Video: 12 Exciting New Games Coming To Nintendo Switch In February 2024

Mario vs. Donkey Kong! Tomb Raider! Slave Zero X!

The shortest month of the year is here… but it also might be one of the most-packed.

February 2024 sees Nintendo’s next big remake land on the Switch, but this is the month of the retro throwback, and the eShop (and our shelves) will be bursting with new titles to pick up and download.

Read the full article on nintendolife.com

How to Build Your Bulwark – Demo out Now

Hello there! I’m Tomas Sala – solo developer of Bulwark: Falconeer Chronicles.

Way back in 2020, I launched my first game on Xbox in the form of The Falconeer, an Xbox Series S|X launch title that combined a hostile, flooded open world full of political intrigue, with supernatural and spiritual overtones all seen from the vantage point of Falconeers, skilled riders of giant building sized warbirds that fought each other with lances that charged from the stormy skies.

Four years later I’m asking you to return to the Great Ursee with the next entry in the series, Bulwark: Falconeer Chronicles – set 40 years after the events of The Falconeer within the same flooded open world. But whilst The Falconeer focused on tight aerial combat and moment to moment thrills, Bulwark: Falconeer Chronicles is an open world builder with freedom and expression at its core. Build sprawling towns, spires, and fortresses as hubs for trade, or rallying grounds for conquests.

The demo for Bulwark has just landed on Xbox consoles – here’s some useful tips that will help you make the most of your time with it as you reforge a shattered world.

Demo Tips

Experiment in Freebuild Mode

The included opening tutorial gets you to grips with how you’ll grow from simple wooden outposts to sprawling cityscapes in the hostile world of The Great Ursee. There is also a freebuild mode, which allows you to build without the need to locate resources, and upgrade any of your towers at will. This mode is perfect for experimenting with how you build, or simply enjoying the art of painting the landscape and embracing chaotic creativity!

Keep an Eye on Your Resources

Bulwark treats resources a little differently than other builders, instead of collecting X amount of a resource to build a specific unit or building, you must locate each resource type and link its extractors to the buildings you want to upgrade. The number floating above an extractor will tell you exactly how many ‘building jumps’ that resource is effective for, so optimising the routes your resources take to get to your towers is important for creating huge sprawling citadels.

Use the Right Captains

Some resource nodes will be far from your initial settlement, scattered across the restless waters of the Ursee. You’ll need to set a pair of harbours (indicated by an anchor icon on your surveyor’s target reticule) for pick up and delivery of your resources.

You’ll need to hire captains to transport these goods for you You’ll start with a set amount, unlock more in the soul tree or via random events. Each captain has vessels designed to carry certain types of cargo. Don’t forget to bring workers out to the resources to upgrade the extractors and increase their efficiency!

Keep an Eye on Your Trade Routes

Speaking of trade routes, you can see the path that each ship will take as it ferries your precious cargo across the Ursee, though be sure to install defences along the routes where possible and pay attention to updates from your advisor – there are opportunities that would rather raid your supply lines than scavenge for their own.

Unlock and Use Commanders

Commanders are powerful units that live within fully upgraded towers – converting them to their faction’s aesthetic and providing useful boosts to your economy, defences to your creations and trade routes, or units to escort your surveyor and act as a war band.

More commanders can be recruited through random events (question marks in the world map) or by simply expanding your settlement and increasing your population (progress can be checked in the soul tree)

Use the Photo Mode
With Bulwark’s super flexible photo mode you can control the time of day, apply depth of field and camera positioning completely detached from any unit.

Want to turn it from night to day and soar across the Ursee to capture a whale breaking the waters by your port whilst in the middle of a raid – go for it! You can also choose to pause the action when in photo mode, or allow events and time to play out, perfect for video capture or time lapse photography as you manipulate the time of day.

Finally, Bulwark stores every single brick you build and commits the action to memory – just click the stick while in photo mode and watch your creation build itself brick by brick from where you started to really show off the scale of your achievement and progress!

I hope you enjoy the Bulwark: Falconeer Chronicles demo, whether you’re a fan of The Falconeer returning to try your hand at creation rather than destruction, or this is your first adventure in the Great Ursee – there’s a restless world out there waiting to be tamed and built upon – and I can’t wait to see what you create.

Thank you!

Xbox Live

Bulwark: Falconeer Chronicles Demo

Wired Productions


5

A FRESH TAKE
Paint the landscape with ever more complex and stunning fortifications simply by building up from humble wooden structures to colossal defensive ‘command towers’. Connect your towers through a freeform network of walkways and battlements to supply resources and defences.
Build a refuge for the scattered people of this broken world and they will build their houses and industries powering your ambitions,

AN OPEN WORLD OF WAVES AND LORE
Extend your empire across many islands in this open world through a network of trading ships, discover new locations to build or conquer, and learn about the ancient history of the Ursee and its people in this continuation of the Falconer Saga.

A DIVIDED WORLD
Who you invite into your home determines your political alignment, unlocking new commanders and their flying units, war or trade-ship captains, new building options and architecture.

DEFEND YOUR BULWARK
Some in this world will eye your progress with envy, and violence and conflict will come for your settlements, and it will do so from the air. Your defences need to be strong, your towers mighty and your commanders with their warbirds, dragons and mighty airships need to be ready!

The post How to Build Your Bulwark – Demo out Now appeared first on Xbox Wire.

First Image from Among Us Animated Series Officially Revealed

Out of nowhere, Inner Sloth released the first image from the highly anticipated Among Us animated Series, offering fans a familiar glimpse of the show.

The first image, as seen in the post on the official Among Us X/Twitter account, shows the cafeteria from Among Us’ original map, the Skeld. Pizza and plates spread across the tables, along with some balloons and a blood-covered banner that visibly shows the words “We’re Dead.”

The Among Us animated series was first announced last June, and it was reported that the developer was involved in the project, with Regular Show writer and storyboard artist Owen Dennis spearheading the project. Titmouse, the studio behind animated series such as Big Mouth and Star Trek: Lower Decks, is tasked with animating the series.

While we have yet to learn much about the show’s premise, if it’s anything like the games, it will be a suspenseful series with social deception and comedy playing big roles in the story.

Among Us was first released in 2018 but blew up in popularity in 2020 due to the COVID-19 pandemic. Due to the unexpected rise in its favor, Inner Sloth canceled the sequel and focused on post-launch support for the original game. Following the sequel’s cancellation, Inner Sloth released new features, such as Hide ‘n Seek mode, and new maps, including the Airship. Among Us has also been ported into VR headsets, including the Meta Quest.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Suicide Squad: Kill the Justice League Review in Progress

My first 11 or so hours with Suicide Squad: Kill the Justice League have left me with wildly mixed thoughts. There are things I like, things I don’t, and worst of all, things that elicit no emotional response at all. The guns-blazing combat can be fun, and the story of DC heroes and villains swapping roles is for the most part engaging, but thoughtful mission design is almost non-existent and many of its looter shooter systems fall flat. On the plus side, apart from being kicked to the main menu a few times, the servers have been relatively stable for an online-only game at launch (though I have primarily been playing solo, so I’ll see how co-op holds up in the coming days). So far I’ve reached the end of its short-ish campaign, but I’ve yet to dive into whatever the endgame has waiting for me – but for now, I’ve had a fun enough time playing through its well-told story, even if I was left wanting far more from the missions that make it.

While the comparison might seem like low-hanging fruit, Suicide Squad: Kill the Justice League really is of a similar construction to Marvel’s Avengers – a game I spent dozens of hours enjoying despite its glaring deficiencies. They’re both live services aiming to offer extensive postgames – of course, in Avengers’ case, that promised service was cut short when Crystal Dynamics shut down development two years after launch. For Rocksteady, another famous single-player-turned-online developer, the first step toward trying to avoid a similar fate would be to create a compelling combat system that makes me want to return to Suicide Squad week after week, which it hasn’t quite achieved at this point. The studio known for revolutionising tight melee combat with its Arkham games has instead opted to make this a third-person shooter, which is a bold choice – but one that doesn’t make complete sense considering the traditional methods of violence implemented by most of Task Force X, AKA the Suicide Squad.

As far as the story itself goes, the Justice League is acting out of sorts as they cause city-wide destruction with glowing wide-eyed glee. It doesn’t take a brainiac to work out what’s happening here, but it does take one to mastermind it all. Yes, traditional Superman villain Brainiac has hatched an evil plan to take over the planet and remake it in an image of his own and that involves controlling members of the Justice League’s minds. So, and you’ll never guess this, the Suicide Squad is called in to take down the Justice League by any means necessary.

It doesn’t take a brainiac to work out what’s happening here.

What threatens to be a straightforward story branches out around the halfway point into interesting directions. Yes, what have now become recognisable comic book cliches do dampen some of the big revelations (if you know anything about the endgame you’ll know what I mean) but there’s a level of storytelling on display here that harkens back to those Arkham glory days. That’s in no small part thanks to the phenomenal character design work and scriptwriting that brings each member of the cast to life as they successfully banter along that tightrope-thin line between charming and insufferable.

Close-ups are also liberally used to show off the graphical power that Rocksteady wields, and it’s frequently impressive to watch as cutscenes come to life. That technical prowess is also reflected in the voices behind the faces, too. The late, great Kevin Conroy excels in one of his final turns as The Dark Knight, showing us an even darker side to the caped crusader than we’ve seen from him before. Tara Strong is pitch-perfect as the anarchic Harley Quinn, and Joe Seanoa (WWE’s Samoa Joe) dryly delivers each of King Shark’s one-liners to great effect.

There are fun and wildly different abilities that Rocksteady could have taken advantage of to create varied vigilantes.

Playable team members Harley Quinn, Deadshot, King Shark, and Captain Boomerang are exciting characters with trademark weapons, from boomerangs to booming hammers and sharpshooting sniper rifles to sharp-toothed snapping. There are fun and wildly different abilities that Rocksteady could have taken advantage of to create varied vigilantes who each bring their own style of play to the table. Instead, they’re all reduced to the same baffling blueprint as damage-output-chasing characters who seem to love nothing more than firing guns and occasionally throwing grenades. Granted, they do each have signature melee and traversal attacks, like Harley’s sweeping baseball bat hits or Boomerang’s enemy-chaining namesake, but the overwhelming focus here is on shooting and collecting an increasingly powerful arsenal of guns.

This creates an awkward dissonance between how these villains play and how they’ve been written. Rocksteady has clearly gone to great lengths to create a detailed world full of memorable characters who behave true to their comic book roots, which could have served as a joyous playground for DC fans. But instead, it’s like going to see your favourite football team only to find that, for some reason, they’re being asked to play tennis instead. Sure, you recognise their famous faces, but they’re out of their element. Whether their method of destruction makes sense is a completely different question from whether it’s fun, though. And the answer to this is: well, yes and no.

Where the Arkham games had a much more deliberate flow as you waited for enemies to make the first move before delivering crushing counters, Suicide Squad cranks up the speed as you zoom around hurling bullets into them at a relentless pace. It’s undeniably impressive at times, with an emphasis still placed on combo-chasing and stylish takedowns while taking no damage. These combos can rack all the way up to 50, which provides a high skill ceiling and a real challenge to master. There are even bits that remind me of some of my favourite action games, such as the Shield Harvest mechanic which encourages aggressive play, echoing the attitude of Doom or Control wherein the best form of defense is to attack even more. This philosophy inherently lends itself to a chaotic breed of action that I enjoyed as I zipped around arenas scrambling for shield pick-ups and ammo. The inclusion of an active reload mechanic gives you something to do other than hold down the button, as it has for so many other shooters since Gears of War.

Once you eventually get to grips with all of the kit, a tight and satisfying rhythm can be found. 

And there’s more, too – you steadily unlock new abilities and modifications as you progress. One is Affliction Strikes, which add an extra layer to combat by imbuing your melee attacks with properties such as venom, which turns your enemies against each other when struck. There are so many different ideas and mechanics, in fact, that it can all get a little overwhelming to juggle at times, and the constant stream of tutorials seemingly never ends throughout the entire campaign. But once you eventually get to grips with all of the kit, a tight and satisfying rhythm can be found.

Just go into Metropolis expecting something a bit more hectic than the slower, puzzle-like encounters found around Gotham, I can see Rocksteady’s thought process behind this shift in tempo. The speed of these combat systems does reflect their respective heroes, however, Batman is always one step ahead, whereas Amanda Waller’s guns for hire are rasher, zany, and frankly enjoy getting stuck into the violence of it all.

Each character specialises in certain skills as well and can be tweaked to fit your style thanks to extensive skill trees. For me, though, the biggest deciding factor in choosing which criminal fit my style best is in testing out each of their movement abilities, as most of them felt clunky to me at first. After a bit of experimentation, I settled on Aussie inmate Captain Boomerang and his teleporting Speed Force Gauntlet, which I used to flank enemy hordes to my heart’s content. I just never fell in love with Harley’s swing-and-grapple Spider-Man/Batman hybrid moveset or Deadshot’s jetpack hovering, mainly due to their ungenerous cooldowns limiting the distances you can travel quickly. And Shark’s quite basic run-and-jump combo frankly just never excited me.

I pretty much found all of the gear I needed to make each encounter a breeze on the story’s halfway point.

I steadily constructed an effective close-up Boomerang build with traversal mods that gave me a 40% damage boost to enemies within five metres, and paired that with a freezing melee attack and a legendary shotgun that shattered all who got near. It was a satisfying playstyle, but I pretty much found all of the gear I needed to make each encounter a breeze on the normal difficulty by the story’s halfway point. This meant I felt no need to engage in any of the crafting or looting systems for the most part, and instead just focussed on tuning the talent tree as I unlocked more points to fit my up-close-and-personal approach.

Speaking of getting up close and personal, I couldn’t help but notice the diminishing effect of Rocksteady’s dramatic shift in genre from a single-player story to a co-op looter shooter when it came time to interact with the characters that inhabit Metropolis. This is perhaps best exemplified by The Penguin’s role in Suicide Squad. The once-powerful Gotham crime boss who was crucial to the events of the Arkham series, including one of the trilogy’s most memorable levels in Arkham City, is reduced to nothing but a weapons vendor this time around. Sure, he’ll offer you a semi-limited range of guns that can be tweaked to your heart’s content as you figure out which of the city’s four “manufacturers” have attributes and perks that work best for you, so he’s at least decent at this job. Of course, with this being a looter shooter, they come in multiple tiers of rarity ranging from standard common and rare guns to unique, high-powered Notorious and Infamous-level weapons, which are all themed around different DC villains.

Outside of that bit of costuming, though, the guns themselves are frustratingly bland. The world and characters are packed full of charm and colour, something that just isn’t reflected in the dull arsenal. You’ll largely be wielding a standard selection of rifles, SMGs, pistols, etc., as you circle around enemies with a routine of flank-and-fire strategy. The different weapons manufacturers offer their own quirks, be that burst-fire options or greater ammo capacity, but nothing is anywhere near as exciting as the variety of weaponry Borderlands’ similar setup can boast – the looter- shooter that popularised the genre with its ever-increasing wacky range of weaponry remains hard to compete with in that arena.

When you go to modify some life into your firearms you’re limited to fairly standard buffs like critical damage boosts or cooldown decreases, none of which really lean into capturing any of that superhero/villain magic. Instead of more damage boosts or predictable poison debuffs, I kept hoping to see something crazy – like a gun that fires exploding, chattering Joker teeth or a Clayface cannon that covers the ground and enemies in clay, immobilising them in the process. But having finished the campaign (admittedly not turned over every rock in Metropolis just yet) there’s just a disappointing lack of imagination on display here, even for those rarest, top-tier options. That’s particularly a shame because I can see the bones of a truly exciting loot and combat system here –, it’s just hidden in the blandness of its solid but unspectacular gunplay and weapons.

It’s not the combat itself that’s the issue, but more the rinse-and-repeat encounters.

It’s not the combat itself that’s necessarily the issue, either, but more the rinse-and-repeat encounters you’re given to use it in. Metropolis has come down with a seriously gnarly case of Brainiac-induced acne as you go around popping seemingly endless amounts of purple spots and monsters who don’t have the sharpest AI in the world – sometimes they are even totally unresponsive as you take out their friends standing right next to them. So it’s not a promising start, but I was relieved to find that as you get deeper into the story a greater enemy variety is introduced, and these new foes offer more of a challenge as they channel certain heroic abilities and make you consider your approach in a smarter way.

One consistent factor, however, is that the vast majority of these enemies will be found on top of buildings protecting Brainiac weaponry or causing a general nuisance, which made for the vast majority of my time feeling like I was just bouncing from rooftop to rooftop whacking moles. In fact, a steady cadence of “cutscene, rooftop battle, repeat” persists throughout pretty much the whole of the campaign’s roughly 10-hour runtime. It’s just a stream of uninspired encounter designs with seemingly no ambition shown toward making any authored missions that stand out. You’re regularly just cycling between a handful of basic objective types, such as defending an area, clearing out a group of enemies, or escorting a truck through the city, all of which get tired pretty quickly.

Metropolis itself is fun to move around, with a generous amount of tall buildings to bounce up to and explore, but that’s a strength that’s never incorporated into its mission design. Insomniac has shown us how amazing missions can be in superhero open worlds as you dart through cities in the blockbuster sequences of the Spider-Man games, and while the movement of Suicide Squad may even be reminiscent of Insomniac’s earlier Sunset Overdrive at times, the city feels nowhere near as tailored for such missions.

But before either of those games, Rocksteady built out its Gotham City with numerous landmarks that served as fantastic contained levels inside an open world. In Suicide Squad, interesting interiors are kept at a premium, however, with almost all of the action taking place high above the city and at great speed. Arkham City’s combat arenas were so expertly designed, like mini action levels found within a sprawling open world with environmental takedown opportunities and creative ways to move around constantly present – but here, only “blink and you’ll miss it” flashes of this philosophy can be seen. Ironically, an early Batman encounter is one of these, offering a smart inversion of the Arkham experience… but then a later confrontation with The Dark Knight, unfortunately, devolves back into a rote bullet-sponge battle.

It’s clear that some imagination has gone into a few of the boss battles, however. They frequently begin with an uninspiring fight against a massive purple cannon, though, which seems a bizarre choice considering we’re in a world full of heroes and villains. But when you do get to finally face off against mind-controlled members of the Justice League themselves, things really do pick up. You can see glimpses of that puzzle-like nature that Arkham’s boss encounters contained shining through, and while there’s nothing quite as memorable as the Mr. Freeze showdown from Arkham City, it’s nice to see that those elements haven’t been completely put on ice (even if some do just boil down to pumping as many bullets into a superhero as you can).

The standout among the boss fights has to be a brawl against Green Lantern.

That lineage can be clearly seen in The Flash fight, for example, as you have to quickly time counter shots before dealing damage. The standout among them, though, has to be a brawl against Green Lantern and his arsenal of glowing constructs in a battle that delivers greatly on both spectacle and excitement by smartly implementing a large custom arena full of high vantage points that can also be used as cover. They’re all a welcome challenge that crucially never feel unfair, with each generously signposting attacks to avoid frustration. Yes, you’re fighting superhumans here, but the way you take them down is supported by reasonably believable story context that allows you to go toe-to-toe with Earth’s mightiest (even if most of those solutions boil down to inventing new types of bullets).

Metropolis itself is a sun-soaked city where superheroes are treated like gods and monuments to them bookend its streets. It’s regularly gorgeous and, if it wasn’t for the small issue of a gigantic brain hovering above it causing widespread mayhem, would probably be a lovely place to spend a weekend. The art direction is superb, with a rich mix of architectural influences combining to create a uniquely inviting skyline – that skyline, though, is often filled with gunfire and smoke thanks to the warzone bubbling beneath it. Yet, it all just feels oddly lifeless at the same time, like a beautifully constructed diorama collecting dust. Like the Arkham games, there’s an eerie lack of civilian activity to make it feel like a place where people actually live and that needs protecting. Additionally, there’s no iconic score sweeping alongside you as you move through its streets, or anything of note happening at all really, apart from enemies patrolling them waiting for your ambush. It’s again, a shame, as it’s undeniably an artistic achievement, but this world just doesn’t have anywhere near enough variety in it to warrant the level of exploration I’d hoped for when I first stepped into it like an eager tourist.

Of course, there are many other familiar DC faces thrown into the mix that I won’t spoil here. There are surprise arrivals and departures scattered throughout that are sure to delight comic book fans, even if it does just make the story ultimately seem like a collection of cool-looking scenes stitched together with over-familiar combat scenarios at times. There are impactful moments, though, which are often full of wonder but go by in a flash. Clocking in about 10 or 11 hours, Suicide Squad’s main campaign isn’t an especially short one (it’s roughly the same as Avengers), but it is perhaps an underwhelming runtime when you consider we’ve waited almost nine years for a new Rocksteady story. That said, there are enough surprises and turns within it for it to stay consistently engaging, even if what you’ll be doing on either side of the rewarding cutscenes isn’t up to the same standard.

But, of course, there’s more beyond the main story of Suicide Squad: Kill the Justice League left for me to see, and I’m yet to delve deep into whatever endgame has to offer. For my thoughts on that and our final scored review, please stay tuned in the next few days.

What’s better: Vampires or werewolves?

Last time, you decided that different puzzles on different difficulty levels is better than or bullet grazing. While longtime pontificators will know that that the foundation of our scientific method is a tightly controlled series of like-for-like comparisons, what the hey, let’s go wild for once. Having just watched that new Bloodlines 2 gameplay video, let’s consider vampires and, oh, I don’t know, what would be a wacky pairing, oh, werewolves? I know, I know, no connection between the two, but please, indulge this novel field trip.

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Random: Nintendo Releases The Hounds On A Pokémon Ripoff Game, But Not That One

Pokémon, snapped.

If we had to pick the gaming hot topic for January 2024, it would be ‘not-Pokémon’. Palworld seems to be the lookalike on everybody’s lips, but that doesn’t mean that it is the only game saying “Ditto” to the Pokémon formula out there. And, boy, does Nintendo know it.

Yes, as flagged by Games Radar, Nintendo of America has filed an opposition to the attempt to trademark the term ‘PokeZoo‘. This ‘new’ IP was set to be a trading card game which boasts, according to its website description, “groundbreaking mechanics that break the 4th Wall”. Mhmm.

Read the full article on nintendolife.com

Palworld Becomes the Biggest 3rd Party Game Pass Launch Ever

Palworld Becomes the Biggest 3rd Party Game Pass Launch Ever

Palworld 7M Image

Summary

  • Palworld has been played by more than 7M players on Xbox, and is the biggest 3rd party launch in Game Pass history.
  • Palworld is the most-played 3rd party day one release via cloud gaming with Game Pass Ultimate.
  • Palworld (Game Preview) is out now for Xbox Series X|S, Xbox One and Windows PC, and is available with Xbox Game Pass and PC Game Pass.

It’s no secret that Palworld has been sweeping the gaming world since its Early Access launch earlier this month – and we’re happy to announce that, in its first ten days as part of Xbox Game Preview, Xbox players have made it the biggest 3rd party Game Pass launch in history! You’ve also helped Palworld to become the most-played 3rd party day one launch on Xbox Cloud Gaming with Game Pass Ultimate. 

Across console and Windows PC, Palworld has welcomed more than 7 million players, and has recently reached a peak of nearly 3 million daily active users on Xbox, making it the most-played game on our platforms at that time. 

Speaking to Xbox Wire, CEO of developer Pocketpair, Takuro Mizobe, said: “The response from fans has been tremendous and it’s incredible to see the millions of players around the world enjoying Palworld. This is just the beginning for us and Palworld, and the feedback we’re gathering while in Game Preview will allow us to continue to improve the experience for Pal Tamers across all platforms.” 

For those yet to become a Pal Tamer themselves, Palworld is an online open world game that sees players dropped into a mysterious land and given the ability to capture over 100 Pals, monsters with a range of abilities – both in battle, and in surviving in a hostile world. Battling, crafting, building are all a part of the experience, and it’s proven a huge draw for players across the world. 

Palworld is available in the Xbox Game Preview program, meaning there’s much more to come as Pocketpair refine the experience ahead of a full 1.0 release. Developers are listening to player feedback, and have started applying their learnings to the game already – and they know cross-play is one of the largest requests from fans, and are working quickly to address it. 

On Xbox’s part, we’re working with Pocketpair to help provide support for Xbox versions of the game. We’re providing support to enable dedicated servers, offering engineering resources to help with GPU and memory optimization, speeding up the process to make Palworld updates available for players, and working with the team to optimize the title for our platform. 

Palworld is available now for Xbox Series X|S, Xbox One and Windows PC through the Game Preview program. It’s available for Xbox Game Pass and PC Game Pass members, and can be played through Xbox Cloud Gaming (Beta) with an Xbox Game Pass Ultimate membership. 

Xbox Live
Xbox Play Anywhere

Palworld (Game Preview)

POCKET PAIR, Inc.


981

$29.99
PC Game Pass
Xbox Game Pass
Free Trial

This game is still under development. It is subject to change before its release as a finished product. Please purchase only if you are comfortable with the game in its current state.

Q. What kind of game is this?
A. In this game, you can peacefully live alongside mysterious creatures known as Pals or risk your life to drive off a ruthless poaching syndicate.
Pals can be used to fight and breed, or they can be made to work on farms or factories.
You can even sell them or eat them.

▼Survival
In a harsh environment where food is scarce and vicious poachers roam, danger waits around every corner. To survive, you must tread carefully and make difficult choices…even if that means eating your own Pals when the time comes.

▼Mounts & Exploration
Pals can be mounted to traverse the land, sea and sky—allowing you to traverse all kinds of environment as you explore the world.

▼Building Structures
Want to build a pyramid? Put an army of Pals on the job. There are no labor laws for Pals, so exploit them to your heart’s content.

▼Production
Find a variety of useful Pals to make fire, generate electricity, or mine ore so that you can live a life of comfort.

▼Farming
Some Pals are good at planting seeds, while others are skilled at watering or harvesting crops. Work together with your Pals to create an idyllic farmstead.

▼Factories & Automation
Letting Pals do the work is the key to automation. Build a factory, place a Pal in it, and they’ll keep working as long as they’re fed—until they’re dead, that is.

▼Dungeon Exploration
With Pals on your side you can tackle even the most dangerous areas. When the time comes, you might have to sacrifice one to save your skin. They’ll protect your life—even if it costs their own.

▼Breeding & Genetics
Breed a Pal and it will inherit the characteristics of its parents. Combine rare pals to create the strongest Pal of them all!

▼Poaching & Crime
Endangered Pals live in wildlife sanctuaries. Sneak in and capture rare Pals to get rich quick! It’s not a crime if you don’t get caught, after all.

▼Multiplayer
Multiplayer is supported, so invite a friend and go on an adventure together! And of course you can battle your friends and trade Pals, too.
Note: PvP will be implemented in a future update

Collect all kinds of exciting Pals to fight, farm, build, and work for you in this completely new multiplayer, open world survival and crafting game!

The post Palworld Becomes the Biggest 3rd Party Game Pass Launch Ever appeared first on Xbox Wire.

PlayStation Plus Monthly Games for February: Foamstars, Rollerdrome, Steelrising 

Today, we’re happy to announce the latest, full Monthly Games lineup for PlayStation Plus. February’s selection is headlined by Square Enix’s competitive yet ultra-colorful online party shooter Foamstars, which makes its debut exclusively on PlayStation Plus. Joining it is a potent mix of skates and gunplay with the highly stylish Rollerdrome, while Steelrising brings you automaton-powered RPG action. All three will be available to PlayStation Plus members on Tuesday, February 6 until Monday, March 4. Let’s take a closer look at each game. 

Foamstars | PS4, PS5

Introducing Foamstars, the new 4v4 online party shooter. Use foam to build terrain, creating slippery surfaces to surf around the arena at high speed, help defend from enemy attacks, or create vantage points to take out opponents from. Select from a quirky and colorful cast of athletes and compete across multiple game modes. Find out more about Foamstars from its creators here. 

Rollerdrome | PS4, PS5 

From the critically acclaimed studio, Roll7, comes a high octane third-person shooter experience like no other. In the brutal blood sport, Rollerdrome, gear up for visceral combat with fluid motion set in an evocative retrofuture. Dominate with style in this intense shooter-skater hybrid, where kills grant health and nailing tricks provide you with ammunition. Will you have what it takes to become the next Rollerdrome Champion?

Steelrising | PS5 

This action RPG is set in an alternate history Paris in which the French Revolution has been suppressed by a robotic army. Fight and explore through the streets, rooftops, neighborhoods and castles as Aegis, a mysterious automaton masterpiece. Engage in ruthless and intense fights against technological marvels that are as complex as they are unforgiving. 

Fall Guys Icons Pack, exclusive to PlayStation Plus members

Play for the Crown with the Fall Guys Icons Pack, which brings some iconic PlayStation looks to the multiplayer party. Deck out your Bean in Aloy, Ratchet & Clank costumes and debut some additional cosmetics while competing! 

Claim the Icons Pack and receive:

– Ratchet (Whole Costume)

– Clank (Whole Costume)

– Aloy  (Whole Costume)

– Groovitron (Emote)

– Clank’s Laugh (Emote)

– Lombax (Pattern)

– Clank (Pattern)

– Seeker (Pattern)

– Ratchet (Colour)

– Clank (Colour)

– Ratchet (Nameplate)

– Clank (Nameplate)

– Horizon (Nameplate)

– Aloy (Faceplate)

– Ratchet (Faceplate)

– Clank (Faceplate)

– Seeker (Nickname)

You’ll be able to find and download this pack in addition to the PlayStation Plus Monthly Games line up on PlayStation Store. Download Fall Guys from PlayStation Store to access. Once downloaded, they’ll all be available in-game immediately, regardless of whether you’re a new or returning player.  

Last chance to download January’s Monthly Games 

PlayStation Plus members have until February 5 to add A Plague Tale: Requiem, Evil West and Nobody Saves the World to their game library. 


This Valentine’s Season, whether you’re conquering virtual realms together or enjoying solo adventures, PlayStation Plus ensures your gaming experience is nothing short of epic with the below surprises: 

Marvel’s Spider-Man 2 Game Trial 

(for PlayStation Plus Premium/Deluxe members)

Starting February 6

Get a taste of the life of Peter Parker and Miles Morales as they swing through the city and face various villains. As a PlayStation Plus Premium member you’ll have access to Marel’s Spider-Man 2 with a 2 hour time-limited trial starting February 6. Trophies and save progress from this trial will carry over if you decide to purchase the full game.

PlayStation Plus Spotify Playlist 

Also, check out our PlayStation Plus monthly games-inspired playlist on Spotify, which will be refreshed with new songs every month.

*PlayStation Plus Game Catalog lineup may differ in certain regions. Please check the PlayStation Store on launch day for your region’s lineup. 

Watch PlayStation’s State of Play January 2024 game showcase here

Tonight’s the night of Sony’s latest State of Play gaming showcase, a recurring round-up of PlayStation videogame announcements, trailers, celebrity developer cameos, and assorted high jinks. It kicks off at 2pm PT, 5pm ET and 10pm GMT. The show will be focussed on console games, as you’d expect, but many of the PS5 and PSVR2 projects in question will also be coming to PC, and you can watch the whole event right here.

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Alan Wake 2 Update 1.15 Lets Players Make the Game Less Scary

Remedy Entertainment has released update 1.15 for Alan Wake 2 on PlayStation 5, Xbox Series, and PC, adding a highly requested option to turn down the game’s spookiness.

Revealed in a blog post, the patch notes also point to myriad bug fixes alongside the addition of a chapter select option in the main menu, letting players hoover up those final collectibles with more ease.

Remedy is quick to point out “the update also includes the much-requested option to tune down the horror flashes”, with players able to choose between Low and Normal horror flash visual and audio intensity.

As for chapter select, players can choose to replay any mission in the game, loading into a pre-made save regardless of their own progress.

“This will also make life a bit easier (and we know we’ve made it a bit complicated with some collectibles having to be picked up in a single run) for Trophy and Achievement hunters to get those missing items or collectibles,” Remedy said. The full patch notes are available below.

In our 9/10 review of the game, IGN said: “Alan Wake 2 is a superb survival horror sequel that makes the cult-classic original seem like little more than a rough first draft by comparison.”

Alan Wake 2 Update 1.15 Patch Notes

New Feature: Chapter Select

  • You can now choose to play any mission in the game that you have previously unlocked.
  • Using this feature loads a pre-made save game regardless of your own progression.
  • This means that item progression and inventory will be pre-determined depending on the mission.
  • You will keep your previous manual saves.
  • Remember to keep at least one manual save with your previous progression if you wish to retain it.

New features

  • Added Chapter Select menu.
  • Added option to choose between Low and Normal horror flash visual and audio intensity.

Gameplay and missions

  • Fixed an issue in The Final Chapter (New Game Plus) where if the player already had Saga’s crossbow in their inventory, they could not complete/open all required Cult Stashes and thus couldn’t get the Lighthouse Key from the final Cult Stash.
  • Fixed an issue where the player could get stuck if they opened the notification about having finished watching the final Koskela brothers’ advert:
    • During RE09 Deerfest when you go to the Oh Deer Diner, the last Koskela commercial is shown and you are given a prompt that you can see it in the Mind Place, but if you press the touchpad as instructed to view it in the Mind Place, nothing happens, and your controls are frozen. The issue remains until you reload the last save.
  • Fixed an issue where the player was not able to collect all the clues around Nightingale’s body.
  • The objects required for the Overlap ritual in RE03 Local Girl can now only be picked up after the player finds their respective clues.
  • The 10th Echo Scene after meeting Casey in the alley now unlocks properly.
  • Players now receive the Coffee World Mug Charm in the The Final Chapter (New Game+) instead of a duplicate Hammer Charm.
  • Fixed the camera perspective on opened Cult stashes, so the note on the lid is now legible.
  • Additional fix for the Cynthia profiling not being available if the player exits the diorama too quickly in the Nursing Home.
  • Resolved an issue in RE05 Old Gods where players could pick up the fuse in the basement from a locked container without solving the attached combination lock puzzle.
  • Propane tanks will no longer reappear after reloading the game in Watery. Less explosions, less fun, but a smoother game.
  • Gave Saga a chance to gain more resources in the RE10 Come Home mission in the subway station.
  • Added missing descriptions for some case files in the Case Cabinet in Saga’s Mind Place.
  • Fixed a multitude of issues with Meta Case clues.
  • Added descriptions for cases that are in progress to the Case Cabinet files.
  • Igniting a flare while hiding in Safe Haven will now be seen as a hostile player action and collapse the Safe Haven if enemies are nearby.
  • Fixed an issue with the player camera occasionally “micro jittering” when rotating the camera in Prologue.
  • Removing the fun. It’s the beginning of the year. Explosions will no longer deal damage through doors.
  • Prevent players from accidentally boosting the flashlight and wasting batteries when picking it up.
  • FBI Service pistol and Revolver now deal enough damage to make cultists’ masks fly off with one, carefully aimed shot. F*ck yeah!
  • Curtain Call. Not the best album. Fixed curtains being incorrectly closed in the Theater Hall in some instances.
  • Fixed an issue where the crossbow with double-barrel upgrade was not being holstered properly.
  • Saga’s phone conversations can’t be interrupted by switching the Flashlight on and off anymore.
  • The item pickup indicator has been re-tuned, so the indicator should be more easily visible now.
  • The player can no longer run off the ledge behind the Monitoring Station in Cauldron Lake.
  • Fixed an issue where Fadeouts in the Poet’s Cinema Theater would sit in the air or inside of the theater seats. That was too spooky.
  • Fixed a, well, uh, issue with a rogue boot moving along the Cynthia boss fight arena.
  • Fixed an issue in IN05 Room 665 where items from a Tim Breaker’s stash could be picked up through the wall in Room 101.
  • Fixed an issue where the wolves would get killed instantly by approaching the cliff at the Radio Tower in Watery.
  • Fixed an issue where the player could get stuck in Norman’s room in the Bright Falls Nursing Home.
  • Fixed an issue where the doors at the Bright Falls Wellness Center kept opening at the wrong time. It’s not spooky season yet.

UI

  • [PC] Added preview images for most tweakable settings in the graphics menu.
  • Add per-chapter counts for found Manuscripts in the Mind Place.
  • Fixed UI layout issues with localized content in the Case Board, computers, and inspectable items.
  • Fixed month names so they display correctly on save game UI.
  • Fixed the Options menu scroll position not to resetting when quitting the Options menu with the start button on controller.

Audio and haptics

  • Re-tuned haptics on the “key events” such as weapon firing and reloading, using the Light Shift mechanic, burning off Source Points and using the flashlight.
  • Added audio to the ancient computers in the Bright Falls Sheriff Station.
  • Added audio for impacts when the Espresso Express hits the player. Don’t try it please. Coffee World is in enough trouble as it is.
  • Cassette eject sound added to Mr. Drippy.
  • Added TV static audio to the Nursing Home TV Safe Haven location.
  • Fixed an issue where the TV tape selection in the Writer’s Room was not triggering any sound effects.
  • Fixed an issue in RE08 Summoning where a Tank enemy weapon played the wrong weapon audio.
  • Multiple fixes for the Nursery Rhymes audio.
  • Improved the audio quality for crouching footsteps.
  • Improved the audio performance during the RE08 Summoning mission across all platforms.

Visuals

  • General visual polish.
  • Fixed an issue where an enemy became partially invisible when seriously wounded.
  • Fixed the vegetation not always reacting to explosions in a cool way.
  • The wind has picked up in Coffee World.
  • Made the basement of the Valhalla Nursing Home more atmospheric, with a lot of added dust.
  • Turned off Safe Haven indicator during the Scratch fight in the parking lot.
  • Improved waterproofing of the Elderwood Lodge. It should not rain indoors anymore.
  • Fixed the Hunting Knife being scaled up when Alan picked it up.
  • Fixed missing lighting on some narrative items.
  • Improved the quality of shadows in various off the beaten path locations in the forest.
  • Fixed lighting pop-in in some locations.
  • Fixed some abrupt color grading changes in Watery.
  • Reduced shimmering around windows inside Suomi Hall in Watery.
  • Reduced shimmering inside the Elderwood Lodge in Bright Falls.
  • Lighting improvements in off the beaten path areas in Watery.
  • Fixed Alan’s wild shirt glitching in some cinematic sequences where Alan is sitting down.
  • Improved animations for Saga’s scare reactions while running.
  • Fixed some animations restarting when toggling the flashlight.
  • Fixed the player character so they use arms as expected while running just after picking up items.

General

  • The SDR brightness setting now affects UI and 2D videos correctly.
  • Fixed maximum display luminance being outdated in Brightness calibration menu.
  • [PC] You can now tweak the FOV (Field of view) in the UI.
  • [PC] Improved DLSS Frame Generation stability for Alt-Tab.
  • [PC] Resolution is clamped correctly to the maximum supported resolution.
  • [PC] Made the warning message about there not being enough physical memory and allow the game still to start a lot more serious.
  • [PC] Mouse button icons now correctly reflect the Windows primary button setting in the UI [PC].
  • [Xbox Series] Fixed a threading issue that could lead to rare crashes.
  • Subtitle fixes.

Performance (aka the Northlight flex section)

  • [PlayStation 5] Fixed the random stuttering during perfect dodge slow-motion moves.
  • [PC] Changing the graphics settings is now… snappier.
  • [PC] Optimized shadow map rendering saving up to 0.3ms in the Dark Place.
  • [Xbox Series] Optimized point and spotlight culling, shaving off 0.3ms in locations where lights are aplenty.
  • [PlayStation 5] Optimized UI rendering when there are a lot of UI elements on screen, such as when the Inventory is visible, resulting in smoother performance.
  • Optimized character controller code for improved CPU performance, saving up to 1ms – 2ms in locations with dense geometry.
  • Lighting optimizations inside the Overlap in RE01 Invitation saving 1ms – 1.2ms for smoother performance.
  • Lighting optimizations around the Valhalla Nursing Home during RE05 Old Gods saving 0.3ms – 0.4ms.
  • The good kind of lighting and fog optimizations around Watery that didn’t result in downgrading the visuals.
  • Slightly optimized texture memory usage. Slightly.