Darksiders Warmastered Edition

UPDATE 4/3/19: Following THQ Nordic GmBH's decision to host an AMA on hugely controversial website 8chan last week, co-founder and group-CEO of parent company THQ Nordic AB, Lars Wingefors, has offered his "sincerest apologies and regret" over the marketing stunt.

In a statement addressed to employees, partners, and consumers, Wingefors wrote, "This letter is to offer my sincerest apologies and regret for THQ Nordic GmbH Vienna's interaction with the controversial website 8chan last Tuesday, February 26. I condemn all unethical content this website stands for. Even if no one within the THQ Nordic Group would ever endorse such content, I realize simply appearing there gave an implicit impression that we did.

"As Co-Founder and Group CEO of THQ Nordic AB, I take full responsibility for all of THQ Nordic GmbH's actions and communications. I have spent the past several days conducting an internal investigation into this matter. I assure you that every member of the organization has learned from this past week's events. I take this matter very seriously and we will take appropriate action to make sure we have the right policies and systems in place to avoid similar mistakes in the future.

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Eurogamer

Devotion is about coming home, time and again, and never quite arriving. A perfectly insidious horror game from Detention developer Red Candle, it follows the plight of a troubled young family - mother, father, daughter - over seven years in a single, cramped apartment in 1980s Taiwan. Beyond the prologue, in which your character awakens from a daze on the living room sofa, you'll be able to explore three incarnations of the apartment side by side - three intricate studies of domestic life, feeding off from a hall where photos slowly cover noticeboards like multiplying lichen. Your task for much of the game is to make the connections between these spaces and timeframes, restoring the patchy memories linked to those photos and (so you hope) entering into a "flawless present". The problem, of course, is that few of those memories are pleasant, and many of them are out to get you in turn.

Playing in the first-person, you tip-toe about with a lighter shivering in your fist, picking up objects and applying them to other objects according to simple clues scribbled in the margins of journals or photos. As in Konami's PT, a short-form masterpiece that continues to bedevil designers years after it was removed from sale, you must reckon with both a nasty abundance of blindspots and the apartment's habit of shape-shifting when out of view. The interior design lacks PT's relentless focus, following its corridor around and around as though rewinding a cassette until the tape disintegrates, but there are moments of unease here to equal anything in a horror game north of 2000. The best horror is about doing a lot with a little - a viscous exhalation on the edge of hearing, a skewing of perspective that chases all warmth from a room - and Devotion's deceptively small layout is a mass of stiletto touches that gradually take you apart.

Consider the hall between the living room and the master bedroom. Sometimes it appears unremarkable save for a faulty light that flickers far too rhythmically, taunting with the thought of what might stutter into motion during each metronomic slice of darkness. Sometimes the plaster is crowded with crayon doodles: sausage-string children waving trophies, cats with crimson lamprey jaws. In each case, the scariest prospect is simply rounding the corner beneath that flickering light to see what has become of the bedroom. Elsewhere, the problem is seeing too much at once, not being able to compartmentalise your dread. It's perilously easy, for instance, to glance through from the living room into one of the bedrooms and spot something you're not quite ready to deal with, not just yet. There's no combat in Devotion, and no player death as such, but there are plenty of creatures and objects you'll want to stay away from. A red umbrella ripening in mid-air, as playfully incongruous as one of Pennywise's balloons. A wooden mannequin stooped over a kitchen counter, vegetable knife in hand.

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Mortal KombatĀ 11

NetherRealm has revealed Johnny Cage for Mortal Kombat 11.

IGN has the Johnny Cage reveal trailer, which shows how the Mortal Kombat veteran looks in the upcoming fighting game.

We can see Cage's trademark green energy blob fireballs and green-infused flash kicks. He's also got some eye-catching new moves that tie in to Cage being a Hollywood action star. One move sees a stunt-double hold his opponent, leaving them powerless to prevent a trademark Cage punch to the balls.

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Hades' Star

Supergiant's Hades is in many ways a departure from the studio's earlier work. Unlike Bastion, Transistor, or Pyre, it's a roguelike dungeon crawler, and it's also the first of the team's games to be put out in early access.


One thing that ties all of Supergiant's work together, though, is a strong narrative. Hades' protagonist is Zagreus, a blurry member of the Greek pantheon who is seen only through fragmentary texts that identify him as the son of Hades, lord of the underworld. (He may have later been merged with the myth of the god of wine, Dionysus, further obscuring his original tales.) The developers took this loose foundation and built up their own character, a rebellious young man who wants to escape his father's underworld, tasking the player with battling through an ever-shifting maze of enemies in an attempt to reach the surface.


Creative director Greg Kasavin has worked on writing and implementing the narrative on all four of Supergiant's games, but this is the first one to draw on an existing mythology. He tells me that this narrative foundation first came from the structure of the game they wanted to make.

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Eurogamer

UPDATE 27 FEBRUARY 2019: Starbreeze has said Overkill's The Walking Dead will be removed from Steam "within a near future".

It added it's in talks with Skybound to try to find a way for the embattled company to release season two of the game, which had been promised to players and indeed had been included with the Deluxe version of the game.

"We are deeply sorry for the issues this may cause anyone who has bought the game looking forward to the resolution of Season 2 and are working urgently to attempt to resolve the issue," said acting Starbreeze CEO Mikael Nermark. "Please keep an eye on the official OTWD channels for further news."

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Eurogamer

Conan Exiles developer Funcom has signed a deal to make new games set in Frank Herbert's Dune universe.

According to Funcom's investor announcement, the deal - a partnership with Legendary Studios, a division of Legendary Entertainment, which owns the movie and television rights to Dune - will last six years, and is expected to result in the release of "at least" three new titles across PC and consoles.

Funcom hasn't offered specifics for the majority of titles in the works, but does say that one is an open-world multiplayer game scheduled to enter pre-production at its Oslo studio this year. That suggests something similar to Conan Exiles, just with big worms instead of big dongs.

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Eurogamer

Blizzard has formally unveiled Overwatch's 30th hero, the previously teased Haitian combat medic, Jean-Baptiste Augustine, AKA Baptiste (aged 32).

Baptiste first shoved a toe into the limelight last week, when Blizzard teased the new character by way of a missive from terrorist organisation Talon. Baptiste's origin story trailer then revealed he became an orphan during the war known as the Omnic Crisis, and fell in with military group the Caribbean Coalition. Eventually, his skills on the battlefield caught the attention of Talon, an organisation Baptiste would go on to desert - all of which brings us more or less to the present, ready for his Overwatch debut.

Despite what his soldier origin story might suggest, in-game Baptiste has all the characteristics of a support-healing hero - albeit one with a more aggressive edge. His primary mode of fire comes via a three-round burst gun known as the Medic SMG, which remains relatively accurate during firefights, despite its recoil. The Medic SMG also features hitscan (which is to say, its bullets have no travel time), making Baptiste the first hitscan support healer in Overwatch.

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Eurogamer

We've been here before. In 2012, BioWare released Star Wars: The Old Republic, an online role-playing game modelled closely on World of Warcraft. At the time it was the most expensive video game ever made: a mammoth, high-stakes undertaking in a genre BioWare, which specialises in epic storytelling for a solo player, had no experience of and didn't seem entirely comfortable with. Its fully voiced dialogue and multiple branching storylines clashed awkwardly with the streamlined social play of an online world.

Seven years later, it feels like BioWare's publisher EA has once again directed it into hostile territory with a huge war chest but no map. This time, Destiny is the target, a "loot shooter" that hooked millions of players by bringing the infinite grind and social dynamics of WOW to the first-person shooter. Once again, the genre doesn't seem to play to BioWare's strengths. And once again the studio's answer, Anthem, has snowballed into a colossal, eye-wateringly expensive project that consumed all of BioWare's development teams as it rolled towards last week's release.

The outcome is different, though. The Old Republic was copybook stuff, a studious and polished imitation of Blizzard's game that did little interesting and got little wrong. Anthem takes more risks, is more original - and makes more mistakes. Much more. It seems not just unfinished but only half-started, a game caught in the act of figuring out what it is supposed to be.

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Eurogamer

It's confirmed: the next new Overwatch hero will be medic Jean-Baptiste Augustin - Baptiste for short - as teased last week.


Blizzard unveiled Baptiste's origin story in a video posted yesterday. It shows his war-torn and orphaned upbringing, fighting for whatever scraps he could, and how alluring a powerful group could be - even a violent and harmful one - to a person in a volatile situation like that. That's how Baptiste joined Talon.

But years down the road, Baptiste's conscience reared up, scrubbing delusion from his eyes until saw Talon for what it clearly was. And he wanted out. That's where we pick him up now: determined to make the world a better place.

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Heaven's Vault

Heaven's Vault doesn't look like much to begin with. It feels simple and sparse. The graphic novel idea - illustrated 2D characters in a rendered 3D world - sounds nice, but the combination of characters being only partially animated, moving from still-pose to still-pose, and the environments being basic, feels awkward and, to be brutally honest, a bit cheap. There's nothing - no cinematics, barely a voice over - to grab you. Yet, from the moment Heaven's Vault began, I was gripped.

It's the words: Heaven's Vault wields them masterfully, knowing exactly when to use them. At the outset you're simply told, by an odd-looking robot - a sort of hologrammed face on top of a bomb-disposal unit - you are urgently required. No exposition, no "you are here because..." - just an order. It's very effective! You follow because you want to know more. You can tease information along the way, by questioning or remarking, but no one ever turns and explicitly spells things out. There are no forced conversations. You are only ever told what is appropriate in the moment.

Backstory is tidied away for when you want it, recorded onto a timeline. Everything from what happened five minutes ago, to what happened 30 years ago, can be seen there. Want to know about your first kiss? It's there. Want to know about your past with a notable character? It's there, and it keeps it neatly out of the main story's flow.

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