Since 2013

Search

Search

Review: Deathloop

Developer – Arkane Lyon Publisher – Bethesda Platforms – PC, PS5 Deathloop is the latest opus from Arkane Lyon. Deathloop takes after Dishonored and Prey in terms of it’s ingenuity, level structure, and sublime game design. Although it’s not a roguelike, Deathloop takes the basic stealth game formula, and how repetitive it is by nature, and turns that into a full fledged game built around that core concept. The stealth game, has been revolutionized. Deathloop at it’s core is an extremely simple concept. Wake up, kill the visionaries on Blackreef Island, and try to break a timeloop. Essentially Hitman and Groundhog Day rolled into one unique world. The strength of Arkane Lyon however, is in taking that simple concept and going all the way with it in this game. The very core of what they have done in the past. If you think, Dishonored, or Prey, is marvelous level design combined with unique stealth mechanics and powers. In most of their titles however, replaying a stage is an optional choice, one the player can choose to embark on if they want to try a different approach once they’ve gained level knowledge or discover a secret. Optional, not mandatory level design. Hitman does this as well, with master challenges and elusive targets. Once again, optional, not mandatory. Players who do choose to dive deep into these stealth action games, can reap so much rewards. The patience required for pulling off the perfect hit, or using a carefully scouted path to escape is an adrenaline rush only the best games and most patient players can usually attain. Deathloop succeeds because it takes that optional experience and builds the entire core game structure around that concept. You play as Colt, head of security at Blackreef Island and after a short but brutal intro sequence the title is explained. Every time you die, you wake up at the shore, with all gear stripped away but your memory intact. An assassin named Julianna is hunting you down, and her goal is to keep Colt imprisoned in this time loop. Colt tries his best to figure out the nature of the time loop, the visionaries occupying the island, and escaping the prison he is trapped in. Although not a true open world, Deathloop embraces a hub design which each bespoke location containing a treasure trove of secrets, opportunities, gear and targets to take out. Although guns and a machete are your primary weapons, various slabs can be discovered through out the game. Think of slabs as this worlds version of Bioshock or Dishonoreds powers. They allows you to force lift objects, blink, and all sorts of unique abilities that help Colt on his mission. Julianna, in a new twist, isn’t just appearing from time to time to take you out, she is also a conduit for the games multiplayer functionality. Once the prologue is complete, you can opt to play as her and invade friends or random players games which can cause all sorts of trouble. if you don’t want to be bothered, you can choose to have an A.I play as her. No matter what, her presence adds another layer of sophistication and fun to the game’s addictive and run based nature. Visually the game is a treat. On the PS5, I chose performance mode and it ran perfectly from start to end. I don’t have a pixel counter or frame rate reader but it looked very nice and ran smooth. The visual styles that every one of the games 5,745 pre-release trailers is thankfully represented in game to perfection. Every hub location sprawls out with opportunity, and Blackreef Island is home to gorgeous vista’s and style everywhere. Deathloop even uses the old text as part of the world to help narrate story and doll out hints, as it’s presented by Colt writing to his next incarnation on the loop. As typical with Arkane Lyon, the story doesn’t take a backseat to the game. The plot may seem straightforward, but as you uncover each new clue or hint as to what the nature of this island and loop is, the tension ramps up nicely. The game even ends on a strong note, unlike most games with unique ideas that fizzle out near the climax. Colt and Julianna carry the bulk of the games narrative. Each one of them is brought to life by some of the best writing and performance in a long time. They are both memorable, and deliver their lines with a gusto and panache that truly helps sell the exhaustive nature of this deadly game of deadly Groundhog Day tag. To say much more would give too much away, just go in knowing that Arkane Lyon has truly created their best game ever. Even more so, they figured out a way to bring the deep elements that only hardcore stealth fans get to experience in this genre. A great story, clever twist, and fantastic level design come together to make an unforgettable experience. The best game of this year hands down.

Report: New PlayStation 5 Revision Model Shows To Run Cooler With Smaller Heatsink, Test Shares

Before the initial launch of the next-generation Xbox & PlayStation consoles back in fall 2021, reports began to surface in regards to how the newest systems performed. While many industry voices got their hands on an Xbox Series X in advanced to sample the hardware, it was revealed that the temperature for the system is much cooler than its predecessor alongside PlayStation 4. However, claims soon circulated that the hardware overheats to the point of smoking. The reports so much so rised to soon discover than many of the claims were soon found to be faked. In that, users would blow water vapor through the back vents of the console and it would rise through the fanning system and out through the top. Doing so actually could do more damage to the hardware, it was also found. The claims happened to overshadow real problems with the hardware such as the disc drive outright reject discs, videos revealed. However, it was not until after launch that PlayStation 5 proved to also offer similar results in heat generated when operating. But with findings of a new revised PlayStation 5 to soon hit the market, YouTuber Austin Evans managed to receive a model in advanced. In a YouTube video, he concluded that the smaller heatsink draws more heat. But, YouTube Hardware Busters debunk the initial statement upon discovering that games drawn less heat in the new PlayStation 5 ‘CFI-116A’ revised model. You can watch the video below: “The heatsink now in the new PlayStation 5, yes, it is indeed much smaller,” Hardware Busters tells in the video. Later on adding, “PlayStation 5 Old – 51.155 centigrade. PlayStation 5 New – 40.08 centigrade. This is about 11 degrees Celsius difference [cooler than the older iteration].” The YouTuber goes on to explain the exhaust for the newer model is much warmer as well which explains that more heat is leaving the machine at a faster rate. Outside of limitations of hardware to performing efficiently as Sony Interactive Entertainment delivers more reliable models, acquiring said systems is nearly impossible almost a year later. In a recent statement from Toshiba, it is told that the wait is to surely prolong well until 2023 roughly. You can read the full report by heading here. Are you surprised by the results of the new PlayStation 5 revision?

Hideo Kojima Shares Desire To Make A Game Similar To Boktai, An Experience Running In Real-Time

While the initial Silent Hills happened to fall through the cracks of our reality when Hideo Kojima was ejected from Konami back in 2015, the recognized developer went on to form his own independent game studio, Kojima Productions. Since then, Kojima in collaboration with Sony Interactive Entertainment went on to ship Death Stranding and the coming ‘Director’s Cut’ for the game is underway for PlayStation 5 later this month. However, plans for Kojima’s next venture is currently muddied. Although there is no confirmation on the project, GamesBeat’s Jeff Grubb claims that Kojima is working on an Xbox exclusive project as Kojima signs a letter of intent with Microsoft. Grubb later on went on to state that the project is part of an exclusive initiative at Xbox for xCloud that is being helmed by former Valve Kim Swift, he shared. But in a new interview with Japanese outlet An-An, Siliconera translates to reveal that Kojima is desiring to incorporate an experience that runs in real-time similar to the Game Boy Advanced title, Boktai. I want to create a game that changes in real-time. Even though there are people of different ages and trades playing the same game, they are playing it in the same way. Instead, I want the game to change based on where that person lives, and that person’s unique perspective … Because you would defeat vampires using the light from the sun, [Boktai] would change based on where and when you played the game. That kind of feature connects man-made systems to real-life. Kojima previously at Konami worked on the Game Boy release back in 2003 and incorporated niché elements like the factor for real-time actions and the ability to fight the undead with the handheld’s solar sensor to deal damage. From his excitement to see these features be relived in a new medium, this new discovery could mean that the claims for xCloud to be tangible. Of course this is speculation, but speaking in reference to Kojima’s time with the Nintendo handheld does potentially spark his creative flow for what is understood to be in anticipation for Microsoft’s new mobile venture. Perhaps this desire from Kojima could be translated into another console project elsewhere, but for now it appears to be possibly the first sign of reference to the alleged xCloud claim. Previously, Death Stranding actor Norman Reedus leaked the possibility of a second Death Stranding game. While Kojima Productions nor Sony Interactive Entertainment has yet to make the announcement, Reedus was open the his statement at the time. You can read the full report by heading here. Are you interested to see where Kojima goes with this new desire? Source: Siliconera

Compulsion Games Explains Cross-Gen Releases Withhold Projects With Technical Setbacks

From Contrast/We Happy Few developer Compulsion Games, the direction the team is heading next surely is undetermined the time of reporting. While the team has officially been acquired by Microsoft to becoming a first-party studio, details on an IP that benefits the buyer is still left unclarified. Most recently, it was discovered that the team is actually transitioning to a new office space. In that, the Montreal-based team back in 2020 was reported to be moving to a new position over in the region, La Presse writes. Part of the move will also grow the staffing at the game studio by roughly 2x come the official time Compulsion Games moves in completely. However, while the team is presumably still in the process of the decision, information on the next game is still blank currently. But, the team does elaborate on one stance it strongly believes: cross-generation release. And no, the team is not in favor of it. Speaking to Xbox Squad, and translated by WCCFTech, it is revealed that the team believes shipping games on older hardware definitely holds back projects in a technical standpoint – which dilutes most of the experience. No, no negative impact. Positive, yes. We want as many people as possible to access our games. On We Happy Few for example, at first we were only going to release it on Steam. And little by little, it was added to ID @ Xbox then Playstation at the time. What we really want is for people to be able to play our game. And the fact that it’s on Game Pass means that more people are going to be able to play it. There is not really a negative side. The only thing that can negatively impact is when studios release on multiple consoles. For example Xbox One and Series. There are a lot of technical constraints. It’s a version of the game that has to run on both even though they don’t have the same power. Naila Hadjas, Compulsion Games PR Manager The stance certainly comes as a surprise as the Xbox company which purchased Compulsion Games does not think the same way. Despite many cries for the Xbox One version of Halo Infinite to be cancelled, the game is still planned to release. Additionally, the firm is to continue supporting the 2013 hardware when xCloud hits consoles later this fall, Microsoft revealed. To reiterate on the move to a new location, Hadjas continues by sharing the advancements achieved so far for Compulsion Games. “It changes that we have the means to hire people, we can afford to move into more comfortable studios. It also gives us a lot of resources, for example research. We’re going to write, do research, and there are (at Microsoft) a lot of departments that are going to help us deepen our studies, our research on people, various things. “They have departments that will tell us if the direction we are taking is right or put us in touch with people who could refine the project and ensure that what we are doing is coherent. It’s also because there are other Microsoft studios that we talk to often. We can exchange ideas, seek advice. There’s a whole support system at Microsoft that helps us improve our game. It’s something we wouldn’t have had as a freelance.” Are you surprised by the stance made by Compulsion Games? Source: WCCFTech

Life Is Strange: True Colors Team Explains Lowered Performance Is To Favor The Game’s “Cinematic Fidelity”, Even On The Newest Consoles

In the range of projects that is planned to ship in late 2021, Deck Nine Games’ Life is Strange: True Colors stacks up to be an exciting entry from the Life is Strange: Before the Storm studio. While developer Dontnod Entertainment, the team responsible for the titular franchise works on Life is Strange Remastered Collection, the smaller team delivers a new experience set within the universe. However, it appears the game suffers from certain problems since launch that the team is investigating to resolve. But for a single-player experience, the decisions made from Deck Nine Games certainly is questionable. Originally assumed to be a technical limitation that could be patched in later on, the studio shares it intended to release the game at only 30 frames per second on all systems. While speaking to its followers on Twitter, the team then goes on to defend the discovery by explaining that the choice for performance is to maintain the integrity of the game’s “cinematic fluidity”. You can view the full post below: Eye-opening to say the least, but it appears there is still a problem with episodic-like experiences from teams working on these projects. Previous Telltalle Games’ titles showed to be suffering when transitioning cuts for instance with long loading or juttering. Additionally, the latest Tell Me Why from Dontnod Entertainment which offered an 60 frames per second failed to remain consistent with that – even on Xbox Series X|S. This is not the first time developers defend its decision that withhold potential of its project. Previously, Ubisoft Pune/Ubisoft Mumbai told that the appearance of Prince of Persia: The Sands of Time Remake was intentional in preserving the original appearance of the original 2003 release. Currently, the game has still yet to release. Elsewhere, the decision for the new direction of the Saints Row reboot also falls to being a similar situation. While the game proves to be an advancement from previous Volition projects, the creative choice for the new plot is not favored by decade-long fans. But, the team tells it will resume with the direction for the series. In perspective to the previous delay of the Nintendo Switch version for Life is Strange: True Colors, this appears to explain more reasoning for the halting of that version from releasing simultaneously to the others. You can read the full report by heading here. Are you surprised by the outcome of Life is Strange: True Colors? Life is Strange: True Colors is out now for Xbox One, Xbox Series X|S, PlayStation 4, PlayStation 5, and PC; comes to Nintendo Switch in late 2021.