Hunt: Showdown

Terrifying competitive monster-hunter Hunt: Showdown has outlined some of its post-launch support, among which includes a much-requested solo mode, a new map and special timed events.

Most of the blog post discusses the game's console plans, including Xbox One-PlayStation 4 crossplay to help bolster the playerbase. However, there are still some tasty things incoming for PC players that make returning to the monster-infested bayou worthwhile.

The most notable new addition is a solo PvE mode. While at its core Hunt is a multiplayer battle royale game, it's the NPC monsters that really give it character. Finding clues as to their whereabouts and coming up with strategies to take them down would be just as engaging without the risk of an enemy team ambush, so being able to do just that sounds incredibly exciting.

A date for this mode hasn't yet been announced by Crytek or its new co-publisher Koch Media, although it is due at some point in the next year. In the more immediate future, Crytek is working on Update 1.2, which will include a new randomised team of three players mode, an improved tutorial, new playable characters and new tools to take down the demons with. This will be alongside the usual bug fixes and server-side tweaks that you'd expect from a live game update.

If you've not yet played Hunt: Showdown, you really should. It didn't make the biggest splash when it launched, but it really should have. It's a grimly beautiful game to look at (it's Crytek, of course it looks great), made all the more fascinating by the unique monster designs. Spiders made out of corpses and humans made out of mutated wasp hives are just some of the horrific things the game throws at you, so knowing it still has a future despite its somewhat lacklustre launch is fabulous.

Sekiro™: Shadows Die Twice - GOTY Edition

Sekiro: Shadows Die Twice's manga spin-off is getting a complete published edition this February. Sekiro: Side Story of Hanbei the Undying initially began last May as Sekiro Gaiden: Shinazu Hanbei, and followed the story of Hanbei Undying, a friendly, immortal NPC in the game that let you practice combat against him in a risk-free environment. Now it's being released as a complete edition on February 27 in Japan.

As US Gamer points out, the manga hasn't been officially translated into English or released in the West yet. Fortunately, there are fan translations available online, and collectors will likely want to get a printed copy of the manga regardless of its language.

Hanbei and his side story in Sekiro were one of the more popular of FromSoftware's latest title, and the manga goes further into his past to provide some much-needed context for his character. It explores how he came to be involved in the events of Sekiro, while also unveiling more about his past and family in the process.

FromSoftware's games aren't known for being particularly forthcoming with their lore, so manga like this and the Dark Souls comic by Titan Comics are the best ways to explore their universes in more depth. The art looks fantastic, too, with the game's grim tone being realised by Shin Yamamoto, who also penned Monster Hunter: Senkou no Kariudo (Flash Hunter in English) and Naraku no Adu.

Sekiro: Side Story of Hanbei the Undying will be available in Japan on February 27. You can pre-order it through the Kadokawa store for 748 yen ($6.79/£5.22).

System Shock

I can’t remember how far I got through System Shock the first time around. It was 1995, a few months after it came out, and I was attempting to play it on my family’s 486/33 PC. But it was a full 3D game, with lighting and all kinds of amazing stuff going on, and it was far too much for our entry-level PC. 

I had to give up, but oh my, I wanted to love it. This adventure through the decks of a cyborg-riddled space station was a spiritual follow-up to Ultima Underworld II, which had stunned me the summer before. Like Ultima Underworld, System Shock is also in first-person and lets you jump and look up and down, and it features a huge, non-linear space to explore. But it exchanged Underworld’s caverns and labyrinths for the Citadel, the Guardian for an AI called SHODAN, and fantasy spells for guns and cyborg abilities. I remember seeing it as a heady blend of Doom and Ultima. Perhaps I could finally... talk to the monsters?

HUDs up!

Returning to System Shock today, by way of Night Dive Studios’ excellent Enhanced Edition, I’ve been realising just how far ahead Looking Glass was back in the mid-1990s. Well before the immersive sim was recognised as a subgenre, System Shock was showing how to create a world in which you feel completely enveloped, where everything fits in the fiction. And it still feels special. The feeling of mousing over something in the environment and dragging it into my inventory is still really powerful. It feels like I’m reaching into the world; it’s surprising how few games use this simple idea to establish a direct connection between player, the screen and the environment. 

But my favourite thing has to be System Shock’s HUD, which takes up the lower third of your view and consists of three multifunctional displays. In the centre is the inventory, which has various tabs, and on either side are screens which let you choose what they display. I have the weapon display on the left, which also gives you specific controls for things like loading different ammo types and displaying overheat levels. On the right is my automap. But I could put a little game of Ping or Road in one of them, browse my emails, or check the Citadel’s status. 

Then, superimposed in the main view, I can set up a rear-view video feed, so I’ll see if I’m being attacked by assailants from behind (I never have it on, since it consumes loads of energy, which is essentially System Shock’s mana). There are also buttons for my various other cyber-abilities, such as the Enviro-Shields (protection from toxic bad-stuff ), a weird quick-but-slidey movement mode, a compass, and going full- screen. What I love is that it feels like I’m taking an active role in managing my gear. All these features are presented as plugins to my robot- head. Get a better shield and it’ll be called v2. Get the targeting system, and the game will superimpose a hitbox around enemies and indicate the damage levels you’re causing them. If it presented them as menu options, they wouldn’t feel so special, and I wouldn’t feel like a cool 1990s cyberpunk hacker. 

The way everything fits into System Shock’s world is matched by the way it tells its story. It only features cutscenes at the start and end of the game, instead leaning on environmental storytelling. Its grisly tableaus of a skull on the floor next to a note about encounters with homicidal mutants set the form, and it might well also be the source of the ‘Dire Warning Written In Blood on the Wall’ trope. The details of its narrative about corporate shenanigans, hacker criminals, and a very bad AI play out through found texts and audio logs, which the game also pretty much pioneered. The result is an experience in which you feel like you’re a part of the world, a place where your actions are the result of your own choices.

But replaying System Shock has also turned out to remind me of how much Looking Glass had yet to learn. The flip side of all that emergent openness is a game that can be awfully obtuse if you’re not paying attention. There’s aways a full explanation of where you’re going next, what you’re meant to do there and why you want to do it, but to get it, you have to sift through every audio log and note, some of which are found on easily-missed corpses, and to remember where certain rooms are when it’s time to backtrack across the station and up and down decks to get to the next objective.

What’s more, the environments are pretty difficult to read. Things like buttons and levers have a real tendency to blend into walls. One particularly fun part for me is when I’m meant to get an Important Science Thing from a room doused in radiation. Thing is, it’s encased in a forcefield. I figure I’m not meant to get it yet, maybe until I have an Enviro-Shield, but in fact I’d missed a small button which blends into the blocky textures of a room that was steadily killing me.

Cyber-hell

Lots of important interactive things have a tendency to hide among the wall textures. I love the way you can click on any surface or object to find out what it is, often with a little detail (“bulb needs replacing”), but it’s sometimes the only way you’ll discover a bit of wall is actually a door. Some of the names it gives things, like ‘comm port’, can be rather confusing, too. Is this something I should be using later?

These issues are compounded by the level layout, which struggles to make spaces that are memorable. The technical restrictions that came with developing a game of this complexity that could nominally run on our old family PC means that the Citadel’s decks are arranged on a very evident grid that’s pretty horrible to navigate. 

But the hands-down worst thing about the game is cyberspace, something I’ve hated for—could it really be 24 years? Across the Citadel are several cyber-terminals which allow you to enter wireframe Lawnmower Man hell. 

Here, you access keycodes and unlock doors by flying into big 3D shapes in 3D space, and it’s really annoying. One crime is the fact you’re constantly moving forward, so you can’t take stock of where to go at your own pace. Another is the fact that the walls of the cyber-rooms and cyber-corridors are transparent, so you often can’t tell when you hit a wall. Still another is the need to decipher all the talk of ICE and countermeasure electronics and realise it’s really just an overly complicated shooting game with zero sense of hit impact, and where running out of time or getting killed in cyberspace hurts you in real life. 

And yet I also love cyberspace. It’s yet another layer of detail and ambition in a game that’s stuffed with things to poke at and understand and then get rewarded with an upgrade that makes things better.

It’s exciting to be in a world that’s both this coherent and restlessly creative, where there are mini games to play and hacking puzzles to solve, that there’s a stance system that lets you lean and crouch, loads of enemies to shoot, in-world screens that show views of other spaces. Oh and it also experimented in fresh, new ways to tell stories.

There’s a real sense of a development team showing off, pushing itself, and exploring what PC gaming could be in System Shock, and it’s good to think about how its sequel, which came out five years later, built on all of them, creating a more credible world, supported by actually-good combat and a clearer story. Playing the original today is to be reminded of where some of the most involving games of all time came from. It only makes the thought of the upcoming remake sweeter.

Cyberpunk 2077

CD Projekt Red will be crunching to finish Cyberpunk 2077, despite it recently being delayed until September.

In a question-and-answer conference call, CD Projekt's co-CEO Adam Kicińsk admitted that the development team will be required to put in longer hours as the game's launch approaches. In it, he says "[they] try to limit crunch as much as possible, but it is the final stage. We try to be reasonable in this regard, but yes. Unfortunately [the team will be required to crunch]."

CD Projekt Red has been criticised for its working conditions before. In a report by Kotaku's Jason Schreier last year, it was said a goal of Cyberpunk 2077's development was to be "more humane" after it emerged developers were expected to work long hours and weekends during the making of The Witcher 3. Part of this was the introduction of "non-obligatory crunch", although the effectiveness of that was questioned at the time.

The studio's Glassdoor page also shows that things haven't improved much. Most of the negatives given by employees on the page include things such as a poor work-life balance, poor pay and incompetent management. One former employee summed it up succinctly as "too much pressure and no life", while another pointed out the poor pay, "...even compared to what other gamedev companies in Warsaw pay."

Crunch isn't something unique to CDPR, of course, as other studios like Rockstar and BioWare have also been accused of unreasonable working hours. However, it's more than a little bit ironic when a dystopian cyberpunk game where the value of a person has been reduced to nothing is being developed by a studio that allegedly treats its workers the same way.

When Cyberpunk 2077 was delayed until September, there was hope that this was a sign things had indeed changed in the studio. More time to polish would reasonably mean less crunch required, after all. It's a shame that that's seemingly not the case, and instead it just means more time for developers to burn themselves out for the sake of a videogame.

WORLD OF HORROR

World of Horror is a gorgeous horror RPG with an art style inspired by manga artist Junji Ito. Presented in an austere 1-bit aesthetic (think The Return of Obra Dinn), it's a card-oriented RPG with roguelite elements, turn-based combat, puzzles, choice driven scenarios... basically, it seems to be a lot of things, and it's the game I'm most excited to play in early 2020.

"The Old Gods are reawakening, clawing their way back into a world that’s spiraling into a mysterious madness," so reads the Steam description. "In a small, seaside town of Japan, the population’s sanity is dwindling and otherworldly, grotesque creatures terrorize those who call the place home. In World of Horror, it’s the end of the world and the only solution is to confront the terror reigning over the apocalypse."

Developed by Pawel Kozminski aka panstasz, the game also features writing by Cassandra Khaw, best know for work on Wasteland 3 and Sunless Skies, as well as the novel Hammers on Bone. It'll launch into Early Access on February 20 with five playable characters and ten mysteries. When the game launches proper later in the year it'll get more characters, mysteries and events. If you're desperate to check it out sooner, there's currently a demo available on panstasz's Itch page.

Check out the new trailer:

PC Gamer

Market research company The NPD Group has released its list of the ten best-selling games of the 2010s in the US across all platforms, including Nintendo, PlayStation, Xbox, and Steam. Grand Theft Auto 5 from Take-Two Interactive and Rockstar topped the list, which isn't terribly surprising, but after that it's Call of Duty (almost) all the way down.

The full list, based on dollar sales in the US:

  • Grand Theft Auto 5 (Take-Two Interactive)
  • Call of Duty: Black Ops (Activision Blizzard)
  • Call of Duty: Black Ops 2 (Activision Blizzard)
  • Call of Duty: Modern Warfare 3 (Activision Blizzard)
  • Call of Duty: Black Ops 3 (Activision Blizzard)
  • Call of Duty: Ghosts (Activision Blizzard)
  • Red Dead Redemption 2 (Take-Two Interactive)
  • Call of Duty: WWII (Activision Blizzard)
  • Call of Duty: Black Ops 4 (Activision Blizzard)
  • Minecraft (Microsoft)

That's quite a list, eh? Cars and guns, guns, guns, guns, guns, guns, horses and guns, guns, guns, and, okay, blocks and pickaxes. It's a remarkable display of dominance: The only Call of Duty games not in the list are Modern Warfare, which only came out in October 2019 (and was the top-selling game of 2019, according to the report), and Infinite Warfare, which just kind of sucked. (Update: And Advanced Warfare! Which I somehow managed to completely forget about.)

But apparently even those games weren't too far off the mark. NPD analyst Mat Piscatella said on Twitter that Call of Duty games account for ten of the 15 best-selling games of the decade, and according to Wikipedia only ten "main series" Call of Duty games have been released since 2010, so that's that. It's something to keep in mind the next time you find yourself wondering why Activision pushes these things out annually. 

It's doubly impressive in the face of that domination that GTA5 managed to best them all for top spot. GTA Online obviously plays a big role in that ongoing popularity, and it remains firmly in the middle of the top-ten games on Steam despite being five years old. RDR2 doesn't have quite that heft, but it was also an Epic Games Store exclusive for a month when it first came to PC, and the NPD doesn't track non-Steam digital sales.

Tom Clancy's Rainbow Six® Siege

In preparation for Rainbow Six Siege Year 5, Ubisoft is testing dramatic nerfs and buffs that could shake up the meta, if implemented. Most significant among the tests is a sweeping increase to all aim-down-sight (ADS) times for every weapon in the game.

Blackbeard, Ying, Finka, and Ela are getting experimental buffs that could elevate them from the middle of the pack. Receiving nerfs are three of the most popular defenders around: Echo, Maestro, and Jäger. These changes are all happening on the Technical Test Server, so there’s no guarantee they will ever make it to the live game. But at the very least, Ubisoft is seriously exploring these ideas.

ADS time increased for all weapons

  • Assault rifles: from 0.30s to 0.40s
  • DMRs: from 0.30s up to 0.40s
  • SMGs: from 0.20s up to 0.30s
  • LMGs: from 0.40s up to 0.45s
  • Pistol: 0.10s up to 0.20s
  • SMGs in secondary slots: 0.10s up to 0.35s
  • Shotguns: 0.20s up to 0.25s

This is part reversion, and part new nerf. Ubi said the new ADS times are “similar” to what they were before first-person animations were reworked in Operation Ember Rise. Though, there are some noticeable exceptions. ADS times for secondary SMGs (SMG-11, SMG-12, Bearing 9, and C75 Auto) are over twice as long in this patch. That’s a big deal for ops whose loadouts tend to rely on these weapons—Smoke, Mute, and Dokkaebi would be most affected.

This is also a small buff for LMGs, which are now only 0.05 (down from 0.1s) seconds slower to aim than assault rifles. With the exception of the listed SMGs, the longer aim times won’t change much for players. We’re talking about fractions of a fraction of a second, after all.

Echo purchases a cellphone

  • Echo and Yokai can now be hacked by Dokkaebi
  • Echo is no longer immune to Dokkaebi's Logic Bomb. Additionally, if Dokkaebi is present in the round, Echo drops a phone that can be hacked when he is killed. When Dokkaebi hacks the Defender's Observation Tools system, access to the Yokai cameras is also granted for Attackers.
  • With this change, Yokai now has lights that show only when NOT cloaked, and Yokai drone lights will change to reflect it is hacked.

Against his better judgment, Echo finally caved and bought a smartphone. Unfortunately, that means he can now be called by Dokkaebi like every other defender. His Yokai drones are now also susceptible to Dokkaebi’s camera hacks.

The proposed tweaks are a huge nerf to Echo’s main job in the meta: denying defuser plants with the Yokai’s sonic bursts. Since getting called by Dokkaebi’s Logic Bomb kicks defenders off cameras until they turn off the phone, a well-timed call can buy enough time for attackers to plant the defuser without fear. The light emitted by the Yokai when uncloaked might be the biggest nerf of all. If that light is bright enough, spotting and destroying the drone after it fires a burst could become trivial.

Maestro misplaces his ACOG

  • ACOG removed from Maestro’s ALDA LMG

“We think the ALDA is powerful even without the ACOG and want to see if it’s removal will highlight its other great qualities,” reads the post. Maestro’s ALDA LMG is, hands down, one of the best weapons on defense. Players have long-suggested that an increase to its recoil would balance the qualities that make it a great anchoring weapon, but Ubi is instead opting for optics. Losing the sight does limit its dominance on some objectives, but it won’t change its stats.

Jäger loses oomph

  • Reduced Jäger’s 416-C damage to 38 (down from 43)

Speaking of nerfs to powerful defender weapons, that’s a lot of damage lost from Jäger’s 416-C assault rifle. Ubi said the change is due to the 416 outperforming every other defender weapon. The knock down to 38 still places it higher than most, but it will take at least one more shot to kill in most situations. Jäger’s ADS devices still make him indispensable competitively, so his pick rate likely won’t budge.

Ying’s Candelas get smarter

  • Candela’s now have a new outline that is visible only to Ying
  • Improved distribution of Cluster Flashes to make the flash more reliable.
  • Number of pellets per Candela increased to 7 (up from 6) - (1 at floor level, 3 at around hip level and 3 at head level).
  • Pellets detonation time reduced to 0.3s (from 1s on throw and 2.5s on deploy).
  • Pellets that bounce on environmental props maintain their velocity instead of falling and detonating on the floor.
  • Candela explosion minor VFX improvements.

This is a borderline rework for Ying. Trying to precisely throw or roll Ying’s Candelas has always felt like a game of chance, so I love that these changes focus on usability and clarity. Now you’ll be able to see through a wall if the Candela reached its intended target, which informs whether its safe to push enemies. The faster detonation time is downright scary. The whole thing is done detonating 0.3 seconds, bringing it closer to the instantaneous pop of a flash grenade than the methodical “thunk thunk thunk” of a Fuze charge.

Ela catches a break

  • Reduced recoil on Scorpion Evo3 for the first 16 shots, any proceeding shots will have recoil similar to what it is currently on live.

Remember when Ela was the most overpowered thing in Siege? Her Scorpion hasn’t seen much attention since its big 2018 nerfs, but Ubi is taking a stab at its higher-than-average recoil. Lower recoil on a high fire rate weapon makes me a bit nervous, but time will tell how balanced it feels.

Blackbeard aims faster

  • ADS penalization will only apply when Blackbeard’s Gun Shield is equipped.
  • Weapons without the Gun Shield will maintain the same timings as any other Assault Rifle, weapons with the Gun Shield will have the same timings as they have now, and the Angled Grip will affect the SCAR with and without the Gun Shield equipped.

Small quality-of-life changes for Blackbeard that make a lot of sense. I still don’t think a headshot-blocking rifle shield belongs in Siege in the first place, but a faster ADS time could inspire players to forego the shield in particularly tense situations.

Finka sharpens her Spear

  • Increased Finka’s Spear .308 damage to 42 (up from 38)

For almost two years, Finka’s Spear rifle has been among the weakest in the game. Four extra damage will help a bit, but most players will likely still favor the 6P41 LMG. Timed alongside her Adrenal Boost, the LMG becomes a laser that easily outclasses the Spear.

Nøkk & Smoke hit a little harder

  • Increased Nokk’s FMG9 damage to 34 (up from 30)

As noted by Ubi, the damage boost is mostly targeted at Nøkk. The FMG’s particularly weak stats make it a tough primary weapon. This boost brings it more-or-less in line with a typical defender SMG.

The Elder Scrolls® Online

At the game awards in December, The Elder Scrolls Online debuted a teaser trailer putting a pin in last year's adventures in Elsweyr and teasing this year's new excursion to Skyrim. Today Bethesda is showing off more of what to expect when we return to the Nord homeland. The snow and ice will have an extra bite, it turns out, because Western Skyrim has a vampire problem. 

Despite The Elder Scrolls V permanently linking Skyrim with dragons in our minds, ESO just got done with those particular baddies in Elsweyr. The new areas of Skyrim coming to the MMO version of Tamriel are designed to tell darker, "gothic" stories. A vampire lord has amassed an army of other vampires, witches, and weres to terrorize the north. Lyris Titanborn, the nord with giant blood from ESO's original campaign story, will join players for the full year of the Skyrim arc.

The next year of ESO is officially called Dark Heart Of Skyrim, spread out over four updates throughout the year, starting with the Harrowstorm dungeon DLC. In February, all players will have access to the free prologue quest for Dark Heart of Skyrim and players who have bought or upgraded to the new expansion will continue on to the dungeon. On May 18th, the Greymoor chapter, which seems to be the meat of the story for the first half of the year, will continue the events from Harrowstorm. 

The second half of the year will add another dungeon and story zone to ESO's map, both of which are so far unannounced. The year's updates will also bring new public dungeons, Harrowstorm group world events similar to the current Dark Anchors, and a 12-person trial called Kyne's Aegis.

As with Elsweyr, The Elder Scrolls Online: Greymoor is becoming the definitive edition of the game. New players who buy ESO for the first time will start their adventure in Western Skyrim at level one while getting ESO's past chapters packed in. Current players can upgrade to Greymoor which will also include ESO's other chapters: Morrowind, Summerset, and Elsweyr.

Correction: This story originally indicated that the Greymoor Chapter will be accessible with an ESO Plus subscription. That is not the case.

GRIS

Three new games will join the Xbox Game Pass for PC roster soon, growing an already large catalogue of more than 150 games. Gris, A Plague Tale: Innocence and Children of Morta are the new additions, and while it's likely they'll roll out some time this month, Microsoft wasn't forthcoming with a date.

All three are a decent time: A Plague Tale: Innocence fared best under scrutiny, with our reviewer writing that it's "visually beautiful and emotionally affecting" even while it suffers from "missing gameplay variety and tonal inconsistencies". Meanwhile, Gris and Children of Morta scored 66 and 68 percent respectively.

If none of those take your fancy, it might be worth giving the subscription service a shot while it's still in beta: sign-ups are $1 for three months, which is long enough to play dozens of indies, or half of one Yakuza game. Check out the full list of featured games.

Cyberpunk 2077

It's not one delay, but two.

CD Projekt Red announced earlier today that its anticipated RPG Cyberpunk 2077 will not make its planned April release, but will instead be out in September. In a followup Q&A session with investors, the studio said that the planned multiplayer component of the game will also be delayed, and probably won't be out until sometime after 2021.

The studio clarified during the call that the second "triple-A" project it was reported to be working on last year is the Cyberpunk multiplayer component, which is being developed in parallel with the singleplayer game. At the time, CD Projekt said that second project remained on track for release sometime in 2021, but that's very unlikely to happen now.

"Given the expected release of Cyberpunk 2077 in September, and the series of events which we expect to occur after that stage, 2021 appears unlikely as a release date for Cyberpunk multiplayer," SVP of business development Michał Nowakowski said during the call. Later on, it's repeated that multiplayer will "probably move out of 2021."

The delay also means that hands-on events planned for this year will also have to be pushed back, which isn't terribly surprising, but the studio said that it will still have a "presence" at E3 and Gamescom this year.

The good news, as far as it goes, is that CD Projekt thinks that the new Cyberpunk 2077 release date is really solid. "We pretty much know where we stand, and which aspects of the game will still require work," Nowakowski said. "We're confident the game will be released on the 17th of September."

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