Project Cars 2 is currently scheduled for release later this year, and developer Slightly Mad Studios has published a trailer showing off some of the visuals and environments that players can expect in the full game. The video focuses on the McLaren 720s, a brand-new supercar revealed in March at the Geneva Motor Show.
Although it’s only a short trailer, it gives a glimpse at the visual fidelity and detail that the developer is shooting for. And, at least from what can be seen, it’s shaping up to be a very good-looking game. The video shows off the McLaren racing on the Long Beach Grand Prix track.
In Prey, it can be difficult to overcome the monstrosities that inhabit the hallways of Talos I. Luckily, you have access to Neuromods, which are special upgrades that improve your chances of survival. But with so many different Neuromods to choose from, each accommodating varying playstyles, it can be difficult knowing where to start. To help you find direction in your attempts to survive, we’ve gathered all the best abilities to unlock so you can take advantage of everything the game has to offer.
Are there any that you firmly believe in but don’t see here? Let us know in the comments below.
You’re going to be recycling often to keep yourself stocked on ammo and medkits; it’s an essential component of survival. But before you recycle anything, pick up the Materials Expert Neruomod, which increases recycle yield by 20%. Make sure to get this upgrade early on, as you’ll want to take advantage of its bonus to maximize the amount of materials you obtain.
Field: Engineer | Base Requirement: None
The Necropsy upgrade allows you to pick up organs from Typhon remains. It’s important to obtain this upgrade, as Typhon Organs can be recycled for Exotic Material–an incredibly valuable component used to fabricate certain items, like Neuromods and Psi Hypos.
Field: Scientist | Base Requirement: Physician I
Suit Modification (Levels I-III)
As you progress, you’ll quickly accumulate a wealth of items. That’s why it’s important to invest in Suit Modification upgrades, primarily all three levels of its upgrade tree path. Not only does it increase your inventory space, it also adds more chipset slots, meaning you spend less time running back to the recycler.
Field: Engineer | Base Requirement: Repair I
Leverage (Levels I-III)
If you want to explore Talos I as thoroughly as possible, you need to invest in Leverage, which lets you lift heavy objects. There are several areas in the game barricaded by large objects that you must move in order to access. To get to these areas sooner than later, it’s recommended that you obtain all three levels of Leverage.
Field: Engineer | Base Requirement: None
Hacking may not seem useful early on, but it’s essential in the latter half of the game when you start to encounter optional areas that cannot be accessed without it. In addition, Hacking is vital if you choose to fuse more alien powers into your DNA, as Talos I’s turrets will start to see you as a threat and shoot you on sight. But with Hacking, you can bypass such dangers with ease.
Field: Scientist | Base Requirement: None
Repair lets you fix machines, including turrets, operators, and broken power generators. And more importantly, it allows you to repair broken Recyclers and Fabricators, which lets you avoid backtracking to use ones in previous areas.
Field: Engineer | Base Requirement: None
In order to properly repair broken equipment, you need to obtain Spare Parts. While it’s possible to occasionally find some in the environment, it’s far more useful to acquire Dismantle, which allows you to break down equipment and destroyed Operators into Spare Parts.
Field: Engineer | Base Requirement: Repair I
To better survive against the plethora of Typhons trying to kill you, put Neuromod points into Toughness, which increases your max health. It’s important in the latter half of the game when the enemies start to get tougher.
Field: Security | Base Requirement: Conditioning
The Physician Neuromod increases how much a Medkit heals you, which maximizes not only its effectiveness but your chances of survival as well.
For as long as there have been game consoles, there have been console wars. Discussions about the superiority of the PS4 over Xbox One or vise versa are commonplace on the internet. Whether these debates have any value, however, is another question.
Head of Xbox Phil Spencer, for instance, recently expressed his view that console wars are unproductive. Writing on Twitter, Spencer stated, “When specific game discussions turn from playing great games to which piece of plastic I own I feel like we’ve lost the plot a bit.”
This post was in response to a conversation sparked by one follower remarking that Spencer had been tweeting a lot about Little Nightmares, a game recently released for PS4 and PC as well as Xbox One. Spencer responded, “I’ll never feel strange promoting great games,” adding that fans should “play [Little Nightmares] on the platform you own.”
President of Sony’s Worldwide Studios Shuhei Yoshida has himself been known to post congratulatory and positive remarks about games and platforms outside of the PlayStation ecosystem. Yoshida, too, has faced fans criticizing him for these posts. One of his responses was, simply, “Be cool, be you.”
Little Nightmares came out on April 27 to positive reviews. In our 8/10 review, GameSpot critic Matt Espinelli said, “The journey to reach its provocative conclusion is filled with unnerving questions and imagery that take hold of your morbid curiosities and pull you deep into introspection. While its puzzles are at times too straightforward, Little Nightmares is a chilling odyssey well worth taking.”
At first glance, Strafe looks as if it’s resting on the laurels of the old-school, hyper-fast, and gory first-person shooters from the ’90s. Oftentimes, it actually does lean heavily on the likes of Doom and Quake, but working within those confines and introducing a roguelike structure, Strafe emerges as a uniquely thrilling shooter with plenty of charm in its own right. It teeters between being mindlessly fun and cautiously strategic to the backdrop of a perfectly executed electronic soundtrack, teaching you something new with each run.
You play as a space scrapper whose job is to go to the derelict ship Icarus and, well, collect scrap, as told through the game’s purposely cheesy FMV tutorial. Nothing else is said as you jump into the main quest; you’re simply sent off only to find out things went awfully wrong and hordes of deformed humanoids are now out for blood. But as you drop into the first level, it’s clear that you’re the one spilling blood, carefully measured in gallons by the game itself, as you shred enemies with your shotgun, railgun, or machine gun.
The game nails its core gameplay loop: blast foes and scavenge to survive the next fight. The pace at which you dash, jump, and strafe makes you nimble, and each fight is a violent dance that ends once the last enemy is downed. It’s also possible to sprint past enemies to reach a level’s end or hop over a mob to avoid getting cornered and create space to fire back.
You’re given the choice of a primary weapon at the start of a run, and kiosks are scattered through the game which provide free randomized upgrades, some more effective than others. Depending on your play-style, the changes to your main weapon’s primary and secondary fire can either be advantageous or a burden. The powerful grenade launcher upgrade for the shotgun, could be replaced by an inaccurate flak cannon. Barrels and explosive bugs can be used to your benefit, and additional weapons scatter the world, which are single-use and vary in effectiveness. While a rocket launcher or plasma rifle work well for hardened foes, a short range needle gun and sonic blaster aren’t particularly useful in most situations. It’s also disappointing that for a game that revolves around shooting, most of the guns lack impact; the machine gun and railgun feel downright piddly.
Mutated humans, turrets, spiders, and acid-tossing foes populate the world and require you to think fast and adapt to their respective, unique threats. The game isn’t just about withstanding sheer numbers or fending off waves of enemies. In Strafe, one misstep could spell disaster for your run, since damage comes swiftly and in large chunks. Forgetting to check your flanks and watch your back, or being too close to explosive projectiles can be your undoing. This makes critical mistakes deep into a run incredibly dejecting, but by the same token, it’s what creates the ever-increasing tension as you go further along. Like all rogue-style games, the threat of punishment is part of the enjoyment, but it induces a level of repetition that isn’t always inviting.
The scarcity of the game’s two currencies compels you to scan your environment closely, where you’ll find scrap for armor and ammo, and money for items at shops. You’re never given too much of either, so part of the tension in survival is spending these two currencies wisely. While the onus is on you to figure out the best use-case for items and upgrades, as it isn’t immediately clear what things do, such as the four primary weapon attribute pick-ups. However, experimentation and working with what you have is part of the fun.
As you mow down new enemies, a sense of wonder, excitement, and desperation is instilled by the infectious electronic rock track that you can’t stop humming or get out of your head.
The more you experiment with Strafe, the more Easter eggs and secrets begin to reveal themselves. Jump into the first level without choosing a gun, and a wrench will be your primary weapon. Play the Wolfenstein 3D clone arcade machine or the imitation Game Boy and upgrades are spit out. One particular highlight was finding the Superhot shotgun; the game itself turns into Superhot where time only advances when you move, up until the weapon runs out of ammo. Easter eggs like this instill the desire to find more secrets and go beyond simply finishing the final level. Even after 12 hours, there’s still more to discover.
Though the start and tail end of each level remains the same, large portions are procedurally generated, drawing from a handful of preset rooms rearranged in sequence and orientation. While this keeps you guessing to an extent with each run, familiarity eventually creeps in. A few later levels feature branching rooms as you search for power cells to open a door to advance, but you’re more or less funneled in a certain direction through familiar layouts. If there’s a fault here, it’s that Strafe fails to introduce truly unexpected challenges. Thankfully, the game’s redeeming qualities are enough to keep you hooked.
And one of the strongest hooks is the soundtrack. Sometimes, the urge to hop into the game just to listen to these songs hits, as if you ordered music with a side of gameplay. Level 3-2 is a dark and haunting place with music to match. The blaring synth melody over a catchy bassline coalesce with the up-tempo beat and industrial percussion that makes for a song that’s grimy, horrifying, and inspiring all at the same time. Level 2-1 is your first encounter with open air to relieve the claustrophobia of the first levels. As you mow down new enemies, a sense of wonder, excitement, and desperation is instilled by the infectious electronic rock track that you can’t stop humming or get out of your head. Moments of chaos are bookended with the tranquil, ethereal tracks in each exit room and shop. The music never loses its grip and never disappoints, and it becomes part of Strafe’s personality, adding a significant layer of enjoyment.
While the first levels of Icarus feel pulled straight from the original Doom with its tight corridors and dim lighting, you begin to see subsequent levels open up and tie together. The lo-fi retro aesthetic is colorful and clean, which makes for both silly and terrifying enemies that splatter excessive gore and literally paint the town red. Any semblance of story is told from environment alone, and it’s one of the aspects that make the game alluring. From the shop owners and scientists to the posters and laboratory vats, a typical story of experimentation gone wrong emerges, but only if you pay close attention to your surroundings. It results in quirky and varied set pieces for frantic shooting, and it’s enough to lead you along to the satisfying conclusion.
The lo-fi retro aesthetic is colorful and clean, which makes for both silly and terrifying enemies that splatter excessive gore and literally paint the town red.
However, the game isn’t without its technical issues. Enemies occasionally shoot at you through walls, most apparent in level 3-1, where those with projectile weapons gathered behind a locked door. Occasionally, an actual enemy character model would glitch out and zip across a room and disappear entirely or sneak up behind you to cause unfair damage. Later levels had a few inexplicable frame drops, given the modest system requirements. Thankfully, these issues are rare enough as to not entirely ruin an otherwise refined experience.
As unforgiving, repetitive, and frustrating as it can be, the urge to jump back into the game and take out that frustration on hordes of enemies to the tune of the most-proper soundtrack with a toy box of guns is hard to resist. Strafe wears its influences on its sleeve but stands on its own as a fun, intense, and fast-paced shooter with distinguishable charm.
Much-loved indie game Risk of Rain is getting a sequel, developer Hopoo announced today, and the follow-up will make the leap from 2D to 3D.
“Risk of Rain 2 is our first fully 3D project,” the company revealed in a blog post. “We think that 3D allows for much deeper design spaces and more possibilities for cool gameplay. Feelings of scale and atmosphere are also much stronger. We are really happy with the core of Risk of Rain–and we’re finding it plays even better in 3D. It just won’t crash anymore.”
You can take a look at a short clip of the game in action above, though Hopoo did warn that the build shown off is “very, very early in development,” and that “none of the systems, art styles, assets, or game design choices will necessarily translate to the final game.” The company says it’s been working on the sequel “for about 6 months,” and it did not announce pricing, a release window, or what platforms the game might come to.
“Risk of Rain is highly enjoyable,” said critic Cameron Woolsey in our review. “And with constant rewards of new items and character classes, it’s hard to put down once you start. Even as I watched the last of the end credits roll by, I wiped the sweat from my brow and jumped back into the fray: I have an item log that still needs to be filled.
GameRevolution: “For as much as the Pro is an enveloping armchair to the Joy-Cons wooden stool, it doesnt change the fact that their analog sticks feel worlds apart from one another. My first three, five, and then ten Mario Kart 8 Deluxe races were negatively impacted using the Pro, as I skidded into walls and clunked around curves Id normally cut with perfect precision. I eventually began to get the hang of the new situation, but it was getting late and I decided to switch (as is so often advertised by Nintendo) to handheld mode. Since my plan was to play in bed, I didnt prop up the Switch and keep on with the Pro Controller, but instead attached the Joy-Cons for portable play.”
Great Final Fantasy 7 Remake news! Voice actor Steve Burton has confirmed on Twitter that he will be reprising his role as Cloud Strife in the upcoming Final Fantasy 7 Remake.
“There’s a generation of gamers who will find Parappa the Rapper Remastered validates all their happiest memories watching Parappa kicking and spinning with Chop Chop Master Onion again, more vibrant and colorful than ever before. But there will come a point when they have to confront how incongruous the aggravating gameplay is with how delightful everything else around it is. The aesthetics and vibe are still unlike anything else out there, and they’re still worth the hassle. But the greatest trick Parappa the Rapper ever pulled was convincing the world it’s not a broken game.”
The upcoming multiplatform fighting game Tekken 7 is getting a PS4 Pro bundle in Europe.
PlayStation France has announced a new system bundle that comes with the souped-up PS4 (1 TB) and a copy of Tekken 7. There will apparently also be a Slim (500 GB) version. A listing at UK retailer Game shows a price of £250 for the Slim edition, though it’s not clear what the Pro versionw will cost.
TEKKEN 7 Deluxe Edition avec notamment 2 personnages supplémentaires et un nouveau mode de jeu sera disponible le 2 juin en pack PS4 Pro ! pic.twitter.com/msd2dTpEPj
When the Nintendo Switch launched in early March, users discovered that they could not store their credit card information through the marketplace. But no longer will you have to re-enter your information for every purchase (or stack your digital wallet with extra funds), as Nintendo has enabled the ability to store credit card information.
As discovered by Nintendo Everything, you will now see the option to store these details when buying an eShop game. You can then see this information on your Account Information page when it’s stored. Along with this, you now have the option to require or disable password entry when buying something when your credit card details are on file.
This new feature comes to the eShop without an update, instead arriving through the background. Nintendo’s support site still says you can’t store credit card info, so this new feature apparently only just rolled out very recently.
GameSpot found this feature available when booting up the Switch today in Australia. We also confirmed it works on US and Japanese accounts.