Rock, Paper, Shotgun

A new update for the PC Game Pass and Xbox versions of Palworld has fixed some of its many, many known issues today, but those hoping for some fixes to its online multiplayer options will sadly have to wait a little longer. Currently, those playing on Game Pass still don't have the ability to join or create dedicated servers for up to 32-player multiplayer like their mates on Steam can. Instead, they remain limited to just 2-4-player co-op via the use of friend codes, meaning that Game Pass players aren't having quite the same experience as their Steam counterparts.

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Rock, Paper, Shotgun

If you're in need of some quiet time - and I certainly am, because the people upstairs are having their kitchen refitted, and the resulting powerdrill noise is literally shaking things off my desk - I recommend a stroll across the plains of Planetside 2. This might seem odd advice, given that PlanetSide 2 is a shooter in which hundreds or even thousands of players fight each other simultaneously, but the thing about planet-sized wars is that they require plenty of legroom, and the thing about crowds is that you can lose yourself within them.

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Rock, Paper, Shotgun

Basically the only sort of strategy games I like are city builders, so I was interested in the playtest for El Dorado: The Golden City Builder, which casts you as the leader of an ancient Mayan-ish city. The playtest is only the prologue, but the eventual goal is to take over the Yucatán peninsula, and if nothing else it's refreshing to see a city-builder that doesn't feel overwhelmingly European. It also has a complicated system of religion. Whereas in a similarly polytheistic game like Zeus, the gods would turn up to stomp on buildings and/or bless them, at fairly large intervals, in El Dorado I was getting a home immolated every few days. Building shrines that have an area of effect, and that require resources to run and protect your town, is its own supply chain in El Dorado. This is a very interesting idea that I liked.

But. The aforementioned deities are figures from Maya mythology, and the Yucatán peninsula is the bit where the Mayans lived, so I just find it a bit sus the word "Mayan" does not appear anywhere on the Steam page or in the press release materials. Sometimes said materials say "the Yucatán peninsula", and sometimes "the mystical land of Jukatan", which could well be an innocent translation mistake, but doesn't make me less> sus. I've hedged my bets by saying "Mayan-ish" - just as an uncharitable person could say the devs are doing...

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Rock, Paper, Shotgun

Today I'm just tickled pink seeing an excellent Deus Ex cosplayer fully step into the role of JC Denton, funny walk and weird talk and all. Seeing as you voted the seminal immersive sim your seventh-favourite RPG of all time, I thought you might like to see it too. It's very good.

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Rock, Paper, Shotgun

I try to be open minded, you know. What usually happens is I give an adventure game a chance though they're all terrible (all of them), and I try. I really do. I made it several hours into Stasis Colon Bone Totem before getting frustra-bored and giving up. That may sound damning, but it's actually very good indeed, because usually that happens within about ten minutes. I can't say it defied my hatred of the genre as much as a The Last Express or The Cat Lady, but it had a good enough run to deserve talking about. Not least as I'm still curious about its setting.

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Rock, Paper, Shotgun

Ahhh, fast travel: the opinion generator. Speaking to IGN, Dragon's Dogma 2 director Hideaki Itsuno threw his own hat into the ring, saying that he's keen to avoid fast travel in DD2 and would prefer that "players travel normally and experience the world around them". If you're someone who argues all games should let you teleport to the objective, then Itsuno thinks you're wrong. Hey, he doesn't mess about, and I don't disagree with him, as long as the game isn't actually wasting my time.

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Rock, Paper, Shotgun

Yakuza: Like A Dragon was a brilliant foray into turn-based chaos, but some of its RPG elements didn't quite lead anywhere. Well, in swaggers the frankly ginormous Like A Dragon: Infinite Wealth to tie off the loose ends and give us a follow-up that links all the best bits of Yakuza into a far more satisfying reward loop. Some of the refinements make for superb silliness, while others are a bit eh - not everything is perfect. But spending time with Ichiban and his pals in the sun-soaked Hawaii and beyond is the real treat. It's a wonderful, happy JRPG and it will never fail to brighten my day. Thank goodness for Yakuza.

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Rock, Paper, Shotgun

When I am faced with Death, and that grim skeletal mouth asks me to choose the game we play to decide my fate, I have long believed I will pick Tekken. I'm not confident I will best the reaper in Iron Fist combat. But I cannot pass up the adrenally depraved possibility of successfully performing a ten-button airborne combo on mortality made manifest. It would be rad. It would be absurd and beautiful and I know, for a fact, that Death will play as Panda.

But will we play Tekken 8? Or roll back to Tekken 7? Hmmm. Let's find out.

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Rock, Paper, Shotgun

For such a ma-bloody-hoosive RPG, it turns out Like a Dragon: Infinite Wealth can fit rather snugly in the diminutive Steam Deck. Developers RGG Studio revealed, a full two weeks before launch, that Valve had awarded it coveted Verified status – a mark of honour for games that run, control, and generally operate well on the handheld.

What that golden sticker doesn’t explain is that to keep above a suitable 30fps, Infinite Wealth does demand that you swing the stolen bicycle of quality reductions directly into the soft skull of its graphical settings. It’s perfectly doable, mind, so if LADding around Hawaii sounds like as much fun to you as Ed’s review makes it seem, read on to find out how Infinite Wealth gets on with the Steam Deck and Steam Deck OLED.

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Rock, Paper, Shotgun

Obsidian's Avowed is a game for the more indecisive or changeable RPG player, with no "enforced" classes and an emphasis on easily respeccing and experimenting with different combinations of weapons and abilities. Or at least, that's my overall takeaway from a new Xbox podcast interview featuring game director Carrie Patel and gameplay director Gabe Paramo. In the video, the pair delve a little deeper into last week's Xbox Developer Direct showcase and how the game compares to their previous Pillars of Eternity games, which are set in the same world.

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