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Tag: Third-person shooters

  • Warhammer 40K: Space Marine 2: The Kotaku Review

    Warhammer 40K: Space Marine 2: The Kotaku Review

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    Warhammer 40K: Space Marine 2 is a sequel I never expected. The original Space Marine, developed by Relic and released in 2011, was a fun, action-focused shooter, with just enough story and good ideas to keep you around until the credits rolled. A sequel seemed like a long shot, even if I and other players wanted one. Now, in 2024, we have Space Marine 2, which includes a similar, linear campaign as found in the first game, as well as a more robust multiplayer mode that might be the real reason to play this belated sequel.

    Space Marine 2, like the first, is a third-person sci-fi shooter set in the expansive (and expensive) Warhammer 40K tabletop universe. And like the last game, you play as Titus, an Ultramarine who, since the events of Space Marine, has been charged with heresy, imprisoned for a century (Space Marines live a long time), and eventually released. He was offered the chance to return to his Ultramarine brothers, but instead punished himself for his mistakes in the first game and joined the Deathwatch. Eventually, he’s forced back into the Ultramarines at the start of Space Marine 2. Here he’s put in charge of two new characters as their squad leader and helps the Imperium of Man push back a deadly alien threat known as the Tyrannids. All the while, Titus’ squad is suspicious of his past, his motives, and his tendency to question leadership.

    Saber Interactive / Focus Entertainment

    The main plot of Space Marine 2’s campaign, which will take most players about 10 to 12 hours, is focused on how Titus, his squad, and the Imperium will win the war against the alien invaders and another, worse threat that emerges in the second half of the game. And this aspect of the story is totally serviceable and fine enough. I was curious how things would wrap up and how the heroes would save the day or fail. And if you love Warhammer 40K, there’s probably some neat lore to be found in the campaign, which can be played solo or with two other players.

    But rather than all that high-stakes interstellar conflict, it’s actually the story of Titus and his squadmates slowly starting to trust each other and learn from one another that’s the more compelling narrative hook of Space Marine 2. The end of the game, which I won’t spoil, definitely left me wanting more adventures with Titus and his squad and hopefully, we’ll get to play those adventures in the future.

    Difficulty problems and awesome guns

    Between the cutscenes and dialogue is a whole lot of combat and action, which is Space Marine 2’s meat and potatoes. And the good news is Space Marine 2 is a joy to play. Like the original game and unlike most modern shooters, Space Marine 2 rewards players for being aggressive.

    If an enemy damages you, the easiest way to recover is to quickly attack enemies to re-up your health. Wait too long, though, and you’ll have to heal using a medpack. Likewise, you have armor that can be replenished by executing aliens who are staggered or by counter-attacking an enemy. This system rewards you for being aggressive and deadly, which means you’ll quickly start acting like a Space Marine. Well, you might.

    My biggest problem with Space Marine 2’s campaign (and the rest of the game) is that some ranged enemies on higher difficulties can become incredibly annoying. These few baddies can single-handedly melt your entire shields away and kill you in a matter of seconds on the game’s Veteran difficulty, which it implies is the best way to play. When I eventually got annoyed by a single, random alien dropping me from halfway across a battlefield, I dropped the difficulty down to normal. And sadly, this sometimes led to fights being too easy.

    It’s frustrating that a few enemy types can disrupt Space Marine 2’s difficulty and super warrior fantasy so much. I hope a future patch either gives you a bit more health on Veteran or nerfs some of the ranged attacks so players can actually feel they are a big, hard-to-kill, and aggressive man-tank. For now, I’d recommend playing on normal or hiding behind walls during large fights to avoid alien snipers.

    Thankfully, as the game progresses, these ranged enemies become easier to manage as new, less annoying enemies replace them in most fights and you gain access to better weapons. And there are a lot of guns to find and use in Space Marine 2, from fully automatic SMG-like bolt guns to slow and heavy-hitting snipers and even plasma guns, too. Each of these guns feels powerful but different, and offers its own advantages and disadvantages. I appreciated that while playing the campaign, I never felt like Space Marine 2 was forcing me to use a specific weapon. (Outside of one intense sequence involving flamethrowers…)

    Oh, and you don’t even have to use guns. Space Marine 2 includes a basic but functional melee combat system that lets you block, parry, dodge, and strike enemies either one-on-one or while facing a massive group of baddies. In Space Marine 2, any weapon can get the job done if you use it correctly, so you can choose whichever one you want. It really comes down to your preference. Are you more of a chainsword guy or a melter gun dude? All that matters is you help your fellow soldiers kill thousands of aliens.

    So many aliens, so little time

    And yes, there are thousands of aliens to kill. Thousands. Saber Interactive developed Space Marine 2 and is using its Swarm Engine—first seen in World War Z—to power the W40K sequel. And this engine is really, really good at tossing hundreds of enemies at you at the same time.

    Not every single combat encounter in Space Marine 2 is a last stand against thousands of insect-like Tyrannid aliens, but there are plenty of these moments and I didn’t mind at all. Mowing down hundreds of aliens climbing up walls and cliffs with a giant automatic bolt gun never gets old.

    Later on, when the game’s story shifts and introduces a new enemy to deal with, these large crowd moments become a bit less common and are replaced with more standard third-person shooting action against tanky soldiers. It’s a shame that what might be the most unique quality of Space Marine 2, its massive crowds of deadly aliens, is partially left behind in the second half of the campaign and replaced with more generic shooter combat. Thankfully, the alien crowds made up of hundreds of individual Terrannids trying to rip your face off are a big part of the game’s Operations mode.

    The real reason to play Space Marine 2

    When I wrapped the main campaign of Space Marine 2 I found myself disappointed by how little progression there was as I completed missions. You can choose which weapons you start the next level with, but that’s it. No skills trees, no upgrades, and no perks. None of that. Don’t worry, though, because all of that stuff and more is in Operations, which is basically a separate game attached to Space Marine 2. In fact, I’d argue the best part of Space Marine 2 is not its heavily advertised campaign but instead this great multiplayer mode.

    The Operations mode is connected to the main story of Space Marine 2, letting you see how some missions were completed while Titus and his squad were off doing something else. And like the campaign, Operations is an action-packed third-person shooter built around completely linear levels, which you play either alone or with two other players.

    However, in Operations, you pick a class of Space Marine—each with their own unique abilities—and create loadouts that you can swap between at certain points in missions. These loadouts are made up of weapons that you can upgrade over time, making them deal more damage, fire faster, or hold more ammo. Eventually, you can even unlock weapon variants that look cooler and have their own special stats. Similarly, as you complete missions and earn XP, you level up your Space Marine and get access to new skills and perks via a skill tree as well as the ability to fully customize your soldier.

    Screenshot: Saber Interactive

    If you are someone who loves painting actual Warhammer 40K figurines, then the customization options in Space Marine 2 are going to make you drool and you’ll likely grind away in the various missions just to earn resources to unlock more paint jobs and patterns.

    There’s a lot to Operations and after playing for a few hours I came away impressed. My only concern is that this mode lives or dies based on how much new content is added to it over time. Sure, for now, the eight missions you can play and replay are fun enough, but three months from now will I still want to play the same levels over and over again? Saber Interactive has already promised new missions, weapons, and enemies are coming to Operations over the next 12 months, so hopefully this already content-stuffed mode will only grow more. If that’s the case, it’s likely that a year or two from now I’ll still be playing Space Marine 2’s Ops mode either alone or with random players via matchmaking.

    There’s also a PvP mode in Space Marine 2, which I didn’t get much time with but also didn’t seem like the thing I’d care about in this kind of game. It works and maybe you’ll dig it, but to me the moment everyone is a big Space Marine, the combat stops feeling special and starts playing more like a so-so Gears of War knockoff. I’m far more interested in co-op action and fighting off massive waves of enemies, so I’m more excited for the already-announced horde mode to be added in 2025.

    Warhammer 40K: Space Marine 2 is a surprisingly big game. It features a robust and well-made blockbuster campaign that is only held back by some difficulty balancing issues, a really awesome and in-depth co-op PvE mode that offers a lot of replayability, and a PvP mode that is fine and might be fun for some. The complete package is very enticing and I think that, even with some of its flaws and some minor performance issues on console, Space Marine 2 is probably the best Warhammer 40K game ever made.

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    Zack Zwiezen

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  • Space Marine 2 Devs Cancel Beta To Focus On ‘Best’ Possible Launch

    Space Marine 2 Devs Cancel Beta To Focus On ‘Best’ Possible Launch

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    The developers behind Space Marine 2 have announced that a planned multiplayer beta has been canceled as the team wants to focus all of its attention on the retail game and its launch. And after the last few years, which saw many big games launch in rough shape, this sounds like a smart move.

    Announced in 2021, and then delayed in 2023, Space Marine 2 looks pretty dang rad. I’m very excited to check out the third-person shooter when it launches later this year. And I’m not even a big Warhammer 40k guy! I just loved the original Space Marine, which launched on PC, Xbox 360 and PS3 in 2011. And this new entry looks to be even bigger and better. But if you were excited to check out the upcoming Space Marine 2 before its launch via a beta, well, bad news: It ain’t happening anymore.

    On June 28, developers Saber Interactive confirmed that it was not going to hold a previously planned Space Marine 2 online multiplayer beta test. The devs say that the game is “almost ready” and that they are focused on optimizing, polishing, and fixing any remaining bugs and issues. As such, the devs decided to cancel the beta as they claimed it would take “the development teams away” from preparing for launch.

    “We know this is disappointing news for some of you,” said Saber Interactive in a Steam post on Friday. “As a thank you to those interested in participating, players who registered via the online signup before June 28, 2024, midnight Paris Time, will receive the limited Bolt Pistol skin.”

    “We appreciate your understanding and continued support as we work towards delivering the exceptional game you deserve,” said Saber.

    Focus Entertainment / Saber Interactive

    The now-canceled beta test was first teased in August 2023, with players able to sign up for access on the game’s official website. At the time there was no release date or window for the beta. After that initial tease, however, Saber Interactive went radio silent on the beta, leaving some fans worried about whether it was going to happen at all. Now we know.

    On Steam, some fans expressed concern that Saber Interactive was trying to hide the game from players before launch. Others were confused as to why it took so long to announce this news. Personally, I’m hopeful that the team being allowed to focus on finishing and polishing up the main game instead of running a beta will give Space Marine 2 the best chance at launching in solid shape.

    We will have to wait and see if canceling the test paid off. Space Marine 2 finally arrives on PS5, Xbox Series X/S, and PC on September 9.

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    Zack Zwiezen

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  • The Just Cause Games are Becoming an Inevitably Gonzo Action Movie

    The Just Cause Games are Becoming an Inevitably Gonzo Action Movie

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    Image: Avalanche Studios/WB Games

    Do you like action movies? Do you like the ones where a bunch of crazy nonsense is happening that seems like it defies all the laws of physics? Do you like video games? Good news, all three of those itches are going to be scratched with an adaptation of the Just Cause games.

    Per the Hollywood Reporter, Universal’s picked up the rights to the open-world franchise and enlisted Blue Beetle’s Ángel Manuel Soto to direct. Action movie studio 87North will produce the film via Kelly McCormick and action guy David Leitch, coming off the heels of The Fall Guy from earlier in May. Also producing is Story Kitchen, a company that’s already involved in the recent live-action adaptations of Tomb Raider and Sonic the Hedgehog.

    The Just Cause games center on Rico Rodriguez, a secret agent tasked with traveling to various islands and saving the people by overthrowing the current regime of whover’s in charge. Since 2006, the series has been well-liked, largely due to the sequels enabling players to create as much carnage as they can by destroying government property with whatever they’ve got on hand. The stories are cliche and not all that interesting, but the games make up for it by allowing players to wreak havoc and pull off some wild death-defying stunts with Rico’s handy grappling hook and wingsuit. If you can imagine a Mission Impossible game that doesn’t take itself all that seriously, that’s basically these games.

    Interestingly, a movie adaptation was reportedly getting off the ground back in 2010 (the same year Just Cause 2 released), but nothing came of it. In 2017, Jason Momoa was tapped to play Rico in an adaptation from Atlas director Brad Peyton, which also never happened since at the point, the two were both individually pretty busy. After another false start in 2020, it looks like the stars have aligned for a movie to finally happen. Now if only there were a game along with it: the last entry was Just Cause 4 back in 2018, and Avalanche is currently working on the open-world co-op game Contraband for Xbox, which we haven’t really heard much about since its initial reveal in 2021.


    Want more io9 news? Check out when to expect the latest Marvel, Star Wars, and Star Trek releases, what’s next for the DC Universe on film and TV, and everything you need to know about the future of Doctor Who.

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    Justin Carter

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  • Conscientious Objector Jailed After Being Outed As PUBG Player

    Conscientious Objector Jailed After Being Outed As PUBG Player

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    Photo: FOTOKITA (Shutterstock)

    The Supreme Court of Korea has ruled that a South Korean man must serve one year and six months in prison after he refused the country’s mandatory military service. He had argued he was a conscientious objector, but a lower court dismissed this partially because he loves playing PlayerUnknown’s Battlegrounds.

    Released in 2017, PUBG was one of the first and most popular battle royale shooters around. It still holds the record for most concurrent players on Steam at over 3 million. (Not even the recent mega-hit Palworld could top that number.) While other games—like Fortnite and Call of Duty: Warzone—have usurped its status as the top battle royale title, it still regularly appears on Steam’s most-played games list and still has a very large community. That includes one man in South Korea who looking to avoid mandatory military service.

    In November 2018, an unnamed South Korean man was charged with violating the nation’s Military Service Act, which compels all able-bodied men in the country to serve in the military for at least 18 months. As reported by The Korea Herald (and spotted by Gamesradar) the man initially told the court he refused to enlist based on his personal beliefs against war.

    In the verdict handed down in 2018—and upheld by the Supreme Court on February 4—the court said the defendant had “not put any effort into spreading or realizing what he says is his ideological belief.” The court also pointed to the man’s love of PUBG as further evidence he wasn’t against war and violence.

    “The defendant admitted that he frequently enjoyed playing the game ‘Battlegrounds,’ which is about killing characters with guns in a virtual reality,” the court added, as reported by The Korea Herald. “The video game is different from reality. But the fact that the defendant—who says he is rejecting military service based on his beliefs to oppose violence and war—enjoys such games makes the court question whether his conscientious objection is authentic.”

    According to investigators, he refused to join the military due to “rampant unfair orders” and because it regularly disregards human rights. The court disagreed and now the Supreme Court of Korea has confirmed the original ruling. The defendant will now be forced to serve 18 months in prison—the same amount of time he would have had to serve in the military.

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    Zack Zwiezen

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  • Spec Ops: The Line Removed From Steam Due To Expiring Licenses

    Spec Ops: The Line Removed From Steam Due To Expiring Licenses

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    Earlier today, players noticed that Spec Ops: The Line was no longer available to purchase on Steam, leading many to fear that the acclaimed third-person shooter had been quietly delisted without warning. Sadly, 2K has since confirmed that is the case, and the publisher has also explained why it pulled the landmark shooter.

    Developed by Yager and released back in 2012, Spec Ops: The Line was a reboot of the lesser-known Spec Ops franchise. Like those past games, The Line was a third-person military shooter. However, the 2012 reboot garnered critical acclaim at launch thanks to its narrative which depicted a solider in the deserts of Dubai slowly losing his grip on reality, offering a meta-critical take on the way some military shooters glorify the horrors of war. While it didn’t sell as many copies as 2K would have liked, the game has gone on to become a cult favorite among shooter fans. And now, it’s no longer on Steam.

    On January 29, folks began to notice that Spec Ops: The Line had been removed from Steam and other storefronts, like Fanatical. People wondered if 2K had delisted the game, possibly due to expiring licensing rights on some music featured in it. And that seems to be the case, according to a 2K spokesperson.

    “Spec Ops: The Line will no longer be available on online storefronts, as several partnership licenses related to the game are expiring,” explained 2K in a statement sent over to Kotaku. No specific licenses were named, but among the noteworthy music tracks included in the game are Jimi Hendrix’s performance of “The Star-Spangled Banner” and “Rooster” by Alice in Chains. 

    The publisher assured players that owners of the game will still be able to download and replay Spec Ops: The Line “uninterrupted” but it will no longer be easy to buy a digital copy moving forward. Currently, the game is still for sale on GoG, but the above statement seems to indicate that will change soon.

    “2K would like to thank our community of players who have supported the game, and we look forward to bringing you more offerings from our label throughout this year and beyond,” said 2K in its statement.

    While there had been talks of a sequel for years, it seems 2K isn’t even willing to tease that and instead is just letting Spec Ops: The Line fade away like a mirage in the desert. It’s just one more game—on an ever-growing list—that will be harder to play as the years go by.

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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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  • 13 Years Later, Gears Of War 3 Multiplayer Is Still Divinely Disgusting

    13 Years Later, Gears Of War 3 Multiplayer Is Still Divinely Disgusting

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    In September 2011, I was a college junior very willing to waste away the early days of her fall semester playing Epic Games’ new third-person shooter, Gears of War 3. I pre-ordered the highly anticipated title so I could guarantee I got the gold Retro Lancer skin for my multiplayer battles, and threw myself into the beta earlier that year with more energy than I put into my entire undergraduate coursework combined.

    The following year, my fondness of Gears 3 grew and absorbed the place once reserved in my heart by the Halo franchise after the disappointment of Halo 4.

    But, like all multiplayer games with finite resources trying to keep the attention of a fickle fanbase, Gears 3 eventually faded away. I focused more on Call of Duty releases, then eventually on Overwatch 2 and the battle royales that began popping up like lanternflies on New York City vegetation in the early fall.

    Read More: A PS3 Version Of Gears Of War 3 Is Now Available

    Occasionally, my mind would wander to Gears of War 3 and its unique, somewhat disorienting camera angle, the satisfying crunchiness and weight of its gameplay, and all those gleefully gross executions. Nothing ever felt remotely like Gears 3, not even the sequels (which came after long-time game lead Cliff Bleszinksi left Epic Games) that followed in its wake. Recently, those occasional daydreams of Epic’s third-person shooter became more frequent and, finally, I downloaded it via Xbox Game Pass and booted it up again.

    Screenshot: Microsoft / Kotaku

    Gears of War 3 online is a 2011 time capsule

    Several things shock me in the seconds after I start up Gears of War 3. First, the Xbox 360 online interface greets me, like I applied a retro theme to my Xbox Series S in a fugue state. When the old pop-up appears to let me know that I am, indeed, online, I do the Leonardo DiCaprio pointing meme alone in my living room. My old profile picture is there (my Xbox avatar wearing an Optimus Prime helmet), and so is all the information about the 360-era games I played. It’s a lovely little detail that threatens to derail my Gears gameplay, as I get lost in the old menu for far too long.

    Then, as Gears 3 loads up and the familiar horns of the opening theme fade in, I’m shocked by the memory that the score stirs in me. Suddenly, I am 21 years old and very stoned, likely wearing a pair of leggings and a t-shirt I’ve cut the sleeves off of to make a muscle tank—maybe I’m even wearing my Gears 3 one—and I’m waiting for my friends to meet me online so we can run a five-stack in Team Deathmatch. Time flattens into a circle, just like the one Rust Cohle warned us of, and I am briefly, blissfully unaware of how my rent will be going up in my Brooklyn apartment, because I’m in upstate New York, living off my student loan.

    The final thing that shocks me is that I can actually play Gears 3 online. The menu says “0 players online worldwide,” but it’s lying—I load into a Team Deathmatch game in seconds, filling in for a bot Locust (the beefy, scaly bad guys of the Gears universe) upon its death. As I step into the huge shoes of this subterranean (and for some reason bipedal) beast, I realize I’m gonna need a second to get my sea legs.

    Read More: Gears of War Creator Thinks Series Needs ‘A Bit Of A Reboot’

    Gears of War doesn’t feel anything like the games I play now—aside from when I choose one of the heavier, tankier Overwatch 2 characters, most of the time I’m playing as someone who’s lithe and lightning-fast. When compared to modern games like Apex Legends or Modern Warfare III, Gears 3 is gluey and clumsy, like someone mixed a shooter with Ambien and a glass of wine until everything got a little wavy. It takes several gory, squishy deaths (Gears of War 3 is probably best-known for its violent multiplayer executions which include swinging your gun like a golf club and taking off someone’s head in a spray of brain matter) before I remember how the controls work.

    Once I get my active reload down (a mechanic by which your weapon damage or fire rate increases if you time your reload correctly), I really hit my stride. I split a snub-nosed grenadier in half with a Gnasher Shotgun, I pop the head off of a peeking Carmine brother with a Boltok Pistol from halfway across the map, I impale Marcus Fenix on the end of a Retro Lancer. I remember that the cover-based shooter has tons of movement tricks and hacks, and soon I’m gliding around the map like my character isn’t wearing a ton of heavy armor and boots that sound like they’re made of steel.

    Gears 3 multiplayer’s visceral audio brings back the same intense wave of nostalgia as the starting menu’s soft horns. There are the gushy, mushy sounds of shotgun shells embedding themselves into flesh, the nerve-wracking rev of the Torque Bow winding up its shot, followed by the high-pitched, heart-stopping audio cue you hear when one of its arrows sinks into your leg. The horrid, wet gurgling that bursts forth from Locust characters stomping about the map and the metallic clangs of menu sounds whisk me away to a simpler era. For the entire time I’m playing Gears of War 3, I am in 2011.

    But it is, alas, 2024, and the other people still playing Gears of War 3 are either newcomers who can’t tell their incendiary grenades from their Boomshots or seasoned veterans who are a nightmare to play against. Matches end fast, and there’s little room for the weak in them. Despite quickly remembering how to make the most of the game’s movement mechanics and gunplay, I am still repeatedly owned by players who have no problem picking up my downed body and miming humping me against a wall.

    In that way, and in many others, Gears of War 3 is a perfect 2011 time capsule, full of blood and guts and badly behaved boys, and, of course, Cole Train expressions.

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    Alyssa Mercante

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  • 2023's Best Video Game Villain Isn't Who You Think

    2023's Best Video Game Villain Isn't Who You Think

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    Mech pilots have feelings, too. Armored Core VI is a game about blowing up everything in sight with a smorgasbord of overpowered weapons. But it’s also a game about vain, self-righteous men who think it’s their God-given right to take over a planet. While you only know them as codenames, characters like Snail and Handler Walter vie for power throughout the game’s story.

    But in a stroke of brilliance, the absolute final boss of Armored Core VI isn’t any of those big personalities, but rather the pettiest weasel you could imagine, someone whose very existence centers around spite for the player. It’s a subversive twist that cleverly reimagines a longstanding trope of the mecha genre, and creates the most unforgettable video-game villain of 2023.

    Buy Armored Core VI Fires of Rubicon: Amazon | Best Buy | GameStop

    You first meet G5 Iguazu just a few missions into AC6, when the player, known as “621,” helps the Redguns assault a dam complex. He makes a strong impression, bemoaning the fact that he now has to babysit a “freelancer.” Your first time through the game, Iguazu simply seems like a bottom-of-the-barrel grunt, the whiny character who’s inevitably one of the first to bite the bullet.

    While that’s true on your first playthrough, things with Iguazu get really interesting on your second and third times through the game. This is where you start to learn more about him—and how much he despises your very existence.

    Iguazu addresses the player, making his resentment apparent.

    Screenshot: FromSoftware

    More than a rival

    Data logs reveal that Iguazu used to be a back-alley gambler who lost big, and became an augmented human to pay off his debts. This then led to him being recruited by the Redguns, and coming face to face with 621. At first he’s simply annoyed by you, but as he grows more aware of your piloting skills, the hate starts creeping in.

    As you betray and dismantle the Redguns, Iguazu voices his open resentment of your skills and your freedom. You, the player, are everything Iguazu can never be. You’re a master of your own destiny, while Iguazu finds himself stuck in a war he cares little about, unable to free himself from its shackles. Every single interaction you have with Iguazu, you can see his resentment growing, bit by bit.

    After the Redguns are officially dismantled, he takes a freelance contract and launches a surprise ambush on you. Ironically, he’s completely unaware of the AI named All-Mind, which has been pulling the strings all along. His revenge plot foiled, in absolute desperation he takes a “deal with the devil,” letting All-Mind augment him into the perfect killing machine. He believes his freedom with the singular goal of spiteing you the player, your death the only thing on his mind.

    The intimidating final boss of Armored Core 6.

    Screenshot: FromSoftware

    Inhuman nature

    All this culminates in the defining moment that cements Iguazu as a villain for the ages. The end of your third playthrough of AC6 reveals all the machinations of All-Mind, and as you approach the final battle you see Iguazu has been warped beyond recognition, now piloting an experimental suit built from all of the simulation battles you completed. This means that Iguazu’s new form is quite literally built from all the people you killed and backstabbed to get to this point. He’s quite literally the avatar of everything and everyone that’s been thrown against you on Rubicon.

    That collective will might seem like the final boss, but in another staggering twist, halfway through the battle Iguazu realizes that your partner, Ayre, has been affecting his mind this entire time. Through sheer force of will, he shuts All-Mind out and banishes Ayre from the fight. Iguauzu realizes he’s lost his freedom, but in a final act he levels the playing field, finally paving the way for the one-on-one duel he’s craved all along.

    Time and again, the player overcomes seemingly insurmountable odds, eschewing the plans of corporations and powerful people in the name of true freedom. Iguazu is the other side of that coin. He is a man without free will who found purpose through a singular obsession of destroying you. You took different paths but arrived at the same place, the same answer. For a game that tells its story in such a minimalist manner, it’s unexpectedly introspective and philosophical.

    It’s not often you see a villain truly represent the worst parts of us—not just desire for power but pettiness, spite, jealousy, and hate. Iguazu is the perfect reflection of the player themselves, and someone that suffers for all of our actions. Even despite all that, he finds a moment of respect in the final battle, a solidarity for the unwanted life that has been forced on the both of you.

    If you lose to Iguazu in the final battle, his last line sums things up perfectly: “Leave a spot for me in Hell.”


    Armored Core VI is out now for PlayStation, Xbox, and PC.

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    Hayes Madsen

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  • The Last Of Us Online Is Officially Canceled

    The Last Of Us Online Is Officially Canceled

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    The Last of Us Online is dead. Naughty Dog announced today that the multiplayer spin-off of the hit series is no longer in development, citing concerns about managing ongoing content for a live-service game while still trying to produce the single-player blockbusters the PlayStation studio is famous for.

    “We realize many of you have been anticipating news around the project that we’ve been calling The Last of Us Online,” Naughty Dog wrote in a December 14 update. “There’s no easy way to say this: We’ve made the incredibly difficult decision to stop development on that game.”

    The studio said that as production on the project ramped up, it became clear that “we’d have to put all our studio resources behind supporting post launch content for years to come, severely impacting development on future single-player games.” The choices were apparently between becoming a “solely live-service games studio” in the mold of modern day Bungie, which makes Destiny 2, or “continue to focus on single-player narrative games that have defined Naughty Dog’s heritage.”

    The Last Of Us Online, which many many fans previously referred to as Factions after the multiplayer mode from the original 2013 PlayStation 3 game, was first announced during Summer Game Fest 2022. The spin-off was billed as the studio’s “biggest online experience” ever, and as large as any of its single-player games.

    But Naughty Dog never showed the game beyond vague statements and concept art. Then in May of this year, Bloomberg reported that the production team on the game had be scaled back following negative feedback from an internal review by Bungie, which Sony acquired last year. At the time, the studio posted a statement on Twitter saying that while things were progressing well, the game required more time. By October, however, Kotaku reported that the project had been “put on ice” amid some internal reshuffling and dozens of contracted developers being laid off.

    The Last of Us Online was one of a number of new multiplayer projects in development across Sony’s studios as the PlayStation 5 maker invested in a massive shift toward more live-service games. In November, Sony revealed during an earnings call that half of the roughly dozen online games it was working on would be delayed past 2025.

    In the meantime, Naughty Dog is still working on a “brand-new single-player game” it plans to reveal sometime in the future.

    Here’s Naughty Dog’s full blog post:

    We realize many of you have been anticipating news around the project that we’ve been calling The Last of Us Online. There’s no easy way to say this: We’ve made the incredibly difficult decision to stop development on that game.

    We know this news will be tough for many, especially our dedicated The Last of Us Factions community, who have been following our multiplayer ambitions ardently. We’re equally crushed at the studio as we were looking forward to putting it in your hands. We wanted to share with you some background of how we came to this decision.

    The multiplayer team has been in pre-production with this game since we were working on The Last of Us Part II – crafting an experience we felt was unique and had tremendous potential. As the multiplayer team iterated on their concept for The Last of Us Online during this time, their vision crystalized, the gameplay got more refined and satisfying, and we were enthusiastic about the direction in which we were headed.

    In ramping up to full production, the massive scope of our ambition became clear. To release and support The Last of Us Online we’d have to put all our studio resources behind supporting post launch content for years to come, severely impacting development on future single-player games. So, we had two paths in front of us: become a solely live service games studio or continue to focus on single-player narrative games that have defined Naughty Dog’s heritage.

    We are immensely proud of everyone at the studio that touched this project. The learnings and investments in technology from this game will carry into how we develop our projects and will be invaluable in the direction we are headed as a studio. We have more than one ambitious, brand new single player game that we’re working on here at Naughty Dog, and we cannot wait to share more about what comes next when we’re ready.

    Until then, we’re incredibly thankful to our community for your support throughout the years.

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    Ethan Gach

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  • Dev Behind Controversial Shooter The Day Before Shuts Down Days After Massive Steam Launch [Update]

    Dev Behind Controversial Shooter The Day Before Shuts Down Days After Massive Steam Launch [Update]

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    The drama-filled saga behind one of Steam’s most-anticipated games of 2023 just took its weirdest turn yet. The Day Before maker Fntastic announced it will cease operations less than a week after accusations of swindling players with a massive bait-and-switch when it came to the true nature of its The Last of Us-looking survival game.

    “Today, we announce the closure of the Fntastic studio,” began a statement tweeted by the studio on December 11. “Unfortunately, The Day Before has failed financially, and we lack the funds to continue. All income received is being used to pay off debts to our partners.”

    Fntastic wrote that it worked “tirelessly for five years” on the shooter without ever taking money from players through Early Access, pre-orders, or crowdfunding. While the future of The Day Before and the studio’s other online games is “unknown,” the servers will apparently remain operational for the time being.

    “We apologize if we didn’t meet your expectations,” the statement continued. “We did everything within our power, but unfortunately, we miscalculated our capabilities. Creating games is an incredibly challenging endeavor.”

    At the same time its cutting its losses, Fntastic also seems to be denying accountability for the current mess surrounding The Day Before. One of Steam’s most-wishlisted games earlier this year, players flocked to the relatively unknown release which hit over 400,000 viewers on Twitch and 30,000 concurrent players on PC on its first day live.

    What they quickly discovered, however, was that the Unreal Engine game that shined in trailers was not the zombie survival MMO originally marketed, but rather a buggy and relatively empty extraction shooter. The $40 release was panned in thousands of Steam reviews with players calling it a “scam,” complaining of server issues and broken levels, with many submitting refund requests.

    The flash-in-the-pan launch, which left The Day Before with a rating of “mostly negative,” followed months of debate about whether the game was even real. After accusations of exploiting voluntary labor, misleading fans with plagiarized trailers and asset flips, and a legal dispute that temporarily got the game pulled from Steam amid multiple delays, players began to wonder if The Day Before was all smoke and mirrors. It might have been better if it had been.

    Fntastic rejected speculation impugning its integrity and motives last week, crticizing those who “didn’t believe in us.” “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 at the time. “Together, we will continue improving the game and adding content.”

    Just four days later, that no longer seems to be the case.

    Update 12/11/2023 5:53 p.m. ET: The Day Before has been removed from Steam.

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    Ethan Gach

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  • Don’t Sleep On These Great Steam Halloween Sale Deals

    Don’t Sleep On These Great Steam Halloween Sale Deals

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    Image: Capcom / Remedy / Devolver Digital / Kotaku

    It’s nearly Halloween, so it’s once again time for Valve to throw a big ol’ spooky-themed Steam sale. And this year there are plenty of great deals on new and old games, most of which are scary and perfect to play on Halloween night. Also…

    BOO! Did I scare you? Probably not. Let me try again. *Clears throat* We live in a rapidly declining civilization that is being destroyed by powerful corporations and dangerously disruptive technology that will, quicker than most people realize, make it nearly impossible for folks to earn a living and live a comfortable life. Scared? Well, I can’t stop all of that but I can help you save a few bucks for the future with some of the best deals currently available via Steam’s “Scream: The Revenge” Sale.

    Check out our list below for some highlights, and don’t wait too long to grab some of these creepy classics, as the Halloween sale ends November 2.

    • 7 Days To Die $6 – ($25)
    • Alan Wake – $3.75 ($15)
    • Batman Arkham Knight – $4 ($20)
    • The Callisto Protocol – $24 ($60)
    • Cult of the Lamb – $15 ($25)
    • Darkest Dungeon – $5 ($25)
    • Days Gone – $17 ($50)
    • Dead By Daylight – $8 ($20)
    • Dead Space remake – $36 ($60)
    • Dredge – $19 ($25)
    • Project Zomboid – $14 ($20)
    • Resident Evil 2 – $10 ($40)
    • Resident Evil 3 – $10 ($40)
    • Resident Evil 7 $8 ($20)
    • Resident Evil 4 & Separate Ways DLC – $40 ($60)
    • Resident Evil Village – $16 ($40)
    • Strange Brigade – $2.50 ($50)
    • The Walking Dead: The Telltale Definitive Series $12.50 ($50)
    • Weird West – $10 ($40)
    • The Quarry – $15 ($60)

    And good luck to everybody with the robot AI overlords and the fall of humanity and all that. Perhaps share in the comments below any good deals you find on Steam during this Halloween sale to help distract us from the doom and gloom of the future.

      .

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    Zack Zwiezen

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  • Around 100 Devs At Just Cause Studio Are Unionizing

    Around 100 Devs At Just Cause Studio Are Unionizing

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    Image: Avalanche Studios Group

    Around 100 employees at Just Cause developer Avalanche Studios Group are unionizing. This means around a fifth of the 500-person Swedish team is now bargaining with the company’s management for a fair contract.

    IGN confirmed with a union representative that more than 100 workers have joined Unionen, a Swedish trade union. According to their statement, Avalanche Studios Group workers have been working toward joining a union since earlier this year, when members formed a local union board to bargain with the studio’s management over specific benefits, but the rep didn’t share specific issues. According to IGN’s sources, moving to a four-day work week is at least one issue the team has raised in its negotiations.

    While one in five workers joining the union might seem small, Swedish union membership is different than what we typically know of unions in the USA, as workers can join a trade union without a union election. This means that around “70 percent of the country” is part of a union, according to data shared with IGN by Unionen.

    Avalanche Studios Group provided the following comment to IGN regarding the situation:

    As an employer, we’re committed to creating the best possible conditions for all Avalanchers to thrive. We support and welcome any initiative that goes in this direction. This also means that we listen, invite dialogue, and encourage people to bring forward their perspectives and needs. After all, it’s thanks to each and every Avalancher that we’re able to make the great games we’re known for.

    This comes less than a year after a public dispute between Avalanche’s workers and management, which lead to a public apology from the company, which reportedly encountered internal pushback regarding its HR department’s lack of communication and follow-through on worker concerns.

    Beyond Just Cause, Avalanche Studios Group is currently working on Contraband in partnership with Xbox Game Studios, meaning the open-world co-op game will be exclusive to Xbox and Windows.

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    Kenneth Shepard

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  • Fortnite Brings Back ‘Share The Wealth’ Emote On Same Day As Mass Layoffs

    Fortnite Brings Back ‘Share The Wealth’ Emote On Same Day As Mass Layoffs

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    The video game industry is still reeling from Epic Games’ September 28 announcement that it will lay off nearly 900 employees. If developers at the Fortnite money-printing factory aren’t safe, nobody is. In perhaps the worst-timed microtransaction ever, Fortnite’s “Share The Wealth” emote went back up for sale on the battle royale’s in-game shop later that day.

    It didn’t take Fortnite news accounts like Guille_GAG long to discover the emote had returned to cap off the a day full of grim news. “Epic has brought back the Share the Wealth Emote just after firing 900 of their employees…,” they tweeted. “Epic Games is under fire for selling the ‘Share the Wealth’ Emote in today’s Item Shop rotation – just hours after 830 employees were laid off,” the FortniteBR Instagram account posted.

    It appears the emote, which was added to the game earlier this year in Chapter 4: Season 3, was only on sale for a brief period before being removed. According to FortniteBR and others, the emote was removed when Epic took down the entire Daily Rotation tab from the store shortly after the emote went live.

    A company spokesperson told Kotaku in an email that the “Share The Wealth” emote was pre-scheduled. “The emote was taken down when we realized the mistake roughly one hour after going live,” they wrote. Epic Games acknowledged the missing feature on Twitter and said it would return during the next item shop refresh.

    “We’ve been spending way more money than we earn,” Epic CEO Tim Sweeney wrote in an email to staff announcing the layoffs. It was a peculiar invocation of of the royal “we,” considering the executive then proceeded to list acquisitions, expansions, and other business initiatives, like growing Fortnite as a metaverse-inspired ecosystem for creators, that most of the people laid off probably had no say in.

    It’s unclear what sort of salary Sweeney and other executives at the company draw. Epic remains a privately owned company, so it doesn’t have to disclose any of that information. Sweeney has pushed back again the concept of a wealth tax in the past, claiming that it would penalize people like him by forcing them to sell equity in their companies anytime they become more valuable. While the larger company remains a black box, we do know that Fortnite made $9 billion in its first two years, and Epic continues to rake in “billions of dollars a year in revenue from player purchases.”

    The news around Epic’s layoffs renewed questions about how companies handle cost-cutting, and who feels the pain first when economic gambles don’t pay off. People often recall the late Nintendo president Satoru Iwata’s symbolic pay cuts when his companies’ products would underperform, like the 3DS and Wii U. Some other gaming CEOs have undergone similar compensation cuts in recent years, including Ubisoft, Electronic Arts, and Activision. Relative to the millions earned in company stock, however, the salary haircuts often seem like a pittance in comparison.

    “The reality of being laid off by Epic while being treated for skin cancer has hit me and woken me from a not sound sleep and I don’t think there are words for how furious I am at the company, the leadership, their greed…all of it.” one former Epic employee tweeted overnight. In the meantime, Epic is still burning money on things like Epic Games Store, its Steam competitor, showering players with free games. The latest freebie is the action RPG Soulstice, which is normally listed at $40.

    “Saying goodbye to people who have helped build Epic is a terrible experience for all,” Sweeney wrote in his email to staff. “The consolation is that we’re adequately funded to support laid off employees: we’re offering a severance package that includes six months base pay and in the US/Canada/Brazil six months of Epic-paid healthcare.”

               

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    Ethan Gach

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  • Xbox Expected A Red Dead Redemption 2 Next-Gen Update, Wanted It On Game Pass

    Xbox Expected A Red Dead Redemption 2 Next-Gen Update, Wanted It On Game Pass

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    Fans have long wanted Rockstar Games to release a next-gen patch or updated version of Red Dead Redemption 2 that would let the large game take advantage of the more powerful PS5 and Xbox Series X/S consoles. That’s not happened yet, even though many have speculated about it. And new documents reveal that even Microsoft was expecting a next-gen RDR 2 to be out by now.

    Released in 2018, Red Dead Redemption 2 is a massive open-world western and a prequel to the original, critically acclaimed Red Dead Redemption. When RDR 2 was first launched, there weren’t any next-gen machines out yet, so the game only came out on Xbox One, PS4, and PC. However, after Grand Theft Auto V and GTA Online received fancy next-gen upgrades in 2022, many assumed RDR 2 would get similarly improved ports. Five years after its initial launch, it still hasn’t happened, leaving many fans disappointed and frustrated.

    In newly leaked documents and emails, it turns out the folks at Xbox were, like so many Rockstar fans, also expecting a next-gen update. In a document showing Summer 2022 emails between Xbox boss Phil Spencer and other execs about acquiring more games for the company’s subscription service, Game Pass, we see a chart that is basically a wishlist of potential games to add. And listed in that chart is an entry for RDR 2’s “gen 9” release.

    Screenshot: Kotaku

    According to Microsoft, the company expected Rockstar Games to launch this “gen 9” version of RDR2 in FY23Q2 aka between October and November of 2022. In the doc, Microsoft suggests that Rockstar and parent company Take-Two Interactive will want around $5 million a month to bring the next-gen version of RDR2 to Game Pass on day one. Further, it estimated around 10 million hours of the game would be played each month.

    Based on the chart, Microsoft considered its chances to secure RDR2’s next-gen port as a day one Game Pass launch “very low” and listed its “Wow Factor” at medium. It also wasn’t sure if it would be able to get RDR2’s 2 PC port as part of the deal.

    Of course, all of this planning and preparation was for nothing, as Red Dead Redemption 2 still doesn’t have a next-gen update or port. It’s a shame, as the game would look wonderful on the more powerful machines and would likely be able to run at 60fps, a big upgrade over the 30fps the game is currently locked to. Alas, it seems Rockstar is focused on the future and is busy developing the next entry in the Grand Theft Auto franchise, which we know quite a bit about thanks to a separate, different leak from last year.

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    Zack Zwiezen

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  • Armored Core VI’s New Game Plus Mode Is A Must-Play

    Armored Core VI’s New Game Plus Mode Is A Must-Play

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    It can feel good to put the controller down at the end of Armored Core VI, comforted by the knowledge that you survived its most brutal skill check bosses and learned to configure your complex mech for whatever new hazard Rubicon threw your way. It would be a mistake not to pick it back up again though, as Armored Core VI’s new game plus mode is where a great game starts to get even better.

    After you beat the game’s final boss and the credits roll, Armored Core VI brings you back to your mech hanger and presents you with the very first mission all over again. At first it seems like you’re just repeating the entire game, only this time with all of the shotguns, missile launchers, laser swords, and new mech parts you collected during your previous run. But then little changes start to pop up—additional snippets of dialogue, unexpected new choices you can during various missions.

    Armored Core VI has “good” and “bad” endings, and a few branching missions along the way, but its new game plus mode is more than just a chance to take the road less traveled. There are entirely new battles and narrative twists that add new depth to the game’s thrilling but barebones story. If you’re playing and enjoying FromSoftware’s latest mech game, do yourself a favor and don’t sleep on its new game plus.

    Read More: 13 Things I Wish I Knew Before Starting Armored Core VI
    Buy Armored Core VI: Amazon | Best Buy | GameStop

    The first wrinkle comes in chapter one’s Attack the Dan Complex sortie. You’re hired by Balamb to join its squad of “Red Gun” jarheads and destroy Rubicon Liberation Front MTs and facility generators. Only this time the rebels radio you halfway through and promise to pay you to double-cross the Red Guns and defend the dam. Adding to the drama is the fact that the fight is legitimately hard, punishingly so if you try to sleepwalk through, and still challenging even if you go in with your best late-game loadouts.

    An AC talks like a chivilrous knight.

    Rokumonsen is one of the many pleasures that awaits you on a new game plus playthrough.
    Screenshot: FromSoftware / Kotaku

    New game plus unlocks additional parts too, as well as more Arena matches to earn the chips needed to fully upgrade your OS Tuning skill tree. A lot of the missions stay exactly the same, but they’re perfect testing grounds for all of the gear you purchased but didn’t play with the first time around. Boss fights like Balteus and the Sea Spider, meanwhile, are incredibly satisfying to rip through with ease in less than 60 seconds. And some of my favorite characters in the entire game didn’t appear until subsequent playthroughs.

    Armored Core VI has three endings total, the third and final of which is both the most satisfying from a narrative point of view and the most difficult to achieve, not least of all because it requires beating the game three times. I’m not usually one for toiling through the same levels over and over again with minor changes just to unlock a cutscene. The thematic resonance of “cycle of violence” stories can only take these thinly veiled attempts at padding so far. Armored Core VI’s new game plus mode, like its base game, doesn’t mess around though, and I’ve only fallen more in love with it each new time I’ve beaten it.

    Buy Armored Core VI: Amazon | Best Buy | GameStop

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    Ethan Gach

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  • Someone Has Already Modded GTA’s CJ Into Armored Core VI

    Someone Has Already Modded GTA’s CJ Into Armored Core VI

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    It’s become tradition over the last few years for modders to import Carl Johnson from Grand Theft Auto: San Andreas into different video games. And with FromSoftware’s latest game, Armored Core VI, it didn’t take long for someone to add CJ. In fact, it happened in less than 24 hours.

    Released on Friday, Armored Core VI is the first entry in FromSoftware’s mech franchise in over a decade. And it’s a very good game. In Kotaku’s review, Ethan Gach called it a “sometimes messy” but also “exhilarating and exhausting” game that is unlike anything he’s played in a long time, rewarding players who like to tinker and experiment with bombastic action and intense boss fights. In a lot of ways, it’s a perfect Armored Core sequel. But there’s always room for improvement. For example, Armored Core VI doesn’t normally include CJ from Rockstar’s hit open-world game, Grand Theft Auto: San Andreas. Let’s fix this glaring oversight.

    Thanks to the fast work of FromSoftware modder and YouTuber Dropoff, Grove Street’s very own Carl Johnson is playable in Armored Core VI. Though, uh…be warned that CJ flying around as a giant mech-like warrior was never intended by God and the end results are disturbing. Impressive and fast work, sure, but you might have some nightmares afterward.

    Rockstar Games / FromSoftware / Dropoff

    As mentioned, adding CJ to video games that don’t star CJ (which is most video games) has become a popular tradition in recent years. Thanks to modders, Rockstar’s famous gangster has appeared in Zelda, Elden Ring, and Resident Evil 2 remake, to name just a few. Someone even replaced the cat in Stray with CJ, which is somehow even more nightmarish to look at than CJ horrifically stretched out to pretend to be a mech.

    Now for the bad news. At the moment, the CJ mod for Armored Core VI isn’t available to download anywhere, including Dropoff’s Nexus mods page. So while Dropoff (with the help of modder TKPG) was able to add CJ to FromSoftware’s latest game in less than 24 hours, you can only watch for now.

    Hopefully, soon enough, you’ll be able to take to the skies and die 30 times to a giant tank robot as San Andreas star CJ.

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    Zack Zwiezen

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  • Max Payne 3 Mod Finally Restores His Original Face

    Max Payne 3 Mod Finally Restores His Original Face

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    Image: AlexSavvy

    If you were feeling nostalgic for old-school Max Payne, the perpetually grimacing star of Remedy’s iconic third-person shooter of the same name, take heart. There’s now a mod for Max Payne 3 that brings back the character’s unforgettable OG face—based on Remedy Creative Director Sam Lake—squint and all.

    For the uninitiated, Max Payne is a 2001 third-person shooter developed by Remedy Entertainment, the studio behind Alan Wake, Control, and Quantum Break. The game featured the likeness of Sam Lake, a Remedy staff member who became known for lending his very structured face to the game’s protagonist. But Lake’s time as Payne’s face soon ended, as both Max Payne 2: The Fall of Max Payne and Rockstar Studios’ Max Payne 3 changed course, with the former NYPD detective being modeled after actors Timothy Gibbs and then James McCaffrey in those sequels. However, modder AlexSavvy has now released a Sam Lake mod on Nexus Mods that puts Lake’s memorable mug back into Max Payne 3.

    AlexSavvy

    The mod “brings back the original look of Max Payne from the first game” so you can basically play as Sam Lake’s Max Payne in Max Payne 3. That game was pretty graphically sophisticated in its time, so making this mod required AlexSavvy to alter the fitting of every single costume to match Sam Lake’s body, and also model all the different hairstyles Payne sports throughout the game’s narrative.

    The modder sought to fully preserve all existing facial expressions and wounds, and also brought back Payne’s Hawaiian shirt and leather jacket combo from the first game. In total, the mod replaces some 98 in-game models and 66 textures to reconstruct Sam Lake’s likeness. As ever, even a seemingly simple mod can require a ton of work.

    If early feedback is anything to go by, AlexSavvy nailed it. Certain Max Payne fans have always had a bone to pick with the character’s changed appearance in Max Payne 3, and while it may have taken over a decade, now they can finally enjoy the game as the Max Payne they know and love, who happens to look a lot like Sam Lake.

    Lake, incidentally, will also be appearing in Remedy’s upcoming Alan Wake 2, in which he’ll provide his likeness for the FBI agent Alex Casey.

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    Levi Winslow

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  • What If Max Payne, But Shooting Vampires In Slo-Mo Instead?

    What If Max Payne, But Shooting Vampires In Slo-Mo Instead?

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    When the original Max Payne was ported to consoles in late 2001, I couldn’t get a copy fast enough. I wasn’t a PC gamer at the time, and so for a while I could only enjoy Max Payne through the internet and TechTV at the time. I was transfixed by the graphics and luscious time-slowing bullet time gameplay on display. And when I finally played it on my original Xbox, it did not disappoint. Now, having played a select portion of El Paso, Elsewhere, a modern spin on this classic, third-person shooter, I am delighted to have experienced the classic vibes of the original Max Payne once more.

    And, honestly, El Paso, Elsewhere is close to making them better than the original.

    Expected to release in late 2023, El Paso, Elsewhere comes courtesy of Strange Scaffold, whose previous games have included Hypnospace Outlaw, a Strand-like (?), An Airport For Aliens Currently Run By Dogs (that’s the title, also an apt description), and most recently, Sunshine Shuffle, which got the dev in a little bit of trouble with Nintendo over jokes about child gambling (as one does). El Paso, Elsewhere also follows El Paso, Nightmare, a first-person shooter with similar retro vibes. But instead of aiming for head-mounted perspectives and center-positioned guns of yesteryear, El Paso, Elsewhere is a gritty shooter with the narrative and gameplay vibes of the first Max Payne, meaning you can slow down time to a crawl, upping your reaction time to increase your aim and take out multiple enemies at once But this time you’re going after friggin’ vampires instead of the mob. Though, six in one, really.

    My preview of El Paso, Elsewhere went through the game’s first four chapters and, god damn it, I was sad when it stopped. Not only did it spark my nostalgic love of the first Max Payne, it did so with some genuinely great additions to this formula and a killer hip hop soundtrack that had me vibing the whole ride through.

    In El Paso, Elsewhere, you’re taking on vampires and other hellish manifestations in a trippy, otherworldly motel. And in doing so, El Paso, Elsewhere, thus far, improves on one of the shortcomings of Max Payne and many other shooters that demand high bullet output but take place in otherwise realistic settings.

    Game Design In Bullet Time

    As fun as Max Payne is, one of the problems I always had was that, since your enemies are just mobsters and well-armed human beings, each gun battle is more or less the same—fun as though the loop is, there’s a lack of variety in terms of enemies. And on top of that, the amount of bullets you spit out tends to dilute the realistic premise to a certain degree.

    Gif: Strange Scaffold / Kotaku

    That’s not a problem for El Paso, Elsewhere. Since the bad guys are evil things that go bump in the night, I’m more than happy to suspend my disbelief as to how many bullets are required to take these things down. That does come at the cost of Max Payne’s fantasy of two-way bullet exchanges rippling through the slowmosphere, but the trade off is that it makes the gun battles far more interesting as enemy types are more varied thus far.

    The aesthetic shift of paranormal hostiles immediately makes a difference. Simply having more interesting-looking enemies coming at you instead of Max Payne’s endless hordes of dudes-with-guns™ breaks up the monotony. But it’s not just Max Payne set in Party City during Halloween season here.

    Gif: Strange Scaffold / Kotaku

    By having foes with different kinds of attacks, you have to react differently, and thus make use of bullet time in more varied ways, be that dodging werewolves that leap at you, vampiric ghouls that burst out from behind crates, or from other unworldly begins that fire down large purple orbs at you, injecting a sense of verticality to the gameplay that isn’t always present in Max Payne. The pace of gameplay becomes more varied; I’m not just running from room to room trading fire with yet another nameless dude firing a gun at me.

    Gif: Strange Scaffold / Kotaku

    Sure, Max Payne’s task of taking down the mob by the dozens, and dozens, and dozens, (or in the case of Max Payne 3, dozens and dozens and dozens and dozens….) is fun, but it’s a breath of fresh air to have something new to engage with.

    Also, I never felt too overpowered. In this preview, El Paso, Elsewhere managed to strike a nice balance between giving me the player the power to slow down time and unload tons of bullets while also holding me to account for what I’d over indulge in, be that bullets, time stopping power, or, yes, painkillers.

    Gif: Strange Scaffold / Kotaku

    I did find that I would run out of ammo and my bullet time meter if I wasn’t careful, meaning that while I had an edge over the hordes of evil creatures coming my way, I had to be strategic in how I used it. Do I use bullet time to be more accurate? Or do I use it to get a sense of my surroundings and determine just how bad the threat I’m facing is? I liked that delicate balance and it made the game feel alive beyond just the initial “oh, nostalgia! Let’s slow down time” feeling that I instantly felt. Managing my powers against ongoing threats was a rush I was eager to continue when the preview came to an end.

    El Paso, Elsewhere is also very faithful to the narrative tone of Max Payne. As you use painkillers to heal yourself, the protagonist reflects on his diminishing sense of sanity as he continues to take drug after drug to keep pushing through. There is an ongoing narration from the protagonist that mirrors that of Max Payne’s own style of speaking and storytelling. And maybe because it’s about vampires, it doesn’t feel as campy as the original Max Payne somewhat feels in hindsight. And when you enter new areas, you’re hit with that delightful bass drum pulse and big title screen in bold white lettering ala Control.

    Screenshot: Strange Scaffold / Kotaku

    While some environments did have me running around a bit guessing as to where I supposed to go, the ride through this preview was genuine fun and I was quite bummed to hit the end of the preview.

    And you know, I can talk all day about how I think the enemy variety mixes things up pleasantly, or how there seems to be a nice balance of resource management, but feeling like I don’t want to put the gamepad down? That’s a feeling I like in a game.

    El Paso, Elsewhere is expected to launch later this year, 2023, on PC and Xbox.

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    Claire Jackson

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  • Square Enix’s Splatoon Clone Isn’t A Complete Fraud

    Square Enix’s Splatoon Clone Isn’t A Complete Fraud

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    When Foamstars, Square Enix’s Splatoon-esque party game where two teams of four face off in a giant foam-spewing battle, was announced at the PlayStation games showcase, it wasn’t clear what to expect. Was this just Splatoon in PlayStation-exclusive form? What was the gameplay like? Would it be any fun?

    Foamstars is four-vs-four splooge-fest where you shoot pink and teal foam and one another until your character is completely trapped and then bounced off the stage. In Star mode, the only one we were able to try, each team gets seven lives. Once they are used up, one player becomes the “star” based on who has the best overall performance that match. They get enhanced health and attack, as well as slightly faster cooldowns for their abilities. But once the star player is killed, the game is over and the other team wins.

    FOAMSTARS | Announce Trailer

    The game is being developed internally at Square Enix with a team composed of developers from Dragon Quest, Nier, and other franchises. It definitely feels like Splatoon, but with a Persona-style presentation and the balancing of Overwatch. Each “VIP,” aka hero, has two normal abilities and a special that can be deployed throughout the match in-between cooldowns. There are DPS characters and tank characters, with variations in gun speed and spread. The fundamentals aren’t bad, even if they’re mostly cribbed from other established competitive multiplayer games, but it’s not clear it has the magic to standout in a crowded field of already successful live service shooters.

    When we sat down at Summer Game Fest for a hands-on demo, gratis beers in hand, we didn’t know what we were getting into.

    Alyssa Mercante: First off I’d like to say that I’m very upset you were better than me at this game.

    Ethan Gach: Get rekt. I like it. At least for the five matches we played. I don’t know that a successful live service game that makes, but the concept isn’t as dumb in practice as the PlayStation showcase reveal made it seem.

    Alyssa: It actually is pretty fun. I do sort of feel like I was struggling to get the aiming down even after five matches, but I am also admittedly not a Splatoon player. Is the assumption that this will just sort of mimic that, content-wise? Maybe new characters and new weapons coming out every so often? They wouldn’t tell you any details right?

    Ethan: “We want to focus on the foam right now” is not an exact quote but pretty close to what the Square Enix rep said when I peppered him with questions about microtransactions, unlocks, custom builds, alternative maps, and the other stuff that usually keeps players coming back.

    The shooting felt no worse than third person Fortnite to me, other than the fact that you’re aiming cum bubbles instead of bullets.

    Alyssa: Okay, it wasn’t as cummy as I thought it would be, it’s much more of a mousse. It’s very reminiscent of the shit I put in my hair in high school. I like that the foam can be used to change up the environment though, like build up walls and shit, which is definitely a nice differentiator from Splatoon.

    Ethan: There are shades of a build mechanic, but I wish it was more directed. You can layer foam by shooting the same areas but it takes a while to really change the topography or build up anything resembling a protective barrier.

    Alyssa: Yeah I wonder if different maps will be better for that kind of mechanic, as this one was pretty flat/open. Would be interesting to see it in play on a map that’s got two really distinct levels and you could use the foam as a means of cheesing certain height differences or something.

    Ethan: The map itself was a pretty small and bland arena, though I appreciate the city pop metropolis backgrounds and general Persona-like stylings. What did you think of the different characters’ abilities. Who did you like playing as the best?

    Alyssa: I liked Tonix, the burst-fire one. Her ultimate is a foam-shooting mech which is rad. I also, naturally, only picked the characters I thought looked really cool/want to dress like.

    Ethan: Jizz D.va you mean?

    Alyssa: Stop that’s definitely a Pornhub search.

    Ethan: The cooldown abilities and specials were neat enough, though I couldn’t quite figure out the the best way for it all to come together. A game like Overwatch has maps that funnel you into choke points that play nicely off of different heroes’ abilities. Here it felt a little more haphazard, though maybe with more time and practice those synergies would come into focus.

    Alyssa: Yeah maybe you need to really get in the weeds for it to feel like who you’re choosing matters in terms of team composition, because that sort of felt like we were just picking randomly. And that shotgun guy was OP.

    Ethan: While Splatoon is clearly the closest analogue mechanically and shoot-feel-wise, the overall package reminds me of Fall Guys in terms of its presentation, accessibility, and my skepticism of its longevity and what would keep me or someone else coming back in order to make it a sustainable online hangout.

    Square declined to answer any questions about what the meta-progression, microtransactions, or additional modes will be like, although they did promise a ranked-mode, which seems very premature.

    Alyssa: Ranked mode? I was already toxic during our hands-on, I can’t go anywhere near that. It’s definitely an interesting thing to have as a PS-exclusive, as well, so I’m veryyyy curious to see if it has legs. Can definitely see it being a fun, silly party game the same way Fall Guys was, but does anyone even play Fall Guys anymore? Is there longevity in this? More importantly, can I change the colors of the foam?

    Ethan: I’m very curious about the origins of the game. Was this a mandate handed to the devs and this is what they came up with, or did they arrive at the prototype on their own and then Square saw the potential to bring it to a full release? PlayStation doesn’t do Early Access but maybe it should.

    Alyssa: Also, what the hell is the single-player bit they wouldn’t give details on? Much to think about here.

    Ethan: I just hope there’s a hub world where I can leave spunk messages on billboards for other players to discover.


    Kotaku is covering everything Summer Game Fest, from the main show on Thursday to other events happening throughout the next week. Whether you’re into larger-than-life triple-A games or intimate, offbeat indies, you can keep up with all things SGF here.

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    Alyssa Mercante

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