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Tag: Early access

  • Path of Exile 2: The Third Edict – Introducing Some of the 12 New Bosses in the Latest Update – Xbox Wire

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    The Third Edict, the next major update for Path of Exile 2 in Game Preview, is out now, and brings a massive amount of new content alongside overall improvements to the game. One of the largest additions is the introduction of Act Four, with 12 new bosses to challenge players.

    Alongside diving deeper on some of those bosses, we’d like to offer an introduction to some of the new areas included in The Third Edict.

    In Act Four, you will have 8 islands to explore, each with its own dangers and, of course… bosses! As each island has a distinct identity, we were able to create a completely unique set of monsters on every single island, allowing us to explore many different cultures of Wraeclast. In total, Act Four brings over 100 new monster varieties to Path of Exile 2!

    With nature left to its devices, it seems the creatures on these islands have evolved in rather interesting ways. One such fierce creature is The Great White One. This boss is a trophy kill, dropping a quest item for an optional quest. This is just one of many optional boss encounters throughout Act Four.

    The Great White One is a shark – at least at first. As you approach the edge of the rocks on its island you’ll see its fin swim by. You feel safe and comfortable on land, but only for a moment – because, in short order, it will leap out of the water to reveal a very unexpected form. It’s at this moment the player will think “Of course I should have seen this coming… It’s Wraeclast!” as you begin in an epic battle against this land-shark, which attacks with vicious bites and tail swipes, and frequently burrows underground to attack you from below. If it manages to land a bite on you, you’ll find it frenzied by your blood loss, making its attacks more accurate, and more deadly.

    After you’ve faced the creatures of the island above, you’ll descend into the Singing Caverns beneath. In these eerie caves, a beautifully disturbing voice echoes throughout, enticing you to its origin. The Siren, Diamora, Song of Death, is the reason the settlements have been abandoned on the shores of Whakapanu Island. Countless Karui and wanderers have met their end here, but perhaps you can put a stop to it.

    Diamora is an awesome boss fight that utilizes some pretty difficult mechanics. Diamora initially appears as a Siren, singing and conveying absolute beauty as she shines and maneuvers in the serene water filling her arena. As you approach, you are lured in by her voice and glow. Just as you get close, that’s when things turn dark – she immediately goes into the water, and what emerges is the opposite of what initially brought you there. She is a mutant hybrid fish creature that uses a human form to attract people in to be eaten.

    As she dives in and out of the water, summons walls of water, fires concentrated water beams and performs deafening screeches, you’re left fighting to survive. Look closely at her arena and you’ll notice that, in the darkness, there are figures turned to stone – unlucky victims preserved as pets until she grows tired and uses them for food.

    This attention to detail is reflected in a mechanic in the fight – as she dives back into the middle and begins singing, you find yourself turning to stone if you look at her directly. You must avoid looking at her, while fighting off swarms of her siren spawn. As you progress through this mechanic, walls of reflective water appear around the outside of the arena too, which can also turn you to stone if facing in the wrong direction. You’ll need to keep moving, face in the right direction, and survive the swarm in order to overcome Diamora. Good luck!

    In your travels you may eventually visit the most sacred of all Karui locations: The Eye of Hinekora, a massive sinkhole in the middle of the ocean. After venturing down into the Eye, the worthy are invited into The Halls of the Dead, where notable Karui spend their afterlife. If you are so lucky to be invited, you will face many tests of mettle within.

    One such test comes from The Mother of Death’s Speaker – Navali. Navali gives this task to her faithful companion, Yama, the White. This monkey may not look like much at first, but don’t be fooled… his true form reveals a challenging final test you must pass before you can speak with the Mother of Death herself.

    Yama, the White combines high agility combat with two powerful spells to truly test your limits. He is extremely agile, able to maneuver around the arena with ease, and jump on top of clusters of totems to get a height advantage over you – only to flip off them, slamming down back onto you. On top of that he embraces Chaos Magic, a type of damage rarely seen in Wraeclast, which shreds your Energy Shield, and your Life.

    His true power, though, is one granted to him by Hinekora herself –  the power of Foresight. Yama has the capability to see many futures all at once, meaning he can predict what you will often do. This is reflected by a unique mechanic where, all of a sudden, the arena becomes completely dark. You are alone – until you see a copy of yourself running and dying. Then another… and another. These are alternate futures, showing what will happen to you if you follow them.  Your job is to find the one version of your future where you don’t die, and attempt to follow it – easier said than done…

    As if all of that wasn’t enough, the final boss of Act Four is an entirely different challenge — but we will not be spoiling that fight for you today. Let’s just say we can’t wait to see your reactions…

    Path of Exile 2: The Third Edict is available on Xbox Series X|S now.

    Path of Exile 2 (Game Preview)

    Grinding Gear Games



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    This game is a work in progress. It may or may not change over time or release as a final product. Purchase only if you are comfortable with the current state of the unfinished game. Path of Exile 2 is a next generation free-to-play Action RPG created by Grinding Gear Games. Journey across the deadly continent of Wraeclast, meeting multiple immersive cultures while facing off against evil in many forms. Path of Exile 2 features twelve character classes, 240 Skill Gems, hundreds of equipment base types, a six-act campaign, more than a hundred unique boss fights, a deep endgame system and so much more. Play with your friends without losing any progress with couch co-op, cross-play and cross-progression on all available platforms. Full details on the latest status of the game, how you can give feedback and report issues can be found at pathofexile2.com.

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    Joe Skrebels, Xbox Wire Editor-in-Chief

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  • 7 Minutes In Hell Early Access Review – Full Of Potential

    7 Minutes In Hell Early Access Review – Full Of Potential

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    New horror comedy co-op game 7 Minutes In Hell is in early access, and we were lucky enough to join the fun. Players enter this hellish gameshow in a team of up to four or, if they dare, as a solo player. I played solo and in a duo to get an idea of what the experience would offer. I came out of it convinced this works better as a team game.

    The basic premise is that you are a contestant in a horrific gameshow: 7 Minutes In Hell. The game thrusts you into a maze of dark rooms full of creepy creatures and deadly obstacles. Your job is to find money, pick up and use items, and avoid dying. If you get to the exit and survive, you can spend your money on helpful items for the next round. Each round becomes harder and more deadly as you progress.

    Image Source: Gaggle Studios via Twinfinite

    Solo players will enjoy 7 Minutes In Hell, but a team of friends would get much more enjoyment out of it. The gameplay design of 7 Minutes In Hell certainly leans more towards a chaotic co-op than a solo adventure. When entering for the first time, all alone and unsure of what to expect, it was pretty creepy. Players start with nothing but a flashlight with limited battery life to enter the darkness. There was nowhere in the main menu to explain the controls so I hadn’t discovered how to run until my teammate joined me much later.

    7 minutes in hell spider
    Image Source: Gaggle Studios via Twinfinite

    This first stumble meant I died pretty quickly: first when a venomous spider bit me repeatedly (turns out you can’t rake a spider to death) and then when some sort of hulk of a janitor chased me down. As a solo player, I didn’t find the exit at all, and got lost easily. When my duo partner joined me, the game came to life.

    When joining the game together, we first met up in the lobby. This is a kind of green room where contestants relax before they begin 7 Minutes In Hell. Here, players prepare by checking the board for a potential sponsor, buying items from the vending machine, and customizing their avatars. There is also a kind of spinnable ‘wheel of fortune’ on the wall by the elevator and a workbench. As we were playing in a very early access version of 7 Minutes In Hell, we didn’t have every feature available. This didn’t spoil the fun, however.

    sponsor 7 minutes in hell
    Image Source: Gaggle Studios via Twinfinite

    It is pretty clear that 7 Minutes In Hell will become more fleshed out over time, especially as player feedback comes in throughout early access. Eventually, the customization will add some fun personalization for players. The workbench is intriguing and we spent a while debating what crafting and combo possibilities there will be.

    The first round as a duo was hilarious. As a solo player it was creepy, sure, but with a team, the game becomes both strategic and silly. There is just something fun about having someone to scream at when you stumble upon a ghoul standing by a hospital bed. It is also easier to keep track of which rooms you have explored with a teammate beside you.

    ghost girl by a bed 7 minutes in hell
    Image Source: Gaggle Studios via Twinfinite

    At times I probably would have died from random spinning blades protruding from the floor if playing solo. Thankfully, I had a friend who ran into them first. Literally. Despite their limbs being ripped off by a giant serrated blade, you can revive your friend before continuing. This is also why it is a good idea for at least two teammates to stay together while exploring.

    I can imagine 7 Minutes In Hell being all the more chaotic and funny with a full four-person team. In one round, we were given orange spray paint cans. After some obligatory rude graffiti, we started thinking about how useful these could prove. Of course, we sprayed a giant spider to see if it would back off. It did not. These spray cans give a bit of non-verbal communication between players, however. An arrow to show the way to the exit, a cross to show a dead-end, for example.

    threat o meter 7 minutes in hell
    Image Source: Gaggle Studios via Twinfinite

    Speaking of communication, I would wholeheartedly advise players to organize comms via Discord or another platform. The game offers a walkie-talkie which you must find or purchase, but why have an item taking up space in your inventory? Co-op games are all the more fun when players can communicate. Of course, if you prefer to treat the game as if it were a real gameshow, then, by all means, use the in-game features alone.

    leprechaun guy 7 minutes in hell
    Image Source: Gaggle Studios via Twinfinite

    There is no avoiding the fact that 7 Minutes In Hell is similar to other online co-op horror games. Players must work together to survive, collect items, and make money, and there is usually time for tomfoolery and shenanigans. Despite some similarities, I wouldn’t go as far as to suggest this game is derivative or that there is no room for another co-op horror title. 7 Minutes In Hell promises to always grow and evolve with regular updates and by taking onboard player suggestions. The game should hopefully never become stale or boring. It is easy to predict that this game will be popular among streamers as the potential for sub-games is huge.

    As long as one teammate survives, the rounds (or days) continue, each getting tougher and more monster-filled than the one before. The procedurally generated spaces offer round after round of unique and unpredictable adventures, and the game produces bigger and better monsters as each day passes. This promise of fresh, new adventures each time is a huge draw. Now, all we have to do is survive…

    7 minutes in hell janitor monster
    Image Source: Gaggle Studios via Twinfinite

    Overall, 7 Minutes In Hell was a really fun game to try out, even in very early access. As we couldn’t play with a lot of the features I can’t give it more than a tentative score. But please bear in mind this score is also full of hope and positivity for what is to come. We only experienced a slither of what is to offer and I, for one, am intrigued to see what 7 Minutes In Hell will bring.

    7 Minutes In Hell (Early Access)

    As long as one teammate survives, the rounds (or days) continue, each getting tougher and more monster-filled than the one before. The procedurally generated spaces offer round after round of unique and unpredictable adventures, and the game produces bigger and better monsters as each day passes. This promise of fresh, new adventures each time is a huge draw. Now, all we have to do is survive.

    Pros

    • Fun premise
    • Full of potential
    • Fresh and exciting

    Cons

    • Solo isn’t as fun
    • No explanation of controls
    • Some features not working yet

    A copy of this game was provided by the publisher for review. Reviewed on PC.


    Twinfinite is supported by our audience. When you purchase through links on our site, we may earn a small affiliate commission. Learn more about our Affiliate Policy

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    Rowan Jones

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  • Valve’s Yet-To-Be-Announced Multiplayer Game Already Has Thousands Of Players On Steam

    Valve’s Yet-To-Be-Announced Multiplayer Game Already Has Thousands Of Players On Steam

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    Officially, Valve—the company behind Steam, Half-Life, and more—has yet to announce its next big game. However, thousands of people are currently playing and posting about Deadlock, Valve’s next big game, literally right now. So uh, what’s going on?

    Thanks to leakers and dataminers, we’ve known about a Valve-developed multiplayer game for a few years now. Before it was Deadlock, it was likely codenamed Neon Prime. At one point since it reportedly started development in 2018, the MOBA/character shooter hybrid was possibly going to be set in the Half-Life/Portal universe, but that has seemingly changed based on gameplay leaks that occurred in May. Now, it seems a rumored playtest for Deadlock is currently underway, with the game developing a community of players on Reddit.

    As spotted by IGN, over on SteamDB—a third-party website that tracks various stats about Steam games and players—Deadlock’s player count has been steadily increasing over the last few months. In the last few days, the game cracked 18,000 concurrent players. That means it’s one of the top 65 most played games on Steam, and Valve has yet to even tweet about it or release a trailer.

    IGN reports that Deadlock’s current early access period is using an invite system, letting players on Steam grant access to other players. It’s understood that Valve is allowing players with early access to talk about the game online with other players, but videos and screenshots still seem to be under a strict NDA. Many are posting about the game and how much they like it on the Deadlockthegame subreddit.

    That means we are in a really weird and somewhat unprecedented situation. A new Valve video game is gaining thousands of players on Steam, it’s got an active subreddit, and we’ve even seen videos of the game in action. Deadlock is real. It’s a thing. It’s Valve’s next game. Yet, officially, Valve has yet to announce it or even tease it.

    Many players assume that a full-on reveal for Deadlock and an open-access beta are coming sooner rather than later, with many suggesting September. But for now, we have to wait and see when Valve will decide to announce a game that thousands of people are playing and which already has guides and tier rankings. Strange times. Meanwhile, Valve might be working on Half-Life 3 based on some recent leaks. Strange times indeed, folks.

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    Zack Zwiezen

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  • Subnautica 2 Devs Quickly Clarify That, No, It’s Not A Live-Service Thing

    Subnautica 2 Devs Quickly Clarify That, No, It’s Not A Live-Service Thing

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    Video game publisher Krafton released a report that seemed to imply underwater survival sim Subnautica 2 would be a multiplayer-focused live-service game, which disappointed and frustrated many fans. But now the devs have quickly clarified that no, this isn’t the case and instead the game is going to just receive regular updates during early access, like the original Subnautica.

    Over the last year or so “live service” has become a nasty term, one which gamers seem more and more disgusted by, even if it seems a lot of studios and publishers are betting the farm on these so-called “forever” games being the future. So it’s not surprising that some people panicked when it appeared that Subnautica 2—a sequel to the popular, single-player story-driven underwater survival game from 2018—looked to be another live-service thing.

    As reported by IGN, a February 8 financial report from Krafton caught the attention of folks when it mentioned that the upcoming Subnautica 2 was being designed using the “Games as a Service” model. Folks quickly assumed the worst: that this was a live-service game that would feature battle passes and seasons and all that stuff. It didn’t help that the report also claimed the sequel was going to be multiplayer-focused, a big departure from the first game. Quickly, people got out their pitchforks and began yelling that yet another franchise was being ruined by live-service shenanigans. But thankfully for those concerned players, that’s not the case.

    Subnautica 2 devs set the record straight

    Shortly after the report went public and news spread of Subnautica 2 being a live-service game, the developers—Unknown Worlds—stepped in and clarified in a blog post that it isn’t that kind of game.

    “In reference to ‘Games-as-a-Service,’ we simply plan to continually update the game for many years to come, just like the previous two Subnautica games,” explained the devs. “Think our Early Access update model, expanded. No season passes. No battle passes. No subscription.”

    The studio also claimed the game isn’t “multiplayer-focused.” Instead, co-op is “optional” and folks will be able to experience the full game by themselves.

    Finally, the devs also explained that Subnautica 2’s early access launch isn’t planned for 2024 and that they will share more info “later this year.”

    “Thanks for keeping an eye out for any news about our progress on the next game,” the devs added. “We’re so excited to show you what we’ve been working on and hope that you love it as much as we do.”

    While it might seem like a lot of folks overreacted, the reality is that with reports of so many live-service games in development and after so many have failed to stick around or turn out well, a lot of gamers are jumpy about games-as-a-service and live-service “forever” games.

    I expect—in an effort to avoid these situations—we will see some studios try to come up with a new term for games that just get occasional updates and patches, but which have no other “live” elements, like battle passes or seasons. For now, you can all relax. Subnautica 2 isn’t going to be a live-service thing like Suicide Squad.

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    Zack Zwiezen

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  • If Publishers Want To Charge Players For Early Access, The Servers Have To Work

    If Publishers Want To Charge Players For Early Access, The Servers Have To Work

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    Last year, we saw the rise of video game publishers offering a few days of early access to big AAA games for a price. This year, it’s only going to get worse as it seems every large game publisher is holding games hostage and charging players a ransom fee to play a few days early. But what happens when you pay $80, $90, $100, or even more for a game and early access to it and don’t actually get to play the game? Well, we’re seeing that play out with WB Games and Rocksteady’s Suicide Squad: Kill The Justice League. 

    After numerous delays, Rocksteady—the developer behind the Arkham games—finally (sort of) launched its next big title, Suicide Squad. But unlike the Batman games it previously developed, this new game is a live-service (yes it is) co-op looter shooter starring iconic villains like Harley Quinn. As a result, a lot of Batman fans were disappointed by the game’s reveal and things have only gotten worse with each delay, leak, gameplay trailer, and preview. And now, the game is out for folks who paid $100 (plus tax) on the game’s special edition, a version of the game that comes with some extra goodies and one significant “perk”: three-day early access. Yet, for most of January 29, players have been unable to play the game they spent all that money on.

    Technically, players in some time zones who purchased the game’s $100 deluxe edition were supposed to be able to start playing Suicide Squad today. That hasn’t been the case, though, because of a bug that meant some players booted up the game and discovered the entire campaign was already completed. Oops! In response, Rocksteady yanked the servers down and, because the game doesn’t have an offline mode (yet), that made it unplayable.

    Sure, the deluxe edition comes with some extra cosmetics and a free one-time-use token that lets you upgrade a battle pass to its premium version. But checking Twitter and elsewhere, it’s clear that most players bought the fancy version because they wanted to play the game early. And now they can’t.

    Normally, I’d say: Hey, games are hard to make and servers are complicated things to run, so let’s cut everyone some slack while they figure things out. Not this time though.

    Sorry, but if you treat early access to a video game as a premium marketing point—something you will advertise endlessly and hype up for weeks—you have to deliver that experience. Yes, I know there’s a blurb at the bottom of the store listing that says they can’t guarantee you’ll get to play 72 hours of early access. I know. But that doesn’t change the fact that WB happily took all of these players’ $100 pre-orders and won’t be able to provide them with what they wanted: early access.

    And there’s no way to fix that. If the servers are still down for most of tomorrow, players might—at best—get 24 hours of early access. WB isn’t going to delay the game for everyone else by two days to make sure the folks who paid more get to play “early.” They just get screwed and maybe learn a lesson: Don’t pay these publisher ransom fees to play something early.

    You aren’t actually playing games “early”

    Remember that these games, like Starfield and Mortal Kombat 1, aren’t actually being launched early for folks who pay extra. The game went through all the certifications, testing, checks and other hoops needed to launch a game on consoles. That’s the only way WB can sell you Suicide Squad on the Xbox Store or PSN. So all of these games are (assuming the servers are up) ready to launch for everyone. All the publisher is doing is delaying the game for a few days for the folks who aren’t willing to pay an extra fee on top of the standard $70 asking price.

    I know the argument that some people make is that this is a choice. If some people are willing to pay the money, why not let them? Because we shouldn’t let companies get away with being evil, greedy assholes just because someone out there is willing to go “Okay, sure, I’ll pay.” You think the world is a bad place now? Imagine if corporations could do whatever they want as long as someone, anyone, was willing to pay.

    So yeah, I get it. The market supports this. People will pay. Blah blah blah. But hopefully, what today has shown is that paying for early access is for suckers, especially for online-only titles. You pay more for a possibly less stable and more broken version of a game and the publisher can’t even guarantee you that you’ll actually get to play whatever you paid for early at all.

    Hopefully you can. And if not well, tough luck and enjoy your extra digital hats or whatever, I guess. Is that worth $100? I’m not so sure.

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    Zack Zwiezen

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  • Steam’s Most-Hyped Zombie Game Is Out, And It’s A Dumpster Fire

    Steam’s Most-Hyped Zombie Game Is Out, And It’s A Dumpster Fire

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    The Day Before kicked off 2023 as one of the most wishlisted games on Steam. Now, after endless controversies, the self-proclaimed open-world survival-horror MMO styled after The Last of Us is finally in Steam Early Access, and it’s getting panned. The first players to lay hands on the much-hyped zombie shooter are sharing footage of game-breaking glitches and leaving thousands of negative reviews.

    Developed by Fntastic and originally revealed back in 2021, The Day Before has been accused of just about everything, including using exploitative labor, plagiarizing other games, and being nonexistent vaporware. But exist the post-apocalyptic loot shooter does. After tons of delays and a legal battle that saw it temporarily delisted from Steam, The Day Before is now actually available to play on Steam, and apparently it sucks.

    Screenshot: Vavle / Kotaku

    Thousands of initial reviews of the game on Steam, where it’s currently rated as “overwhelmingly negative,” describe it as buggy, incomplete, and falsely advertised. “This is not an open-orld MMO, this Is a small area extraction shooter,” wrote one player. Others claimed to have a hard time even logging onto the servers in the first place. Those who did manage to play say its small map is mostly empty and lacks any real survival features. There’s apparently not even a melee attack. “The day before you got scammed,” reads one review. “The Day Before Refund,” reads another.

    In addition to not living up to the early trailer hype, let alone matching the genre tags in the description, players have described lots of bugs where the world breaks while they try to play.

    “I loaded up The Day Before to make sure it’s even workable…and the game had me float through a wall and soft-locked the entire game the second I got control of a character,” tweeted Second Wind cofounder Nick Calandra. The very start of the game appears to be a major pain point, with lots of players falling through the entire map shortly after the game starts. When the game is working it mostly looks like a stripped-down clone of The Division 2.

    For anyone who’s not already vaguely familiar with The Day Before’s pre-launch trials and tribulations, here’s a quick rundown of some of the highlights. Early trailers looked good. The game was supposed to come out in 2022 but didn’t. Fntastic asked volunteers to help make it in exchange for free game codes. The game got kicked off Steam right before its new 2023 release date over an apparent trademark dispute. Fans began to accuse the studio of pushing out faked YouTube videos to chase clout and then rug pulling at the last second. The Steam page finally came back in November alongside fresh accusations of plagiarizing other companies’ trailers.

    All of that drama has helped propel it to the number-one place on Twitch today, with over 400,000 concurrent viewers at launch. How many of them will stick around remains to be seen. Quality content draws eyeballs. So do car crashes. At least for now, people seem to be as excited to gawk at The Day Before’s latest stumble as to actually play it.

    Somehow I don’t think a Cyberpunk 2077-style turnaround is in its future, but I’ll happily be proven wrong. At least the game technically exists, sort of, which was more than many expected as recently as a month ago. “To our future player who will dive into this game on December 7: We made this for you so that you will enjoy the game and it becomes a celebration,”the studio wrote in a statement today. “Together, we will continue improving the game and adding content.”

            

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    Ethan Gach

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  • No More Launchers For PC Games, Thank You!

    No More Launchers For PC Games, Thank You!

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    Image for article titled No More Launchers For PC Games, Thank You!

    Image: Kerbal Space Program | Kotaku

    The was once a golden age of PC gaming where you could open up Steam (or even just launch an executable yourself!), boot up a game and the next thing you would see would be the game itself. For many big (and small) releases those days are now long gone, replaced by an era of launchers that are, at best, a nuisance. Now, they’re even infecting indie projects like Kerbal Space Program.

    If you want to play a Rockstar game on PC you need to install the company’s own launcher, which boots before you play the game you clicked to play, then makes you click another play button so you can finally play it. And that’s how it works when it’s working; when it’s not you simply can’t play any Rockstar games that you own, sorry!

    Want to play a Total War game? You get a launcher. Paradox game? A launcher. Blizzard game? Battle.net. Fortnite? Epic Games Store. An EA game? Origin. Ubisoft? Hey, guess what, you gotta launch Ubisoft Connect, a launcher. Even Kalypso has a launcher.

    Note that there are some bright spots here; Bethesda killed its own launcher off earlier this year and just let Steam handle everything, and some launchers have practical benefits like letting you manage your mods (Paradox) or jump straight into a save game (Creative Assembly).

    While publishers have clear reasons to dump these things on us (from DRM to $$$), these launchers are wildly unpopular among players, in part because of the connectivity hassles (see Rockstar’s example above), but mostly because they’re just a pain in the ass, a speed bump on your way to the place you actually want to go.

    Things have hit a new level of absurdity this week, though, with news that Kerbal Space Program—yes, the one with the little aliens building rockets—now has its own launcher for the Steam version of the game, announced as “a resource for news and updates about KSP & KSP 2 Early Access.

    Given the profile of the game, the fact it’s already launching through Steam and its reputation as a weird little indie sandbox, fan reaction has been understandably negative. Folks are venting on Steam, while on the game’s Reddit workarounds have already been found to disable the launcher entirely.

    Publishers, please, we’re begging you. This sucks. As the best comment in that Steam discussion says, “GAMES ON STEAM DO NOT NEED A LAUNCHER. STEAM IS THE LAUNCHER.

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    Luke Plunkett

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  • Steam Game Bails On Loot Boxes To Win Back Players

    Steam Game Bails On Loot Boxes To Win Back Players

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    A character figurine sits on the playfield in Moonbreaker.

    Screenshot: Unknown Worlds Entertainment

    These days it’s rare to see an online game without built-in live-service monetization, let alone one that’s getting rid of that stuff. But that’s exactly what the Subnautica devs behind Moonbreaker are doing. Recently launched in Early Access on Steam, the tabletop RPG is throwing out both its premium paid currency and its loot boxes, and refunding players who have already bought in. Whether the game will remain monetization-free after its full release is a different question.

    “Early Access is a time for us to experiment and improve the game, and the monetization in its current form was affecting that goal,” Unknown Worlds Entertainment, the studio behind Moonbreaker, posted on its blog yesterday (via RPS). “So we’re removing it to focus on making the best game that we can, before we leave Early Access.”

    Revealed during Gamescom 2022, director Charlie Cleveland described Moonbreaker as a “digital miniatures game” inspired by Guardians of the Galaxy and Firefly. Fantasy author Brandon Sanderson (best known for the Mistborn series) was brought on to write, and the D&D-inspired strategy combat looked like an intriguing mashup of Hearthstone and XCOM. Lofty comparisons aside, players have largely been receptive to the game’s mechanics and lore while slamming the microtransactions.

    Moonbreaker is priced at $30, with a “founder’s pack” that raises it to $50. While this includes enough booster boxes for players to unlock most of the game’s units, PvE matches were previously locked behind premium currency, meaning players have to pay or grind to play solo. And as a miniatures game, much of the fantasy revolves around cosmetically customizing units, which also costs money. Most of the negative reviews on the Steam page all cited the free-to-play monetization of a paid game as their biggest issue.

    Pulsars, the game’s paid currency, will now disappear, as well as the paid booster boxes. Players’ purchases will be refunded, and all units will automatically unlock at the start of each new season. “In celebration of this business model change, I’m gonna be purchasing the base game for some friends tomorrow,” one player wrote on Discord following the announcement. “Thanks so much for listening to community feedback and being willing to make big (potentially scary) changes so early on in development.”

    That’s exactly what Early Access is for, and it’s good to see Moonbreaker not only backing off the free-to-play monetization, but also refunding players. That might change in the future, with some players suspecting Unknown Worlds might make the game free-to-play by launch and bring back some form of live-service microtransactions. In the meantime at least, players can enjoy the evolving TTRPG without all the other bullshit. It might even help Moonbreaker win back some of the players who bailed shortly after Early Access began.

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    Ethan Gach

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