Action platformer duo Ratchet & Clank have been around for over twenty years, but they’re only arriving on PC for the first time on July 26th. That’s when Ratchet & Clank: Rift Apart, the latest game in the series, will leap through the frequently used portal between PlayStation 5 and PC.
Author: Game Infliction
Pathfinder Is Challenging Diablo 4 With Its Own Hack and Slash Action RPG
BKOM Studios and Paizo have launched a Kickstarter campaign for a co-op hack-and-slash action RPG based on the Pathfinder tabletop game.
Titled Pathfinder: Abomination Vaults, the Kickstarter says this is the first-ever hack-and-slash RPG based on the Pathfinder Roleplaying Game. If funded, the title is set to come to PC via Steam.
Pathfinder: Abomination Vaults will support up to four players at a time, as they lead Pathfinder heroes through Gauntlight Keep in a mission to defeat the evil sorceress Belcorra Haruvex. The game will take place in a mega-dungeon beneath Gauntlight Keep that’s separated into different biomes. Players can choose between four Pathfinder champions: Amiri the Barbarian, Harsk the Ranger, Kyra the Cleric, and Ezren the Wizard.
Kickstarter backers will be eligible for rewards like an artbook, early access, a custom dice set, and more. The project has a goal of CA$410,000 with 30 days to go.
While this is the Pathfinder franchise’s first Diablo-like, the series is no stranger to video game adaptations. Just last year, we got Pathfinder: Wrath of the Righteous, an isometric RPG that we called great in our review.
Speaking of Diablo, we’re just a week away from Blizzard’s Diablo 4. We called the upcoming game amazing in our Diablo 4 review, saying “Diablo 4 is a stunning sequel with near perfect endgame and progression design that makes it absolutely excruciating to put down.”
Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over seven years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.
Dead Cells: The Rogue-Lite Board Game Hands-On Preview
The Dead Cells board game isn’t the first tabletop title to be inspired by a video game, nor is it the first to try and mimic the feel of a rogue-like game. There’s even one – Sanctum – which is so clearly indebted to the Diablo franchise that it makes you wonder they weren’t served with a copyright infringement. But it does look to be the first official adaptation of a rogue-like and it’s an interesting choice. The Dead Cells video game won plaudits for its fast, demanding combat which isn’t something a board game can easily replicate. So the designers – including Antoine Bauza of 7 Wonders fame – will have had to look for something else to focus on.
See Dead Cells: The Rogue-Lite Board Game on Kickstarter.
What’s in the Box
We played a prototype of the Dead Cells board game which wasn’t complete, but it contained everything needed to play through the first two levels and a boss. Each level has its own board and tuckbox of goodies, which includes tiles to place on the board, two decks of monster cards – regular and elite – and smallers decks for treasure and blueprints. The boss has a reference sheet and a deck of cards.
There are also several boards used to track game state. One is for combat, another, the annexe board, for treasure and the third is the interbiome board where players can purchase upgrades between biomes. This is notable for having sleeves actually affixed to the board so it’s easy to store your upgrades between games. There’s a variety of tokens to track things like health and loot such as cells and gold teeth earned during your run.
Each player gets a Beheaded board which features unique upgrade paths for the three game stats, brutality, tactics and survival. They also get a deck of combat cards. Players move as a group so there’s only a single miniature in the game to track their progress on the board, an impressive tableux of Beheaded. It’s worth noting that the player board and cards feature some pretty impressive cartoon-style art of the Beheaded characters in action.
Rules and How it Plays
Again, this being a prototype, the rules are subject to change. But as it stands this is a fast-playing cooperative game where the group has to work together to get through as many biomes as possible. Players make a collaborative decision over where to move the figure through branching paths on the biome board, encountering treasure, monsters, merchants and other features represented by shaped, face-down tiles. Some paths require the group to have access to particular runes before they can be traversed.
Reaching a consensus on group decisions in cooperative games can be awkward and the genre as a whole is plagued by a problem known as quarterbacking, where the group is inclined to let itself be bossed around by the most experienced, or perhaps the loudest, player. To combat this, Dead Cells gives one player the First Player crown and they get to be the final arbiter of all decisions. The crown is rotated at intervals by an icon you can flip on some tiles. The First Player also gets to be the recipient of particular treasures and can be a damage magnet in monster encounters.
Combat features another innovation to keep cooperative play interesting. It takes place over three rounds. Monster cards are placed in different slots around the players and each features three action bars indicating what the monster will do on that round. Mostly this is straight up damage, but they can also do things like shield other monsters or inflict conditions like poison or bleed on players. Player combat cards feature the same, three bars with different actions but in addition to the monster combat icons they can also use equipment or loot, which is the only way to pick up loot promised by the encounter tile. But here’s the kicker: players select their combat cards independently and they can only discuss one of the three actions on the card.
This gives what would otherwise be a rote, mechanical combat round a delicious frisson of uncertainty, as well as preventing a quarterback dominating the situaiton. It’s a pretty neat, clever system on the whole. In addition to the nuance of what icon to discuss when you’re selecting actions, some encounters also need a plan to overcome. Bleed and poison are especially vicious so you’ll want to take down those monsters early, ideally before they rech the round with the unwanted icon, but some attacks are range limited against particular slots, muddying the waters. Using found equipment and abilities gained as your three stats increase also expand the range of tactical options available.
There is however, a bizarre design quirk in combat connected to player count. The players have to play three cards, total. That’s fine if there are three players. It’s also fine playing solitaire where your selection intertwines in interesting ways with random cards from a solo deck representing a sentient sword companion. But with two, one player has to play two combat cards which is simply less interesting because you can cover more bases and the reveal is less of a surprise. And with four, one player doesn’t play at all but rather gets a little gamble to see if they get an ability boost instead. These wrinkles might get smoothed out as the game is revised in the run-up to release, but right now it’s far better with one or three players than two or four.
You’ll note that even when the combat works well with the correct player counts, it’s no substitute for the fast hack and slash of the video game — although, like the original it does force you to work with what’s available. Instead, Dead Cells wisely opts to perform homage to its parent title in the long form, using the interbiome board. Just like the video game your starting characters simply aren’t powerful enough to make it through many biomes. If any one of the characters dies, you have to discard your equipment, reset your abilities and start over. But before you do, you can spend cells and blueprints you’ve found.
Blueprints are powerful items that get added to the treasure deck for the appropriate biome, giving you a chance to find them on subsequent runs. Cells, meanwhile, can be spent on useful things like permanent mutations which offer ongoing buffs at the start of, or during a run. They can also buy more powerful combat cards to incorporate into your player’s decks or even tossed into a well for a random, not always welcome effect. In this way the group will unlock new abilities over time, making combat more interesting and boosting their chances of making it deeper through the various biomes.
While this is a great way to give a board game a roguelike feel, with slow improvements both in your abilities and your understanding of how to best use them accumulating over repeat runs, it does come with a downside. Setting up each biome board is a little fiddly, a minor annoyance that would be no problem if you only had to do it once. But you may have to do it several times over a single run and then the game wants you to reset and do it all again and it feels quite a lot of work for a relatively lightweight game. The admin overhead is a speed bump that detracts from that addictive feeling of wanting to jump straight in and try again that powers all the hours you can sink into the original.
Where to Back?
Dead Cells deserves plaudits for trying something new in terms of video to board adaptations. The concept of pushing players down repeat runs with a slow drip of rewards is novel and it works pretty well: it’s just a shame that the analogue need to reset decks and tiles each time trips it up. It’s take on cooperative play is less innovative but still very welcome, as far too many games seem content to just let a quarterback run the show if they want. As a package it’s very light which aids the sense of speed but also feels repetetive: it relies very hard on the lure of unlocking new baubles for another run to generate a perception of variety. Still, in many ways that’s the essence of the rogue-like experience and Dead Cells conjures it very well.
Lord of the Rings’ Most Iconic Characters Showcased in Upcoming Magic: The Gathering Card Set
In an advance showcasing of their upcoming The Lord of the Rings: Tales of Middle-earth card set, Magic: The Gathering game maker Wizards of the Coast presented an extensive roster of cards featuring characters from the well-known Tolkien setting.
Among the more than 100 cards shown, were numerous depictions of the terrifying Nazgûl, recognizable locations from Middle-earth in the form of land cards, and the corrupting One Ring itself, as well as huge cast of characters beloved by Tolkienites everywhere.
From Aragorn to Frodo, Boromir to Peregrin Took, and even the terrifying Balrog, all the notable characters you’d hope for can be found — and often more than once, too!
Flip through the gallery below to see for yourself:
Many of the cards revealed make use of “The Ring Tempts You” mechanics, which empowers the player’s Ring-bearer the longer you make use of its terrible might. One of those abilities makes your Ring-bearer a legendary and prevents creatures with greater power from blocking their attacks, while another saps all opponents of life when the Ring-bearer deals damage to any player.
WotC also discussed the digital version of their game, Magic: The Gathering Arena, which will be receiving the set in its entirety. For those hoping to bring Middle-Earth to their arena battles, they’re offering a Hobbit-themed digital playmat for you to sling cards against your friends.
Tales from Middle-earth adds to a growing number of MTG crossovers in recent years, which previously included Transformers, Street Fighter, Stranger Things, and Fortnite, though The Lord of the Rings will be the first crossover to receive a full set of cards that includes four commander decks, a starter kit, Jumpstart themes, and more.
For more, check out the Doctor Who crossover that went live for pre-orders a few weeks ago.
Travis Northup is a freelance writer at IGN.
The popular EVGA Z20 optical mechanical keyboard drops to $60 at Best Buy
EVGA’s Z20 mechanical keyboard has turned up on the RPS Deals Patch a few times, but always in the UK – and now we’ve finally seen a decent price drop on the US version over at Best Buy. Until June 1st, you can pick up this full-size optical mechanical keyboard for $59.99, a $115 discount from its MSRP and a great deal.
Soapbox: How Zelda’s Bad Economy Made Weapon Degradation Great Again
Inflation can be fixed with rotting swords!
Soapbox features enable our individual writers and contributors to voice their opinions on hot topics and random stuff they’ve been chewing over. Today, Kate examines how Nintendo learned economic lessons from past Zelda games in Tears of the Kingdom…
Much like me, Hyrule has always been bad with money. It’s hardly surprising. In an economy where you can find cold, hard cash in rocks, trees, bushes, pots, grass, and even sometimes just lying on the floor, you don’t have to be a financial expert to know that you’re going to experience inflation at some point.
Read the full article on nintendolife.com
The Sims 4 Addresses Xbox Fan Feedback
After collecting feedback from The Sims 4 players, we have made some big changes to the Xbox version of the game.
By popular demand, we’ve reversed some previous changes to Build Mode and made other improvements. Most of these improvements are related to controller buttons – to create a more seamless play experience, we’ve tried to make the functions of buttons more consistent across different game modes. Here’s what’s new:
Bumper Button Functionality
It used to be that the bumper buttons would have different functions depending on what mode you were in. In CAS (Create a Sim), the buttons switched between Sims, while in Live Mode, they would adjust how quickly time passed.
Now, the bumper buttons will switch between Sims in both CAS and Live Mode. Game speed in Live mode can be adjusted with the triggers.
Build Catalog Changes
The Build Catalog will now minimize when you select an object to place. This will let you see more of your current build while you decide where to place the new object.
When you return to the Build Catalog you will now automatically return to the objects you were looking at most recently. This will make it easier to jump back into what you were doing, creating a faster building and decorating process.
Build Mode Object Rotations
Windows, doors, and tiles used to rotate differently than other objects in Build Mode. They used Y instead of the right and left bumper buttons. We’ve changed this to bring them more in line with the way other objects are handled. Now you’ll be able to rotate these using the right and left bumper buttons, the same way you’d rotate anything else.
Instead of rotating your doors and windows, the Y button will now allow you to place multiple. With tiles, the Y button will be used to toggle between placing a single tile or tiling the floor of an entire room.
Switching Cursor Modes
You can now change cursor modes using the View button.
New Shortcuts
We’ve added a lot of new shortcuts. For example in CAS you can press up on the d-pad to jump to the identity panel and down on the d-pad to add or remove Sims from your household.
Gallery Connection
The Gallery is currently down for some planned improvements. When it comes back, Simmers playing on Xbox will need to link their accounts to their EA accounts to access it. You can do this easily by going to Options > Game Options > Other and selecting Link EA Account.
While you’re getting used to these changes, it’s a good idea to go to the Other section under Game Options and enable Show Controls Legend. If you don’t like on-screen prompts, you can also bring up the Controller Overlay by pressing L3. We’ve cleaned up the Controller overlay so that it will no longer display excess or inaccurate button callouts.
Besides these improvements, we’ve also fixed a lot of bugs in this update that were affecting Xbox players. For example, we’ve made it possible to resize objects in Build Mode again. Press and hold LT+RT while holding the object, then press right or left on the d-pad to adjust the object’s size. We’ve also fixed a bug that was causing the cursor to vanish after using the Relationships panel, one preventing lots from being rotated if you’ve used Move Lot, another that was locking controls when viewing venue information for a lot placed from My Library or the Gallery, and a whole lot more.
Overall, we are confident these changes will make gameplay a lot more intuitive for our Xbox Simmers. We are grateful to our community members for their feedback. Read the full patch notes here.
The Sims™ 4
Electronic Arts
Download for Free – The base game of The Sims™ 4 is free to download. Get a plethora of options for building homes, styling Sims, and customizing their personalities. Craft their life stories while exploring vibrant worlds and discovering more ways of being you all at no cost.
Create Unique Sims – A variety of Sims are yours to personalize, each with distinct appearances, dynamic personalities, and inspiring aspirations. Use powerful customization features to bring your imagination to life. Create yourself, your favorite celebrities, your fantasy, or your friends! Change your Sims’ clothing to reflect your mood, develop stories that deepen your world, and give their lives purpose with traits and aspirations.
Build the Perfect Home – Effortlessly build and design homes for your Sims in Build Mode. Construct the home of your – and their – dreams by planning its layout, choosing furnishings, and altering the landscape and terrain. You can even add a pool, basement, and garden, or rebuild with new ideas and designs!
Play with Life – Control every moment of your Sims’ lives from their relationships to their careers. Your choices shape every aspect of their lives from birth into adulthood. Along the way, develop your Sims’ skills, pursue original hobbies, take them on adventures, start new families, and much more.
Add New Experiences – Use the Gallery to find inspiration from a community of players just like you. Download and comment on your favorite Sims, homes, and designed rooms.
Get More with EA Play – EA Play* members can expand their career possibilities with The Sims™ 4 Get to Work Expansion Pack
*Conditions, limitations and exclusions apply. See tos.ea.com/legalapp/eaplay/US/en/PC/ for details. Conditions & restrictions apply. See ea.com/legal for details.
Related:
How Real World Locations Shaped Dordogne, a Peaceful Narrative Adventure Set in Southwest France
Coming Soon to Xbox Game Pass: Amnesia: The Bunker, Car Mechanic Simulator 2021, Dordogne, and More
Bringing the Tabletop to Life in Dice Legacy: Definitive Edition
Ratchet & Clank: Rift Apart is coming to PC on July 26
Hey everyone, the intergalactic adventurers Ratchet & Clank are making their debut on PC this summer! At Nixxes Software, we are all very excited to announce our next project in collaboration with Insomniac Games.
The Ratchet & Clank franchise recently celebrated its 20th anniversary. We are thrilled and honored to bring this iconic franchise to a new audience. If you haven’t played a game from this series before, Ratchet & Clank: Rift Apart is an excellent one to start with. The game is a visual spectacle that is perfectly suitable for newcomers thanks to a standalone storyline and the introduction of two brand new characters: Rivet & Kit.
We can’t wait for you to meet these intergalactic heroes and start your multidimensional adventure when the game launches on July 26. Today I can share the first details on the PC features for Ratchet & Clank: Rift Apart that our team has been working on and tell you more about the pre-purchase bonuses.
The PC version of Ratchet & Clank: Rift Apart features ray-traced reflections with a variety of quality levels to choose from and newly added ray-traced shadows for natural light in outdoor areas. This enables realistic shadows with natural gradients in softness*.
We know many PC gamers enjoy playing on ultra-wide monitors. For those, we added support for 21:9, 32:9 and up to 48:9 resolutions for triple monitor setups. Both gameplay and cutscenes are optimized for ultra-wide screens. This is possible thanks to our engineers, artists and QA team who have analyzed the game and adjusted all cinematics to ensure compatibility with panoramic aspect ratios.
The game supports unlocked framerates and includes the latest performance enhancing upscaling technologies. You’ll be able to choose from NVIDIA DLSS 3, AMD FSR 2, Intel XeSS and Insomniac Games’ Temporal Injection. NVIDIA Reflex and image quality enhancing NVIDIA DLAA are also supported.
Ratchet & Clank: Rift Apart on PC offers full mouse and keyboard support with customizable controls. Controllers are also fully supported, and when using a DualSense controller on a wired connection, you can feel in-game actions coming to life in your hands with haptic feedback and dynamic trigger effects.
Ratchet & Clank: Rift Apart will be available on Steam and in the Epic Games Store, head over there now to Wishlist or pre-purchase the game. If you pre-purchase ahead of launch, you’ll get access to the following in-game items early in your playthrough:
· Pixelizer Weapon
· Carbonox Armor set
The PC version includes the five armors of the Digital Deluxe Edition and the 20th Anniversary Armor Pack, with another five armors inspired by previous games in the series.
In the coming weeks we will reveal more details about the PC features of Ratchet & Clank: Rift Apart. Follow us on Twitter to stay up to date on the latest news.
*Compatible PC and hardware required for enhanced graphics.
Ratchet and Clank: Rift Apart Comes to PC in July
PlayStation announced that Ratchet & Clank: Rift Apart will come to PC via Steam and the Epic Games Store on July 27. The PC port was a collaboration between Insomniac Games and Nixxes Software.
This version features ray-traced reflections with varying quality levels, as well as ray-traced shadows for natural light in outdoor areas in the game. Additionally, there are different aspect ratios to support ultra-wide and triple monitor set-ups such as 21:9, 32:9, and up to 48:9 resolutions.
There are also unlocked framerates and players will be able to choose from different upscaling options, including NVIDIA DLSS 3, AMD FSR2, Intel XeSS, and Insomniac’s own Temporal Injection. Both NVIDIA Reflex and NVIDIA DLAA are supported too.
We’re thrilled to partner with our friends at @NixxesSoftware to bring Ratchet & Clank: Rift Apart to PC! Experience the iconic duo on PC for the first time in the franchise’s history on July 26th! #RatchetPC #Ratchet20
More info here: https://t.co/XniYAUSkco pic.twitter.com/TlbQoWAWRe
— Insomniac Games (@insomniacgames) May 30, 2023
As for the controller aspects, the game supports full mouse and keyboard support along with customizable controls. Controllers are also supported and the DualSense’s haptic feedback can be felt when hooked up with a wired connection.
Those who preorder will get early access to in-game Carbonox armor and Pixelizer weapon items. The five armors from the Digital Deluxe Edition and 20th-anniversary armor pack are included in the PC version too, as well as five additional armors based on the previous games in the franchise.
Ratchet & Clank: Rift Apart was first released on June 11, 2021, for PlayStation 5. In IGN’s Ratchet & Clank: Rift Apart review, we said: “Ratchet and Clank: Rift Apart is a stunner. It not only gives the latest generation of consoles a game that looks as beautiful as the improved tech promised, but it’s also a fantastic experience to play.”
Diablo IV review: 2023’s prettiest RSI machine
Playing Diablo IV gave me a real case of the “have I changed, or have the games changed?”, and I think the answer is “yes”. For the uninitiated, Diablo forms one of the jewels in Blizzard’s crown (maybe a smaller one, just offset to the Warfcraft centre stone), an action-RPG series that’s like if the kind of 90s metal album cover that has a skeleton on it asked to be turned into a game where you explode many hundreds of near-identical monsters to get incrementally better loot. This is a spoiler-free review of the latest greatest addition, following 2012’s Diablo III, but a Diablo game’s story is sort of unspoilable, both because a) paying attention to it is of passing importance to playing, and b) the plot of them is always basically the same anyway.
To wit: Sanctuary, a high-fantasy world with a low-fantasy vibe, and where so much as going to the next town over will be a brush with some horrible little goblin rat called a Flesh Thresher, was created as a respite from the eternal battle between heaven and hell. After X number of years of relative peace, one (or many) of the Lords Of Hell is doin’ some bad stuff. Usually Diablo, I’ll grant you. In this case it’s Lilith, a kind of Dante’s Lady Dimetrescu, who’s making people horny for being stepped on power. Diablo games have always had a Grand Canyon sized gulf between the cinematics (epic; luscious; brutal) and the game in practise (clicking). IV is no different. And you know. It’s fine.