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Edge Archives - Game News https://rb88betting.com/tag/edge/ Video Games Reviews & News Fri, 31 Dec 2021 00:00:00 +0000 en-US hourly 1 https://wordpress.org/?v=7.0 Modern roguelikes are in great shape – but where does the genre go next? https://rb88betting.com/modern-roguelikes-are-in-great-shape-but-where-does-the-genre-go-next/ https://rb88betting.com/modern-roguelikes-are-in-great-shape-but-where-does-the-genre-go-next/#respond Fri, 31 Dec 2021 00:00:00 +0000 https://rb88betting.com/modern-roguelikes-are-in-great-shape-but-where-does-the-genre-go-next/ Derek Yu is amazed by the variation in Roguelike games which has emerged in recent years, and the versatility of the format it revealed. “It’s kind of like finding a hundred new ways to use toothpaste,” he says. “It’s proven itself to be a design framework that’s extremely flexible and broad, which is surprising, given …

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Derek Yu is amazed by the variation in Roguelike games which has emerged in recent years, and the versatility of the format it revealed. “It’s kind of like finding a hundred new ways to use toothpaste,” he says. “It’s proven itself to be a design framework that’s extremely flexible and broad, which is surprising, given that traditional Roguelikes were so strictly defined in a lot of ways.” 

The Spelunky creator can survey the Roguelike boom from his position as one of its trailblazers. Perhaps more than any other game, his baby popularised the notion that Roguelike elements could be freed from turn-based dungeons and applied to any genre. “It’s been awesome to see how far things have come since the release of Spelunky Classic in 2008 – I never would have imagined that ten years later I’d be releasing Spelunky 2 alongside all these other cool Roguelike games!” 

Over and over and over

Spelunky 2

(Image credit: Bliitworks)

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It’s a decade that has seen the genre staples of permadeath and procedural generation repeatedly excavated and smelted down for general use. Search for ‘Roguelike’ on Steam and you’ll pull up over 1,000 full games, with more than 300 of those released last year. This year we can expect everything from RPGs and deckbuilders to twin-stick shooters, brawlers and any number of action platformers sporting the Roguelike tag. For Yu and others returning to the fray with sequels to their classics, it’s a very different and rapidly evolving landscape. It’s true what Spelunky says: the walls are shifting.

Teddy Lee, co-founder of Cellar Door Games, was another early pioneer as the designer of 2013’s Rogue Legacy. “We made Rogue Legacy originally because we wanted to make a Roguelike that was more accessible,” he tells us. “I think it has opened the door to some people to get into more hardcore Roguelikes.” It surely has. Once the likes of Spelunky and The Binding Of Isaac broke genre boundaries, Rogue Legacy played a big part in injecting the next magic ingredients: continuity and tangible progression. Today, as Lee guides Rogue Legacy 2 through Early Access, we expect our Roguelikes to feed out lasting rewards as standard. 

More than that, accessibility has evolved into hybridisation and infinite translatability. Developers such as Red Hook Studios experimented further, its 2016 title Darkest Dungeon thriving on the stark contrast between modern base building and the old terror of turnbased RNG. “We use the [Roguelike] genre as scaffolding but then look at every possible feature with a fresh scorecard of ‘will this enhance this game?'” says Tyler Sigman, co-founder of Red Hook and design director on Darkest Dungeon. “This naturally leads to some risk-taking and innovation.” We can expect the forthcoming sequel to find a path of its own. “We simply didn’t want to make the same game again,” adds Chris Bourassa, Red Hook’s other co-founder and Darkest Dungeon’s creative and art director. “We’re leaning into the Roguelike structure even harder this time, and changing the metagame significantly.” 

The concept of a ‘metagame’ – and the three developers’ stances on it – exemplifies how much Roguelikes have diversified over time. The word sums up the modern emphasis on high-level systems determining random drops and overall advancement. For Bourassa, this has become an essential element. “What has become clear to me is just how vital a solid and rewarding metagame is,” he says. “I bounce off games that don’t provide adequate or interesting persistent rewards. The Roguelike characteristics of a game begin to break down for me into a sort of nihilistic chore loop unless the context in which I’m playing is relevant and rewarding.”

Darkest Dungeon

(Image credit: Red Hook Studios)

“We use the roguelike genre as scaffolding but then look at every possible feature with a fresh scorecard of ‘will this enhance this game?'”

Tyler Sigman, Red Hook Studios

Lee is more circumspect, and wary of over-focusing on metagame rewards. “The meta-genre as a whole seems to be going further and further into becoming time-burner gacha games.” Too often, he says, “you’re trading away your actual physical time for item rolls,” with the beginning of each new run just a case of pulling the lever to see what you’ll get next. Still, he concedes that such systems can make for enjoyable ‘chill’ gaming sessions, and recognises how central they are to Roguelikes these days. “We have these gacha systems in Rogue Legacy 2, but we’re putting our own twist on it,” he explains. “First off, our runs are three minutes or less, so these power-ups need to be consequential immediately. Secondly, we want getting these power-ups to be a choice. Players should be able to choose to not bother getting them, and still have an equal chance of beating the game. I think there’s still a lot of room to play with these systems, and turn them into something different, but the core conceit of a gacha system is almost unavoidable at this point.” 

It’s so pervasive, in fact, that when Spelunky 2 returned us last year to its school-of-hard-knocks approach to Roguelike design, it was something of a shock to the system. Yu, it seems, had no intention of radically rethinking his method. “With Spelunky 2, I wanted to do what I did with Spelunky, but bigger and better,” he says. “So I never really wanted to add a tangible progression system to the sequel, even though I know those systems are popular.” Not that he’s dismissive of this tendency, exactly. “I don’t see them as an improvement or an upgrade to the formula – just a different approach to making these types of games.” 

So how has Yu found the experience of standing firm in a market where expectations have changed radically since the release of the first Spelunky? “Overall, it’s been a great experience,” he says. “Definitely nerve-wracking at times, but thankfully it seems like there’s plenty of room for more Roguelike titles, and I like to think that Spelunky 2 has done as well as it has in part because of the extra awareness that comes with growth. Also, it’s nice not having to struggle to explain why it’s fun to die over and over again in randomly generated caves!” 

Less clear, so far, is whether Spelunky 2 can appeal to players used to more cushioned Roguelike experiences. “Spelunky 2’s release definitely expanded our fanbase significantly, but maybe not enormously… at least for now,” Yu says. As with the first game, he expects its reputation to grow over time. “It takes some effort to figure out how all of [Spelunky’s] various systems work together, and because your character doesn’t automatically power up between runs, a lot of people bounce off it initially. I like to think that when a player discovers it – perhaps for the second or third time – and it clicks, then it’s the right time for them to become a fan.”

The deeper we go

Rogue Legacy

(Image credit: Cellar Door Games)

For those still preparing a second foray which focuses on new systems, there’s the worry that the simple fact of development time means standing still in a scene that is constantly moving forward. In the case of Darkest Dungeon 2, Sigman says, the core loop has been in place for two or three years now. “Some things that might’ve been 100 per cent novel three years ago get done by other games in the intervening time,” he says. “However, as a whole I think the market and evolving taste of gamers is a massive positive. What we are doing with the sequel hits squarely into what seems like a frothy evergreen appetite [for Roguelikes] amongst gamers.” Bourassa has a slightly different concern front of mind: “I’ve found myself struggling more with trying to live up to the original Darkest Dungeon as a creative enterprise than I have with fears about overcrowding in the Roguelike space. I think there’s more than enough room for us there, provided we do our jobs well.” 

The sequel will get plenty of opportunity to test the latter point thanks to Early Access, enabling Red Hook to draw on fan feedback to help development in its later stages. It seems strange to consider now that when it adopted the process for its first game – just six years ago – the studio was something of an outlier. “When we released Darkest Dungeon, the prevailing opinion was that Early Access was dead,” Bourassa says. “Turns out, it wasn’t! Early Access was an invaluable experience for us, and I think an exciting one for our players too. I feel that nowadays Early Access is much more accepted, and its success or failure comes down to the developer’s handling of it.” More than just accepted, in fact. Roguelikes and Early Access now seem inseparable, a match made in heaven – or a different afterlife entirely. But we’ll get there shortly. 

“I do think a lot of Roguelike games go Early Access just because they go so well together,” Lee says. He’s enjoying its impact on Rogue Legacy 2, quickly learning what people like or don’t and nudging the design accordingly. “For example,” he says, “when we first launched Rogue Legacy 2, we did a massive redesign of the mana system to let players engage more with spells. We looked at what players were doing, rehauled the numbers, and immediately got a better response. If we had released the game as 1.0, I’m 100 per cent positive we would have been unable to make those sweeping changes.”

Fishing in Hades

(Image credit: Supergiant Games)

“Contrasting philosophies aside, these veterans share a positive outlook on the new wave of Roguelikes cementing a reputation alongside their own work.”

So Early Access is essential? Not quite. As with any Roguelike choice worth its salt, there also has to be a reason not to take it. Yu decided on a full ‘1.0’ release for Spelunky 2 followed by minor adjustments through patches. “It might seem like a superficial difference since both ways you’re making changes based on player feedback,” he says, “but I feel like my voice comes through a little clearer as an artist if I don’t let the audience in early. My concern is that, with Early Access, I’d be designing fundamental parts of the game based on popularity, versus what I actually want to do.” 

Contrasting philosophies aside, these veterans share a positive outlook on the new wave of Roguelikes cementing a reputation alongside their own work. When we raise the subject of recent developments that stand out, a few familiar names come up: Dead Cells, Slay The Spire and, of course, Hades. 

“The one [development] that’s impressed me the most by far is Hades’ narrative system,” Lee says, “and their ‘item-lines’, which is a super-clever system that cleans up a ton of RNG issues, and enforces ‘good’ builds. It’s so naturally integrated that no one even notices it.” He’s referring to the way the game reacts to your choice of Boon upgrades, channelling subsequent options to make interesting synergies more likely. Hades does feel in many ways like the quintessential modern Roguelike, sharing the elegant design sensibilities of its predecessors as well as their spark of innovation. It also hints at a new evolution, with Supergiant Games (an established maker of narrative-driven action games) approaching the format for the first time. As for what drew it to the Roguelike? Well, that’s rather telling about the current state of play. 

“Before we knew anything else about the game, we knew we wanted to make it in Early Access,” says Greg Kasavin, Hades’ creative director. “We were drawn to making the game a Roguelike dungeon crawler both because we love games in this genre and found ourselves playing a lot of them, and also because we think the inherent replayability of such games lends itself well to Early Access. A traditionally linear, story-driven game wouldn’t give our player community much to sink their teeth into over the course of development.”

Wizard of Legend

(Image credit: Humble Bundle Games)

READ MORE

Spelunky 2

(Image credit: Mossmouth)

Spelunky 2 is so ambitious that even Derek Yu doesn’t know what you’ll find in its darkest depths

As for the design itself, Kasavin notes a number of influential sources. “Enter The Gungeon, The Binding Of Isaac, Darkest Dungeon, Spelunky, Rogue Legacy and Wizard Of Legend were just a few of the games we looked at that had excellent lessons in their structure and moment-to-moment play.” (It’s heartening to see all of our interviewees namechecked.) He also singles out Dead Cells for its crisp, responsive feel, and Slay The Spire for its character choices and endgame Ascension modes – all of which Hades reflects and refines. 

With little desire to replicate the gladiatorial austerity of traditional Roguelikes, though, the aim in developing Hades was to deliver the thrill of the form to more players. “If you get super-frustrated and quit out, you’re not looping through the game and discovering all the variety,” Kasavin says. “We also wanted to give players some sense of control over the sheer randomness, providing a choice of starting weapon and ways to influence which types of power-ups appear, via the Olympians’ Keepsakes. While playing a Roguelike game, consciously or not, you’re fighting back against the sense of randomness, trying to control it so things go more your way. We wanted to find the sweet spot between giving players a sense of control while still having lots of variety.” 

But, as Lee points out, this ‘sweet-spot’ design garners far less attention than Hades’ showcase innovation – melding Roguelike repetition with strong narrative and characterisation. “We were really interested to see if we could add a sense of narrative depth and continuity to a Roguelike game, as we felt that the inherent structure of the genre could create an interesting framework for a story,” Kasavin says. A fitting framework, perhaps, but also a huge undertaking. “The story in Hades involved us doing a bunch of things we’d never done before, such as having a large cast of fully voiced characters, a speaking protagonist in Zagreus, and the relatively lighthearted and often humorous tone. It ended up quite big! Players tell us they’re still discovering new story events more than a hundred hours deep.” 

With all the resources this implies, perhaps it will be Hades’ more subtle adjustments, rather than its narrative grandeur, that seep into the next wave of Roguelikes – at least if the craft remains concentrated in the hands of smaller indie studios. But as these designers continue to push forward, there’s a sense that Roguelike is not so much a distinct genre now as a strand of gaming DNA, spliced into all kinds of wares to produce strange and wonderful mutations. There’s no reason this mutation shouldn’t carry over to larger games – and indeed we’re starting to see the first signs of this transference in the time-loop designs of Housemarque’s forthcoming Returnal – and even this issue’s cover game.

What lies ahead

Darkest Dungeon 2 tips

(Image credit: Red Hook Studios)

Whatever’s next for the Roguelike, the developers we speak to are ready for it. “From both a gamer and game designer standpoint,” Sigman says, “I’m excited to see new settings given a Roguelike treatment.” As you’d probably expect, given how Darkest Dungeon helped push the Roguelike’s genre boundaries, the Red Hook bosses are in agreement here. “Ultimately, adopting a Roguelike structure is just a foundation – there’s really no limit to what can be built upon it, or expressed through it,” Bourassa says. 

With Spelunky 2 now out in the world, we know Yu is turning his attention back to the long-awaited UFO 50 – but is he tempted to return to the ever-changing territory where he made his name? “I have some ideas of my own for non-Spelunky Roguelikes, but they’re not fully formed yet,” he says. “So we’ll see how it goes!” 

As for Supergiant, it’s too soon for its devs to say whether revisiting the Roguelike is on the cards, but Kasavin doesn’t rule it out. “One of the reasons we were excited to work on a Roguelike game was knowing a game like that would have the potential to keep challenging us and surprising us over the years we spent playing it and working on it,” he says. “We learned a lot working on Hades, and a lot of it we think is really interesting stuff, so I imagine we’ll continue to explore and build on some of these ideas in one form or another.” 

Which leaves Lee. With the boundaries moving, even as Rogue Legacy 2 goes through Early Access, he is keen to explore. “There’s a ton of ideas that I’d love to do which have Roguelike design principles to them,” he says. “In my eyes, if you scrape everything else away, a Roguelike is just an improvisation machine. The designer creates a set of concrete rules, and a set of random variables which tweak those rules. As long as the user has to play within those variables – and cannot just crush them away through choice – then you’ve got a Roguelike experience. With that much leeway, I’m not sure there is such a thing as limited potential for the genre.” 


This feature first appeared in issue #357 of Edge Magazine. For more great articles like this one, check out all of Edge’s subscription offers at Magazines Direct (opens in new tab).

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Inside the revival of social stealth games https://rb88betting.com/inside-the-revival-of-social-stealth-games/ https://rb88betting.com/inside-the-revival-of-social-stealth-games/#respond Tue, 28 Dec 2021 00:00:00 +0000 https://rb88betting.com/inside-the-revival-of-social-stealth-games/ Will Wright is certain: “That’s not gonna work.” Maxis is mid-development on Spore, and an engineer named Chris Hecker is describing an ambitious side project. An asymmetrical multiplayer game called SniperParty, its premise is as binary as its title: one player attends a party as a spy, blending into the throng of mannered guests while …

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Will Wright is certain: “That’s not gonna work.” Maxis is mid-development on Spore, and an engineer named Chris Hecker is describing an ambitious side project. An asymmetrical multiplayer game called SniperParty, its premise is as binary as its title: one player attends a party as a spy, blending into the throng of mannered guests while surreptitiously swapping statues and planting bugs on ambassadors. 

Meanwhile, a second player with a sniper rifle occupies a roof across the street, with a single task: they must pick out the spy in the crowd and take the shot. But they need to be sure of their target because they have just a single bullet. For the sniper, the game is about reading social cues, spotting a strange gesture or conversation cut short and mentally building the case against a suspect.

Crowd cover

SpyParty

(Image credit: Chris Hecker)

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It’s a design that tends to quickly woo those who hear about it: easy to grasp, yet dense with possibilities. SimCity creator and industry mentor Wright, however, isn’t on board. “It’s gonna be too easy to tell who the player is,” he concludes. As it turns out, Spore will be a grand lesson for Wright in what works and what doesn’t. But the assessment his game receives gives Hecker pause. “When game design genius Will Wright tells you that your game’s not gonna work, you’re like, ‘Ah, shit,'” he remembers. 

Ironically, it was Wright and EA who had enabled Hecker’s experiment in the first place. Hecker negotiated the use of assets from The Sims, Wright’s breakout paean to domesticity, in the 2005 Indie Game Jam. Then in its fourth year – and still a few more away from the indie boom that would be triggered by regular participant Jonathan Blow – the event challenged participating designer-programmers to explore human interaction. “Some of us organisers thought, well, there aren’t a lot of games about normal people,” Hecker says. “People in the world – not space marines.”

If that’s true today, it was considerably more so at the time. Entrants had few examples to draw from. But Hecker recalled a previous Indie Jam entry, Thatcher Ulrich’s Dueling Machine, in which a Doom avatar with a single bullet hunted a target player hidden by thousands of sprite pedestrians. “What’s the intimate version of that?” he wondered. Among the selection of NPCs that The Sims could muster, one differently modelled character would be immediately distinguishable. But if that character was physically anonymous, dressed like any other guest, a searcher would have to rely on subtler tells. 

“I got a room full of characters walking around,” Hecker says. “They would pause, play a talk animation to each other and then walk away. Really simple – no missions, no nothing. And I put one of them under my control. He recorded a video and sent it to Wright as a kind of digital Where’s Wally? test. It was a success. Wright couldn’t pick out the player. As soon as I came up with the spy and the sniper, the game basically designed itself,” Hecker says. That was true up to a point: a decade and a half later, he is still designing the game, developing an evolving build in public. Now called SpyParty, it has inspired a new multiplayer genre, a crowd into which it easily blends. In these games, stealth happens in the daylight, as targets brazenly attempt to pull the wool over their predators’ watching eyes. It’s taken over a decade to rise to prominence, a period during which the mainstream game industry embraced the trend and then abandoned it.

Out of the shadows

Assassin's Creed Brotherhood

(Image credit: Ubisoft)

“No one at the triple-A level has worked out how to make this genre work as something you can put 100 people on.”

Chris Hecker, game developer

Back in 2005, just as Hecker was happening upon the project of his career, triple-A developers around the world were searching for next-gen concepts that would sell their games on PlayStation 3 and Xbox 360. Ubisoft found its million-dollar idea in crowds – masses of on-screen NPCs fuelled by the bonus RAM of new hardware. 

“We’re going to show off something that we call social stealth,” then-Ubisoft executive producer Jade Raymond said when introducing Assassin’s Creed at E3 2006, coining a term in the process. “This is an idea that you’re not hidden when you’re in shadows, you’re hidden when you’re doing things that are socially acceptable.” There was a truth there, certainly more than the stealth genre’s traditional focus on light and shadow. With that mechanic seeming dated by its association with the ’90s, blending in with crowds seemed like the future – and for a few years, it was. 

Assassin’s Creed was a hit, and by the time of its second sequel, Brotherhood, Ubisoft introduced a multiplayer variant to the mix. Hecker was beginning to sweat. “It was in closed beta after I had announced SpyParty, and I was a little bit nervous,” he says. “I was like, ‘Oh, man, everybody’s really catching on to this. I’m just this tiny little indie game’.” He needn’t have worried too much, as it turned out. Though it certainly belonged to the same crowd, Assassin’s Creed’s multiplayer wasn’t quite shoulder-to-shoulder with SpyParty. Its design was symmetrical, each assassin tailing one player while evading another, an ouroboros of disguises and hidden blades. And while elegant, it was fundamentally flawed. 

“The designers couldn’t make the [social] tells really subtle, because you as a hunter are constantly having to watch your back,” Hecker notes. “You couldn’t spend that much time looking around.” The problem went unaddressed in subsequent iterations, and when Ubisoft dropped competitive multiplayer from the series, few complained.

Before long, social stealth started to die out in Ubisoft’s single-player games too. The Assassin’s Creed missions that foregrounded blending into crowds, asking you to tail targets through cities and eavesdrop on their conversations, were a persistent source of complaints from players who found such sequences contrived and fiddly. Today, the series has almost entirely stripped out social stealth mechanics in favour of hiding behind cover or stepping out into open combat. A planned crowd-blending reboot of Splinter Cell was similarly scrapped, and more recently Watch Dogs: Legion launched without the PvP invasion mode of previous instalments. 

“No one at the triple-A level has worked out how to make this genre work as something you can put 100 people on,” Hecker says. Square Enix appeared to agree when it dropped Hitman developer IO Interactive from its studio roster in 2017, swallowing a loss of $43 million in the process. Hitman had been critically acclaimed for its use of player disguise in busy environments, but Square Enix said it preferred to focus on “key franchises”, which could “maximise player satisfaction as well as market potential”. In other words, for a major publisher, social stealth simply wasn’t bankable enough.

In plain sight

Hidden in Plain Sight

(Image credit: Adam Spragg)

Having sold the public on its potential but failed to work out the kinks, the mainstream industry left social stealth to the indies, right at a time when self-publishing had become feasible and affordable. A hobbyist named Adam Spragg read about SpyParty and was inspired, before actually trying it himself, to make his own game about players mingling with NPCs. The result was Hidden In Plain Sight, which he paid $99 to publish on the Xbox Live Indie Games marketplace. It was a shrewd investment: the game’s sustained success since has funded a slew of ports, most recently to Switch, where it arrived this March. “After playing SpyParty, I was relieved to find the games are nothing alike,” Spragg says. “There is plenty of room for both games and more to exist in this genre.” 

Hidden In Plain Sight floods the screen with identical ninjas, almost all of whom stride aimlessly about a large hall in accordance with their basic AI. Up to four of those ninjas are players – though which is initially a mystery even to the players themselves, who must first identify their own avatars amid the herd. That done, their goal is to find and kill their fellows by analysing movement patterns.

It’s easy for players to mimic the predictable perambulation of the NPCs, so Spragg added potential win states that would tempt them to deviate from accepted behaviour: touching statues and picking up coins. “They want to do two opposite things at the same time,” he says. “I think it is exactly this tension, and its resolution, that makes the game fun.” 

In one mode, Death Race, players become spy and sniper at the same time, creeping towards a finish line with one hand while aiming a crosshair with the other. Separating from the NPC flock too early is suspicious and risks drawing bullets – but wait too long, and players will miss their opportunity. 

“People quickly discover the ‘put the gun sight on my own character’ bluff,” Spragg says. “The games tend to last longer and longer as players gain experience because people learn to reserve their shot until it really matters. This leads to a large crowd just inches from the finish line, waiting to not be the first one to run for it.” It’s messier than SpyParty, less nuanced – but, crucially, it’s funny. The genius of Hidden In Plain Sight was to turn the social stealth game social. 

SpyParty

(Image credit: Chris Hecker)

“SpyParty’s depth lends itself to tournaments and leagues – the kind of cultures that attract hardcore players and put off those looking for casual, social matchups.”

“Once I had a working version of the game, I lugged my Xbox 360 to a friend’s holiday party to see if I could get them to help me test it once the party was over,” Spragg recalls. “Watching them play, I had this wonderful moment of realisation that they weren’t just humouring me. I left ‘early’ at 1am, but they wouldn’t let me take my Xbox home.” The game was tense enough to engender competition, but silly enough to keep things light. 

Spragg committed to local multiplayer only, making Hidden In Plain Sight a party game by design. “You are hiding from a person who’s literally sitting right next to you,” he says. “It took me a while to realise it, but what I finally discovered is that the fun of the game actually takes place in the physical space of the room, in the air between the players. The stuff on the screen just facilitates that interaction.” 

Despite the tendencies of the games it has inspired, SpyParty itself isn’t a party game. It accommodates just two players, and has a tendency to become deeply competitive. 

“I was really into Counter-Strike, and I knew I wanted a high- player-skill game,” Hecker says. Spies are given a range of actions to get to grips with, and snipers an equal number to keep track of. Hecker has even identified ‘types’ of top snipers: behaviourists, the ‘voodoo’ killers who rely on a sense of the uncanny emanating from their target; campers, who keep their scope trained on the ambassador and the statues, the parts of the map that offer hard tells; and etiquette snipers, who specialise in identifying breaks in the flow of natural conversation. “It’s really small stuff that changes all the time as I update the code, so these people have to constantly spelunk for new etiquette tells.” SpyParty’s depth lends itself to tournaments and leagues – the kind of cultures that attract hardcore players and put off those looking for casual, social matchups. 

There is, however, a social ‘fuzziness’ naturally inherent to SpyParty that Hecker has learned to lean into more over the years. “I thought I was making Go,” he says, “a crystalline, full-knowledge strategy game. And it turned out the game I was actually making was poker. It’s all about probabilities and suspicion, bluffing and figuring out how much you know. A big part of game design is listening to the game, and you’ve got to follow.” 

SpyParty may not lend itself to gatherings, then, but it does reflect social interaction in a real way. Conversation, after all, is a game in which you read another person to try to discern their intent – attempting to divine sense from words and gestures that could mean any number of things depending on their context. SpyParty is much the same. “You make a model of what’s happening,” Hecker says, “and then you do your post-game analysis.” It’s the same ruthless self-admonishment that takes place in our brain the moment we step into the shower after a party.

The mask slips

Among Us

(Image credit: InnerSloth)

At the fuzziest end of the social stealth spectrum is Among Us, a spaceship horror game that doesn’t so much map social interaction to mechanics as step out of the way and let conversation take over. Mic chat opens up in emergency crew meetings, during which players accuse each other of murder, or cover up their own by bluffing, deflecting and framing others. 

Belonging to a long history of ‘hidden killer’ parlour games stretching back to the ’80s, Among Us was released to little fanfare in 2018. The game rose to pop-cultural prominence during the COVID-19 pandemic precisely because of its social aspect. Its success ensures a high-profile future for social deduction as raucous party entertainment. 

What games like Among Us lack, though, is the idiot robot: a limited AI that players must mimic in order to blend in. It’s the NPCs, social stealth developers have discovered, that give players a dance to learn – and consequently, a sense of mastery when they get it right. In Unspottable, a multiplayer crowd blending game from French-British indie studio GrosChevaux, the NPCs are explicitly characterised as automata – metal humans that move in jerky, erratic patterns. 

“Their behaviour is a bit different from map to map and always slightly randomised,” says GrosChevaux co-founder Gwé Limpalaer. “Pushing the players to do silly things like running against walls or spinning in circles was an opportunity we could not miss.” It’s the kind of NPC activity that would break the illusion in a big-budget single-player game such as Assassin’s Creed. “[Their] AI needs to be very smart, varied,act and react as crowds and be able to surprise players in some ways,” Limpalaer says. But in an online game, flawed or clumsy AI is ripe for comedy – making social stealth viable for indies who can’t spend years perfecting patrol behaviour. 

What’s more, PvP circumvents the frustration players feel when they’ve been unfairly spotted, since all the spotting is carried out by human beings. “Disguise and cover in a singleplayer game is really just smoke and mirrors,” Spragg says. “The game code obviously knows exactly where you are at any moment. In a multiplayer stealth game, the stealth is real.”

Best stealth games - Hitman 3

(Image credit: Square Enix)

“Whether it’s driven by AI or repurposed player data, the best social stealth is never going to be solely simulation. The genre comes to life when it invites the gaze of a second human being, or a third, or even a fourth.”

Stealth games, social or otherwise, have always thrived on the David-and-Goliath sense of a wily underdog running rings around a better-armed opponent. And in multiplayer, that sense is amplified – even if, as in SpyParty, the difference is just one bullet. Outsmarting a real person taps into something fundamental and thrilling. “It’s got this frisson, this deeper, lizard brain, visceral component to it,” Hecker says. 

“You are competitive with someone you are otherwise friendly with,” Spragg adds. “Humans are social creatures and have evolved with cooperation and competitiveness as critical traits. So there is something deeply primal at play that just doesn’t exist when playing against a computer.” Hecker, who has remained a constant in the social stealth genre while its fortunes have waxed and waned, suspects that it may be cyclical. “There’s always [social deduction card game] Werewolf,” he says. “It gets really big for a while, and then fades away as everyone moves on to the next thing, and then it comes back. That’s part of what happened with Among Us – it was just time for another Werewolf.” 

A big-budget social stealth resurgence may be on the cards. Ubisoft has promised an invasion mode update to Watch Dogs: Legion, albeit reluctantly – it appears to be at the bottom of the dev team’s priority pile. And IO Interactive has flourished as an independent. Hitman’s recent iterations even have a crowd- blending mechanic identical to that of Assassin’s Creed Unity, in tacit recognition of Ubisoft’s achievements in social stealth.

The publisher may be eyeing Hitman 3’s celebrated release and wondering whether it shouldn’t have another go after all. Hecker might even have a solution to social stealth’s singleplayer AI problem. If you log into SpyParty and click the new Daily Challenge button, you can play against a previously recorded spy. “You’re playing as the sniper from the past,” Hecker says, “anywhere from a week ago to three years ago. The one flaw is that there’s no feedback between sniper and spy – that [recorded] spy can’t know where your laser sight is and change their behaviour. But it actually works amazingly well, and you can get a great game that way.” 

Hecker’s social stealth game – the one that started a slowburn multiplayer revolution – has finally and unexpectedly taken the genre back to solo play, albeit in an unconventional form. “What I can do is feed you a replay at exactly your skill level instantly if there’s a lull in matchmaking, because I’ve got 2.5 million replays in my database,” he says. “It’s a huge timesaver, because I don’t have to have a spy AI now.” His only dilemma is whether or not to tell players. “Social stealth doesn’t require another person. But if you know you’re playing against a replay, you feel a little bit different.” 

We can attest to that. Playing in daily challenge matches, we get the same stomach-tingling sensation of being out of the loop, looking in, straining not to miss a crucial detail. It’s a feeling akin to walking into a party late and trying to catch up with the conversation. But the frisson of besting a live opponent vanishes. “That word, ‘social’, has interesting psychological ramifications,” Hecker admits. 

Whether it’s driven by AI or repurposed player data, the best social stealth is never going to be solely simulation. The genre comes to life when it invites the gaze of a second human being, or a third, or even a fourth. If triple-A developers want to embrace social stealth once more, they’d be wise to follow the example of the indies, and make room for the electricity that enters the room alongside another person. Even if that room happens to be a multiplayer lobby masquerading as a crowded dinner party.


This feature first appeared in issue #358 of Edge Magazine. For more great articles like this one, check out all of Edge’s subscription offers at Magazines Direct (opens in new tab).

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The Golden Joystick Awards celebrates 50 years of games this November https://rb88betting.com/the-golden-joystick-awards-celebrates-50-years-of-games-this-november/ https://rb88betting.com/the-golden-joystick-awards-celebrates-50-years-of-games-this-november/#respond Wed, 22 Sep 2021 00:00:00 +0000 https://rb88betting.com/the-golden-joystick-awards-celebrates-50-years-of-games-this-november/ The Golden Joystick Awards 2021 are officially returning this November and will be a celebration of 50 years of games. The awards show will once again be a virtual one and, as part of our celebrations of 50 years of games, will include two brand new categories: Ultimate Game of All Time and Best Gaming …

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The Golden Joystick Awards 2021 are officially returning this November and will be a celebration of 50 years of games.

The awards show will once again be a virtual one and, as part of our celebrations of 50 years of games, will include two brand new categories: Ultimate Game of All Time and Best Gaming Hardware of All Time. 

Pretty big awards, right? Well, here’s where you come in. The Golden Joystick Awards are voted for by fans, so as well as having your say in the usual categories – such as Most Wanted, Best Studio, and Best Storytelling to name a few – you’ll be voting for the hardware and game you think towers above all the others throughout the past five decades. No pressure.

Daniel Dawkins, Content Director of Games and Film, explains: “We’re inviting players to celebrate ‘50 Years of Games’ with us in a landmark moment for the gaming industry and the Golden Joystick Awards. The world’s first commercially available video game: Computer Space, released in November 1971. As the first coin-operated arcade machine, it represented the first time a videogame was ever played in exchange for money: the birth of videogames as a commercial industry.”

Voting for this year’s awards will begin in October, where we’ll be announcing all the categories alongside nominees for this year’s awards. You can then see which games, studios, and developers will be taking home prizes on Tuesday, November 23. Be sure to head back to GamesRadar for more details on how to watch this year’s Golden Joystick Awards. 

Keep up-to-date by following The Golden Joysticks Awards on Twitter and Facebook.

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A new breed of superhero game: Marvel’s Midnight Suns headlines Edge 363 https://rb88betting.com/a-new-breed-of-superhero-game-marvels-midnight-suns-headlines-edge-363/ https://rb88betting.com/a-new-breed-of-superhero-game-marvels-midnight-suns-headlines-edge-363/#respond Thu, 09 Sep 2021 00:00:00 +0000 https://rb88betting.com/a-new-breed-of-superhero-game-marvels-midnight-suns-headlines-edge-363/ The whispers were true, then – but only up to a point. The XCOM team is making a Marvel game, but Midnight Suns isn’t quite what anyone expected.  In the latest issue of Edge, which you can buy here (opens in new tab), we talk to the development team at Firaxis about how a Marvel …

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The whispers were true, then – but only up to a point. The XCOM team is making a Marvel game, but Midnight Suns isn’t quite what anyone expected. 

In the latest issue of Edge, which you can buy here (opens in new tab), we talk to the development team at Firaxis about how a Marvel universe deep cut proved the perfect pick for a very different kind of tactics game.

That shift makes perfect sense when you consider how many games the XCOM reboot has inspired since. Little wonder, then, that creative director Jake Solomon didn’t simply want to repeat the trick but with a Marvel skin. Still, he admits it took some time to come together: “I don’t want to be dishonest and say, like, oh it was so exciting. Because actually, it was terrifying for the first couple of years.”

Still, what has come from that is undoubtedly exciting, and that extends to our cover, where Iron Man, Blade, and original creation The Hunter take centre stage. 

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(Image credit: Future)

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(Image credit: Future)

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(Image credit: Future)

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Granted the opportunity to see more of the game than anyone else, we bring you a host of new details about this fascinating blend of strategy, deck-building and Persona/Fire Emblem-style socialising. And we find out how, in combat, it’s almost like XCOM in reverse: you are, after all, a team of superheroes, so it’s only right that you should be the ones on the front foot. “It’s not about, can I beat this guy?” Solomon says. “It’s about, how many guys can I beat with this one ability? How can I take out three guys at once?”

Edge Magazine

(Image credit: Future)

Elsewhere in E363, we turn our gaze to one of the most exciting publishers around: Annapurna Interactive. We examine the forthcoming slate of releases for this Hollywood-adjacent studio, and talk to both the publisher and the developers it’s working with about how the definition of an Annapurna Interactive game is changing. We also talk to the artists at Amanita Design about the meticulously crafted Creaks, and revisit Supergiant’s debut Bastion, explaining how it laid the blueprint for the multi award-winning Hades.

In our Hype section, we run the rule over Halo Infinite, take a first look at Volition’s Saints Row reboot, and talk to Eidos Montreal’s Mary DeMarle as the studio’s fresh take on Guardians Of The Galaxy nears launch. And in Play, we deliver our verdict on Psychonauts 2, alongside Naraka: Bladepoint, No More Heroes 3 and The Forgotten City. There’s plenty to – forgive us – marvel at, then, in Edge 363, which is on sale now.

Edge 363 is in UK shops now, and can also be ordered for delivery via Magazines Direct (opens in new tab). To buy the issue digitally, head to Apple’s App Store (opens in new tab) or PocketMags (opens in new tab).

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Resident Evil 4 retrospective: Why Capcoms 2005 action masterpiece is still without peer https://rb88betting.com/resident-evil-4-retrospective/ https://rb88betting.com/resident-evil-4-retrospective/#respond Fri, 16 Apr 2021 00:00:00 +0000 https://rb88betting.com/resident-evil-4-retrospective/ More than ten years later, it still hasn’t been topped: Resident Evil 4’s opening remains the yardstick by which all others must be measured. No doubt some will make a compelling argument for The Last Of Us, though repeat plays reveal how Naughty Dog ensures the player’s arms and legs are kept firmly inside the …

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More than ten years later, it still hasn’t been topped: Resident Evil 4’s opening remains the yardstick by which all others must be measured. No doubt some will make a compelling argument for The Last Of Us, though repeat plays reveal how Naughty Dog ensures the player’s arms and legs are kept firmly inside the ride at all times. Inside this spartan Spanish village, however, you’re the one pushing things forward: barricading doorways, leaping through windows, sprinting, spinning, shooting, kicking. 

Three, four, five plays later this exhilarating fusion of scripting and player-prompted mayhem still has the capacity to unsettle, from a glimpse of the immolated corpse of the policeman who drove you here to that first yelp of “un forastero”, through to the insistent revving of a chainsaw motor to the pealing bells that cause los ganados to (quite literally) down tools and trudge off to their place of worship. And then, of course, that wonderfully absurd wisecrack – “Where’s everyone going? Bingo?” – invites you at last to take a breath. Such is the intensity of the ordeal that it’s a shock to discover that it’s only about five minutes of game time. It feels like a landmark moment, and it is. So why, then, given the advancements in technology and game design since, have we seen nothing to match it?

Often copied, but impossible to repeat

Resident Evil 4

(Image credit: Capcom)

The legacy of Shinji Mikami’s opus is reported as a simple matter of fact. Its status as a game of magnitude and influence is never really questioned, but in truth it’s not quite the pioneer it’s often made out to be. Which isn’t to say it hasn’t had an impact: its over-the-shoulder camera was imitated by a number of thirdperson shooters during the following console generation, with Dead Space in particular owing Capcom a fairly substantial debt. But it was most vocally acknowledged by Cliff Bleszinski during development of Gears Of War, and it was Epic’s game that would go on to become the established genre template. 

While the two games share a similar perspective, their approach to combat is markedly different. In Resident Evil 4 you’re rarely given the luxury of hunkering down behind conveniently placed waist-high barriers; rather, you’re expected to either provide your own cover or fire from an exposed position, planting your feet to commit to every shot, rather than cowering and sporadically popping up to let off a few rounds before roadie-running to the next position of relative safety. Rarely are you left feeling quite as vulnerable as Mikami insists you should be – even when Leon S. Kennedy hoiks a rocket launcher onto his shoulder and takes aim.

Play it again now and it takes some time to reacclimatise; we’re accustomed to being able to move and fire simultaneously these days, after all. Resident Evil 4’s controls were described as a step forward for the series but, in actuality, little had changed beyond the camera. Leon still moves like a tank, turning on the spot and only stepping forward when you nudge the analogue stick upward. Raising your weapon, meanwhile, gives you no choice but to literally stand your ground, ensuring you’ve created enough space between you and the enemy to sit through those elaborate (and heart-stoppingly tense) reload animations. 

If it seems to throw out much of what people loved about its predecessors, its combat still creates a similar sense of throat-tightening claustrophobia. You may find yourself in more open environments than before, but your field of vision – and thus your aim – is still limited. It’s an approach modern players, accustomed to greater freedoms in control, will often react angrily against – tellingly, the letterbox presentation and narrow FOV of Mikami’s The Evil Within, designed to evoke a similarly oppressive ambiance, was divisive enough to prompt calls for a border-free option, subsequently patched in by Bethesda.  

The style is the substance

Resident Evil 4

(Image credit: Capcom)

This isn’t simply a case of changing tastes or emerging trends in game design, however. It’s also a matter of thematic differences. Mainstream audiences have a greater appetite for realism, which now extends to fantasy: the success of Game Of Thrones, for example, says much about our desire for any piece of fiction that dabbles in the supernatural or otherworldly to somehow reflect real-world concerns. 

Pulpy pop entertainment like Resident Evil 4 is no longer appreciated by the world’s tastemakers, while the horror genre has changed, too – irrevocably influenced by the rise of found-footage and torture porn that’s since generated a very different brand of shocker. In the current climate, something as campy and silly as this is the kind of passé that has financiers sweating. 

All of which would matter little if it was still commercially viable. But part of the reason Resident Evil 4 occupies a unique place in the medium’s history is it’s now financially prohibitive to make a 20-hour singleplayer game with so many bespoke elements. During the sixth console generation, Capcom was in a position where it could not only indulge Mikami’s wishes to incorporate hundreds of individual assets and systems in a campaign of unrivalled pacing and variety, but also scrap two years of development on a very different version of the game to facilitate this new vision. Now, the market has no place for such whims. 

Resident Evil 4

(Image credit: Capcom)

Complete guide

Resident Evil

(Image credit: Capcom)

Charting the complete history of the Resident Evil games – from the evolution of the mainline games to the weird and wonderful spin-offs

The rise of the open-world game is a testament not just to player perception of value but to publisher perception of efficiency: if sandbox games often bear the hallmarks of copy-pasting, that’s because procedural design and other contemporary techniques allow developers to fill larger spaces with repurposed content. If a core mechanic is satisfying enough, most players will be happy to deal with it being repeated ad infinitum. 

While these games invite us to embrace the comfort and familiarity of routine, the beauty of Resident Evil 4 is that it never once allows you to. Sniping sequences segue into puzzle interludes, with the briefest of lulls before a blistering siege or a boss battle. Not all of these are made equal, but each is unique: the first three alone see you harpooning a serpent on a murky lake, ducking the powerful attacks of a towering brute, and tackling an agile mutant that hangs from the rafters of a burning barn. 

It’s hard to think of a single game released since that so often seeks to shift its tempo, to surprise the player with something new and exciting, whether it’s a terrifying, rasping wheeze heralding the imminent arrival of a creature that can only be conquered with the help of thermal vision, or one-off shocks like the sudden lunge of the enemy affectionately known as Oven Man. 

Too weird to live again, too rare to ever die 

Resident Evil 4

(Image credit: Capcom)

Even during its less celebrated sequences, it belligerently refuses to let its players settle, exemplified in the moment a headshot fails to halt an advancing villager, instead prompting the emergence of a writhing parasite from his neck. It’s a startling subversion of a series staple; that aiming for the skull is an essential way to conserve ammo. Here, you’re never in quite such short supply, though more daring players can save time and rounds by targeting limbs, leaving enemies vulnerable to a kick or suplex – though kneecapping a cultist is a challenge when he’s clutching a wooden shield. You might prefer to stick with one or two favourites from a varied arsenal, but the encounter design will regularly force you to refresh your tactics.

Capcom itself has tried in vain to recapture the magic. President’s daughter Ashley proved not to be the hindrance many had feared; when she isn’t a resourceful ally, she’s smart enough to get out of harm’s way by hiding in a dumpster. By contrast, Resident Evil 5’s Sheva Alomar can’t help but frequently step into partner Chris Redfield’s line of sight, or blunder into the arms of an infected opponent. Resident Evil 6 brought back Leon, but limited his role in a campaign that suggested Capcom had only handed a third of it to its quality assurance department. Spinoff Umbrella Corps, meanwhile, suggests the publisher simply doesn’t understand what made the village so iconic, repurposing it as a map in a generic online shooter.

Our expectations may be unfair. As time passes, it increasingly feels as if Resident Evil 4 might’ve been bottled lightning: a perfect confluence of timing and talent never to be recreated. A director at the peak of his creative powers, helming a team with meaningful design experience and genre expertise. A publisher in a position to take risks and spend big on experiments with existing formulae. A playerbase willing to embrace a linear game that offers enough space for them to improvise. Maybe this wasn’t actually everything games could be, but everything games were, and could never be again. At that time, few could’ve foreseen that the end of the PS2 era would represent the beginning of an era of western dominance; that Japan’s status as the gaming superpower would soon be over.  

Perhaps, then, this wasn’t the shape of things to come so much as the final flourish at the end of an era: a game that said “top that!” in the knowledge no one else had the competence nor the resources to do so. And part of what makes Resident Evil 4 so exciting to this day is the knowledge no one has quite been able to follow in its footsteps. You can see something of its playfulness, its intricacies, and its hunter/hunted dynamic in the work of FromSoftware, but the likes of Bloodborne and Dark Souls are ultimately very different games in tone and tenor. So many years on, maybe it’s time to come to terms with the fact that we might never see anything quite like Resident Evil 4 again. But that’s OK. We still have Resident Evil 4. 


This feature first appeared in Edge magazine. For more like it, subscribe to Edge (opens in new tab) and get the magazine delivered straight to your door or to a digital device.

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Astro’s Playroom nearly had a chainsaw level https://rb88betting.com/astros-playroom-nearly-had-a-chainsaw-level/ https://rb88betting.com/astros-playroom-nearly-had-a-chainsaw-level/#respond Fri, 04 Dec 2020 00:00:00 +0000 https://rb88betting.com/astros-playroom-nearly-had-a-chainsaw-level/ It turns out there was a particular cut level from Astro’s Playroom on PS5 that featured, among other things, a chainsaw. In the latest issue of Edge magazine, E353 which you can buy here (opens in new tab), Astro’s Playroom director Nicolas Doucet spoke about cut content from the game. “Yeah, we had to cut …

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It turns out there was a particular cut level from Astro’s Playroom on PS5 that featured, among other things, a chainsaw.

In the latest issue of Edge magazine, E353 which you can buy here (opens in new tab), Astro’s Playroom director Nicolas Doucet spoke about cut content from the game. “Yeah, we had to cut some stuff that just didn’t fit naturally,” the director says. “We had a really great chainsaw demo where you would rev the chainsaw and just cut through stuff coming at you – you’d cut through ice, through metal.” 

“And that felt really good, the adaptive trigger and the haptics were working really well together,” Doucet continues. “But that was one where we tried and tried to find a way to fit it, but it just felt like it just didn’t fit for this type of game. But if somebody wants to make a horror game, you know, that’s a good one. That works [laughs].”

Well, that sure seems like a mantel for Doom to pick up. Although it’s absolutely wishful thinking, I can bet chainsawing through the legions of hell with the DualSense in id Software’s sequel would feel absolutely incredible.

Elsewhere in the latest issue of Edge magazine, Doucet says there aren’t plans for any extra content for Astro’s Playroom in the pipeline. In fact, the Astro’s Playroom development team at Sony aren’t decided as to what they’ll do next, let alone if they’ll expand upon the PS5 pre-packaged game.

This would appear to throw cold water on the theories coming from the Platinum Trophy for Astro’s Playroom. When the PS5 launched last month in November, users noted that the description for the games Platinum Trophy said “see you on our next adventure,” possibly indicating that a sequel was in the works. The comments from Doucet appear to point to the description instead referring to whatever the team at Sony decide to do next.

If you’re still on the road to the Platinum Trophy for Astro’s Playroom, why not head over to our Astro’s Playroom Artefacts guide for a helping hand.

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Read the world exclusive Spelunky 2 review and more in the latest issue of Edge Magazine https://rb88betting.com/read-the-world-exclusive-spelunky-2-review-and-more-in-the-latest-issue-of-edge-magazine/ https://rb88betting.com/read-the-world-exclusive-spelunky-2-review-and-more-in-the-latest-issue-of-edge-magazine/#respond Thu, 10 Sep 2020 00:00:00 +0000 https://rb88betting.com/read-the-world-exclusive-spelunky-2-review-and-more-in-the-latest-issue-of-edge-magazine/ We don’t know about you, but we’re feeling a little brighter as of late – well, ignoring the creeping resurgence of COVID-19, and the fact that Donald Trump has just been nominated for a Nobel Peace Prize, that is. Yes, in the world of videogames at least, things are finally looking up. At last, we’re …

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We don’t know about you, but we’re feeling a little brighter as of late – well, ignoring the creeping resurgence of COVID-19, and the fact that Donald Trump has just been nominated for a Nobel Peace Prize, that is. Yes, in the world of videogames at least, things are finally looking up. At last, we’re seeing movement on the part of the next-gen consoles, with Microsoft revealing attractive price points for Xbox Series X (opens in new tab) and Xbox Series S (opens in new tab), and Sony’s response imminent. There’s new energy in the air again, and it’s welcome.

Read more

(Image credit: Mossmouth)

Spelunky 2 is so ambitious that even Derek Yu doesn’t know what you’ll find in its darkest depths (opens in new tab)

But there was one particular event this month that had everyone at Edge grinning from ear to ear more than anything else. The knowledge that Spelunky 2 – the sequel to one of the most influential indie games of all time, a Roguelike that set the benchmark for a whole new era of game design – would soon be in our hands was exciting enough. And then the good people at Mossmouth agreed to let Edge Magazine (opens in new tab) be the first in the world to review it, and suddenly it was in our grasp within the day. 

To say we were ecstatic would be an understatement. Happily, our time spent tinkering with its incredible new set of systems (teleporting axolotls, anyone?) proves the sequel to be precisely the refinement of Spelunky’s magical propensity to surprise and delight that we were hoping for. You’ll have to pick up a copy for yourself to read our full thoughts, of course – but with a cover like this, who could resist?

Spelunky 2

(Image credit: Future)

It features an original and exclusive wraparound creation from Spelunky 2 artist Justin Chan, and is available to purchase today from all good UK shops and newsagents. You can also grab a copy online here, and have it delivered to your doorstep, no matter where in the world you are.

Subscribers have already had eyes on this exclusive review since Saturday – alongside two others, to boot. We’ve also delivered our verdict on Supergiant’s excellent action-RPG Hades, and rhythm-shooter BPM: Bullets Per Minute, ahead of anyone else in the industry.

They’ve also been enjoying an exclusive subscriber cover, once again courtesy of the indefatigable Justin Chan. The arrow in the pug’s hat provides a small visual clue as to the general theme of the rest of the issue. We wanted to share with our readers the joy to be found in videogames in these darkest of times.

Playing for Laughs

(Image credit: Future)

Not many games have dared to stand where Portal once stood, but a new wave of developers are increasingly focusing on comedy as a way to elevate the next generation of videogames. We talk to some of the industry’s leading lights about what happened to games’ funny bone, and why we’re now starting to see a resurgence of games designed to tickle the player.

King the Castles

(Image credit: Future)

Unless you’ve been living under a rock, you’ll be well aware of slapstick battle royale sensation Fall Guys (opens in new tab). We caught up with its lead designer to get the full story of exactly how this plucky contender managed to catapult itself to the top of the Steam charts.

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Black Lives Matter: Heres what you can do to help https://rb88betting.com/black-lives-matter-heres-what-you-can-do-to-help/ https://rb88betting.com/black-lives-matter-heres-what-you-can-do-to-help/#respond Wed, 03 Jun 2020 00:00:00 +0000 https://rb88betting.com/black-lives-matter-heres-what-you-can-do-to-help/ Yes, this is another Black Lives Matter article.  Given that you’re on GamesRadar, I’m going to guess that you came here for the games. Maybe, you’re a fan of the film section. Either way, you were looking for escapism, and instead, you found the opposite. But here’s why: on May 25, George Floyd was killed …

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Yes, this is another Black Lives Matter article. 

Given that you’re on GamesRadar, I’m going to guess that you came here for the games. Maybe, you’re a fan of the film section. Either way, you were looking for escapism, and instead, you found the opposite.

But here’s why: on May 25, George Floyd was killed by police officer Derek Chauvin, who knelt on his neck for more than eight minutes. On March 13, Breonna Taylor died after being shot eight times by police, who had illegally raided the wrong house. On February 23, Ahmaud Arbery was shot dead while jogging, by two white men. Despite clear video of the killing, it took 74 days to arrest his murderers.

Something needs to change.

Of course, facing such a huge issue can feel overwhelming. It’s easy to assume that one person can’t do much to tackle deep-rooted, systemic racism, when in fact, there’s a huge range of practical steps you can take, and all of them make a difference – even reading this article. So, here’s your guide to fighting racism, supporting the black community, and standing up to police brutality. It’s not quite as much fun as Modern Warfare season 4, or a PS5 reveal, but let’s face it – it’s a lot more important.

Everyday Activities

Everyday activities 

You might be feeling paralysed by the news lately, and unsure of what to do next. That’s why I’m starting with a few straightforward ideas that everyone can incorporate into their day-to-day life – no excuses.

1. Social media support

Something simple anybody can do is post support for Black Lives Matter on social media. It might not seem like much, but public support helps black people know they aren’t fighting alone, reminds racists that others oppose them, and pushes government officials to make a change. If you’re not sure what to say, it’s okay to just say that, or share helpful resources instead – actions speak louder than words.

2. Sign petitions

Another easy way to help is to sign, or start, relevant petitions. It only takes a few seconds, but with enough voices, you can send a powerful statement to power. Here are some important petitions currently open: 

Justice for George Floyd
George Floyd was killed by police officer Derek Chauvin, after a routine call to investigate a counterfeit banknote. Legally, the police were simply required to question the holder, to try and trace the source of the note; instead, Derek Chauvin knelt on Floyd’s neck for eight minutes. This petition successfully pushed for charges to be filed against Chauvin, and now seeks the same for the three other officers involved.

https://www.change.org/p/mayor-jacob-frey-justice-for-george-floyd (opens in new tab)

Justice for Breonna Taylor
On March 13, Kentucky nurse Breonna Taylor was killed by Louisville police as they illegally executed a drug raid in the middle of the night at the wrong address, despite having already arrested the correct individual earlier that day. So far, no police officers have been fired, and investigation has been slow – this petition aims to change that. 

https://www.standwithbre.com (opens in new tab)

Start your own petition
In the United Kingdom, you can also start your own petition to the UK Government; if it reaches 10,000 signatures, the government is required to respond, and if it reaches 100,000 signatures, your petition will be considered for a debate in Parliament.

https://petition.parliament.uk/petitions/new (opens in new tab)

Be aware of UK government consultations
Similarly, keep an eye on UK government consultations, particularly those labelled “Police powers”, or to do with issues affecting black people. These consultations are how the government weighs up public opinion, so take the time to send in a response.

https://www.gov.uk/search/policy-papers-and-consultations?content_store_document_type=open_consultations&page=1 (opens in new tab)

3. Confront everyday racism

If you witness racism in your daily life, calmly and carefully speak up. If it’s happening in public and you don’t feel safe to step in, document it with your phone, and crucially, offer help afterwards. One of the hardest things about hearing racist comments, or being abused in public, is watching the people around you pretend it isn’t happening. Yes, it can feel awkward to confront friends and family about racist language or opinions, but if you’ve ever suffered through a surprise sex scene with your parents in the room, you can cope with an uncomfortable conversation. After all, if you let racist behaviour go unchecked, you’re allowing it flourish.

4. Be careful about content

Graphic videos and photos of black people being killed are shared so frequently that many people of colour are traumatised; psychologists have documented a rise in PTSD symptoms, including anxiety, feelings of dread, and depression. If you’re sharing explicit content, like a police shooting, make sure you post a clear warning, so people can choose not to watch. Similarly, be careful in conversation – not everyone can cope with talking about police brutality, so don’t dive straight in with distressing details. Most importantly, check in with the black people in your life. There’s a constant stream of incredibly upsetting content right now, so reach out and let them know you’re there if they need support.

Donate

Where to donate

(Image credit: Future)

Let’s be honest – one of the most helpful things you can do is just donate money, so here’s a number of black causes that are actively fighting racism, or police brutality. 

The Official George Floyd Memorial Fund
This fund was started by Philonise Floyd, George Floyd’s brother, to help cover funeral expenses, and provide financial care for his children. However, in addition to supporting a bereaved family, you’re also supporting their fight for justice, as funds will be set aside to cover legal expenses.

https://www.gofundme.com/f/georgefloyd (opens in new tab)

Black Lives Matter
Started six years ago by a coalition of campaigners, Black Lives Matter has gone on to become a global movement. It works to end white supremacy, and violence against black people, by mounting demonstrations, providing resources, and supporting black communities.

US: https://secure.actblue.com/donate/ms_blm_homepage_2019 (opens in new tab)
UK: https://www.gofundme.com/f/ukblm-fund (opens in new tab)

Civil liberty organisations
The ACLU in the US, and Liberty in the UK, are both advocacy groups which fight for civil liberties, and protect your human rights. They challenge dangerous police powers in court, in addition to representing people who have been mistreated by police officers, and are important voices in the fight to end police brutality.

UK: Liberty: https://liberty.netdonor.net/page/57463/donate/1 (opens in new tab)
US: ACLU: https://action.aclu.org/give/now (opens in new tab)

Police accountability organisations
The National Police Accountability Project (NPAP) in the US, and StopWatch in the UK, are two organisations which campaign for fair policing, and police accountability – particularly when it comes to racial disparities in treatment.

UK: StopWatch: https://www.gofundme.com/f/StopWatch-Campaign-for-Fair-Accountable-Policing (opens in new tab)
US: The National Police Accountability Project: https://www.nlg-npap.org/donate/ (opens in new tab)

The Stephen Lawrence Trust
In 1993, 18 year-old Stephen Lawrence was murdered in an unprovoked racist attack. The initial police investigation failed to gain any convictions, and a public inquiry into how the police handled Stephen’s case led to significant cultural changes in attitudes to racism and police practice. The Stephen Lawrence Trust was founded to work with young people from disadvantaged backgrounds, as well encourage everyone to work towards a fairer society.

UK: https://www.stephenlawrence.org.uk/support-us/donate/ (opens in new tab)

Bail funds
Donating to a bail fund allows people from communities historically targeted by police to exercise their right to protest, safe in the knowledge that they won’t be trapped in jail if arrested. Here’s a comprehensive collection of all the US bail funds currently seeking donations.

https://bailfunds.github.io/ (opens in new tab)

Other organisations
Feeling particularly generous? Here’s a huge list of organisations that need support in the fight for equality. 

https://lifehacker.com/where-to-donate-to-help-people-fighting-for-racial-just-1843852418 (opens in new tab)

How to hold the police accountable

How can I hold the police accountable? 

(Image credit: Getty Images / Mr Doomits)

A significant step towards racial equality is ensuring that the police treat people fairly and equally – something we can aim for by holding them accountable. 

Document police interactions
As we’ve seen from videos going viral, filming police interactions is an effective way to raise awareness of mistreatment or brutality. If you see a worrying situation involving the police and a black person, document it without obstructing the police – film with your phone, and if safe, declare your presence. In addition, if you can, make a note of the badge numbers of officers involved, and their licence plates. Hopefully, having witnesses will ensure police behave legally. If not, there’s footage.

Make official complaints
If you have witnessed, or been subject to, police misconduct, always make a complaint. It doesn’t guarantee change, or even justice, but does remind the police that people are prepared to take action against unfair policing.

Always begin by making a complaint directly to the local force – here’s a guide on how to do that, and the process you’ll need to follow.

UK: https://www.libertyhumanrights.org.uk/advice_information/how-do-i-make-a-complaint-against-the-police/ (opens in new tab)
US: https://www.usa.gov/report-crime#item-35887 (opens in new tab)

Once you’ve made a complaint, you should also contact one of the police accountability or civil liberty organisations I mentioned above. They’ll be able to help you ensure you’ve followed legal procedure, and if necessary, can even help you bring legal action. You can also contact the media, if you’re comfortable having your story and identity made public.

Contact your elected representatives
In the UK, we have Police and Crime Commissioners (PCCs), who are elected to make sure that local police meet the needs of the community. That means that, as a constituent, you can contact them to express concern about the way black communities are treated by the police. 

You can find your local PCC here: https://www.apccs.police.uk/find-your-pcc/ (opens in new tab)

Of course, you can also contact your local elected government officials to denounce police brutality against black people, and call for change. Try not to use websites that let you send a pre-written template; you’re more likely to make an impact with a polite, honest, and personal email or phone call. Plus, many organisations / government bodies have blocks in place that will filter out any pre-written templates too. Don’t know who your representatives are? Find out here:

UK: https://www.theyworkforyou.com/mp/ (opens in new tab)
US: https://myreps.datamade.us/ (opens in new tab)

Know your rights
It’s a simple step, but probably the most important one: know your rights when dealing with the police.

In the UK, Y-Stop is an incredible resource. Part of campaign group StopWatch, Y-Stop has created an app that can inform you of your rights, record police, send a complaint, and even contact lawyers for you: www.y-stop.org/complaints (opens in new tab)

Don’t want to download an app? Their website has a range of PDF guides on what to do if you’re stopped by police, which you can download to your phone instead.

www.y-stop.org/ (opens in new tab)

In the US, the ACLU has your back, with this step by step guide of what to do in a range of police interactions, from being pulled over, to being arrested.

https://www.aclu.org/know-your-rights/stopped-by-police/ (opens in new tab)

They also have an app that can record police misconduct, and immediately store it on ACLU servers, meaning it can’t be destroyed or removed from your phone.

https://www.aclu.org/issues/criminal-law-reform/reforming-police/aclu-apps-record-police-conduct (opens in new tab)

In addition, there’s an independent app called Legal Equalizer which can show you your rights, and contact your friends or family if you’re stopped by police. 

https://www.legaleqapp.com/ (opens in new tab)

Fight facial recognition
If you’re serious about fair policing, oppose facial recognition technology. A NIST study showed it’s up to 100 times more likely to incorrectly target ethnic minorities than white men, and in the UK, a police-organised independent review found it’s wrong 81% of the time – but they’re using it anyway. If facial recognition becomes a standard police tool, black people will become even more likely to be incorrectly targeted or arrested.

Reconsider when to call the police
Lastly, be careful when calling the police. Thanks to viral videos, we’ve watched the police being summoned by white people because a black man asked a woman to leash her dog (opens in new tab). Because black men were using their work gym (opens in new tab). Because a black mother and child used their community pool (opens in new tab). Because a black student at Yale used the common room (opens in new tab). Because a black family barbequed in the barbecue section of the park (opens in new tab). I could go on.

Given how dangerous police interaction can be for black people, think hard before calling the police. Ask yourself: is this an issue that genuinely requires immediate police assistance, and most significantly, are you sure of the facts, or being blinded by bias?

Want to protest?

Want to protest?

(Image credit: Getty Images / Alejandra Fisichella / EyeEm)

Protesting is one of the most powerful ways to call for change, as well as a fundamental right in any democratic society. That said, don’t forget we’re in the middle of a pandemic, and one which is disproportionately affecting back people. Recent research has shown that people of African or Caribbean descent are almost twice as likely to die from Covid-19, so don’t feel ashamed about protecting your health, and the health of those around you, by staying at home. However, if you still want to demonstrate publicly, or even set up your own march, here’s what you need to know – and how to do it safely during a pandemic.

Organising a protest isn’t just about making an instagrammable sign and hoping it doesn’t rain. If you want to run a public demonstration, you have to follow legal guidelines, and that includes informing the police. If you’re in the UK, Liberty have a great guide: www.libertyhumanrights.org.uk/advice_information/how-to-organise-a-protest/ (opens in new tab), and if you’re in the US, so do the ACLU: https://www.aclu.org/know-your-rights/protesters-rights/ (opens in new tab)

You’ll also need to think about practicalities, like inviting press, choosing a location, and getting the word out – all covered in this quick, helpful checklist: www.childrenssociety.org.uk/sites/default/files/how-to-protest.pdf (opens in new tab)

Whether you’re organising a protest, or just attending, it’s important to stay as safe as possible. In particular, as we’ve seen over the last few days, the police often respond disproportionately to protestors, using weaponry like tear gas, rubber bullets, pepper spray, Tasers, and guns. Protecting yourself requires both preparation, and an on-site contingency plan. Here’s a brilliant guide from Wired on what to know before you go: https://www.wired.com/story/how-to-protest-safely-gear-tips/ (opens in new tab)

Once you’re at the protest, here’s what to do during a police interaction – if you’re from the US: https://www.aclu.org/know-your-rights/protesters-rights/#i-was-stopped-by-the-police-while-protesting (opens in new tab), or the UK: https://greenandblackcross.org/bustcard/ (opens in new tab)

Learn more

Want to learn more? 

(Image credit: Reni Eddo-Lodge)

If you’re really keen to learn more, and explore some of the fantastic resources on race, history, and society, here’s a month long programme of content that lets you choose how much time you want to dedicate: 10, 25, or 45 minutes per day.  (opens in new tab)

You can also take advantage of this extensive list of articles, podcasts, shows, and books, designed to help you become actively anti-racist (opens in new tab).

However, if you want a more curated selection, here are a few educational essentials.

Books

Why I’m No Longer Talking to White People About Race, by Reni Eddo-Lodge (opens in new tab)
A blistering exploration of how racist structures were created, and how we can dismantle them.

White Fragility: Why It’s So Hard for White People to Talk About Racism, by Robin DiAngelo (opens in new tab)
A thought-provoking investigation of what it means to be white in a systemically racist world.

So You Want to Talk About Race, by Ijeoma Oluo (opens in new tab)
A brilliant first step, this book gives you the tools to begin discussing topics like racism and privilege.

Articles

America’s Racial Contract Is Killing Us (opens in new tab)
A powerful essay on which lives society considers valuable

The racist roots of American policing, by Connie Hassett-Walker (opens in new tab)
A short but important read, that explains how the US police system was built on racism

The Case for Reparations, by Ta-Nehisi Coates (opens in new tab)
A moving piece, which showcases personal experiences of racism 

For children or students

BBC Bitesize on racism (opens in new tab)
An insightful video lesson, with an appearance from the wonderful Benjamin Zephaniah

BBC Newsround – Why are there huge protests in the US? (opens in new tab)
A child-appropriate article covering the recent protests, and Black Lives Matter

Parental toolkit on racism (opens in new tab)
A guide for parents who want to talk to their children about racism

Show Racism The Red Card (opens in new tab)
Educational factsheets and films on different types of discrimination

Thinking exercises 

Examining privilege
One of the most straightforward ways to learn more is simply to think about how you’re privileged. This is a tough one for many people – after all, who really feels like they’ve led a privileged life? However, white privilege doesn’t mean your life is easy; instead, it means that your race hasn’t made it harder. You might be surprised just how much of your everyday life benefits from racist societal structures – here are a few examples from a helpful checklist (opens in new tab) Boise State University put together:

  • People know how to pronounce my name; I am never mocked or perceived as a threat because of my name.
  • I know that the police and other state authorities are there to protect me.
  • People of my race are widely represented in media, positively as well as negatively.
  • I do not often have to think about my race or ethnicity – in fact, I don’t really notice it.
  • People do not assume that I am unintelligent or lazy based on my race.
  • My race or ethnicity will not make people around me uncomfortable.
  • I can go to a store or spend money knowing that no one will be suspicious of me.
  • I am seen as an individual; I am never held personally responsible for the actions of other people of my race or ethnicity.

One simple question
If you aren’t black, watch this video, and ask yourself the same, simple question.

Support for Black people

Where can black people find support? 

It’s a particularly distressing time for black people at the moment, and many people of colour will be under intense stress. So, whether you need help, or want to be able to offer help, here’s a list of self-care resources. However, when Black Lives Matter is no longer a trending topic, please don’t forget that black people experience this level of racism and dehumanisation every single day, so don’t stop checking in.

Firstly, if you need immediate support with suicidal thoughts, here’s a list of global numbers you can call for urgent help: faq.whatsapp.com/en/28030010 (opens in new tab)

Next, turn off video autoplay on Twitter. You don’t need to be repeatedly bombarded with graphic depictions of black death, or police brutality, and continual exposure is linked to poor mental health: www.help.twitter.com/en/using-twitter/twitter-videos (opens in new tab)

In the UK, black people can take advantage of free therapy services, as well as a network of BAME therapists: www.baatn.org.uk/free-services/ (opens in new tab)

There’s also a free meditation app called Liberate (opens in new tab), which has been specifically designed by and for people of colour. It’s the ideal way to switch off, with guided sessions on every aspect of the black experience. 

In addition, online organisations like HealHaus (opens in new tab) and Ethel’s Club (opens in new tab) are offering free online sessions for black people, exploring topics like grief, meditation, and healing.

Finally, if you want to understand more about how racial trauma can affect you physically and mentally, PBS has this in-depth piece (opens in new tab), and The Conversation put together a list of eight things you should do to support yourself (opens in new tab).

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Hands-on with Yakuza 7: Like a Dragon, the wildest and riskiest Yakuza game yet https://rb88betting.com/yakuza-7-like-a-dragon-hands-on-preview/ https://rb88betting.com/yakuza-7-like-a-dragon-hands-on-preview/#respond Thu, 07 May 2020 00:00:00 +0000 https://rb88betting.com/yakuza-7-like-a-dragon-hands-on-preview/ Having thoroughly trounced a room full of thugs, we witness a familiar sight in Yakuza 7: Like A Dragon as a larger, better-armed group of toughs bundle through the door. Ordinarily, this would be the time for Kazuma Kiryu to crack his neck, loosen his shoulders and raise two clenched fists in preparation for taking …

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Having thoroughly trounced a room full of thugs, we witness a familiar sight in Yakuza 7: Like A Dragon as a larger, better-armed group of toughs bundle through the door. Ordinarily, this would be the time for Kazuma Kiryu to crack his neck, loosen his shoulders and raise two clenched fists in preparation for taking them down single-handedly. But Ichiban Kasuga is no Kazuma Kiryu, and this is no ordinary Yakuza game. Kasuga isn’t even alone, in fact – and yet he takes one look at the uneven odds and, perhaps sensibly, decides to get the hell out of there. 

Despite their differences, the series’ new lead has plenty in common with his predecessor. Both are orphans, raised by surrogate father figures in high-ranking positions within the yakuza. And both are incarcerated for crimes they didn’t commit: in this case, Kasuga takes the fall for Masumi Arakawa as a way of repaying his debt to the man who took him under his wing as a wayward teen. 

He emerges after an 18-year stretch to find the Omi Alliance has taken over Kamurocho from the Tojo Clan, while worse is to come when he confronts Arakawa, who seems to have abandoned his former protégé. Shot and left for dead, he wakes up surrounded by garbage bags in Yokohama. It might sound like a depressing start, but it’s leavened by a familiar streak of fish-out-of- water comedy: echoing Kiryu’s struggles with modern technology, Kasuga seems similarly baffled by this new world of smartphones, vapes and selfie sticks. Yet thanks to the help of a kindly homeless man, disgraced former doctor Namba, he’s soon back on his feet. 

Life after Kiryu

(Image credit: Sega)

It helps that Kasuga is seemingly more outgoing than the taciturn Kiryu. He’s positively garrulous, in fact: charismatic and bristling with wide-eyed enthusiasm, he seems to make friends easily. Before long, he’s formed a party of three alongside Namba and ex-cop Koichi Adachi, a bear of a man who has his own motives for staying friendly with Kasuga. They’re later joined by hostess Saeko Mukouda, after a tragedy involving the owner of the club she helps to run, and that’s your classic JRPG party of four. If Kasuga is the de facto lead, his companions get plenty of character development of their own: it makes for almost certainly the most dialogue-heavy Yakuza to date, but also a genuine ensemble piece. 

But the biggest change comes when you engage a group of enemies. The new battle system suits Kasuga, whose affection for JRPGs bleeds not just into the turn-based combat itself but in the way enemies and allies transform in front of his eyes. It feels almost like an elaborate delusion, or perhaps the result of an overactive imagination, prompted by the moment he pulls a baseball bat wrapped in barbed wire from the ground as if it were Excalibur. Low-ranking yakuza and street thugs look normal from a distance, but adopt ever more outlandish guises when you engage them – from weirdos wearing bin bags and seemingly nothing else to creeps with flasher macs that attack by thrusting their bottoms at you. 

There’s much more to the combat than simply selecting moves from a menu and watching animations play out. With active elements on top, its dynamism is reminiscent of the Persona series, but with a few recognisably Yakuza twists. Launch a standard attack, and if an object is in Kasuga’s path as he jogs over to his target, he’ll either kick it towards them or, if it’s large enough, pick it up and swing it for extra damage.

(Image credit: SEGA)

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(Image credit: Future)

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Special attacks (essentially Heat moves, in old money) that consume MP can be boosted by mashing Square or tapping Triangle at the right time. You can defend for a turn to lower damage, and minimise it further by hitting Circle as an attack lands – though the timing window is surprisingly narrow, and for some multi- hit moves you’ll need to keep pressing it. Though, particularly if you’ve equipped some gear to increase your evasion stat, you’ll occasionally see them dash back out of harm’s way. 

As a result, fights still have the sense of thrilling energy and spontaneity we’ve come to expect. Though you can’t move characters directly, they’ll naturally shuffle around, bringing extra tactical wrinkles into play. Positioning becomes key – you can wait until your chosen target wanders next to a couple of others before launching an AOE attack, whether it’s Namba breathing fire or Adachi swinging a goon around by their feet. Then again, it sometimes pays to act quickly – when an enemy is grounded, a regular attack from the next character in line will deal extra damage. 

Before it all kicks off, you can attract the attention of a group on the street and kite them into the road. Approaching cars will come to a standstill, honking their horns, but with luck, you might be able to knock an enemy into a stationary vehicle for a massive chunk of bonus damage. The slapstick doesn’t end there – sledgehammer- wielding enemies will occasionally lean too far on the backswing and topple over, while oiled-up sunbathers carrying airbeds sometimes slip and fall flat on their faces as they sprint to attack you. 

Kamurocho calling

(Image credit: Sega)

Alternatively, like Ichiban during that eye-opener of a cutscene, you can beat a tactical retreat. There’s much more reason to do so than in previous Yakuzas, whether you’ve inadvertently stumbled into a gang of high-level enemies – or if you’re simply low on HP and MP, having exhausted all your recovery items. Then again, perhaps that’s because we’re slowly adjusting to a game where, at least in the early stages, the restorative items we’ve come to rely on are too expensive for a man with a much smaller wallet. Still, if Staminan Royales are out of reach, we’ve always got rice balls to scarf down in a pinch. And once we switch things up a bit and start using Namba’s healing powers – and equipping new gear that recovers MP after each turn – we’re no longer having to stop by a Poppo every few battles. 

Namba can still heal when you’ve recast him as a musician, strumming uplifting tunes to boost stats and turning CDs into deadly projectiles. These role changes are part of a job system, a well-worn JRPG idea that feels refreshed by its contemporary setting. Adachi, for example, becomes a tanky riot cop with a powerful shield bash and an elbow-drop finisher. After a brief flirtation with a B-boy outfit for Kasuga – giving him a move set that riffs on Majima’s Breaker style from Yakuza 0 – we turn him into a gaudily suited, champagne-swilling host who sprays jets of bubbly over foes to leave them drunk and disorientated. 

Idol- class Mukouda’s most costly attack sees her call upon a trio of angry fans, who’ll repeatedly whack her assailants with neon glow sticks. There are summons, too, accumulated by completing sub-stories, though most require a fairly hefty payment, and there’s a cooldown on each of them. As such, you can only realistically rely on them as a last resort – at least for a while. Though we hesitate to give any of them away, we’ll just suggest you complete the sub-story involving a belligerent crayfish.

(Image credit: SEGA)

“Fights still have the sense of energy and spontaneity we’ve come to expect.”

Sega has dialled up the silliness, then, but Yaluza 7: Like A Dragon is grounded by its setting. After a brief glimpse at Kamurocho through new eyes, the district of Isezaki Ijincho is – despite its evident waste-disposal problem – a breath of fresh air. It’s also much larger, and starts out as an unknown quantity (much as it would be to Kasuga) requiring you to fill in the map by exploring. At first you’ll want to walk everywhere, and not just to take in the new scenery – in the early game, Kasuga is flat broke, and actively invited to forage around vending machines for loose change. After a while, you’’l be able to take the game at your own pace – if you need to grind a few job ranks against relative lightweights, then it makes sense to walk everywhere. But if you’re in a hurry to get to the next story mission, or simply fancy a shortcut to the weapon crafter, say, then a cab makes for a reasonably-priced fast-travel option.

Though the city is a little sparser, it’s still dense with enjoyably distracting side- activities. The slow-burn plot presents plenty of moments of natural downtime, while you’ll probably feel the need to take a load off after a boss fight or a lengthy trek through a labyrinth below Yokohama’s streets – because yes, this is a Yakuza with dungeons, after a fashion. 

The need to recover HP and MP between fights, meanwhile, gives you all the more reason to visit the district’s various eateries, with set meals boosting your affinity with your fellow party members. Once that’s reached a certain threshold, you’ll open up conversation options at a local bar, your choices here boosting Kasuga’s stats, while taking your friendship to the next level – in turn increasing the chance of automatic follow-up attacks in battle. And of course you can also indulge in a spot of karaoke. 

There’s enough of the old to allay the shock of the new, in other words. But so far it’s those differences that help make Yaluza 7: Like A Dragon the most purely enjoyable entry in this series since Yakuza 0. Perhaps the best thing we can say about it is that we don’t miss Kiryu nearly as much as we imagined we would. It might be a while before we can say the same for Kamurocho, but there are signs already that, just maybe, we’ll come to love Yokohama as the new home for this weird and wonderful new breed of Yakuza.

Yakuza 7: Like a Dragon is one of the upcoming Xbox Series X games (opens in new tab),  arriving in the West for Holiday 2020. 

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Gabe Newell opens up on why Steam Machines didnt work out in latest Edge magazine https://rb88betting.com/gabe-newell-opens-up-on-why-steam-machines-didnt-work-out-in-latest-edge-magazine/ https://rb88betting.com/gabe-newell-opens-up-on-why-steam-machines-didnt-work-out-in-latest-edge-magazine/#respond Fri, 20 Mar 2020 00:00:00 +0000 https://rb88betting.com/gabe-newell-opens-up-on-why-steam-machines-didnt-work-out-in-latest-edge-magazine/ In Edge magazine’s latest issue, Gabe Newell has opened up on why he believes Steam Machines didn’t take off with gamers.  In a wide ranging interview with Edge, where he also discussed why Valve are referring to Artifact’s large scale update as Artifact 2 (opens in new tab), as well as the competition it shares …

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In Edge magazine’s latest issue, Gabe Newell has opened up on why he believes Steam Machines didn’t take off with gamers. 

In a wide ranging interview with Edge, where he also discussed why Valve are referring to Artifact’s large scale update as Artifact 2 (opens in new tab), as well as the competition it shares with Epic Games (opens in new tab), Newell was candid about the failure of Steam Machines. 

If you don’t remember the hardware Valve helped to launch in 2013, they were pre-built PCs that ran SteamOS and were designed to sit under your TV so you could play Steam games in the living room. However, it never quite took off with players. 

After discussing how Valve fell in love with their plan without seeing customers do the same, he spoke in detail about the key issue regarding Steam Machines. Newell explained, “The hardware we were pushing for was super-incomplete at the time. I thought, ‘This is clearly where we all want to end up, and this is a point along the pathway to getting us there’.

“And people were like, ‘Yes, but you’re asking me to pay you money for the privilege of being on your roadmap, and I’m not really sure what I’m getting out of this at this time’. We needed to be a lot further along in terms of delivering polished consumer experiences before we were trying to get people to actually pay money for those things.”

If there’s a silver lining to this, it’s that Newell discussed with Edge how Valve learned key lessons from the Steam Machines, and how it impacted their design philosophy. Newell said, “The combination of Index and Half-Life: Alyx, to my mind, is where we were always hoping we would get to – which is the ability to be designing hardware and software in concert with each other.”

For more from Gabe Newell, as well as Edge’s Half-Life: Alyx review, pick up your copy from My Favourite Magazines (opens in new tab) here.

Or, if you’d like to guarantee a copy on day of release, you can subscribe to Edge Magazine for 5 digital issues for £5 (opens in new tab) with this special offer, a saving of over 80%.

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