Elden Ring Has Gone Quiet And The Internet Is Very Sad

Elden Ring fans have had enough of the radio silence, it seems. From Software hasn’t released any more info about its upcoming open-world action RPG since announcing it at last year’s E3. The internet’s sadness finally reached a boiling point today after no news was revealed during Gamescom 2020 Opening Night Live.

Fans were eager to see more of the game at one of the many summer game showcases, but no new info was shown at any of the streams put on by major publishers and gaming conventions. The game was originally announced for current-gen consoles, but it may not launch before the Sony and Microsoft’s new consoles come out later this year.

Elden Ring fans have flooded the internet with depression-fueled jokes about the From Software’s development process. Some of the post are beyond desperate and are quite hilarious. Fans have gone mad waiting for news–with some going as far as creating their own lore and playable demo to make the wait slightly more tolerable.

Continue Reading at GameSpot

Wasteland 3 Review

It’s the early years of the 22nd century, and Hell has frozen over — at least, that is, if Colorado happens to be your idea of Hell. It certainly looks like it in Wasteland 3: Colorado Springs was spared the nuclear holocaust at the heart of Wasteland lore, but an unrelenting nuclear winter holds the entire Centennial State in its grip. Radiation oozes through mountain valleys. Killer clowns ravage the eastern plains. A cult that worships Ronald Reagan controls Colorado’s oil supply. It’s a distinctively bold setting for this lengthy and often challenging isometric RPG, and it improves on Wasteland 2 in almost every way.

If you prefer your post-apocalyptic landscapes filled with snow rather than sand, no worries: You don’t need to play the hot and dusty Wasteland 2 to understand what’s going on now. Here you play as a duo from Arizona’s Desert Rangers, an Old-West-meets-sci-fi lawkeeping outfit whose base was destroyed at the end of Wasteland 2. The Rangers head to Colorado after a leader there offers Arizona vital aid in exchange for some help on his own turf, but the mission goes south when almost the entire Ranger company gets wiped out in an ambush. You play as the only two characters who survive, and you need to fulfill your mission with a severe disadvantage.

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After that, the story can go in substantially different directions. Wasteland 3 does a fantastic job of tying meaningful consequences to almost every choice, and it prepared me for about 60 hours of such decisions mere minutes in. If you, for instance, convince a hostage taker to let a Ranger go she’ll run away and warn her friends, who’ll set up and ambush and kill other innocents. Attack her and she’ll kill the Ranger, meaning you’ll have one fewer recruit for your party, but you won’t have an ambush ready for you. And that’s just a small taste of the choices to come.

[poilib element=”quoteBox” parameters=”excerpt=Wasteland%203%20does%20a%20fantastic%20job%20of%20tying%20meaningful%20consequences%20to%20almost%20every%20choice.”]Later, Wasteland 3 forced me to decide between saving a family being attacked and saving a convoy of lawkeepers transporting some power armor for the Marshals faction. I chose the power armor, but I ended up wandering through the gutted remains of the family’s home for a reminder that decisions have consequences. The power armor gave a nice reputation boost, but not without making me regret my decision a bit by hearing one of the Marshals say “these refugees aren’t going to punch themselves.”

These often aren’t easy choices, either, as everyone you meet in Colorado is kind of an asshole. They’re written well enough that they left me puzzling over which degree and brand of assholery I could live with, and it’s remarkably hard to avoid being corrupted by the sketchy business unfolding around you. Adding a kicker to that, I like that I rarely saw the effects of my choices quickly, and usually not until I was well past whatever pivotal save file I’d made for backtracking. Some don’t even become apparent until the later hours and Wasteland 3’s wide assortment of endings. It makes “gaming” the various factions essentially impossible. (And even if it didn’t, the ridiculously long load times even on my SSD made me think thrice before going back to a previous save.)

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Sometimes these effects would catch me by surprise, as they did when I returned to a faction I liked and found them massacred in the wake of a seemingly throwaway decision I’d made. These moments can hit hard, partly thanks to the fact that Wasteland 3 looks significantly better than its predecessor. That’s especially true on the overworld map where the Kodiak — your tanky weaponized vehicle — plows through the frozen wastes between towns. Sometimes key characters get special up-close animations, allowing their personality to shine better than it does in general conversations in the usual isometric perspective. Fully voiced dialogue lines mean it sounds better, too, leading to memorably silly moments as when you meet a “Scottish” mechanic who learned his accent from watching a tape of Braveheart.

[poilib element=”quoteBox” parameters=”excerpt=The%20American%20political%20allegory%20sometimes%20feels%20a%20little%20too%20on%20the%20nose.”]That’s tame and cheesy by the standard of most of Wasteland 3’s rough-edged and often bloody humor, much of which is wrapped in contemporary American political allegory about fascism, refugees, and a brutal police force that sometimes feels a little too on the nose. Deer splurt out a pond’s worth of blood when you run over them with the Kodiak, and I once came across an old copy of Oliver North’s “Under Fire” with “something viscous” dried on the pages. I chatted up a male prostitute called Jack Off Hearts and heard a confession of erectile dysfunction while strolling about Colorado Springs. Just in case, you know, you had some idea that Wasteland 3 was for kids.

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All of the color commentary comes from NPCs you meet, because the two surviving Rangers you play as don’t have any personalities but the ones you create for them in your head. There are preset pairs of folks you can choose, like punk lovers and a father/daughter duo, that give a false impression that their relationship might have some real impact on the story. For the most part, they’re as generic as any custom character you make yourself, which you might as well do because that way you can start off with “quirks” with big bonuses for one stat at the expense of others.

Why two Rangers instead of one? The idea is that you can play Wasteland 3 in online co-op if you wish, although I didn’t have a chance to do so as part of my first 55-hour playthrough. It sounds delightfully maddening, though, as either player can make decisions without the other one, which could have the nasty side effect of turning two factions hostile when you only mean to tick off one.

[poilib element=”quoteBox” parameters=”excerpt=Many%20quests%20offer%20alternative%20methods%20of%20resolution%20if%20you%20have%20the%20right%20perks.”]Having two Rangers around at all times also gives you some leeway for more skills, as Wasteland 3’s gameplay hinges on six-person teams. It’s best to keep these as well-rounded as possible instead of specializing everybody along a similar path, particularly since many quests offer alternative methods of resolution (or at least an advantage before combat begins). Having a character with the “Hard Ass” perk, for example, can let you skip otherwise inevitable fights with a few gruff words. “Kiss Ass?” You can sweet-talk your way out. Got a person with high-explosive expertise? You won’t have to worry much about landmines. These options are so numerous, though, that I frequently found myself holding back from allocating points when I leveled so that I’d have some left over in case I needed to meet some requirements. It also made me more cautious about switching out team members for fresh recruits once I’d invested a ton of points into rounding out my squad.

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With the right skills, Wasteland 3 even lets you enlist animals ranging from tomcats to robot chickens to the cause, and some other usually uncontrollable NPCs will sometimes join up as well. These guys are great to have around because they tend to be heavy hitters, but they’re also overly fond of rushing into danger because you can’t control them. I lost a particularly good one because he ran into the rocket trajectory I had planned out, and I hated having to convince myself he was worth the sacrifice and to not reload my save.

[poilib element=”quoteBox” parameters=”excerpt=You%20can%20use%20your%20heavy%20hitters%20when%20you%20absolutely%20need%20them%20most.”]Superficially, Wasteland 3’s turn-based combat looks a lot like Wasteland 2’s (or XCOM’s, for that matter), and its emphasis on action points and flanking doesn’t differ much from familiar tactical RPGs. A few changes, though, make it a heck of a lot more satisfying this time around. For one thing, the key change is that enemies and friendlies take turns as an entire team. Within a team, though, you’re free to choose which order your characters fire in, even to the point of hopping back to a specific character after you’ve spent all the action points for another. This can be brutally punishing if you didn’t get your squad members set behind cover before the fight begins and the entire enemy team gets a free shot, but it also means you can use your heavy hitters when you absolutely need them most. There’s also a greater emphasis on environmental interaction this time around, ranging from simply blowing up explosive barrels to firing the big gun mounted on top of the Kodiak. It’s especially satisfying to unleash precision attack abilities by building the strike meter after a few rounds of normal attacks, as these can turn the tide in seemingly hopeless battles.

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And there are many such battles. Wasteland 3 is as tough as its Rangers, and it’s overly fond of tossing you into overwhelming situations with little easy access to cover. It rewards careful thinking, though, such as making you find terminals that shut down deadly weapons or remember to bring along a few deployable turrets of your own for extra protection. Cool weapons spice it up, too, such as the Frozen Ferret Launcher (which is exactly what it sounds like). It’s also relatively easy to revive downed team members, so total wipeouts weren’t as common as I expected them to be when I was first learning the ropes of combat. When I needed an extra health boost in combat, the new shared inventory made it easier to find one.

[poilib element=”quoteBox” parameters=”excerpt=The%20Frozen%20Ferret%20Launcher%20is%20exactly%20what%20it%20sounds%20like.”]When paired with Wasteland 3’s humor and personality, the changes help keep the combat interesting, and that’s a good thing because there’s a lot of game here. Developer inXile Entertainment claimed there’s around 80 hours of play here, and that’s not far off the mark based on my experience.

My main issues with Wasteland 3 have more to do with the interface and, to a lesser extent, performance. It definitely doesn’t have as many bugs as its predecessor, but I’d still sometimes find myself having to restart because the “End Turn” button wouldn’t work. Weirdly, framerates had a tendency to tank when the otherwise excellent and entertaining folksy songs that play over key battles kicked off. The map was a constant annoyance, as you can’t just click a point on the map to move the camera there and then right-click a spot for your team to travel to. Instead, you have to steer the camera to center it over to that spot. That was particularly maddening in towns like Colorado Springs and on maps I’d already completed and surprises no longer awaited.

But maybe there’s a reason for that. Surprises seem to lurk around every snowy corner of Wasteland 3, ranging from simple first aid caches to new NPCs who pop up at your base of operations. It’s a world that invites exploration and rewards it, as many frozen bread crumbs lead to massive new chunks of an already massive story.

Aragami 2 Announced for PS5, Xbox Series X, Current-Gen and PC

Aragami 2 has been announced for PS5, Xbox Series X, PC, PS4 and Xbox One, and is due to arrive in 2021.

Announced as part of IGN’s coverage of Gamescom 2020, Aragami 2 builds on the 2016 original’s stylised ninja action, and throws in full 3-player co-op that can be used thorughout the entire campaign. Check out a reveal trailer below:

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Where the first game concentrated on stealth, Aragami 2 will allow players to approach it as a combat game too, allowing you to craft melee and ranged weapons, choose your armour, and pick from sets of abilities that can alter your playstyle.

The entire game can be played either in single or multiplayer, and focus has been put on allowing players to use the environment to their advantage, whether that’s to ghost past enemies, or surround them unexpectedly for an easy kill.

Set 100 years after the first game, Aragami 2 centres on a battle against the expansionist young nation of Akatsuchi, which has come to Rashomon Valley to control its people and resources – its you and your clan’s job to stop that from happening.

There’s much, much more to come from Gamescom 2020 on IGN – check out our full Gamescom schedule to find out what else is on the way.

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Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Observer: System Redux Is Coming to PC

Observer: System Redux, the next-gen version of Observer, is also set to be released on PC, as well as PS5 and Xbox Series X, and a demo is out on Steam now.

Bloober Team announced during Gamescom 2020 that System Redux will be available for PC during holiday 2020 for $29.99 and feature all the same upgraded visuals and additional content as the PS5 and Xbox Series X versions.

From August 27th to September 15th, existing Observer owners on Steam can also upgrade to the System Redux version for 80% off, while those who preorder will get the OST and an artbook for free.

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“When we announced Observer: System Redux for next-gen consoles, we had a huge response from our PC fans asking if the remaster would be coming to their platform of choice,” said Piotr Babieno, Bloober Team CEO. “We originally only planned to bring the game to consoles, but seeing the feedback we’ve heard from the community, we’re bringing the game to PC as well. As a way to thank our community, we’re putting this upgrade plan in place and looking into options to do the same on console if possible.”

An Observer: System Redux demo is also available on Steam starting today for those interested in the upgraded version.

Here’s everything players can expect from the System Redux version of the game, according to Bloober Team:

  • Three new major missions: Errant Signal, Her Fearful Symmetry, and It Runs in the Family
  • Updated characters models and new locations
  • Brand-new neuronal interrogation sequences
  • New stealth and mechanics
  • Undiscovered secrets
  • 4K resolution, upgraded textures, new animations, models and effects, and transformed with jaw-dropping Ray-Tracing and HDR lighting

Confirmed earlier this year for a 2020 next-gen launch, Bloober Team recently showed off Observer: System Redux gameplay to tease what new and returning players can expect from the improved version.

There’s much, much more to come from Gamescom 2020 on IGN – check out our full Gamescom schedule to find out what else is on the way.

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Pharaoh: A New Era Is a Full Remake of the 1999 City Building Game

Dotemu has announced Pharaoh: A New Era, a full remake of the 1999 ancient Egypt city-builder coming to PC in 2021.

Pharaoh was revealed in a beautiful, 2D animated trailer showing the rise of one of the most powerful, ancient civilizations in history, which you can check out below:

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Dotemu (Streets of Rage 4, Wonder Boy) has made a name for itself with its retro remakes and revivals in recent years, and Pharaoh should continue the pattern. The game will reproduce the original’s Egyptian kingdom management, but is being developed with all-new code, a new 2D graphics style, brand new UI, and improved mechanics.

The base game will include the 2000 expansion, Cleopatra: Queen of the Nile, bringing the game’s campaign (set across various ages of Egyptian history) to 53 missions. That campaign comes alongside a Free Build mode, as well as a map and mission editor.

There’s much, much more to come from Gamescom 2020 on IGN – check out our full Gamescom schedule to find out what else is on the way.

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Sam & Max: This Time It’s Virtual Announced

Sam and Max are returning in the newly revealed Sam & Max – This Time It’s Virtual, a new VR adventure that is also the official 20th video game for the pair.

Set to be released in 2021, the VR adventure sees Sam and Max, the Freelance Police, on a VR adventure that needs the player’s help in an effort to stop the evil plaguing the world. And that evil may include some giant monsters. Check out the full reveal trailer below:

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The first new Sam & Max game in over a decade, this game will see players recruited by the titular heroes and trained to become part of the Freelance Police. Sam & Max creator Steve Purcell is onboard to consult on game design, art and story, and David Nowlin and Dave Boat return to voice the heroes.

Past Sam and Max adventures include Sam & Max: The Devil’s Playhouse and other episodic adventures developed by Telltale Games.

There’s much, much more to come from Gamescom 2020 on IGN – check out our full Gamescom schedule to find out what else is on the way.

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After NBA Strike, Esports Teams Postpone Games To Combat Systemic Racism

Two professional Counter-Strike teams have postponed their upcoming match to support protests against systemic racism. Team Liquid and Chaos FC both announced that they would not be competing in August 27’s ESL One Cologne 2020 match.

“We are mad, we are exhausted,” Chaos FC said in a tweet. “We know that gaming is part of the problem. We are not competing[…]in order to do our part to move the light where it belongs.”

Chaos FC was the first to decide not to play; Team Liquid followed shortly after. “We support their decision and stand with Chaos,” Team Liquid tweeted.

Continue Reading at GameSpot

Star Wars Squadrons Gets New Gameplay Trailer At Gamescom

During Gamescom Opening Night Live 2020, EA revealed a new single-player gameplay trailer for Star Wars Squadrons. You can watch the trailer below.

After a brief Rebel propaganda film, we got a firsthand look at an Imperial mission. The cockpit view of the TIE Fighter was brief, but it showed some dogfighting action, followed by quick cuts of other spacecraft views on a variety of missions. You can play any of the missions in VR as well.

Star Wars Squardons is coming to PlayStation 5 and Xbox Series X, through backwards compatibility rather than next-gen upgrades. However, it will be priced at the budget-conscious $40 instead of $60 or even $70. Creative director Ian Frazier said the price point is meant to be inviting given its narrow focus on dogfighting combat.

Continue Reading at GameSpot

Ratchet and Clank: Rift Apart Gameplay Demo Showcased

Insomniac Games unveiled more of Ratchet and Clank: Rift Apart, the first PS5 adventure for the long-running PlayStation franchise during Gamescom 2020, and is confirmed to be a “launch window” game.

Following up from the PS5 reveal showcase in which we saw a tease of Rift Apart’s rift-jumping gameplay, Gamescom‘s Opening Night Live featured an extended, uncut look at the gameplay from the anticipated new entry.

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The demo featured a look at classic Ratchet and Clank third-person combat, but quickly revealed the introduction of its titular rift shifting gameplay after a brief showdown with Dr. Nefarious. In the demo, Ratchet could pull at tears in the fabric of reality and manipulate the environment around him, jumping through space without loads throughout the level.

The demo, which was billed as uncut gameplay running on PS5, also featured a larger rift jump on the same planet, as shown in the previous Rahcte and Clank PS5 reveal, before Ratchet and Clank were then thrown through several different rifts into varied locations. The footage was previously shown in the game’s reveal, though this demo reveals the fluidity with which these rifts can occur within gameplay.

The demo ended with the same tease as before — Clank being thrown through a dimensional rift on his own, only to awaken and met a female Lombax.

Opening Night Live’s Geoff Keighley spoke to Insomniac following the game. Marcus Smith from Insomniac spoke to the PS5’s both raw horsepower and SSD allowing the developers to fling the characters from one level to the next with speeds previously not possible.

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Game Director Mike Daly spoke to the rifts players will be able to find. Players can use Ratchet’s rift tether to hook onto these rifts and use them for both traversal and combat needs.

Insomniac confirms there will be no loads throughout the game, and also spoke more to Rift Apart’s use of the DualSense. Specifically, the team intends to use the haptics in the controller for Ratchet’s arsenal. Players can feel the energy on the pulse bomb weapon fade away as Ratchet throws it.

Canonically, Rift Apart is an extension of Ratchet and Clank: Into the Nexus, but Marcus Smith said newcomers can jump in for a “standalone adventure” and not feel lost.

Sony first unveiled Ratchet and Clank: Rift Apart during June’s PS5 showcase, revealing how the upcoming adventure takes advantage of the PS5’s unique SSD. It’s one of two PS5 exclusives on the way from recently acquired first-party studio Insomniac Games, the other being the PS5 launch exclusive Marvel’s Spider-Man: Miles Morales.

We don’t know much else about the upcoming next entry in the series just yet, but following its reveal, Insomniac did confirm that the mysterious new Lombax character will be playable.