Outriders’ Many Cutscenes Screens Are Required For Its Co-Op

If you’ve been playing the Outriders demo ahead of the shooter’s launch you might have noticed its reliance on using cutscenes to transition between areas. According to its developer, People Can Fly, these are required for the game’s multiplayer to function seamlessly.

Eurogamer reached out to People Can Fly after noticing that the demo featured numerous instances of cutscenes for small transitions that would otherwise be an in-game animation. People Can Fly’s creative director Bartek Kmita explained that the decision was made to use cutscenes so that other players in your party have context for what transition is taking place.

“It started quite pragmatic, because we needed a system that would help us teleport the players and stream some other content to start to load the other arena,” Kmita explained. “A good example is opening the door. That was only because people in playtests said, ‘Oh, where am I? Why was I teleported?’ So, we needed to have these cutscenes. We couldn’t have done it so manually you can go through the doors, because we have a multiplayer game that opens different problems for us.”

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Red Dead Online Update: What’s New This Week And How To Earn Extra XP And Cash

The newest update for Red Dead Redemption 2‘s multiplayer mode has landed, bringing with it a variety of opportunities to earn extra XP and save big on a variety of items. Rockstar ran down all the details in a blog post and we’re rounding up the key details here.

Featured Series

This week’s Featured Series event is the Most Wanted multiplayer mode with a “hardcore” twist. Most Wanted simple kill or be killed mode, but the twist is that the more kills you get, the bigger the target on your back. The idea, then, becomes to target the high-value players to earn the most points. No matter how you finish, everyone gets double RDO$ and XP in Most Wanted through March 8.

Special Bonuses And Extras

Also new in Red Dead Online this week are special bonuses for players who discover any collectible in Free Roam mode, except for the condor egg. You’ll get double the normal XP for finding these, while the Collector Free Roam events are paying an extra 50% RDO$.

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The Vigil Review

The Vigil is now available on Digital and VOD and is playing in select theaters.

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Hollywood horror, especially supernatural horror, has been largely defined by Christian imagery, which is part of why Keith Thomas’ debut feature The Vigil feels so refreshing. Steeped in the Jewish tradition of shemira — the watching-over of a body from the time of death until burial — the film mines spiritual ideas which may not be immediately familiar to most goyim audiences. But Thomas’s 90-minute, one-location Yiddish and English story is so fine-tuned, and so emotionally riveting, that it feels like the work of a seasoned maestro who’s been dealing in these themes for decades.

Horror films in Yiddish are rare. Unless you count the few Yiddish lines in Demon (2016), you’d have to go back as far as Michal Waszynski’s Dir Dybbuk in 1937. Writer-director Thomas, a rabbinical school dropout, was keenly aware of the lack of traditional Jewish supernatural horror when he made the film, and he attributes this to Judaism’s comparative lack of concepts like the Christian Hell and its demonic emissaries. 2012’s The Possession comes to mind as mainstream Jewish horror, but even that film felt like The Exorcist (1973) with some specifics shuffled around.

From where, then, does Thomas mine his terrors? One answer seems obvious: the film forces its characters to look inward at both personal and cultural loss. The other answer, however, isn’t one you’d expect: The Vigil’s horror is just as technological as it is supernatural.

The story spans a single night and follows Yakov Ronen (Dave Davis), a young Hasidic man in New York who attends a support group for those who’ve left ultra-Orthodoxy behind. He feels isolated even in social settings. Money is tight, forcing him to choose between meals and medication, and he hasn’t yet grown comfortable with dating norms; his group-mate Sarah (Malky Godlman) puts her number in his phone when he can’t figure out how. There’s also something deeper troubling Yakov — something more painful than these new fears of technology and intimacy — which the film holds back on revealing until the moment is opportune. Perhaps it waits a little too long, but scenes, where the tension dissipates are few and far between

When the group session ends, Yakov is approached by his former rabbi Reb Shulem (Menashe Lustig, subject of semi-autobiography Menashe), who offers him an overnight job for a quick payday. It seems like Yakov’s money woes might be temporarily soothed, but Shulem has other motives: the job is that of a shomer, or a guardian for a recently deceased Hasidic man named Mr. Litvak (Ronald Cohen), and Shulem hopes the tradition will nudge Yakov back towards his religious roots.

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Yakov agrees to the money, though not to Shulem’s spiritual advances, and heads straight to the Litvaks’ dingy two-story residence in Borough Park. Complicating matters is the fact that the widowed Mrs. Litvak (the late, inimitable Lynn Cohen) suffers from dementia, but the task seems simple enough: Yakov must watch over the deceased for five hours, until sunrise. However, something is amiss, both with the body and with the darkened surroundings. Yakov has been taking pills, so it could all just be a trick of the mind, but he soon begins to see and hear things lurking in the shadows. He also discovers that Mr. Litvak had become obsessed with a mazzik — a malevolent demon from Talmudic lore — which he believed had been haunting him, and would pass to a nearby soul upon his death. Could Yakov be that soul?

The Vigil feels like a tug of war between tradition and modernity. Yakov hopes to leave behind his old Hasidic life and assimilate into gentile society, but upon entering the Litvaks’ home, he’s immediately surrounded by traditional imagery, which reminds him of a past in which he stuck out sorely, in even in a city as multicultural as New York. One such sleep-deprived flashback involves an antisemitic attack, during which Yakov’s payos (or side-curls) and traditional Hasidic garb turned him and his younger brother Burech (Ethan Stone) into instant targets. Yakov may not bear the physical scars of this incident, but it weighs on him emotionally and makes his new buzz-cut appearance feel like an attempt to suppress this painful history.

[poilib element=”quoteBox” parameters=”excerpt=%22The%20Vigil%20feels%20like%20a%20tug%20of%20war%20between%20tradition%20and%20modernity.%22″]Jewish trauma plays a key part in the film’s creeping horrors, though strangely, some of the experiences Yakov recalls may not even be his own. The film frequently circles back to a scene from the Holocaust — specifically, an anonymous Jewish man being forced, by a Nazi officer, to do terrible things to survive — and though the film doesn’t provide a direct explanation, it offers hints that the mazzik may be able to conjure other people’s memories. The only thing Yakov knows about Mr. Litvak is that he survived the Holocaust — but no matter whose memories these are, they evoke a larger, more violent history whose specter Yakov can’t escape.

Yakov’s flashback and these mysterious World War II memories are linked aesthetically to some of the abstract, seemingly supernatural goings-on around the Litvaks’ home. The result is a narrative continuum in which intergenerational trauma defines not just the characters, but the physical spaces around them. The attack in Yakov’s past unfolded on a darkened street, and the house he now finds himself in is engulfed in shadow; when the demon first takes physical form, its legs peek out from behind a wall, evoking an image from Yakov’s flashback best left unspoiled. Similarly, the Holocaust memory involves a woman turning her head back to gaze at the mysterious man, and Mr. Litvak’s description of the mazzik (in a video he recorded) involves a ghastly figure with its head turned backward, forever cursed to gaze into the past. The mazzik’s horrific appearance is revealed slowly, and it thankfully doesn’t end up a deflating CGI-fest like many monsters of its ilk (the otherwise adept His House comes to mind). As much as the mazzik embodies physical torment, it’s also a twisted mirror to personal and generational survivor’s guilt. For the most part, the film’s scares emanate from within.

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But even though tradition is where the horror seems to originate, modernity isn’t the answer. In fact, escape from tradition is framed as equally terrifying, when it involves traumas unaddressed. The question of why Yakov can’t simply leave the house is answered in delightfully gory fashion, and the film even takes a few sharp turns into tech thriller territory. At first, this feels like throwing too much at the wall just to see what sticks — strange videos, phone calls, and text messages keep entering the film’s fabric — but it slowly ends up working on numerous fronts.

For one thing, Yakov’s own perspective becomes less reliable as the night wears on (and he certainly can’t trust Mrs. Litvak’s), and as technology evolves, a digital image can be as easily manipulated as a distant memory. So the concept of truth, both internal and external, becomes increasingly hazy. For another, the film also begins to fold tradition and modernity together in intriguing ways. The camera constantly holds on dark corners and negative spaces — we love a good “What’s in the shadows?” story, don’t we, folks? — but each time the film displays texts and other media (right beside the main character, à la Sherlock or House of Cards), it overlays these messages and videos over dark corners of the screen. At first, the light emanating from them feels like a respite; Yakov retreats into his phone as a distraction from whatever he may (or may not) be seeing. But soon, even his phone — his window into modernity, and his escape from the Litvaks’ home — becomes a source of unease. The personal intimacy of texts, calls and video chats feels uncanny and uncertain when he sees and hears things he shouldn’t even on his screen. Light becomes just as chilling as darkness.

Some of the film’s techniques may feel familiar (especially with regards to jump scares), but the way Thomas & co. capture intimate spaces have a unique finesse. For one thing, the film’s use of anamorphic lenses — so often associated with either portrait-like close-ups or gorgeous landscapes — makes even empty space feel disorienting. A simple pan across the darkness, from a distracted, dimly lit Yakov to the body he’s watching over subtly distorts his own body as he’s pushed to the curved corner of the frame, foreshadowing physical horrors yet to come. Zach Kuperstein’s low-light, high-contrast cinematography is downright eerie. The few times he lets brightness enter the frame, it’s immediately turned into anamorphic flares, with light once again becoming as disorienting as darkness. Whatever the shadowy mazzik comes to represent for Yakov, there’s no escape from it.

Without getting into too much detail, the major exception to this aesthetic approach arrives at a key story moment, when Yakov decides to face his traumas head-on by finally embracing some part of himself he left behind. The scene is lit by Shabbat candles, rather than electric and electronic sources which keep flickering in and out. The candles never waver; thanks to tradition, Yakov briefly knows stability. His embrace involves him wrapping the straps of a tefillin — a black leather box inscribed with Torah verses — around his arm as the music swells. It’s a deeply reconciliatory moment, of a man finding fleeting comfort amidst emotional turbulence, and Yakov’s resolve also makes him feel a boxer taping his wrists before a dangerous fight. Although, on a deeper level, it feels like the bonds between his past and present being reforged, albeit temporarily, as he searches for a path to spiritual healing.

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That aforementioned emotional musical swell is an exception too. It’s the only time Michael Yezerski’s score is populated by traditional string instruments. During the rest of the film, Yezereski fills the soundscape with a combination of deeply unsettling electronic sounds and, if you listen closely, human voices crying out in agony. The music practically saws its way through nerve and muscle until it touches bone; every element of the film is jarring on the surface, but when you dig a little deeper, it reveals something both more spine-chilling and more recognizably human.

Shapeless shadows begin to take familiar forms. Mysterious sounds begin to resemble footsteps. And the performances by Dave Davis and Lynn Cohen force their way past two-dimensional horror tropes — a troubled man who might be an unreliable narrator, and an old woman uncomfortably close to demonic conspiracies — until they become deeply moving portraits of lingering trauma, and the way grief manifests in mind, body, and spirit.

Dead by Daylight Collaborates With BTS Producer on New K-Pop-Themed Chapter

Dead by Daylight announced its newest chapter today exclusively on IGN. Titled, “All-Kill,” the new chapter is set in the backdrop of the cutthroat K-Pop industry. Both the new killer and survivor will be ready to play in the Public Test Build (PTB) later today.

All-Kill introduces the newest killer, The Trickster, a K-Pop star with a penchant for murder. Joining him is survivor Yun-Jin, a music producer at the fictional Mightee One record label. In keeping with the chapter’s K-Pop theme, developer Behaviour Interactive teamed up with Kevin Woo from the K-Pop band U-KISS and DJ Swivel, a Canadian music producer who has worked with groups like BTS. Both will help make sure the K-Pop industry and community are accurately portrayed.

The new killer was a singer named Ji-Woon, The K-pop star was recruited into the boy band NO SPIN by Yun-Jin Lee. Ji-Woon, who was already vain to begin with, began to feel jealous of his bandmates. One day he intentionally let his bandmates die in a fire accident.

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Becoming addicted to murder (and taking some inspiration from the Joker), Ji-Woon began kidnapping victims and weaving in their screams into his music in secret. When the executives of Mightee One caught on, they restricted his creative control over his music, an insult he repaid by kidnapping the board members in an elaborate murder plot. Just as he was about to kill his producer Yun-Jin, however, The Fog called to Ji-Woon to become its next killer.

This of course sets up Yun-Jin as this chapter’s survivor. Yun-Jin was rejected as an idol trainee and instead joined the fictional Mightee One company as an intern and later became the label’s biggest hit-maker, though she was never able to take credit for her hits. Looking to turn her new group NO SPIN into stars, she recruited Ji-Woon as its newest member.

When the rest of the band died in the fire accident, Yun-Jin rebranded Ji-Woon as a solo act called The Trickster. Unfortunately for her, Ji-Woon’s violent tendencies would take him from being a K-Pop star into a killer for The Fog.

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Dead by Daylight is an asymmetrical PvP game where one player controls a killer and four other survivors players must work together to escape the killer’s clutches. Dead by Daylight’s roster includes a mix of original and famous horror movie killers including Michael Myers from Halloween and Freddy Krueger from Nightmare on Elm Street.

Dead by Daylight recently introduced Pyramid Head from the Silent Hill series, marking one of Dead by Daylight’s first horror game collaborations.

The All-Kill chapter is available today on the PTB for Nintendo Switch, PS4, PS5, Xbox One, Xbox Series X|S, and Steam.

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Matt T.M. Kim is News Editor at IGN.

It Takes Two: The Final Preview

Cooperative video games have always been a bit of a tough nut to crack, with many developers coming up with their own distinct methods of cracking them. Some games don’t separate single player from coop at all and just let multiple players go through the same campaign. Others craft a separate and typically smaller experience meant for coop play exclusively. And others still are massively multiplayer and generally expect players to group up into large parties.

But Josef Fares and the team and Hazelight Studio have a very different view of what a cooperative game should be like, and their latest, It Takes Two, is shaping up to continue pioneering this new breed of coop-only adventure games, and maybe even in the process, bring a pair of former lovers back together.

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It Takes Two is a cooperative-only action adventure platformer, but even to leave it at just that wordy description is doing the game a disservice. Much like Hazelight’s previous game, A Way Out, It Takes Two largely adopts the genre of whatever the story calls for. In the first level of my demo that I got to play with Josef Fares himself, things began very traditionally with the two characters, Cody and May — a divorced couple that get transformed into dolls by a magical book of love — awakening in a workshop shed. With Josef taking control of May and me guiding Cody, we had to make our way through the shed, hopping over boxes and chasing after a runaway fuse using all the familiar 3D platformer fundamentals: Double jumps, wall jumps, butt stomps, and so on.

The platforming itself controls well and the challenges are pretty straightforward, but where It Takes Two really shines is when it introduces segments that require coordination and cooperation between the two players. A real standout is the latter half of the first level where May picks up a hammer while Cody grabs a nail. With the hammer, May is able to swing across gaps, but only if there’s a nail sticking out of the wall. Cody meanwhile is able to throw and call back a nail, leviathan axe-style, and can use them to not only give May grapple points, but also pin objects to the wall. It’s a fun dynamic that could probably be further developed into its own coop puzzle platformer game, but here it’s just a small slice of a larger cake you just eat a quick bite of and then move on to the next one.

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Another fun genre shift is when Cody and May get wrapped up in a war between squirrels and wasps and are outfitted with a pair of complementary guns: Cody’s shoots sticky flammable sap, and May’s launches matches to ignite said sticky flammable sap. Much like the hammer/nail segment, there’s a really fun process of each character having to figure out what their tool is capable of, communicating that to their partner, and then coming up with a way to figure out how to use the tools in tandem in order to find a way out of the room. For example, obviously the sap gun could be used to explode a barrier when ignited, but if left alone, the sap could also be used to weigh down certain objects, opening up a path for May to jump across a gap. May could then also use this knowledge to remove weight from something by igniting the sap to further open up the path.

The demo wrapped up with an exciting chase that had May in the gunner seat of a plane as Cody piloted their way out of the wasp’s headquarters. Once again, it was a segment that relied on careful coordination as the gunner had to not only fend off enemy planes, but also had to clear a path for the pilot by burning down barriers that blocked off an escape route. And if that wasn’t enough, the level concludes with an epic fight against the squirrel commander atop the plane in the style of a 2D fighting game, which filled me with all kinds of jealousy as I was relegated to piloting the plane while Josef got to style on this poor squirrel.

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It’s not all just cooperative, buddy-buddy, fun though. A lot of the enjoyment that arises from true coop games are the laughs had when, whether intended or not, a moment of betrayal sends you flying into a puddle of death, or crashing into the abyss when that nail you thought would be there suddenly gets called back, or locked in a torture box with no way to escape other than the other player letting you out. Needless to say, these moments are inevitable in It Takes Two.

And if these moments ever cause you to get to a point where you just wanna have it out with your coop buddy, much like in A Way Out, there are also a number of competitive minigames that you can face off against each other in. The one that I got to play was a variation of whack-a-mole where I was the mole and got points for keeping my head up, while my partner got points every time they managed to whack me. It was a lot of fun, and I got to make Josef sweat, because even though he beat me, it was only by one point in a come from behind win.

All in all, It Takes Two is shaping up to be exactly the kind of follow up to A Way Out that I was hoping it would be. By designing a game that is uncompromisingly intended to be played with two players and two players only, Hazelight is able to play with coop mechanics in ways that haven’t really been explored in any other game quite like this. Thankfully, it will also come with a friend pass system that allows a player who owns the game to invite someone to play with them regardless of whether they own the game or not. So start thinking about who the Cody to your May will be, or vice versa, because It Takes Two will hit PlayStation 4, PlayStation 5, Xbox One, Xbox Series X|S, and PCs on March 26.

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Mitchell Saltzman is an editorial producer at IGN. Follow him on Twitter @JurassicRabbit

First 22 Minutes Of It Takes Two

It Takes Two is an upcoming co-op game from Hazelight Studios, where players take control of a divorcing couple who have accidentally been turned into a pair of dolls by a magical spell.

Josef Fares: It Takes Two Is Co-Op Because “I Like To F–k With The Players’ Minds”

The next game from Hazelight Studios, It Takes Two, is a pretty big departure from its first game. The developer found success with A Way Out, its co-op-only crime drama about two men who work together to break out of prison, and which sported choice-based narrative branches. You wouldn’t expect its next game, then, to be a puzzle-platformer romantic comedy about a couple on the outs who find themselves magically transformed into dolls, forced to navigate the shrunken worlds of their messy garage and vast backyard.

But It Takes Two handles the change of pace with surprising grace. Hazelight showed off the game with a hands-on preview session, which gave us a chance to try it first-hand. Like A Way Out, the game is presented wholly in split-screen, requiring two players to work together and rely on each other. But even through the first few hours, It Takes Two is a funny, well-acted narrative game with a surprising amount of cooperative depth and variety.

The game centers on May and Cody, two parents who have just told their daughter Rose that they’re planning to divorce. Rose immediately leaves her parents to go play, but instead, makes a wish on a relationship self-help book that her parents might work out their differences. In a scenario straight out of a movie like Liar Liar or Freaky Friday, Rose’s wish, coupled with a few tears, turns out to have magical powers, and May and Cody find themselves transported into the bodies of Rose’s dolls. As they struggle to try to catch up with Rose to get the wish undone, they’re constantly hounded by Dr. Hakim, the cheesy self-help book fixated on forcing the two parents to find common ground once again.

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Rock Band 4 Adds “Superman” By Goldfinger This Week

Rock Band 4 is getting pair of DLC tracks this week, and they’re good ones. The ska songs “Superman” by Goldfinder and “Younger Lungs” by Less Than Jake will be available with the store refresh this week for $2 each.

“Superman” is an iconic earworm of a song in the world of gaming, as it was featured in the first Tony Hawk’s Pro Skater game–you can hear it again in the Pro Skater 1 + 2 remaster.

“Younger Lungs” by Less Than Jake was featured on the band’s 2012 EP Seasons Greetings from Less Than Jake. “The song is everything we love about upbeat ska-punk anthems. Bassists will especially love the bouncy basslines and keeping the beat on track,” Harmonix said in a blog post.

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