitive speedrunning titles, too. While regular players will spend upwards of half-an-hour trying to master a single clear path through any given level, there's a lot more freedom for expression than is immediately obvious – perfect fodder for speedrunning.
Plenty of speedrunners are vying for first place at the moment – you can see the speedrun.com leaderboard here – but it still feels like the scene is in its infancy. The best run so far, by Magolor9000, manages an Any% run in 47 minutes and 33 seconds. You can see the run below, and while it's super impressive, there's clear room for improvement.
Given that the game's only been out a matter of days, one of the biggest challenges for early speedrunners is remembering the layout of some of the trickier levels – plenty needs to be memorised in the latter half of the game. As Magolor9000 points out on his YouTube page, this run is far from perfect in the opening minutes, but manages quite well in the second half.
Anyway, as someone who spent around 10 hours and upwards of 3000 deaths completing Celeste, this is clearly a feat. This record is likely to change as the days go by, but for now, it's a neat look at how especially adept players are tackling the game.
In its first day on PC, Dragon Ball Fighter Z had triple the number of players as Street Fighter V. That means a swathe of fresh-faced Saiyans are now jumping into the arena for the very first time, eager to fight. While DBFZ is much easier to get into compared to other fighting games from Arc System Works, relying on the game’s easy autocombos will only get you so far. To lessen some of those starting beatdowns you might soon be facing at the hands of skilled opponents, we’ve compiled some tips and tricks that should help you along the path to becoming a Super Saiyan God.
So put on your weighted clothing, jump in the Hyperbolic Time Chamber and get to training!
As boring as it is to sit through tutorials, Dragon Ball FighterZ’s is perfect for running you through the basics of combat. Along with the essentials of blocking and attacking, this tutorial introduces more advanced concepts like airdashing, meter management and using assists. Once you’ve completed the Tutorial, your next stop should be the Combo Challenges. These trials will give you a flavour of each character in Dragon Ball FighterZ by giving you some sample combos to try out.
While the challenges unfortunately don’t cover team manoeuvres, you’ll get a feel for things like jump-cancelling and mid-combo Vanishes, which are crucial for constructing long combo strings.
If you are coming to DBFZ as a rookie fighting game player, there will be the urge to stick to just using the light and medium autocombos. Try and resist the temptation, as autocombos generate less Super meter, and do less damage than manual combos. The Combo Challenges do teach you some basic starter strings, so don’t worry about being thrown into the deep end. Almost every character has this universal combo: Light -> Light -> Crouching Medium -> Medium -> Jump Cancel -> Light -> Medium -> Jump Cancel -> Light -> Medium -> Heavy. You can spice this up by sticking a Super on the end, but try doing that sequence a couple of times with Goku as practice. Before you start panicking, jump cancelling isn’t difficult, all you need to do is press up following an attack to make your character jump. Every air attack can be jump-cancelled, as well as the majority of grounded normal attacks.
While you’re trying to kick the autocombo habit, avoid using Dragon Ball FighterZ’s Super Dash as your main movement tool. While it is a great tool for closing the gap between you and your opponent, a Super Dash can easily be intercepted with a Kamehameha or crouching Heavy. So just like with autocombos, sprinkle in some airdashes, ground dashes and double jumps when you’re attempting to pin down your opponent.
When you're hovering on the character select screen, it’s natural to gravitate towards your favorites (Piccolo and Teen Gohan, obviously). While I wouldn’t dissuade you from picking your most loved character, be aware that Dragon Ball FighterZ is a tag team fighter at its heart. This means picking characters whose assists complement each other, considering how each character’s Super can flow into the next and so on.
As an example, Cell and Vegeta work very well together, as Vegeta’s assist can lock opponents in position following Cell’s light autocombo, allowing Cell to start up a combo from any direction he wants. Experiment in Training Mode to see which assists can cover certain character weakness and how you can use assists to start up or lengthen combos.
For your first team, I’d include a character that fires some sort of energy beam for their assist, as it is great for stopping players who love to Super Dash straight at you.
You’ll no doubt be itching to jump straight into a Ranked match once you’ve done the tutorial and found some characters you like, but some time in Training Mode will do you good. Not only does it give you a chance to get comfortable with how each of your characters move without interruption, it gives you an opportunity to tinker with the extensive options that will help improve your skills. Keep getting hit by a specific attack? You can record and playback actions as the training dummy, so you can find the optimal counter. Want to find the perfect setup after you knock an opponent down? You can set the training dummy’s exact get-up option, so you can learn what moves works where. Getting the most out of the Training Mode is integral to improving as a player, so don’t be afraid to spend time practicing.
For basic combo practice, I’d start by setting your Super gauge to zero and seeing how much damage you can do in a single combo, without using a Super or a Heavy special move. Once you’ve got a basic sequence down, build up from there with Vanishes, Supers and so on.
Unlike Street Fighter, anime fighters like Dragon Ball FighterZ and Guilty Gear use a different form of notation for writing out combos. Rather than writing out “crM” to stand for “Crouching Medium”, anime players would write out “2M” instead. This is because rather than using English phrases for notation, the anime fighter community uses the directions on a computer’s numpad to stand in for words like standing or crouching. So instead of “standing medium” or “stM”, you would see 5M, seeing as 5 is the neutral position on a numpad. Forward medium would be 6M, back medium would be 4M and so on.
This procedure applies to complex motions as well. So a normal Kamehameha with Goku—down, down forward, forward + the Special Action button in Street Fighter notation—would become 236S in numpad notation.
It sounds complicated at first, but this form of notation has created a sort of universal combo language, meaning you don’t need to worry about a language barrier when looking up new combo strings. To give you a proper example, the combo from the previous tip would look like this in numpad notation: 5L>5L>2M>5M>JC>jL>jM>JC>jL>jM>jH.
There will be characters you struggle against. There will be players who just beat you, every single time you play. Instead of jumping straight back into Ranked or letting the salt consume you, take time to decompress and analyse why you lost. Rewatch losses using Dragon Ball FighterZ’s in-game replay feature and see where your opponent took the lead. Search around for character guides and watch footage of top players who use your characters. And if you can’t find something out on your own, ask for help! Fighting game players love sharing technology, match replays and tips on how to beat problem characters, so join a Discord, search Twitter for combo clips and break down that roadblock. Having a break will also clear your mind, and hopefully stop any fight sticks from flying through windows.
We get a little giddy when we open a new game, hit the tilde key, and a console prompt slides down from the top of the screen. Messing with console commands is a PC gaming tradition—mucking about with the passage time is especially fun—and Subnautica includes a thorough library of dev hacks. The console isn't enabled by default, though, so you'll have to do a little prep to use them. Below, learn how to enable Subnautica's console commands and what they are.
1. Press F3 to open a sub-menu which will appear in the upper-left hand corner of the screen.
2. Press F8 to free the mouse.
3. Uncheck the 'Disable Console' option.
4. Back out by pressing F3 and F8 again.
5. You should now be able to open the console with the tilde (~) key, though this may vary with keyboards. It will appear as a grey box in the lower-left corner.
Note: The 'Disable Console' option will remain unchecked between sessions, but every time you restart the game you'll need to press F3 to open the menu, then again to close it, before the console will work.
biome [name] — This will teleport you to the biome of your choosing, with [name] being any of the following:
goto [name] — Teleports you to a location. Type 'goto' with no variable for a list of locations.
warp [x] [y] [z] — Warps to a set of coordinates you provide.
warpforward [meters] — Warps the player forward. Use a number to indicate how many meters forward to warp.
warpme — Teleports you to the last base or vehicle you were in, eg, the Cyclops, the lifepod.
spawn — If you're stuck, just type this to respawn nearby.
randomstart — Plops you onto the lifepod at one of its start locations.
kill — kills you and respawns you back on the lifepod.
item [item] [number] — Adds some number of an item to your inventory. If an item name is two words, write it as one, eg, item copperwire 10.
spawn [item] [number] — Spawns some number of an item or creature in front of the player, eg spawn seaglide 1.
clearinventory — Deletes everything in your inventory.
sub cyclops — Spawn the Cyclops.
sub aurora — Spawn the Aurora (look behind you).
seaglide — Spawns a seaglide.
vehicleupgrades — Gives you all common vehicle modules.
seamothupgrades — Gives you all Seamoth modules.
exosuitupgrades — Gives you all Prawn Suit modules.
exosuitarms — Gives you all Prawn Suit arms.
spawnloot — Spawns quartz, copper ore, magnesium, salt deposit, gold, and four metal salvage.
madloot — Fills your inventory with glass, titanium, computer chips, batteries, a survival knife, a habitat builder, and a scanner.
resourcesfor [item] — Gives you the resources needed to craft a certain item, eg, resourcesfor cyclops.
ency [name] — Unlocks a databank entry. Type ency all to unlock all of them.
unlock [blueprint] — Unlocks a blueprint, eg, unlock cyclops.
unlockall — Unlocks all blueprints.
bobthebuilder — Adds a habitat builder, survival knife, scanner and repair tool to your inventory. Enables fastbuild, unlockall, nocost, fastgrow, fasthatch, radiation.
fastgrow — Plants grow super fast.
nocost — Unlimited use of the fabricator, habitat builder, vehicle bay, and so on, regardless of whether or not you have the resources needed.
noenergy — Turns off or on power usage for vehicles, tools, and seabases.
nosurvival — Disables food and water requirements.
oxygen — Unlimited oxygen.
nitrogen — Adds the potential for decompression sickness, but increases underwater time.
invisible — All creatures ignore you.
fastbuild — Build modules with the habitat builder instantly.
fasthatch — Eggs hatch quickly.
fastscan — Reduces scanning time.
filterfast — Reduces water filtering time.
radiation — Disables radiation.
fixleaks — Seals the Aurora's radiation leaks.
unlockdoors — Unlocks all doors, except those which need to be opened with a laser cutter.
cure [range] — Cures you and all creatures within the specified range (a number in meters) of Kharaa.
infect [range] — Infects you and all creatures within the specified range (a number in meters) with Kharaa.
countdownship — Initiates the Aurora countdown timer.
explodeship — Blows up the Aurora.
restoreship — Un-blows up- the Aurora.
startsunbeamstoryevent — Starts the Sunbeam story event.
sunbeamcountdownstart — Starts the Sunbeam countdown.
precursorgunaim — Bye, Sunbeam.
forcerocketready — Launch the escape rocket without disabling the quarantine enforcement platform.
To change your current game mode, just type the name of the mode: creative, freedom, survival, hardcore.
day — Set the time of day to daytime.
night — Set the time of day to nighttime.
daynightspeed [number] — Change the speed of the day/night cycle. 1 is default, so 2 is double, and 0.5 is half.
speed [number] — Sets the game speed multiplier. Using a 2 would double the game speed, while 0.5 would halve it. Good for setting up screenshots.
entreset — Reload all assets, except terrain.
gamereset — Loads last save.
farplane [#] — Sets view distance. Default is 1000.
fog — Toggles fog.
freecam — Toggles free camera. Great to combine with F6 (removes HUD) for screenshots.
fps — Displays FPS and other statistics.
sizeref — Spawns a diver model.
vsync — Toggles vsync.
Trine developer Frozenbyte is holding something of a Steam sale this week—through February 10, to be precise. They've got a whole host of games on sale, most of them around 80 percent off. Naturally, the Trine series is the forerunner, but there are other games to be had. Sale standouts include:
Additionally, Nine Parchments is part of the Trineverse bundle ($16 at 79 percent off), which also includes all three Trine games. Then there's the Frozenbyte Collection 2017 bundle ($13 at 86 percent off), which comes with the Trine series, Shadowgrounds, Shadowgrounds Survivor and Shadwen. Plus you can try most of them before you buy: there are demos for Trine, Trine 2, Shadowgrounds, Shadowgrounds Survivor and Shadwen.
It’s been a long wait for North American fans, but after five years of waiting, they finally have their home-continent heroes. The all-American squad of Cloud9 fought their way through a murderer’s row of the best CS:GO teams in the world—including the #1 ranked SK Gaming—to make it into the finals of ELEAGUE Boston Major 2018, then emerged victorious from a grueling, three map, double overtime match against the European superteam of FaZe Clan.
On paper, this looked like one of the most lopsided grand finals in CS:GO Major history. FaZe Clan is notorious for being “the most expensive team in Counter-Strike history”, having bought out the contracts of the best players from several of the best teams in the world. One of their players has won two Majors in the past, and the rest of them have made it deep into the elimination brackets at previous Majors. With SK Gaming, the only higher-ranked team in existence, suffering from the loss of one of their core players, the consensus was that this was FaZe’s tournament to win.Cloud9’s current lineup, on the other hand, is composed entirely of younger players with fairly modest winnings to their names. As a team, they’ve never even made it into the top eight of a Major, and most of the individual players have never made it anywhere near this far in this caliber of tournament. Few people were predicting this outcome.
Not only did the American underdogs come out on top, they did so in a manner that made for one of the most spectacular grand finals in Counter-Strike history. They started things off inauspiciously, losing their own map pick in a 16-14 nail-biter; this set them up to have to face FaZe on Overpass, a map that Cloud9 has lost four times in a row to FaZe in previous tournaments.
Despite that history hanging over their heads, the young team put on a clinic in the early rounds, pulling out a variety of aggressive, exciting plays to drive the score up to an imposing 15 rounds to 4. FaZe showed signs of rallying after half-time, as Håvard "rain" Nygaard found his groove and started posting some big frag numbers, but the comeback was eventually shut down by Cloud9 for a final map score of 16-10.This set the stage for a final showdown on the final map of the tournament, Inferno, where both teams had demonstrated strong tactics in previous matches. Cloud9 got off to a strong start on the CT side, eventually settling for a respectable first-half score of 7-8 in FaZe’s favour. Things began to look grim for the Americans during the second-half, however, as FaZe strung enough rounds together to cripple Cloud9’s economy, driving them to the brink of death with a 15-11 scoreline.
Then, to the visible frustration of a FaZe Clan who felt that this tournament was theirs for the taking, and with the hometeam crowd threatening to bring down the arena roof, Cloud9 posted four consecutive rounds to bring the score to 15-15 and force overtime.
It took them two overtime sets, and a few scarily messy-looking rounds, but Cloud9 finally got the job done. Final score: 22-19.
For the young players of Cloud9, this marks a new high point in their Counter-Strike careers, and for fans of Cloud9 and North American Counter-Strike in general, it marks the end of a drought that had stretched on so long that it began to feel like an unliftable curse. Tyler "Skadoodle" Latham, the quiet Cloud9 player who was awarded the tournament MVP trophy, was asked in the post-match interview what was ahead for Cloud9. His answer was simply, “a lot of tournaments.”We can only hope those future tournaments are half as electrifying to watch as this weekend’s has been.
The drop-dead gorgeous Dragon Ball FighterZ couldn't be more true to its source material if it tried. Arc System Works went all-out recreating the look of Dragon Ball Z's Goku and Vegeta and co. with 3D models designed and animated to look like they sprang straight out of 2D animation. They also threw in some wonderful easter eggs for fans of the show: battle intros and special finishers triggered by the right combinations of characters recreate some of DBZ's most memorable moments. FighterZ calls them Dramatic Intros and Dramatic Finishes.
Here's a collection of some of the best—watch them, and then see if you can trigger them yourself!
The culmination of years of power escalation led to this huge moment for Dragon Ball. Mostly I love it because Frieza makes poor Krillin spontaneously combust. Classic villain move.
In what was probably Dragon Ball's most surprising moment ever, this guy with purple hair and a sword shows up, saunters up to the newly reinvigorated big bad, turns into a Super Saiyan, and cuts him into 50 pieces. Then disintegrates those pieces for good measure. That's how you make an entrance.
Yamcha is DBZ's whipping boy. He fell in relevance so far and so fast that Yamcha sucking is a decades-long running joke at this point. The purest illustration of that is when a little green monster jumps on Yamcha and explodes, killing him and leaving his dead body curled up in a crater. That scene is in DBFZ—but so is this one, in the blissful alternate reality where somehow, Yamcha wins. We all know it's a lie, but let's let Yamcha have this one anyway.
The best moment in Dragon Ball Z's 291 episode history, and it's really not even close.