Warhammer 40,000: Boltgun Is an FPS That Parties Like It’s 1996

Few video games in history have cribbed more of its foundation from the Warhammer universe than the original Doom. The landmark ’90s first-person shooter was filled to the brim with titanic demonspawn, disemboweling shotgun blasts, and sweaty comic-book machismo — not unlike the goliath space marines in the grim darkness of the far future. So it’s fitting that Warhammer 40,000: Boltgun is such a dogmatic tribute to the tenets of vintage, id Software-hewn monster slaying. The latest entry in Games Workshop’s digital empire aims to take us back to a happier age: a time of 2.5D sprites, gelatinous blood splatters, and level maps dotted with secrets, keys, and ammunition pickups. The 90s are back, baby. John Carmack would be proud.

You are a Space Marine, a superhuman race of militant intergalactic zealots, who scorch across the universe to eradicate all of the forces who wish ill upon the Emperor of Mankind. After a brief expository overture, Boltgun discards all of its narrative precepts and gets right down to business. Your space marine is dropped into the opening level equipped solely with his quintessential Gears of War-esque chainsword; with one right click, you’ll saw a hapless chaos demon in two. Your hero will unlock an ever-expanding arsenal as they make their way through the gauntlet, the particulars of which will be immediately familiar to anyone who’s ever conquered Mars or Hell. Soon enough, you’ll be mouse-wheeling between a shotgun, a plasma gun, and the titular bolter, all of which are capable of reducing your enemies into a misshapen pinkish lump.

Boltgun isn’t taking any inspiration from the modern drift of first-person shooters. Players aren’t going to find any RPG meta-progression, open-world stat grinds, or quasi-MMO multiplayer mandates. This is a video game that could’ve easily arrived in 1996, and. Boltgun eagerly leans into those tenets with its art style. This is an old-school PC experience, replete with paper-thin enemy models, static death animations, and color-coded keys and doors. But that vintage ideology has been souped up by 2023 engineering, like a 1958 Jaguar converted into an EV. Boltgun might play like Doom, but id Software certainly wasn’t drumming up the gory particle effects and psychedelic bullet trails that fill the screen in developer Auroch Digital’s firefights.

Boltgun isn’t taking any inspiration from the modern drift of first-person shooters.

After an hour with Boltgun, I can safely say that the action comes together beautifully. This is not a shooter about making tough tactical decisions. The space marine is big, beefy, and generously durable — he compels players to switch their brains off — so I found myself absorbing a ton of punishment as I eviscerated any who stood against the glorious Imperium. Boltgun gets increasingly unhinged when the bullets start flying and the corpses start rupturing. Every inch of the terrain is smeared with bright, crimson blood, to the point that it becomes difficult to remember, exactly, what you were aiming at. Trust me, I mean that as a compliment.

Of course, Boltgun is going to need some interiority if it wants to be truly memorable. I love a fabulously phantasmagoric gore binge as much as the next person, but I have also played enough indie, stylized shooters to know that flashy viscera is not enough alone to carry a product across the finish line. We might be in luck, though. I noticed a few tips in the game’s loading screens that made reference to different damage types, which apparently are more effective depending on whatever is currently occupying your crosshairs. While I didn’t play enough of Boltgun to make those strategic calls myself, that does sound like a step in the right direction. It brings to mind Doom Eternal, a game that delivered all of the rapturous slaughter of its mother franchise, while still encouraging some genuine mindfulness as we plotted out our murder sprees. Ideally, Boltgun will match that same thoughtfulness as our catalog of weaponry slowly enlarges and the demons in the path grow more treacherous.

Barring that, Auroch Digital has managed to teleport all of us into an alternative universe; one where id scored the Warhammer license at the peak of the ‘90s. Time travel is possible. I have just the low-res chainsword to prove it.

Growing Up and Gaming with a Disability

It’s very easy for disabled people to feel betrayed when a game lacks proper accessibility, and rightfully so. How can studios expect us to celebrate these innovations and victories if we still can’t play their games? But if there is one lesson I’ve learned from personally playing and professionally critiquing some of our favorites, it’s that major developments should be celebrated, even if that means potentially missing out on brand-new experiences.

When I write, I tend to avoid including my own perspective, aside from reviews. I’ve always felt uncomfortable discussing personal stories, especially since I share a space with over 400 million disabled players, each deserving to highlight how the games industry is helping or failing them. But in some instances, I think sharing personal stories is almost cathartic and crucial when exploring the necessity of accessibility. So, for this month’s Access Designed, I’m breaking my rule to tell you about my growth and evolving understanding of accessibility as a disabled player.

My birthday is in March – March 19 to be exact. Throughout my 29 years of life, I’ve gamed on just about every system. From handhelds like the Game Boy Advance to my current PC, I familiarized myself with some of the best games this industry has offered.

Despite living with a neuromuscular disability, the muscles in my hands and fingers were strong enough to allow me to play… Until the release of the Xbox 360.

As a young child, I never had restrictions. Despite living with a neuromuscular disability – Spinal Muscular Atrophy type II – the muscles in my hands and fingers were strong enough to allow me to play across a variety of consoles. My relationship with my disability and games was incredibly black-and-white. I either played until I needed my older brother for assistance, or I would just return a game to my local store if the barriers proved to be too much for my hands. And before my disease progressed, I rarely needed to research new releases. That is until the release of the Xbox 360 and Xbox Live, when the reality of my limitations became more prevalent.

I met my current and closest friend group within the halls of Nacht Der Untoten. The fast-paced action of running from and gunning down Nazi zombies introduced new challenges that transcended beyond Call of Duty: World at War. For the first time in my gaming life, I was unable to fully utilize a controller. Not only did the shape and size of the 360 pad prevent me from reaching crucial buttons like triggers, the actuation force for the LS and RS buttons was far stronger than anything I’ve experienced. Before I told my friends about my disability, I consistently fabricated excuses as to why I was unable to sprint, use melee, or even aim certain weapons like bolt-action rifles. And for a time, I even believed my own lies. I didn’t want to accept my weakened state as a product of my disability, especially as it impacted my only form of independence.

Appreciating Accessibility

World at War acted as an accessibility awakening. I was unable to simply abandon the game that my friends obsessed over without risking losing the ability to play with them. So I began scouring through the options hoping to find a specific control scheme that would suit my needs. Unfortunately, nothing worked. It took my brother taping a popsicle stick to the back of my controller, allowing me to effectively use both triggers. It was a unique solution for a unique problem, one that still didn’t fix everything and angered me. World at War could not provide its own answers.

That simple modification of adding a popsicle stick was a lifeline when extensive menus and accessible design practices were still within their infancy. And with every new 360 controller, my brother would fashion another popsicle stick to its side, letting me enjoy the entire lifespan of what continues to be my favorite console generation.

As my disability progressed and my hand strength gradually lessened, shooters like Call of Duty no longer appeared on my shelves. Instead, fast-paced games found a new home on my PC, where the ease of increasing my mouse’s sensitivity and creating custom keybinds was far easier for my needs. And as I devoted more time to playing on the computer, my hands became accustomed to my setup, making it much more difficult for me to seamlessly transition between systems. This became particularly evident with the release of The Last of Us Part II.

Lessons Learned

2020 was a year of celebration for the accessibility community in gaming. Naughty Dog’s sequel to The Last of Us was remarkable for the continuation of its story, but also for its attention to detail to the needs of disabled players. Not only did it provide incredible settings for both physically disabled and deaf/hard of hearing individuals, TLOU 2 became one of the few AAA games where blind/low vision people could seamlessly play from start to finish without sighted assistance. It was also the game that truly demonstrated the importance and necessity of accessibility related journalism.

During its release, I was acting as the Mobility Editor for Can I Play That, a publication dedicated entirely to accessibility and the disabled perspective. My team and I spent weeks prior to the release deciding how to cover this behemoth of an accessible game. We published videos, reviews, features, news, opinions, and everything and anything that could demonstrate the importance of this title – except a mobility review. Despite all the award-winning features, PlayStation’s lack of an accessible controller meant it was physically impossible for me to review the most accessible game of that year.

I learned to praise each success for the disabled gaming community, even if I couldn’t enjoy it.

I was frustrated at myself and the absence of first-party hardware compatible with PlayStation systems. But through writing about my immeasurable disappointments, I was struck by the juxtaposition of my colleagues’ joy. And when I searched varying social media platforms, the consensus was one of celebration. At long last, disabled people were at the forefront of a major AAA launch. While I allowed myself to feel left out, I also learned to appreciate the efforts by Naughty Dog and soon began cheering alongside my disabled peers. At that moment, it wasn’t about me. This was a win for disabled players.

Growing up, I was the only prominently physically disabled child in school and at home. My disability was all I knew. As I found my place in this industry, I learned to praise each success for the disabled gaming community, even if I couldn’t enjoy it. Disabilities, like games, are so uniquely personal to everyone. The stories told within titles like TLOU 2 provide fantastic metaphors for important life lessons. For me, Naughty Dog’s award-winning sequel reminded me that a win for some is still a win for all.

Grant Stoner is a disabled journalist covering accessibility and the disabled perspective in video games. When not writing, he is usually screaming about Pokémon or his cat, Goomba on Twitter.

One of the fastest SSDs, Solidigm’s P44 Pro 1TB, is down to $69.99 at Amazon

fifth place NAND flash memory manufacturer, another brand that creates their own flash memory and controllers: SK Hynix, or as their consumer brand is labelled, Solidigm (meant to rhyme with paradigm for some reason).

I recently upgraded a laptop I’m testing with their P44 Pro 1TB drive, and I’ve been thrilled with its performance – and now, this drive has hit a scorchingly hot price on Amazon US. You can now pick up this drive for just $69.99 after a 44% discount from its US MSRP of $124.99, an incredible price for a high-end PCIe 4.0 drive.

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Kingdom Eighties Beams Neon Nostalgia And Micro-Strategy Onto Switch This Year

Confirmed for consoles.

Kingdom Eighties: Summer of Greed is the newest entry in the Kingdom micro-strategy series. Teased last year, publisher Raw Fury has now revealed that the game will be coming to consoles — including Switch — sometime in 2023.

Developed by Fury Studios, Kingdom Eighties is a fair bit different from other games in the Kingdom series. Donning a neon eighties vibe and a retro aesthetic, complete with catchy synth tunes, Kingdom Eighties is a standalone title and a love letter to summer camp, Saturday morning cartoons, and the best movies of the decade.

Read the full article on nintendolife.com

Battle Royale Hit Apex Legends Hopes To Stick Around For 10 To 15 Years “Or More”

“We’re in this for the long haul”.

The online free-to-play battle royale Apex Legends has been going since 2019 and was only released on the Switch in 2021, but the general aim is to keep the franchise around for a very long time.

In an interview with our friends at GamesIndustry.biz, the game’s director Steven Ferreira mentioned how the team was in it for the “long haul” – with an aim to keep the IP going for possibly 15 “or more” years.

Read the full article on nintendolife.com

Nintendo Offering Exclusive Splatoon 3 & Zelda Pin Sets At PAX East 2023 (US)

Available while stock lasts.

PAX East kicks off later this week on March 23 and if you’re heading into the event, there’ll be a chance to score some “cool collectible lapel pins” when you check in with your My Nintendo account.

Up for grabs is a Splatoon 3 pin as well as Legend of Zelda: Tears of the Kingdom pin. Here’s a look at both:

Read the full article on nintendolife.com

Rare Has Plotted Out the Next Five Years of Sea of Thieves

Rare and Microsoft are celebrating the fifth anniversary of Sea of Thieves, but the developers are also looking out toward the horizon for the next five years of the live service pirate adventure.

In an article on Xbox Wire, Xbox revealed that the Sea of Thieves team at Rare recently sat down to plot out the next five years of the game.

“I think 10 years of Sea of Thieves will feel like a long time – but also, we’ll blink and be there,” creative director Mike Chapman said. “And I still think we’ll have unfinished business when we get to that point.”

The Sea of Thieves team is apparently discussing ideas for smuggling mechanics, rewards for protecting other players from griefers, and a mechanic for “painting” screenshots. The development team’s mantra is “Players Creating Stories Together”, and this wide vision has the team feeling like they’ll never run out of ideas, as long as players are there to experience them.

There are some other interesting stories in Xbox Wire’s celebration of Sea of Thieves. The developers revealed that the original pitch for Sea of Thieves starred secret agents instead of pirates, and that they “ripped up our roadmap” after launch and changed the approach to the game’s content updates.

Sea of Thieves has seen tons of content updates since its initial launch in 2018. From collaborations with franchises like Pirates of the Carribean and Borderlands, to last year’s randomized three-part quest, there have been plenty of seafaring adventures for players to sink their teeth into.

We re-reviewed Sea of Thieves in 2020, calling it “a pirate fantasy sandbox with an enormous amount of things to do, made unpredictable and exciting by the addition of other players.” The game also made our list of the ten best co-op games.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over six years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.