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.
The nominees for the 2018 Game Awards have been announced, and to no one’s surprise, Rockstar’s Red Dead Redemption 2 leads the pack in nominations, followed closely by God of War.
Voting is currently open at the official site, though the heavy traffic at the moment makes it difficult to actually get in. The Game of the Year category has a few heavyweights in it, with God of War and Red Dead Redemption 2 (which have eight nominations each) joined by Insomniac’s Marvel’s Spider-Man (seven nominations), Capcom’s Monster Hunter: World (which is also up for Best RPG), and Assassin’s Creed Odyssey.
Aside from GoW, genre fans have a real clear-cut horror game for this year (though you know that Resident Evil 2 will be in there in 2019). Still, Treyarch’s Call of Duty: Black Ops 4 with its Zombies Mode is nominated for Best Audio Design and Best Action Game.
The awards are only one part of the event, though. There’s a big expectation that Hideo Kojima will finally give us something more for Death Stranding than what we’ve gotten so far. And then of course there are the reveals. Will we get confirmation of Bloodborne 2? Mortal Kombat XI? Hell, how about a new game based on A Nightmare on Elm Street?
The 2018 Game Awards takes place at the Microsoft Theater in Los Angeles on December 6, 2018.
With 2015’s Until Dawn and it’s prequel, last year’s The Inpatient, Supermassive Games’ upcoming The Dark Pictures: Man of Medan should be awesome. What’s even more awesome is that Supermassive Games are apparently working on more than just Man of Medan.
In an interview with 4PDA.ru (which is in Russian, obviously), Supermassive Games managing director Pete Samuels was asked why Man of Medan wasn’t a PlayStation 4 exclusive, as the developer’s previous two games were Sony-specific.
“Well, the relationship with Sony is still excellent,” says Samuels. “We are working on several unannounced PS-exclusives. True, it is impossible to talk about them in detail. In general, I really wanted to present our work to the widest possible audience. That is, The Dark Pictures needs to be released on several platforms.”
Elsewhere, Samuels clarifies the idea that the studio is working on several entries to The Dark Pictures anthology, which is actually not a trilogy. “[M]any journalists misinterpreted [what was said]: they decided that we were preparing a trilogy. This is not entirely true. Right now, the studio is engaged in three chapters to release them within a year. We have plans for the fourth project, we know what we want to see, but so far we have not taken it. There are ideas for the fifth edition, and for the sixth. There are a lot of episodes.”
The rest of the interview covers the making of Until Dawn, which if you’re a fan, it’s a fascinating read (even if it’s been translated from Russian). You can read the rest of the interview from the above link.
The Dark Pictures: Man of Medan is due out for PlayStation 4, Xbox One, and PC in 2019.
Red Dead Redemption 2 is storming the sales charts and has gained an insanely high amount of praise from critics (even if it’s been a rather more mixed affair for fans) and it’s high profile presence means there’s plenty of material wrung out of it in the forms of video clips, memes, and more.
One such example is J3unny’s supercut of protagonist Arthur Morgan punching, shooting, drinking, and dancing his way through the Old West with Jacques Offenbach’s “Infernal Galop” (aka the Can-Can song) played over the footage.
Very minor spoilers ahead for Red Dead Redemption 2.
It’s an entertaining two-minute showcase, and it’s also probably the quickest many Red Dead Redemption 2 players have seen the game move.
Red Dead Redemption 2 is out now on PS4 and Xbox One. Musical numbers optional.
Story Spoilers for The Last of Us and God of War ahead.
The Last of Us, released way back in 2013, is one of the most successful survival-horror games of all time. However, the way in which it deals with horror isn’t quite like other zombie-apocalypse titles. While it may be true that Naughty Dog’s game features its fair share of jump-scares, the most effective way in which the horror works is to do with the relationship between Ellie and Joel. In the same way, 2018’s God of War, while not being a horror game in terms of genre, manages to do the same thing in relation to Kratos and Atreus.
The Last of Us sets up family horror from the get-go. From Sarah’s death at the start, to Joel attempting to refrain from getting involved with Ellie, the suspense in the game builds in direct proportion to the development of Joel as a paternal figure. This is initially paralleled with the horror setting, but it gradually becomes the main source of horror. Sure, the Bloaters might make you jump, and there are parts that genuinely gave me goosebumps, but the main source of fear lies in fearing for Ellie.
Joel’s contextual background hardens him to the extent that he is unwilling to play a paternal role ever again after having lost his daughter to a cruel twist of fate when the infection went airborne. He’d rather endure the pain of being alone in the world than risk the pain associated with losing someone else. However, as his relationship with Ellie develops, the anxiety of attachment sets in. This draws out Joel’s repressed paternal instincts, which are vicariously experienced by the player controlling him.
The suspense created by tying their relationship to a world of horror and uncertainty culminates in Ellie’s abduction by David, who is the leader of a group of cannibalistic survivors. While Ellie manages to eventually incapacitate David, the ensuing cutscene is utterly tragic. Joel finds her, hunched over David’s dead body, stabbing it over and over again. Despite Ellie escaping his evil clutches, the trauma she feels is felt by the player in the way that a parent feels for their child. After having seen what Ellie had to endure, Joel becomes more protective than ever – something that’s proven by the events that unfold as The Last of Us spirals towards its end.
In God of War, although Atreus is rarely in immediate danger, his ambiguous sickness that manifests itself sporadically throughout the game eventually takes full hold of his faculties. In order to save him, the player must venture to the depth of Helheim, or the underworld. Although there is no time limit, the suspense created in Freya’s hut as she attempts to heal him sends the player hurtling through the Bifrost to Helheim. Helheim itself is perhaps the area that is most semblant of horror in God of War, but it’s the reason as to why Kratos is there that makes it even more terrifying. In order to save his son, he must travel to the world of the dead; a task that makes no promise of a return journey.
Atreus is healed, but in the same way that Joel becomes more and more protective over Ellie as The Last of Us progresses, so too does the relationship between Kratos and Atreus grow as the game’s trajectory unfolds. The first installment of a trilogy, God of War never truly puts Atreus’ life at risk aside from this one moment; however, the murals in Jotunheim warn Kratos of a future filled with despair for father and son alike. Even the parts of the story that haven’t been written yet are imbued with the fear of the unknown derived from the relationship between Kratos and his son.
The horror in these games is therefore much more emotionally-charged than an archetypal zombie story. For instance, Richard Matheson’s infamous novel, I Am Legend,may feature some incredibly heavy scenes like the death of Robert’s dog. This is tragic, but nothing truly compares to experiencing the pain of Ellie, who you have grown to care for as a part of your family. Nothing truly compares to playing as Kratos as he journeys through the depths of Helheim, desperate to save his dying son. You fear for Ellie as if she is your daughter, Atreus as if he is your son; Joel and Ellie, Kratos and Atreus. The parental roles in these two games are intrinsically tied to their depiction of horror.
While these games may intentionally present the very plausible idea that the link between parent and child is fragile and is susceptible to being severed, they also draw attention to the fact that strength can be drawn from known vulnerability. It is because the link is so fragile that Joel and Kratos are so desperate to protect it in the first place, as they are the only barrier between an enemy and that very link. Bloaters and Valkyries may prove to be formidable foes, but they’ll crumble to ashes when faced with the wrath of a parent protecting their child.
It is the known horror of losing a child that empowers these protagonists; a tragic fate, really, because in a world of terror, they must never forget to be afraid, lest they drop their guard and lose the one thing that they truly care about. In order to remain strong, they must enter states of perpetual horror, at all times knowing the darkness that envelopes them, threatening to steal their loved ones away from right under their noses. Parental horror is a U-shaped double-edged sword of horror and reality; in order to make sure that neither blade is pointed toward their child, a parent must ensure that they are at all times enduring the pain of both. It is this alone that allows them to be strong.
To go along with the “is it?” Easter Egg found in Déraciné that could possibly be hinting at Bloodborne 2, a coder has made an interesting discovery in the original Bloodborne: A boss that was cut entirely from the game!
To go along with the previously-unused content found in the game, a Youtuber by the name of Lance McDonald has found a giant Snake Ball boss that never made it into the final version of the game. This is different than the standard Snake Ball and Great Snake Ball enemies found in the Forbidden Woods, as it’s massive. It’s in fact larger than Vicar Amelia.
Judging from the fact that when the boss is stunned, snakes that were featured in the Shadow of Yharman boss fight appear indicate that this cut boss was originally supposed to be used in place of the Shadow of Yharman. You can read more on the boss from Eurogamer’s article, or better yet, check out McDonald’s video below.