The Division's long-promised 1.2 game update lands today, bringing with it new activities, fresh gear and a second end-game Incursion mission. There's also a nifty new mechanic where you can nab Dark Zone loot from those around you after it has been tied to the extraction helicopter. But, for fans, one of the patch's most welcome additions will likely be the raft of bug fixes it also brings.
Lumo is steeped in the nerdish romance of the British 1980s video game development scene. For those who lived through those days, this wistful isometric puzzler, an ode to John Ritman's 1987 game Head Over Heels, is a reminder of mornings spent in the computer room at school, when kids competed for a seat at a BBC Micro. Lumo calls to mind old exercise books, heavy with pencil-drawn maps of computer game layouts (indeed, the maps you unlock of each of its dungeon's floors are scribbled in just such a book). It's the kind of adventure that had to be snatched before dinner, when the only prayer on your lips was that the cassette would load the first time. Lumo is the Finnish word for 'enchantment'. It's a reference to the protagonist, a dinky magician who totters about beneath the floppy brim of an oversized mage's hat. But it's also a reference to the spell under which any veteran of this forgotten genre will surely fall.
Five Nights at Freddy's developer Scott Cawthon is releasing the fifth commercial outing in his animatronic horror series with Five Nights at Freddy's: Sister Location. Revealed via a new trailer (below) and teaser on the , Five Nights at Freddy's: Sister Location is set in an underground bunker of sorts. Why are all these animatronic horrors lurking beneath the earth? Did someone think it was a good idea to build a pizza parlour below ground? Is this even a restaurant? I guess we'll find out this autumn when Five Nights at Freddy's: Sister Location is planned for launch.
Overwatch is now live in Europe and its micro-transactions have been revealed. As promised, the micro-transactions are and can all be obtained through dedicated play. Gaining a new level rewards players with loots boxes containing up to four new skins, voice lines, animations, and sprays. Should you receive a chest with a duplicate item, it will be converted into credits which can be redeemed for an item of your choosing. Those who want to snag these early can purchase loot boxes for the following prices:
Last year Crossy Road developer Hipster Whale released Pac-Man 256, a mobile game that occurs for players who conquer the original Pac-Man's 255th level. Now, that game is coming to PS4, Xbox One and PC on 21st June - which just so happens to be Pac-Man's 36th birthday. Yet he doesn't look a day over 30. This console and PC version of Pac-Man 256 is being developed by 3 Sprockets. It will add four-player local co-op as players chomp their way through an endless scrolling level where Pac-Man runs from ghosts and a chaotic realm of colourful numbers. To commemorate this new version, Pac-Man 256 mobile's Coin Doubler micro-transaction is on sale for £2.29 instead of £3.99 until 27th May.
Syberia 3, the long-awaited third outing in Microïds point-and-click adventure series, will launch on 1st December for PC, Mac, PS4 and Xbox One. That's . And 12 years since Syberia 2 from 2004. This time out series stalwart and lawyer Kate Walker finds herself teaming up with a caravan of Youkol people from Syberia 2 as she helps them with "the transhumance of the snow ostriches to the holy steppes where they can reproduce."
Blizzard didn't unveil a new Overwatch hero in yesterday - didn't do anything of the sort. I wasn't the only one fairly convinced Blizzard would throw back the curtain on a character called Sombra who would turn out to be Pharah's mother Ana Amari, an original Overwatch member whose whereabouts are unknown. There were that the Hero animated short takes place on, you see. Clues like Sombra's name on classified files next to Soldier 76's, and Sombra's name on a newspaper on the Dorado town centre floor. And all the animated shorts before Hero had featured two or more Overwatch heroes going at one another. But no, Blizzard didn't unveil a new hero. Indeed, senior Overwatch gameplay designer Michael Chu found all the speculation "weird".
Non-fantasy medieval RPG Kingdom Come: Deliverance has been pushed back until 2017. Developer Warhorse Studios confirmed the delay in a statement to . Kingdom Come: Deliverance was originally scheduled for late 2015, then delayed to this summer. Warhorse said earlier this year that the PC version may get pushed back even further due to a publishing agreement stating that the PS4 and Xbox One versions .
Ian's been playing a Megaton of Fallout these last few days. Specifically, he's been getting stuck into Fallout 4's newest DLC, Far Harbor - or as we've affectionately dubbed it in the office, Fahhaahahbrah. Not content with making on how you can get started with the DLC, or even with , he's now back with another in-depth video in which he tracks down Far Harbor's most interesting easter eggs. There are the usual witty pop culture references that range from the mainstream to the slightly more obscure, but there are also a couple of secrets that might prove more meaningful - not to mention profitable - to the more clued-in Fallout fans in the audience. Enjoy.
The Overwatch servers should be fearfully coming to life later on this evening, and if you didn't find the time to mess around with Blizzard's new first-person shooter during this month's open beta, then there there's a good chance you might need a little help getting started. That's where our Overwatch guide comes in, with loads of tips and advice for mastering the many maps and heroes that feature in the game. Or rather - to be a little more specific - Eurogamer's teaming up with its all-things-Blizzard sister site MetaBomb to bring you all of the Overwatch guides that you might need. As you may or may not be aware, I actually left Eurogamer at the end of last month in order to work on the site full-time. In the month or so since then, I've been busy producing guides for all aspects of the game, and there's a lot more to come too! You'll find links to some of the most immediately useful features like hero and map guides from this very article, but a lot will change in the game in the coming weeks. We expect the community of players to very quickly uncover plenty of devilish team compositions and methods for exploiting some of the more imaginative hero and map mechanics that are in the game.
On 22nd May 2006, Valve put out a press release promising an episodic trilogy for Half-Life 2. Eurogamer wrote a news story, authored by one Ellie Gibson, with the headline: "." 10 years later, we're still waiting for that third episode. The press release heralded the launch of Half-Life 2: Episode One for PC. At the time, Valve said the trilogy would conclude by Christmas 2007. Here's the relevant blurb:
New chart entrants Homefront: The Revolution and Fire Emblem Birthright/Conquest have failed to topple Uncharted 4 and Doom from the top two slots of the UK chart. Homefront fired into third place, while Fire Emblem's split release saw it take both fifth and 11th spots in the UK all-format chart. Valkyria Chronicles Remastered, this week's other big release, landed in sixth.
Fallout 4's largest expansion to date is more soggy B&B holiday than a hair-raising voyage to parts unknown, but I can't fault its opening sections. Dispatched to a mysterious island in search of a teenage runaway, I've barely set foot in the town of Far Harbor itself when I'm asked to chase off a mob of hungry fishmen, spawned by the radioactive fog that rolls across the surrounding country like a designer's wayward imagination. It's a marvellously eerie tussle, like playing Horde Mode on the docks of Dishonored's Kirkwall. Townsfolk cluster in the otherwordly glow of the condensers that keep the mists at bay, firing down into a sea of bulging eyes and serrated fins. Fortunately I've packed for the occasion, with a Fatman in one hand and a sack of pulse grenades in the other. Did somebody order the catch of the day? Because I like my seafood extra-crispy. 15 hours, a few score fetch quests and no end of splattery VATS executions later, I'm not feeling quite as enthused. Far Harbor offers an enormous landmass that's awash with secrets, loot and narrative threads to pull at, be it a mislaid shipment of sturdy marine armour or an ancient, miraculously functional drive-in cinema with an audience of ghouls. Its main story arc sees you balancing, or undermining, the agendas of three factions - the ornery folk of Far Harbor itself, a tribe of synthetic refugees who are building a new home in an observatory, and a wayward chapter of the Children of Atom, holed up in a rusty nuclear submarine. In the course of the adventure - which can end in either peace, a massacre or a little from both columns - you'll also recruit a new companion, the grouchy and unlovable Longfellow, throw together a couple of settlements and collect a faction-specific weapon or two for the pile.
Oculus Rift's latest security update was designed to make piracy harder, but its overall effect has been to make it easier than ever. Last week, Oculus released its which added an extra security step when launching games - the app now checks whether you have a Rift headset connected. The move was seen as a move to block Revive, the popular mod which allowed users to play Oculus-exclusive games on other VR headsets.
I'm sorry Drew Barrymore. I thought you were an idiot for running up the stairs when that murderous intruder chased you with a butcher's knife at the opening of Scream. "Don't go up there, you fool!" I thought. "You won't have a way back down!" Recently I found myself making the exact same mistake in Behaviour Interactive's upcoming asymmetrical multiplayer horror game Dead by Daylight. For those in the dark on this upcoming horror affair, Dead by Daylight tasks four players with escaping an arena stalked by a fifth player assuming the role of a horror movie villain. My first time encountering the shambling grotesque Leatherface lovechild in the PAX East demo I quickly pull a Campbell and run up some stairs and into a closet where I'm decidedly less fortunate than Jamie Lee Curtis' after her similar experience at the climax of Halloween.
Tricky one, Doom. Tricky one to reboot, or deboot, or whatever it is that id Software has been tasked with this time around. Tricky lineage to negotiate. How do you expand upon a game whose force and purity all but created the pace, mechanics, and look of a generation of shooters? How do you do that, all the while knowing that in the sheer unadorned potency of the original game there is something that can only ever be damaged by elaboration? Returning to Doom, surely the temptation is to make Doom more complex - but complexity only makes it less like Doom. Amazingly, though, despite the odds stacked against it, the new Doom feels a lot like, well, a lot like Doom. It has that same headlong rush, that same engine of wet splatter chugging everything forward. I've been playing through the campaign while trying to work out how they've done it, how developmental hell turned out a game that is such a joyous blast to play. And I think a big part of the game's success comes down to one weird thing: the guy you're playing as in Doom is playing Doom. Before we go any further I should probably add that the guy you're playing as in Doom is also, for most of the campaign, just an arm. Okay, two arms on the rare occasion when he needs to smash a fist into his palm or yank apart a set of jammed doors. Doom isn't the first game to do this by any means - it's not the first game to give you a near silent protagonist, or give its first-person camera some kind of presence in the world. What's different about Doom is how much charm it gets into such a small set of animations. This Doom, above and beyond all other things, is a game of great charm. So yes, the guy in Doom is playing Doom. You can tell this from his heady mixture of enthusiasm and impatience that permeates all his actions. Look at him picking up a new weapon: the sheer joy with which he reaches for the chainsaw or the rocket launcher. "You! Here?" he seems to be thinking. "You are really going to help me with the next bit of Doom that comes around the corner!" Look at him mantling, hands gripping platforms and pulling him up with the breathless pace of a kid at their first sport's day. Look at him clenching through a health recharge. Look at the way he plays with the bobblehead secrets he finds littered around the place. This isn't a person who's worried about wormholes from Hell and all the shady things a Martian drilling company has been doing on the sly. This is a guy who's just glad to be locked in a building with a bunch of shambling jelly people to shoot to pieces.
Valkyria Chronicles never achieved the success it deserved when it first hit PlayStation 3 back in 2008. The superb mix of challenging gameplay, character-driven story and sketchbook art style went largely unnoticed outside the hardcore crowd. However, with a remaster now available on PS4, the game gets another chance to work its magic amongst a wider audience. A PC port released in 2014 gave us higher frame-rates and resolutions than the PS3 original, and the latest PS4 remaster doesn't disappoint either, with these improvements joined by some additional visual tweaks that see this version take point. At its core, the remaster is a port of the PC version, with both releases sharing artwork and most of the visual effects from the PS3 original. Valkyria Chronicles' cel-shaded art style remains as striking as ever, with textures and thick black outlines that create detail around objects still holding up reasonably well when presented in resolutions beyond 720p. The argument here is that the original art doesn't need a radical upgrade due to its simplicity, though it definitely benefits from being displayed at higher pixel counts. On PS4 we're looking at a native 1080p framebuffer backed up by post-process anti-aliasing, handing in a sharper image than the PC version operating at the same resolution. Textures and geometry appear blurrier on PC, with details like bricks and cobblestones looking less defined across more distant scenery. One of the main culprits here is the use of less refined anti-aliasing on PC, which is a touch too aggressive - although the image isn't particularly sharp on PS4 either. As such, neither version really offers up a crisp presentation that really looks like it's running at 1080p, but what we have here is still a massive improvement over the 720p PS3 game.
Do you remember the first time a video game told you a story? By that I don't mean the first time you played a video game that had a story. I mean the first time it made one up for you, like a grandmother who's reached the end of her book of fairytales, but the grandchildren are crying "One more, one more!". I mean the first time a game took a bunch of random numbers, fed them through a system of switches and levers, and somehow outputted a coherent, mesmerising narrative? Do you remember the first time you experienced this magical moment that only games can provide? I do. It was 2003, and the game was Shogun: Total War. I'd picked it up a couple of years prior and played with it a little. I'd gone "wow" at its ability to render hundreds, sometimes thousands of tiny soldiers on impressive 3D terrain, then forgotten about it in favour of the new Medal of Honor or something. I'd never been much of a strategy guy. Up to that point, the only strategy game that had held my attention for longer than a few hours was Age of Empires, because of its elegant simplicity and that compulsive rhythm of advancing your civilisation.
There was a time when a new id Software release could make waves across the industry - redefining entire genres, upping the ante for high-end graphics, and changing the face of multiplayer games forever. With those halcyon days lingering in our rear view mirrors over the past few years, it has often felt as if the id Software we grew up with had been lost to time. Then, on Friday the 13th of May, everything changed - Doom was released to the world and blew the doors off expectations worldwide. To say that we were pleasantly surprised would be a vast understatement. To put it simply, id Software is back in a big way and this new take on Doom rockets the studio right back up to the top. The release of Doom also marks id's triumphant return to cutting-edge graphics engine development. Combining the high performance and virtual texturing capabilities of id Tech 5 with advanced lighting and materials, the new id Tech 6 feels like a long awaited return to form. Such results don't come easy, however - while classic id Tech engines were architected primarily by John Carmack, who has since moved onto Oculus, id Tech 6 is the product of a massive dedicated team of id veterans and leading industry engineers, including a number of folks from Crytek, coming together under one banner. The results are explosive. Doom delivers a full 60fps shooter on consoles with some of the most remarkable visuals we've seen this entire generation. In the wake of PlayStation Neo rumours and cries for new hardware, the release of Doom and Uncharted 4 in the same month demonstrates just how capable the existing machines are in the right hands. After all, no matter how much power is available, good performance still requires smart coding and design.
UPDATE 17/05/2016 10.13pm: CEO of Japanese video game consultancy firm Kantan Games, Serkan Toto, believes that Resident Evil 7 is in development and that it will return to the series' "horror roots". Toto stated on that "The entire game will go back to RE's horror roots and (essentially) be a clean slate." He further noted that it will be revealed at E3 and that Metal Gear Solid 5: The Phantom Pain and P.T. designer Jordan Amaro will be working on it.