Forage, Fight, And Marry Other Cats In ‘Cattails: Wildwood Story’, Pouncing Onto Switch In 2024

RPG: Really Pretty Grimalkins.

Way back in 2018, before Animal Crossing: New Horizons, before the pandemic, and before the Nintendo eShop was packed with kitty games, there was Cattails: A relaxing feline RPG that combined the territorial nature of man’s second-best friend with the survival life-simminess of games like Stardew Valley. We gave it 8/10 at the time, praising its “fun mechanics, cheerful writing and lovely soundtrack” as the perfect thing to while away the pre-Animal Crossing hours.

Good mews for cat fans: Cattails is getting a standalone sequel, called Cattails: Wildwood Story, and it’s also coming to Switch! The game is currently being Kickstarted, but whether you back it or not, it’s already smashed its initial goal of $30,000 and is well on its way to $250,000 as we write this.

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Outward: Definitive Edition Is Now Available For Xbox Series X|S

Xbox Live

Outward: Definitive Edition

Prime Matter


1

$39.99

Outward: Definitive Edition delivers the ultimate experience for Outward players.

It is not just a visual overhaul, but naturally combines the new mechanics and features from Outward and both DLCs, The Soroboreans and The Three Brothers, to make it feel like a brand new experience. Beside the new weapons, dungeons and DLCs unique mechanics, you can also expect quality of life improvements. Adventurers, now is your best chance to explore the world of Aurai!

Outward delivers an immersive RPG experience coupled with survival gameplay, offering a deeply-rewarding challenge for the most avid gamers.

• Just your everyday traveler
As an ordinary adventurer, you’ll not only have to hide or defend yourself against threatening creatures, but also brave the hazardous environmental conditions, protect yourself against infectious diseases, make sure you get enough sleep, and stay hydrated. Embark on perilous expeditions across untamed lands to reach new cities, undertake varied missions and discover hidden dungeons crawling with formidable enemies.

• Tackle the challenges solo or co-op
In order to survive in the dazzling yet deadly world of Aurai, you’ll have to be cunning, clever and prepared. Devise diverse strategies to defeat your foes and don’t neglect your basic needs, sharing your journey with a friend, locally or online.

• City Building Mechanic: Rebuilding Sirocco
Create your own landmark in Aurai by helping the population to survive in this ruthless world! With the new City Building mechanic, you are part of rebuilding the Refugee Camp into New Sirocco.

• Enchantment System
Armor up and get stronger as you can enhance your weapons, trinkets and armors through the enchanting system! From increasing damage, weather resistance, elemental damage, personalization and even more, you will find your perfect enchantment among over 85 recipes.

 
Product Info:
Developer: Nine Dots Studio
Publisher: Prime Matter
Twitter: @NineDotsStudio@primemattergg

Affiliate commission may be earned from Microsoft if you click a link and make a purchase.

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Dead by Daylight: Designing The Dredge

In Dead by Daylight’s new chapter Roots of Dread, the new Killer is The Dredge. A formless mass of twisted limbs writhing in the shadows, The Dredge is a manifestation of darkness itself. A uniquely frightening figure, it was imperative that The Dredge captured the spirit of a monster lurking beneath your bed. And while Dead by Daylight is most certainly a horror game, conjuring such a unique flavor of fear presented an exciting challenge for the game design team.

For one, its Reign of Darkness Power shrouds the map in a pitch-black state, turning simple navigation into a matter of life and death. During this supernatural nightfall, visibility becomes severely limited, making it so that Survivors can only see what’s directly in front of them. While this certainly brings an exciting new horror element to Dead by Daylight, such a drastic visual change was not without a few behind-the-scenes hurdles.

Hello Darkness

“One of the first things, and this is something people don’t often consider, is that we must think about the technical feasibility of our desired experience,” explains Patrick Harris, Dead by Daylight’s lead game designer. “Lighting levels and visibility levels are a very technical challenge, and when conceptualizing a Power like The Dredge’s, we have to consider that.”

“It becomes an interesting discussion between the tech side and the design side,” he notes. “The design side says we want an experience like this, and tech says doing exactly what you just said will have implications on performance. We work together to find a balance.

“It’s tricky to get the lighting and visibility to change dynamically in a match, maintain performance, and adhere to the original design desire. On top of that, you must then consider the feedback we get from our playtests, which feature a wide range of player skill.

“I’m not the most amazing Survivor player in the world, by my own admission,” Patrick says with a laugh. “When I faced The Dredge, I found the darkness to be very tough — especially in early iterations. A lot of the less experienced Survivors felt that. On the other side, many of the high-skilled players had each Map memorized. You could throw a blindfold on them, and they could still find the Generators.

“We had to find a balance where the high-skilled players were scared and impacted by the Power while the newer players were not completely overwhelmed. That was a tricky one, and that’s where the idea of having The Dredge’s aura be visible during the darkness came from. It helped strike a balance between the two groups while maintaining the fear factor. It also helps that when you see The Dredge, it’s absolutely terrifying.”

Lockers

That’s only the beginning. The Dredge has the ability to teleport to any locker across the map, granting it an oppressive level of mobility. And should it teleport to a locker while a Survivor is inside? Some things are better left to the imagination.

“We’ve wanted a Killer that jumped out of lockers and scared Survivors for a while,” explains Patrick. “Something that takes a pillar of safety and flips it on its head. ‘There’s three lockers in this room, do I really want to go here?This is going to be the Killer that makes lockers scary.”

Survivors can take protective measures by locking a locker door, but there’s one problem. “You can only lock those lockers once,” says Patrick. “It’s not necessarily a great idea to run around and lock them all. If you do that at the beginning of the game, The Dredge is going to smash each lock and you’ll be in for a bad time. Slow your roll and be mindful.”

Finding balance

Dead by Daylight is an asymmetrical multiplayer game where two sides must go head-to-head, and striking an effective balance between Killer and Survivor is an integral part of the game design team’s toolkit. At the same time, both sides are made up of a wide-ranging spectrum of player skill, making it difficult to predict how the community will respond to a Killer’s competitive potential.

“You never know which tier a Killer will end up being until the community gets their hands on it,” muses Patrick. “Sometimes it’s because they figure out how to do something you never thought of. Sometimes they do something they shouldn’t be able to do. Lot of times, we’re just impressed with the creativity.”

It always helps when a Killer’s Power allows for the possibility of mind games, raising the skill ceiling and inviting a good old-fashioned battle of wits. While The Dredge’s Power allows for map-wide darkness and Locker teleportation, there’s an additional ability Survivors must fear: The Remnant. When The Dredge charges its Power, a static Remnant is created. From there, the Killer has two options: teleport to a Locker or instantly snap back to the Remnant.

Consider a scenario where a Survivor you’re chasing is running toward a locker. You prepare to cut them off by teleporting to a locker up ahead, charging your Power and creating a Remnant. After a few seconds, they realize what you’re planning and decide to double back by running toward you. Rather than teleporting to the Locker as originally planned, you can snap back to your Remnant and instantly resume the chase.

“When we did the initial playtests with The Dredge, we didn’t have the Remnant,” recalls Patrick. “It was one of the last parts of the Power to be added. It added a level of mind-gaming to The Dredge that wasn’t present, making for some interesting gameplay during chases. There’s an exciting level of decision-making.”

It’s clear that the game design team is excited for players to get familiar with The Dredge, whose immersive gameplay and unsettling visual design brings a new style of horror to The Entity’s Realm. This harmonious union of gameplay and character has become one of the game’s beloved pillars, and Patrick is keen to praise the work of Dead by Daylight’s Killer Designers. “The Killer Designer we have working on The Dredge, Janick Neveu, has been on the team longer than I have,” he notes. “He is an absolute expert at his craft. I won’t take any credit on The Dredge – Janick absolutely killed it. He constantly impresses everyone on the team with his fantastic Killer designs.”

Embody fear itself as The Dredge in Dead by Daylight’s brand-new chapter Roots of Dread, available on June 7.

Dead By Daylight invites the bogeyman to its sixth birthday party

Dead By Daylight devs Behaviour Interactive have confirmed that there will be a new killer, survivor and map coming with the launch of the game’s next chapter, ‘Roots Of Dread’, on June 7th. Unveiled as part of today’s sixth anniversary stream, the developers say they were inspired by the infamous urban legend of the bogeyman to create new killer ‘The Dredge’, which is an amorphous blob creature with a gaping maw and limbs at odd angles. See it in action in the trailer below.

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Bohemia Interactive confirm their next wargame is Arma Reforger, and it’s out right now

Arma Reforger is the next game in the long-running military simulation series and will serve as an advance force for Arma 4, Bohemia Interactive have revealed during their ‘Future Of Arma’ stream today. Most of the information Bohemia had to relay was leaked over the weekend on Reddit, but it’s always good to get official confirmation of these things, amirite?

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Arma Reforger First-Look Preview: An Early But Promising Return for a Milsim Great

Arma Reforger is a work in progress. That point was hammered home over and over again at a recent preview event hosted by developer Bohemia Interactive. It’s been almost a decade since the release of Arma 3, and while a formal sequel is still on the horizon, the company is first offering a smaller, scaled-down version of their traditional warfighting precision. The goal, says Bohemia, is for Reforger to be a “bridge” towards Arma 4; using the platform as a testbed to gauge community feedback throughout the rest of the development cycle. That makes a lot of sense considering how Reforger, and the future Arma 4, are both headed to consoles for the first time in the series’ history. The studio now needs to answer questions it never had to ask before. Can a gamepad mesh with the complex logistics of a military simulator? Does the console audience even have an appetite for Arma’s many quirks? You can understand why Bohemia wanted to dip their toes in first before taking a dive.

Arma Reforger is, in some ways, a reimagining of the first game of the series — 2001’s Operation Flashpoint. A fictional Eastern European island from that game, Everon, has been fully remastered in Bohemia’s new Enfusion engine, and players are cast as either Americans or Soviets in the keening, late-’80s apogee of the Cold War. I was granted access to a pre-release build, which gave me a tutorial and a few multiplayer servers that were otherwise abandoned by any other actual human players, and it was immediately clear that Bohemia’s graphical retrofitting paid off. Pastures bloomed with dewy grass, trees lined the horizon on the impressive draw distance, glassy water lapped against the shores. Bohemia mentioned that development for Reforger has been difficult, likely because importing systems to a brand new gaming infrastructure is always challenging. But this new chapter of Arma is both beautiful, functional, and right in line with other triple-A shooters on the market.

Reforger plans on keeping the vibrant Arma modding scene alive and well. The main menu includes a link to the Workshop, where players will be able to upload their own bespoke creations directly to the game’s servers. Reforger also includes a new game mode called Game Master, which is pitched as a way one player can effectively direct an Arma multiplayer match through the ebb and flow of battle. (It sounds similar to a DM in Dungeons & Dragons.) This should be a boon for diehards of the series; finally, a chance to play around with Arma’s tools using modern technology.

Game Master is pitched as a way one player can effectively direct an Arma multiplayer match through the ebb and flow of battle.

Some PC lifers might fear that Bohemia’s console pivot means that the studio will deemphasize some of Arma’s more fiddly, hardcore tics. I’m not a milsim expert by any means, but from what I saw, those anxieties can be safely put to bed. Reforger keeps both the restless shooting mechanics and all of the administrative overhead; you will absolutely be hauling supplies to different checkpoints in order to construct vehicle depots and armories, and this remains a waypoint free experience. That means Xbox players are going to become very much accustomed with their compass and coordinates, as they triangulate where, exactly, the enemy lines are located.

But anyone spending the $29.99 on Reforger’s early access release should know that, as of this writing, the game seems to be in its opening stages of development — especially compared to how fleshed-out and content-rich earlier games in the series are. Reforger has one gigantic map so far, and only two modes. One is the aforementioned Game Master suite of tools, and the other is a capture-and-hold rigamarole, which means that currently, Reforger has a dearth of single-player content outside of the tutorial. Compare that to Arma 3, which released an expansion focused on a literal alien invasion three years ago. It becomes clear that Bohemia has a long way to go before Reforger reaches feature parity with the rest of the series. (Right now, the studio is saying that Reforger will be in Early Access for about a year, with frequent updates occurring throughout the cycle.)

Unsurprisingly for a work-in-progress Early Access game, I also ran into a number of bugs during my playthrough, including some psychedelic visual glitches and a number of crashes as I attempted to load into matches. Remember, I was playing on empty servers, so I can’t speak to the stability once everyone is piling onto Everon at the same time. I can only imagine that Bohemia is eager to see how their backend holds up.

From what I saw, any concerns about Arma being ‘dumbed down’ for consoles can be safely put to bed. Reforger keeps both the restless shooting mechanics and all of the administrative overhead.

But hey, these are the growing pains of any intrepid new platform. New Arma games are treated like seismic events in the milsim community, and Reforger – with its new engine and fresh debut on consoles – stands as one of the boldest ventures in Bohemia’s history. We’ll keep checking in as the war rages on.

Feature: The 12 Best Wrestling Games On Nintendo Systems

Grappling for your attention.

Ah, professional wrestling, the one true sport. Is there anything better than having a big fake fight? Of course not, which is why kids have play-fights all the time. And, just like wrestling, sometimes those fights become all-too-real when someone works themselves into a shoot.

Wrestling, of course, has quite the storied history not just in The World, but on Nintendo, too. So we’ve decided to brave the squared circle and unleash twelve of the best, most important and most interesting wrestling games in Nintendo history all over your candy asses. And, if you disagree with the list, just pretend it’s a Russo-style swerve!

Read the full article on nintendolife.com

Silent Hill 2 Remake Rumors: Bloober Team CEO Refuses to Comment, But Says New Project ‘Will Still Be a Bloober Team Title’

Following rumors that horror game developer Bloober Team is remaking the legendary Silent Hill 2, CEO Piotr Babieno has said he cannot comment, but hopes to make an announcement about the company’s future projects “as soon as we can”. He added that its unannounced project will “still be a Bloober Team title”, even if it’s made in partnership with another company. Babieno also explained that future Bloober games will be bigger and more gameplay-focused than in the past, and will not be “walking sim”-type experiences.

Speaking to IGN at Polish games conference Digital Dragons, Babieno responded to rumors (first reported by influencer Nate the Hate and subsequently journalist Jeff Grubb) about a Silent Hill 2 Remake by saying:

“We can’t comment on anything we are doing because we appreciate our relationship with our partners, of course. So we can’t [say] anything. We will make an announcement about our future projects as soon as we can. So then you will know much more.” Chuckling, he added, “Officially.”

Bloober Team entered into a partnership with Konami — owner of the Silent Hill series — last year. Since then, multiple reports have linked the developer (which developed horror games Layers of Fear, Observer, Blair Witch, and The Medium) with a Silent Hill project. It was even forced to deny that some of its unused game concepts were planned Silent Hill titles. Bloober confirmed previously that it’s simultaneously working on two titles, one with Konami, while another, due to be published by Private Division, is a new IP. Babieno tells me a third title is in pre-production.

Later in the interview, I asked Babieno about the company’s experience working with a license holder in the case of Blair Witch, and the CEO briefly referenced one of Bloober’s upcoming projects, making clear that his company’s approach is to make games on its own terms, even if it’s within someone else’s franchise.

“I would say that it’s hard to work with someone who [owns an IP you’re working on], but we are always talking with those licensors, [saying] ‘Guys we would like to use your license, but we would like to tell our own story.’ If we are not able to tell our own story, if we will not have creative freedom, it doesn’t make sense, because Bloober Team will not make a great game,” Babieno said. “If you are in a prison, you will not be able to fly. So that’s why we are trying to only [make] those titles in which we are feeling, ‘OK, it will be a Bloober Team game, not someone [else’s].’ So even on the project we can’t talk [about], it will still be a Bloober Team title.”

Babieno didn’t make clear that this was a reference to the Konami title, but it feels likely given that Bloober’s Private Division game is a new IP. If that is the case, and Bloober is working on Silent Hill, Babieno’s words could be taken to mean that the company is applying its own ideas to Silent Hill 2, or alternatively that its Silent Hill game is actually a new story in the series entirely. The CEO did not provide any further comment on those lines.

Speaking more generally about Bloober Team’s future, Babieno said that the company was aiming to change the kinds of games it makes, while sticking with the dark, psychologically focused subject areas it has specialised in.

“There are a lot of people in our team who would like to do bigger games, with more gameplay, with some game mechanics [we haven’t used before] because mostly our past titles were experience-like, right? It was more about the mood, about the story, not necessarily about gameplay. […] We would like to do games which will tell our stories based on the game mechanics. So you could expect that each of our future titles will have a lot of gameplay mechanics. Those titles will be bigger.”

He added that Bloober’s games would continue to transition away from the “walking simulator” approach of its early successes, such as Layers of Fear.

“It’s not a huge jump, it’s rather evolution, but right now we are well-prepared to make games similar to Hellblade, to name [one example]. But I would say that we will still have our DNA – those games will still belong to Bloober Team’s legacy, and they will be bigger. We will tell stories [through gameplay], it will not be walking sim kinds of experience in the future, but still, the subject, those feelings which we would [we would like our fans to feel], they will remain,” Babieno said.

Aside from the rumors about a Silent Hill 2 remake, images from what is rumored to be a brand new Silent Hill were revealed last week — and swiftly deleted after a copyright claim. The deletion seems to lend credence to their authenticity, although Konami has not commented.

Silent Hill 2 remains one of the most beloved games ever released. We named the PS2 psychological horror one of the best games of all time, calling it “an exploration of the depths of human depravity and the effects it has on the people and places around us that few video games have handled with such a disturbing grace and maturity.”

Joe Skrebels is IGN’s Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Stylish apocalyptic snapshot Umurangi Generation is now on Game Pass

Umurangi Generation arrived on Game Pass today, so here’s me to nudge you to try one of our favourite games of 2020 (and 2021’s IGF Grand Prize winner). I can’t think of many other games which have you photographing scenes of daily life and struggle amidst a Neon Genesis Evangelion-grade cataclysmic kaiju event. It looks and sounds fantastic, too, with cool Jet Set Radio vibes.

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Techland Reveals First Concept Art of Its Open-World Fantasy RPG

Techland has revealed the first piece of concept art for its unannounced AAA open-world fantasy action RPG. Additionally, the development team has recently recruited talent that has previously worked at Arkane and CD Projekt Red.

The concept art features a man looking at some sort of ancient city surrounded by lush trees, pink vegetation, and waterfalls. Notably, the archetecture of this ruin isn’t traditional medieval England in its aesthetic, so we may be in for something slightly left field for AAA fantasy.

For this new IP, the studio has employed narrative director Karolina Stachyra and narrative lead Arkadiusz Borowik, both of whom previously worked on The Witcher 2: Assassins of Kings and The Witcher 3: Wild Hunt.

The rest of the team has similarly notable backgrounds. Recently recruited members include open world director Bartosz Ochman, who previously worked on Cyberpunk 2077 and The Witcher 3. Mario Maltezos, the project’s creative director, has worked on Prince of Persia: The Sands of Time and Mad Max, while lead game designer David McClure worked on Deathloop. Lead animator Kevin Quad worked on Horizon Zero Dawn and its DLC, and lead UI designer Marcin Surosz was a UI/UX designer at People Can Fly.

“We’re very happy with what we have accomplished with the Dying Light franchise so far,” explained Techland CEO Pawel Marchewka in a press release. “Moreover, our journey with Dying Light 2 Stay Human has only just begun as we plan to support this game for at least 5 years, with its scope and size matching, if not exceeding, what we have provided our community with during post-launch support for its predecessor.”

“At the same time, our ambition is to introduce a brand new IP that is vastly different from what we have been doing for the past several years. We want to create a fully next-gen experience,” he continued. “A new fantasy epic set in a sprawling open world, fueled by the skills and experience we have gained as a team over the years, infused with new ideas, passion, and creativity. While we cannot share more details about this project now, we’re all truly invested in it and looking forward to showing it to gamers when the time is right.”

Techland is currently hiring more developers to work on the unannounced fantasy game. This seems to be an ongoing trend of studios trying to court more talent by teasing high profile projects either on social media or showing them off within game showcases, as in the case of Ubisoft’s Splinter Cell remake.

Techland are fresh off developing Dying Light 2, and while many of the development staff are remaining with the zombie open world to create post-release content, it seems clear that the studio is gearing up for production on their next (hopefully major) IP.

George Yang is a freelance writer for IGN. You can follow him on Twitter @yinyangfooey