Solium Infernum review: a fiendish strategy game best played with friends

Satan has vanished, the throne of hell lies empty, and eight Archfiends are all jostling to be its chief seat warmer. It’s a great setup for a role-playing strategy game, and the allure of plotting, scheming, backstabbing and shmoozing your way to victory remains as enticing today as it did when Solium Infernum first came to PC in 2009. At the time, it launched to relative obscurity, and was mostly kept alive by dedicated play-by-email multiplayer groups. It was through one of these groups that Armello developers League Of Geeks first came into contact with it, and now, years later, have taken on the task of remaking Solium Infernum for a modern audience.

The original Solium was, by all accounts, an intensely knotty and dense affair, impenetrable to newcomers, or at least to those who were unprepared (or unwilling) to study and absorb all the countless variations and statistics involved in creating your own unique Archfiend. It was a bit like creating a D&D character sheet, only about ten times more complicated, and whose strategic implications may or may not have made themselves apparent until it was far too late. You could biff yourself before you began, in other words, and League Of Geeks have made admirable attempts to tame and streamline this unruly hell beast, doing away with a lot of that initial fussiness. As is perhaps fitting for the theme here, there are unfortunately still a few pesky gremlins causing mayhem behind the scenes at time of writing (I’m pointing the finger at literal bug queen Beelzebub for this), but for the most part, there’s good fun to be had in this new incarnation of Solium Infernum – and particularly if you have some willing friends who you soon hope to call enemies.

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Brand New Season for Dungeon Fighter Online

Dungeon Fighter Online from Neople Inc. is a free-to-play 2D brawler/MMO hybrid for PC that’s been online since 2015. That’s a long time for a game to be around, but DFO has withstood the test of time thanks to its vibrant characters, its energetic fanbase, and its regular updates. DFO has just launched their all new expansion Seon – The First World Under the Sky so now’s the perfect time to jump in and forge your character.

The new season takes place in Seon, a visually striking new world where people and nature thrive in harmony. There are mysterious dungeons to explore, bustling towns to visit, and new monsters to challenge, inviting you to explore every corner of this new world.

Nervous about trying to establish yourself in an online game that’s been around for nearly a decade? Don’t worry. This major update also includes streamlined events and boosted Level Up rewards that will propel newcomers towards end-game content faster than ever.

If you’re unfamiliar with the title, DFO is a game that celebrates the legacy of side-scrolling brawlers with vibrant 2D pixel graphics that burst with personality for all 67 class advancements. Every punch, kick, and summon is animated with meticulous detail, immersing you in the classic beat ’em up experience with a modern twist.

Whether you choose a Gunner with a modified mechanical body or an Archer that bolsters and heals allies by playing her Lyra Bow, you can count on seeing eye-catching character details that make the game a visual wonder to experience.

If you prefer the path of the lone warrior, you can opt to explore DFO’s advanced and legion dungeons solo to build up your character. If you decide you’re ready to show yourself off, you can mingle with the community and join cooperative parties for raids and more. It’s easy thanks to DFO’s passionate communities on Reddit and Discord, which includes developers who interact with fan feedback and host streams regularly.

So, whether you’re delving into DFO for the first time, or a veteran player who’s been around since the beginning anticipating the Seon update, now’s the time to log in. Level Up events offer rewards to help you get caught up with DFO’s rich content. Visit DFO’s website to get started, and visit its Discord to get to know your new comrades-in-arms and rivals.

There’s a Secret High-Tech Simulation Inside Garden Life: A Cozy Simulator

Garden Life: A Cozy Simulator is, you guessed it, a cozy gardening simulator. It’s a game about planting flowers, enjoying their growth and decorating the garden to your heart’s content. It all comes with a deep focus on non-punishing gameplay, a light story, and a stunning, anime inspired art style. But under that delightful exterior, you might be surprised at how much thought and processing power has gone into the simulation itself.

At Stillalive Studios, we take pride in our expertise in simulation games and their underlying technology. As we started fleshing out the idea of a gardening game, we realized it would be easy enough to create the basic simulation – some of our studio have quantum physics degrees. But the challenge we set ourselves was this – could we create a gardening game that hid all the simulation complexity under a coziness as pleasant as a cup of warm tea on a cold winter’s eve?

Our Producer is a Florist

It all starts with Kay, our producer. She’s the one that manages the Garden Life project at Stillalive. Kay knows a lot about flowers, as she was a florist in her past professional life. Putting together flower arrangements for festivities and weddings, Kay won prestigious Gold and Silver medals at the world-famous Chelsea Flower Show in London. This knowledge had to be put to good use in a cozy gardening game. With her on the team, we had one of the puzzle pieces down – next, we needed to conquer the tech itself.

Why Does Garden Life Need a Lot of Tech, Anyway?

Computers are not very good at randomness: the little quirks and irregularities that make nature so diverse and interesting. When artists create 3D models, the computer is always going to recreate those models exactly. We couldn’t imagine anything less cozy than a garden full of identical flowers, like a legion of Stormtroopers growing in lockstep. And this is where our tech department set out to find ways of breaking these patterns – adding randomness and quirks back into the cold determinism of computer processors.

Flowers often only play a background role in games. But in a gardening game, flowers are front and center. They need to look stunning. One of our design goals was therefore to make every flower look unique. So unique that a full garden of flowers would look natural, as in real life. No copies. No Stormtroopers. No tricks.

This Is Where Our Sim Background Shines

Every flower model in Garden Life is generated on-the-fly. This is our recipe:

  • The flower starts on the ground, where the first stem segment is generated and grows.
  • When the segment is finished, a new segment is spawned.
  • The growth direction for the new segment gets a kick in a random direction so the stem does not grow in a straight line.
  • At every new segment and depending on the flower, there is a random chance that a leaf grows out of the stem, or that the stem splits into two segments.
  • The more segments the plant spawns, the bigger the chance to produce the final flower at the top, finishing the growth process.
  • Depending on the flower type, the top gets another kick in a random direction for good measure.

This simple recipe allows for so much variation and produces organic, beautiful-looking flower beds. Every flower has leaves at different places. Some stems are shorter, some longer, with random variations in growth direction here and there.

To realize the variety of flowers we have in the game, every specimen has a slight variation of this recipe. How big and long are the stem segments? How straight, interwoven? How many segments can there be, determining the total height of a plant. And while sunflowers grow very tall and have one stem, Hellebores grow in small bunches, and Roses go all-in on the bushy, entangled structure.

As mentioned above, computers are not very good at coping with randomness. While there are tricks to make hundreds of identical models run smoothly, it was a long and winding road to optimize performance for on-the-fly generated 3D geometry. We’re very happy with the outcome! Together with our anime-inspired art style, Garden Life simply looks gorgeous and promises many hours of relaxing gameplay.

Garden Life is out today for Xbox Series X|S and Xbox One.

Xbox Live

Garden Life: A Cozy Simulator

Nacon

$39.99

Using appropriate gardening techniques and your creativity, bring an abandoned plot back to life, and experience the joy and peace that cultivating your own garden brings.

• ROLL UP YOUR SLEEVES – In Garden Life, there’s no miracle solution: your plants will only flourish with dedication, the right tools and appropriate gardening techniques!

• DESIGN THE GARDEN OF YOUR DREAMS – Using the grid free placement, sow the seeds of your choice and use decorative elements to bring your designs to life. Through the procedural growth simulation technology developed specifically for Garden Life, every plant is unique and adapts to their environment.

• NURTURE YOUR GARDEN – Take care of your seedlings by identifying their individual care requirements; water, fertilize, and clip your plants to maintain their natural beauty and nurture them to health.

• DISCOVER DIFFERENT VARIETIES – Unlock your creativity by breeding beautiful variations and discover the full potential of each plant.

• MEET COLOURFUL CHARACTERS – Help your friendly neighbours by fulfilling their gardening requests and receive rewards such as new plant varieties, tools, and decorations.

• RELAX – After a busy day, unwind and experience the calming ambiance of your garden in a soothing world with relaxing sights and sounds.

The post There’s a Secret High-Tech Simulation Inside Garden Life: A Cozy Simulator appeared first on Xbox Wire.

Palworld Sells 15 Million on Steam in a Month

Palworld developer Pocketpair has announced the ‘Pokémon with guns’ crafting and survival game has seen over 25 million players since going on sale last month.

Pocketpair said the Steam version has sold an incredible 15 million copies, whereas on Xbox it’s seen 10 million players.

There’s one good reason why the Steam version is perhaps more popular than the Xbox version: Palworld on Xbox doesn’t have dedicated servers. On Steam, Palworld players can create and join dedicated servers that enable up to 32 players to play in the same world and create guilds together. But on Xbox and Windows PC (so, everyone playing on Game Pass), Palworld players cannot create or join dedicated servers, which means online co-op is limited to two to four players. Crossplay between Xbox and Steam is currently unavailable.

Pocketpair has said it’s working to achieve parity across the Xbox and Steam versions, and indeed Microsoft is working closely with Pocketpair to enable faster updates.

Palworld’s explosive launch, which saw it break a number of Steam concurrent players records, has cooled somewhat. Last week, Pocketpair commented on the debate around the declining number of players, calling the discourse “lazy”. While the concurrent player count on Steam has fallen steadily since the peak, it’s worth pointing out Palworld remains one of the most-played games on Valve’s platform.

Last month, Pocketpair said Palworld will get PvP, raid bosses, and new islands in future updates, but it has targeted critical issues first. Crossplay between Steam and Xbox is also in the works (presumably this will up the co-op player count on Xbox at the same time), as well as improvements to the building system.

While Palworld is one of the biggest game launches ever, it’s also one of the most controversial. Pocketpair has said its staff have received death threats amid Pokémon “rip-off” claims, which it has denied. Soon after launch, Nintendo moved quickly to remove an eye-catching Pokémon mod, then The Pokemon Company issued a statement, saying: “We intend to investigate and take appropriate measures to address any acts that infringe on intellectual property rights related to Pokémon.” IGN asked lawyers whether Nintendo could successfully sue.

If you’re playing, be sure to check out IGN’s interactive Palworld map.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Helldivers 2 is now auto-kicking AFK players to help ease server woes

As Helldivers 2 continues to be struggling with its own success, suffering wildly overloaded servers that make it sometimes tricky to even log in, a new patch today has added a feature to help alleviate the pressure. Having previously capped the number of players to 450,000, developers Arrowhead have now added an auto-kick to stop people hogging those precious slots while not playing. After 15 minutes, AFK players will now get booted. It’s clearly not the big fix needed but hopefully fresh duct tape will help hold the co-op shooter together until more permanent solutions arrive.

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The Electronic Wireless Show podcast S3 episode 7: we lose it over PowerWash Simulator’s Warhammer 40K crossover

This week on a spotlessly cleansed Electronic Wireless Show podcast: Alice takes the opportunity to make everyone talk and think about PowerWash Simulator, which also means Nate gets to talk about Warhammer 40K bloody loads, because that’s the next DLC pack for PowerWash Sim. We also reminisce about our other favourite gaming crossovers, and try to dream up some cross-universe mashups of our own.

Plus! We talk about what we’ve been playing this week, consider whether we would “RoboCop ourselves,” and I disgust Alice with a confectionary confession.

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Two Years After Elden Ring, Miyazaki Trusts the Players to Figure It All Out

If Elden Ring and Dark Souls director Hidetaka Miyzaki had to put a name to the genre of games FromSoftware has become synonymous with over the past decade-plus years, it’d be “Souls-ish.” But even then, he would much prefer to call them “those dark fantasy third-person action games with a higher focus on melee combat and sense of accomplishment.” That’s not quite as catchy as ‘Soulslike’, but it does capture the renowned creator’s specificity. And we got even more of that specificity in our recent interview with Miyazaki ahead of the premiere of the long-awaited trailer for the first Elden Ring DLC, Shadow of the Erdtree.

Along with answering all the questions IGN had about the trailer, Miyazaki looked back on the past two years since the release of Elden Ring, a defining achievement for FromSoftware given its tremendous critical and commercial success.

It’d be an understatement to say that the hype around Elden Ring prior to its launch was bigger than any FromSoftware game before it, with fans even creating their own lore for the game in between official news and trailer drops. When Elden Ring finally launched, fans were treated to something truly spectacular: a masterful, open-world version of the famed Soulslike formula FromSoft popularized, complete with beautiful, hidden narratives, intricate world and dungeon designs, and of course, incredibly challenging fights.

When asked if there was any concern within the studio about creating an open world RPG without helpful tools like quest markers which in turn might turn off the format’s traditional fans, Miyazaki admitted there was some hesitation. But ultimately it goes back to something Miyazaki has in both the players and his team: trust.

“There’s really no way of telling how or if the series would have continued the way it did without Dark Souls 2.”

“It would be a lie to say there was no concern about that from any of the dev team,” Miyazaki says. “But what I want to stress is that we didn’t set out with the goal to make an open world game in the traditional sense.” Instead, the director says his approach to open world design is similar to his philosophy on difficulty: “We don’t set out to create a difficult game. We set out to create a challenging game. And in order to achieve that, we need there to be threats and dangers, and we need there to be unknowns.”

For Elden Ring, there needed to be another thing: adventure. A feeling of exploration which he says was the top priority “above everything else.”

“We need this breadth of freedom — this high degree of freedom in how you approach this adventure,” he explains. “And in order to have adventure, in order to have discoveries, again, you need to have some unknowns. And for it to be a discovery, it needs to feel like it’s an unknown, feel like it’s there to be discovered.”

Ultimately, while this philosophy is what guided the team in making Elden Ring an open-ended RPG, the follow-through was a result of having trust in the players. The same players who’ve played games like Demon’s Souls and Dark Souls. “Our main idea is just to trust players,” says Miyazaki. “We trust that they’ll overcome these challenges and we trust that they’ll make these discoveries. And I think giving them trust just creates a healthy landscape for them to play and adventure.”

Yes, I think it’s very likely that we’ll see new directors going forward. And I think if we do that, I’d like to step away from that supervisory role and give them full direction and full control over those projects.

Miyazaki might be thinking a lot about trust these days. Since 2009, he has served as director on all but one Soulslike game. That was 2014’s Dark Souls 2, on which the director’s seat was given to Tomohiro Shibuya and Yui Tanimura while Miyazaki somewhat sat back as Supervisor.

Incidentally, Dark Souls 2 probably bears the Souls series’ closest resemblance to Elden Ring. Design wise, both Dark Souls 2 and Elden Ring stressed open-ended gameplay and ditched linear progression. Miyazaki agrees and in fact goes a step further. “In regards to Dark Souls 2, I actually personally think this was a really great project for us, and I think without it, we wouldn’t have had a lot of the connections and a lot of the ideas that went forward and carried the rest of the series.”

Miyazaki adds that having different directors also helped the series as a whole. “We were able to have that different impetus and have those different ideas and make those different connections that we otherwise might not have had.” He goes so far as to say that “there’s really no way of telling how or if the series would have continued the way it did without Dark Souls 2.”

With several more games released by FromSoftware since Dark Souls 2, Miyazaki now seems more comfortable entrusting future games to other directors, saying there “is a high possibility that we would delegate responsibility of director to those other Souls-ish games going forward.” It’s an idea he doubles-down on: “Yes, I think it’s very likely that we’ll see new directors going forward. And I think if we do that, I’d like to step away from that supervisory role and give them full direction and full control over those projects. I think really this is the best way and the easiest way for them to flourish within that environment and with those new projects.”

While Miyazaki doesn’t elaborate too much, he tells IGN that how he managed the role of Supervisor during work on Dark Souls 2 is “one little area of regret” for him. Personally, he enjoys “a lot of projects where I am director, so I think a supervisor role for me is just something I’m not used to and just is maybe not quite a good fit.”

It helps that FromSoftware is a team that seemingly all pull in the same direction, and understand, together, what makes a great FromSoft game. Miyazaki alluded to this when asked how the studio is able to release massive AAA games in such a timely manner, whereas development time for similarly sized games elsewhere seem to stretch over several more years.

“I don’t know if it’s some great secret… but generally we are just blessed with a great staff who love to create these games and who are, I think you could say, efficient at creating games,” he says.

“I think one area is we’re able to understand quickly what we want to make and [are] able to make these decisions early on in development,” he adds. “We’re able to iterate and we’re able to leave things on the chopping board. We’re able to go ahead with ideas and a quick pace. We’re able to quickly change and quickly decide on the kind of game we want to make.” See? Trust.

As for the future, not much is written in stone aside from the upcoming Shadow of the Erdtree. Armored Core 6 was released last year and revived FromSoftware’s other pillar franchise. While Miyazaki says the studio has “no definite plans going forward… I think AC 6 was a success in the sense that it showed that there is still a place for Armored Core, at least for us.”

And what about the much asked about Bloodborne sequel? “Unfortunately, and I’ve said this in other interviews, it’s not in my place to talk about Bloodborne specifically. We simply don’t own the IP at FromSoftware. For me personally, it was a great project, and I have a lot of great memories for that game, but we’re not at liberty to speak to it. I’m very sorry about that.”

We’re able to iterate and we’re able to leave things on the chopping board. We’re able to go ahead with ideas and a quick pace.

For now, fans will have to look forward to Shadow of the Erdtree, which finally arrives this summer after a two-year wait. If you’re so inclined, you can start a new game of Elden Ring to prepare yourself, though we asked Miyazaki if there were any remaining mysteries left for players to find in the current version of The Lands Between. While Miyazaki says he doesn’t think there’s anything that hasn’t been discovered by now, highlighting how he and the devs “are always surprised and delighted by how much the players do discover, and how much these communities work to uncover these secrets,” there might be one small thing he hasn’t seen yet.

“For me personally, there is a small element that I feel has not yet been discovered. So, whether that’s up to user interpretation or up to just further investigation and playing, that’s something I’m looking forward to.” But he adds, “I think it’s a question of when and not if, but there may be something small still missing.”

Of course, Miyazaki will trust you to figure out what that means.

Matt T.M. Kim is IGN’s Senior Features Editor. You can reach him @lawoftd.

Additional reporting by Mitchell Saltzman

Sony are officially working on PC game support for the PS VR2 headset

The PS VR2, Sony’s currently PS5-exclusive VR gaming headset, looks like it’ll be latching onto the faces of PC owners as well. Tucked away in a PlayStation blog post about upcoming PS VR2 games, Sony Interactive content communications manager Gillen McAllister confirmed that Sony are “currently testing the ability for PS VR2 players to access additional games on PC” and that the plan is have this extra support ready within 2024.

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Japanese Charts: Mario Vs. Donkey Kong Takes Its Fight To The Top

Over 60,000 copies sold.

Mario vs. Donkey Kong has made its debut over in Japan to great success, shooting to the top of the charts with a total of 61,930 copies sold. This puts the plumber’s flagship platformer, Super Mario Bros. Wonder, at number 2 with a total of 13,036 copies sold, cumulating in 1,745,124 since its release last October.

The second new entry this week, The Legend of Heroes: Trails through Daybreak, finds itself at number 6 for its debut, shifting 7,160 units. Meanwhile, Ubisoft’s Skull and Bones comes in at number 7 on PS5 with 6,635 copies sold.

Read the full article on nintendolife.com