Far Cry 5‘s level editing tool has helped shape some fantastic homages to other games, and of course, movies. Recreations of horror sets, buildings and the like have emerged since the game’s release earlier this year, including tributes to The Evil Dead‘s cabin, Jurassic Park, and Resident Evil 2‘s Raccoon City.
The latest recreation comes from Reddit user duncsmaps and he’s shown how he made the notorious house that is the inspiration for The Amityville Horror.
He posted an image of his work on Reddit, created in the PS4 version of Far Cry 5, and linked to a video of him making the house bit by bit with a short explanation.
”For those wondering, this scene was created in the Far Cry 5 map editor on PS4 and took 2 hours. If you’re interested in how it was put together, you can check out this short video I made where I take the scene apart piece by piece but in reverse to make myself look like a speed-building demon”
It’s always pleasing to see horror-inspired mods and creations in video games. Over the years games such as Minecraft, LittleBig Planet, and of course, Far Cry 5 have provided great tools with which to express that, and next year’s Dreams by LittleBig Planet developer Media Molecule could open up the door for even more horror homages with its mindblowing level of creative assets.
With Fallout 76 out today, you might be wondering just how you’re going to plan out creating your character. In spite of the new collectible perk card mechanic that allows you to swap in and out special boosts whenever the situation requires it, the problem of if you mess up building your character isn’t as easy to fix. You’re stuck with what you make until Bethesda decides to give you the option of a re-roll.
But, as the saying goes, an ounce of prevention is worth a pound of flesh (or something). Coders Nukes & Dragons have created an easy to use character build planner for those who are big into planning out their characters.
You Are S.P.E.C.I.A.L. is a handy tool that calculates the effects stat increases have on your carry weight, hit points, and action points. It also has a searchable database of all the perk cards that have been revealed so far, as well as some discovered by dataminers.
Fallout 76 is out now on PC, PlayStation 4 and Xbox One.
Capcom is kicking off a special crossover event in Monster Hunter: World for PC users this week, which also has the benefit of getting the hype train up and running for Devil May Cry 5. The event begins on November 22nd, and will last two weeks. Players will be able to snag a bunch of special items, including a sword reminiscent of Dante’s own sword, and a “totally not Dante’s coat” armour.
Beginning with the event, and continuing after, you’ll also be able to purchase new DLC: the Devil May Cry Dual Guns gesture and Devil May Cry sticker set. As well, you’ll also have a new Elder Dragon to fight in the form of Lunastra. In the Monster Hunter lore, Lunastra is the blue mate of the fiery Elder Dragon Teostra. Her materials can be used to create new weapons, a unique armor set, and Palico armor.
Now, if this event seems familiar for non-PC users, that’s because this event occurred for the console versions back in May. PC users have been playing catch-up since, which makes sense since the game only launched back in August for PC. The latest record-breaking entry in the franchise also received two nominations for this year’s Game Awards, which take place next month in Los Angeles.
Devil May Cry 5 hits PC, PlayStation 4 and Xbox One March 8, 2019.
Outlast 2 was created to make you feel like a rat in a maze, without any knowledge of what’s on the outside. When stripped of context like this, it’s genuinely difficult to discern if that statement is meant as praise or as criticism, because either option is entirely plausible.
On the one hand, an overbearing sense of disorientation is integral to great survival-horror, as the genre thrives upon disempowering its players. Yet at the same time, vowing to make your audience feel like a bewildered rodent is hardly the most enticing pitch in the world. Nor does it really scream ‘“Fun’’, which is ostensibly the core appeal of any video-game.
The ‘’Rat in a Maze’’ quote is intriguing for precisely this reason, because it did not come from a journalist or a reviewer. Instead, it can be attributed to Outlast 2’s very own PR team. That’s right, Red Barrel Studio intentionally likened their product to an inhumane science-experiment and then tried to use that off-putting comparison as a legitimate selling point!
They really pushed the idea too, insisting at every juncture that the game was going to be a distressing ordeal for everyone concerned. Among other things, their marketing promised that we’d experience: dizzying confusion; crippling isolation; and even a sudden onset of incontinence! Golly! Where do we sign up?
Normally you’d have to take these promotional gambits with a pinch of salt. But in this case there’s no hyperbole to account for. Outlast 2 will absolutely make you feel like a rat-in-a-maze, what with its unfathomable lore, perplexing storytelling and confounding ending. Make no mistake, however, this lack of clarity is not a failing on the game’s part. On the contrary, it was a very conscious decision and a genius one to boot.
As with classics like Silent Hill 2 or Bloodborne, the fact that the player can never be 100% sure of what is going on here really adds to the immersion, putting you directly in the shoes of your clueless protagonist. For a quick summary, Outlast 2 pits you against Temple Gate, a zealous community that is ruled with an iron fist by one Sullivan Knoth. A former radio preacher, this devout Christian allegedly intercepted the voice of God over his broadcasting equipment and was inspired to produce a deranged trilogy-capper for the bible.
His resultant gospel is weirdly fixated on reproductive organs, ejaculate and anything else that is remotely associated with fornication. Oh, and it also endorses infanticide and genital mutilation as a means of curbing sin. So you know, typical light reading!
Suffice it to say, Knoth is a tad unhinged and has somehow convinced his flock that he is the ‘’New Ezekiel’’, a divine prophet capable of derailing Armageddon and slaying the Antichrist. To accomplish this, he intends to rape all his female parishioners (irrespective of their age), in the hope that he will inseminate one of them with the Archfiend’s progeny and then kill it whilst it’s still a defenseless newborn.
Exacerbating things even further, you soon begin to wonder if maybe he’s onto something with all this end-of-the-world business. After all, you too are being plagued with the same haunting visions as everyone else, witnessing hordes of locusts, demons and other apocalyptic omens.
Believe it or not, that synopsis is heavily simplified and omits some of the more cryptic aspects of the plot – like the jarring reality shifts, the splinter faction of devil-worshiping ‘’Heretics’’ and the part about your wife’s Immaculate Conception. Still, the fact that this story is so hard to condense speaks volumes about the commendable ambition that the developers channeled into this one. They could have easily settled for something more straightforward and conventional, but thankfully chose to aim a little higher and crafted an intricate narrative that is suitably enigmatic and challenging.
On that note, Outlast 2 frequently demands that the audience read-between-the-lines and puzzle things out for themselves. It’s reminiscent of the Dark Souls approach to storytelling, wherein clunky exposition dumps and intrusive cut-scenes are jettisoned in favor of more subtle methods. For example, several key details here are relegated to collectible documents, some of which are integral to your overall understanding of events and character motivations.
With that in mind, if you don’t take the time to rigorously scour every corner of the game world and investigate levels properly, then you’ll be denied vital pieces of information. In fact, if you neglect to read one very specific letter, then you’ll miss a major plot twist that completely alters your interpretation of the ending. So much can be gleaned from this particular document (including explanations for plot-holes, closure for lingering questions and clarification about whether there’s a supernatural element at play) that it’s basically the most important MacGuffin in the entire game.
To conceal such massive implications within an optional extra is an unbelievably ballsy move. But it makes perfect sense, because without delving into spoiler territory (it’s a joy to uncover all of this stuff for yourself) the twist only works if the characters themselves remain completely ignorant of it. You see,Outlast 2 is all about what happens when people try to impose meaning onto that which they cannot comprehend.
In order to fully articulate this theme, the game deliberately thrusts you into a baffling situation, making you question what you’re seeing. Therefore, an obvious explanation cannot be delivered without undermining the whole point of the story. Moreover, the choice to hide answers within collectibles allows Red Barrel to discreetly supply intel to more vigilant players, whilst still preserving the sense of mystery for everyone else.
Alas, whilst this secret depth was certainly rewarding for those who did cotton on to it, the intricacies slipped past most gamers, who accordingly lambasted Outlast 2 for not having enough substance and for failing to provide a satisfying conclusion. It’s a shame that the game’s reputation has been forever damaged by this hasty judgment because it really does deserve more recognition for its daring creative choices.
Specifically, it ought to be praised for its bold decision to withhold narrative exposition from the player, unless they go looking for it. Then again, that’s the risk the team took when they decided to make their story so ambiguous all for the sake of immersion.
It may have been too subtle for its own but it cannot be denied that Outlast 2 succeeded in what it initially set out to achieve. Over the course of its obtuse campaign, you really do come to identify with the protagonist. Indeed, you are truly a ‘rat in a maze’.
Despite the date in the GIF, 98DEMAKE initially denies the game will be out on December 1st before walking it back with a teasing ‘maybe?’
SEPTEMBER 1999 came out earlier this year and made waves with its short, but effective run time. It was 98DEMAKE’s second game of 2018 after the trippy OK/NORMAL. Previously he was famous for producing retro demakes of modern games including PT and Bioshock.
A new impactful story of survival builds on the base game’s subtle handling of the horrors of war. Read all about it in our This War of Mine The Last Broadcast review.
Though This War of Mine stands tall amongst its genre peers on the substantial merit of its robust survival mechanics alone, it’s arguably the very human stories, trials and tribulations that serve as the beating heart for what is ostensibly 11-Bit Studios magnum opus.
With a narrative scribed by Meg Jayanth, whose keen penship drove Inkle’s 80 Days globetrotting adventures to such superlative heights, the second Stories expansion The Last Broadcast deftly weaves a story that not only encapsulates the survivalist struggles of the base game, but also one that examines the value and role of truth in a time of war.
Immediately the setup for The Last Broadcast is interesting. Revolving around crippled radio operator Malik and his wife, Esma, the former struggles to impart life-saving wisdom to the survivors of the Grazni Civil War, while the latter ventures out into the outside world to scavenge for supplies and obtain the news that her husband so desperately needs to broadcast.
The news that you can broadcast can come from multiple sources too. Though mostly uncovered through Esma’s journey into the wider world, the visitors who knock on your door can also now be quizzed for the latest developments, with such news allowing you to do everything from taking advantage of supply and demand for certain resources in favorable trade negotiations, to providing ample notice regarding troop movements.
With the attainment of news comes the notion of responsibility – do you impart the news to Malik, allowing him to broadcast out this new information, or, do you withhold it? Depending on how you handle information, certain characters might react to you differently (or not appear at all), while the balance of your choices are brilliantly brought to bear in one of The Last Broadcast’s multiple endings.
The fact that The Last Broadcast begins with not just two survivors, but whereupon only one of them is able-bodied lends the proceedings quite the unexpected dynamic. As the sole scavenger in the group, the physical demands that are put onto Esma are far beyond that which would be normal.
As such, The Last Broadcast forces long-time This War of Mine players to think much differently than they otherwise would do. Because Esma is the only individual capable of scavenging, she cannot rest at home at night and so instead must catch up on her snoozes during the day – a problem which is compounded by the fact that if she indulges in any strenuous physical activity, as this makes her rest all the more important.
On the other side of the coin, Malik’s crippling disability is debilitating to that point that he can only roam around a single level in the house. Without the ability to move up or down floors, he must also be fed, treated and entertained by Esma – something which not only exacerbates the tremendous strain that already exists on her time.
Fortunately though, unlike the base game, The Last Broadcast begins with our survivors in a considerably large house that already has a lot of amenities, utilities, and loot to collect. Though this house also presents a unique challenge in the form of a rockfall which prevents immediate access to a pre-prepared herb garden; a conundrum that is soon remedied by fashioning a pickaxe to clear the way.
As a result, not only does the unique situation of Malik and Esma lend itself to refreshing play and a reorganization of the traditional This War of Mine mindset, but so too do the digs that couple inhabit present a meaningful challenge that deftly compliments what The Last Broadcast has wrought elsewhere in its design.
In addition to emphasizing the human element that has defined This War of Mine, The Last Broadcast also packs in a bunch of new base content. Certainly, the much larger scope when compared to the previous DLC, A Father’s Promise, makes The Last Broadcast feel like much more akin to a banquet, rather than the mouldering scraps one might expect to find in one of the game’s long-abandoned shelters.
Beyond the weight of The Last Broadcast’s narrative and the new features, Pogoren, the city that served as the backdrop to The Grazni Civil War in the base game, has also been enlarged with new locations to explore and a range of new characters to interact with. A tense cover to cover sprint through a park under the watchful eye of a sniper proves to be a particular highlight that doubles down on This War of Mine’s penchant for getting the blood pumping, as Esma puts her life on the line to scavenge both resources and news alike. Celebrating the fourth anniversary of This War of Mine with this expansion, 11-Bit Studios has managed to both properly honor the spirit of the base game, and meaningfully iterate upon it with this latest DLC offering. Emotionally resonant, oppressively grim and generously stuffed with emergent possibility and multiple endings, The Last Broadcast widens the scope of The Grazni Civil War and is essential for both owners of This War of Mine and fans of supremely well-written survival narratives.
Here’s hoping that the third, and as yet unannounced story expansion for This War of Mine follows much more rigidly in the footsteps of the game’s sophomoric DLC offering, rather than its inaugural venture into the Stories format.
This War of Mine The Last Broadcast review code provided by the publisher.
Hey, Vermintide 2 players! Fancy a return to Ubersreik? You’ll be getting it next month when Fatshark releases their next DLC for Warhammer Vermintide 2 called “Back to Ubersreik”. Available for PC and Xbox One, the DLC will bring back the Horn of Magnus, as well as two more levels from the first game in the series, Warhammer: The End Times – Vermintide.
While details are still to be released, the choice of levels for the DLC were based on playtime in the first game. Horn of Magnus was the most popular stage, and also the level that was revealed first from the original game. “Horn of Magnus has a very special place in our hearts here at Fatshark” says Martin Wahlund, CEO of Fatshark. “It’s a homecoming for anyone that has played the first Vermintide, and a new experience for players who first became Heroes in Vermintide 2”.
If you haven’t picked up Vermintide 2 yet, head on over to Steam and see what all the fuss is about.
With Metro Exodus hitting Xbox One, PlayStation 4 and PC next February, Deep Silver have sweetened the deal for those who have passed on the previously-announced Aurora Edition of the game, which is more for the collectors in mind.
The Spartan Collector’s Edition (which can be pre-ordered on the game’s official site) includes a copy of the game, a premium quality 10.5-inch Artyom resin statue, an authentic Spartan Order dog tag and patches, “Artyom’s Memories” collectible postcards, and a “gigantic metal-sealed canister” to house it all. And, for those that held out, the Spartan Collector’s Edition can be purchased with or without the aforementioned Aurora Limited Edition.
At XO18, Microsoft and Undead Labs announced that State of Decay 2 fans will be getting a much-welcome DLC update for the game on November 16.
The new update (let’s call it the “Zed Hunter” update) introduces a bunch of new weapons to the game, including a crossbow that allows for more stealthy takedowns of enemies. And for those who obsess over these sorts of things, those missed shots will stick to the environment, allowing you to retrieve them if they don’t break.
Along with the crossbow are three new melee weapons in the form of swords, as well as six new consumables that grant you abilities in exchange for blood plague accumulation, such as the power to see in the dark.
And that’s apparently not all you’ll be getting out of State of Decay 2 in the coming months. Design director Richard Foge also revealed at the event that another free update will be coming early next year, where players will face “new challenges and new ways of surviving”. As well, players will also be returning to Trumbull Valley from the first game, but Foge is keeping details quiet for now.
In case you didn’t know, GOG.com is currently celebrating 100 years of Poland’s independence. What that means for us is a sweet sale of up to 90% off games made by Polish developers. That includes 11 bit studios’ This War of Mine, The Farm 51’s Necrovision, Bloober Team’s Layers of Fear, and of course, CD PROJEKT RED’s The Witcher 3: Wild Hunt.
Speaking of which, for the next 48 hours, you can snag the Video Game Show – The Witcher 3: Wild Hunt concert for free! The concert is over 2 hours of award-winning music from the world of The Witcher, and all you have to do is visit GOG.com, click the banner, and it’s yours. It’s on until November 11, 2PM UTC, so be quick! The Made in Poland sale will end on November 12th, 2018 at 11 PM UTC.