Ubisoft Cuts 45 Jobs in Its U.S. Offices

Ubisoft is the latest video game company to be hit with another wave of layoffs.

As first reported by Bloomberg and later independently confirmed by IGN, 45 staff across the Assassin’s Creed publisher’s San Francisco and Cary, North Carolina locations were impacted by layoffs yesterday. Those affected will receive severance and career assistance, though further details about what those offerings include have not been revealed.

“Yesterday Ubisoft San Francisco and Red Storm Entertainment informed their teams of a restructuring that resulted in 45 employees leaving Ubisoft,” a Ubisoft spokesperson said in a statement. “This difficult yet necessary decision was made to align these studios’ organizations with their future business and development objectives. We are committed to providing comprehensive support to those affected, including severance and career assistance, and we thank them for their many contributions to Ubisoft.”

This is the second shift for the Red Storm team this summer, with the first arriving in May when Ubisoft announced that further development on its free-to-play spinoff, Tom Clancy’s The Division Heartland, was canceled. At the time, the publisher called the move a “tough call” but would transition those members of the development team to other projects like XDefiant and Rainbow Six. It’s unclear how many members of the Red Storm team were affected by yesterday’s layoffs.

Red Storm’s portfolio includes a number of noteworthy Ubisoft titles from the last few decades, including a number of entries in the Tom Clancy and Far Cry franchises. The studio also recently developed a VR-only title, Assassin’s Creed Nexus, which released last year. Ubisoft’s San Francisco branch developed titles in the Rocksmith series as well as South Park: The Fractured but Whole. It’s currently working on XDefiant and Rocksmith+.

Ubisoft laid off a number of employees across a few separate instances last year, too, with 60 affected in May and another 124 in November. It’s part of a trend of industry-wide cuts that have affected thousands of game developers in the last year, with recent examples including layoffs at NetherRealm Studios, Take-Two Interactive, Humble Games, Behaviour Interactive, and Bungie.

For more, you can read about what Dark Souls developer Formsoftware is doing to combat layoffs as the industry continues to be rocked by cut jobs. You can also learn about why some developers think gaming is being hit with an unprecedented string of layoffs here.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Fallout London Review

Editor’s Note: Yes, we’ve reviewed a mod! It’s true that this isn’t something IGN normally does, but seeing as Fallout London is a project on a scale that rivals a full game, we’ve made an exception.

It’s easy to see how a long-running series could fall into a rut. As gameplay conventions become increasingly entrenched, lore bloats, and deviation from what fans expect becomes riskier, it creates a lot of inertia in one direction that can be hard to redirect. That’s where something like Fallout London can shine. FOLON, the mod group behind this enormous (and completely free) total conversion for Fallout 4, approached the project with fresh eyes and ideas and no fear of alienating the Fallout faithful. Setting it across the Atlantic, where the America-centric Fallout universe has never officially visited, frees the story from the burden of most of the series’ decades of lore. Sure, a fan-made Fallout lacks the polish and ease of use we expect from a major developer – but it’s not as if Bethesda RPG fans aren’t accustomed to toughing out some technical issues as part of the price of admission to these worlds, and Fallout London is effectively a whole new, fun game that takes the series to a cool new setting.

As big and grand as Fallout London is, it can sometimes be easy to forget that this is a mod and not an official sequel. London itself is massive, around the size of Boston from Fallout 4. It’s also extremely dense with buildings to explore, bandit dens to clear, and all manner of interesting sights to see. In addition to the city, there are separate zones for many of the individual boroughs, each with distinct styles and factions. It may be dirtier and more chaotic, but I can’t help but prefer the punk rock vibes of the Pistols in Camden over the clean but snooty Gentry that inhabit Westminster. That variety in locations does a great job projecting the fact that a city the size of London isn’t a cultural monolith, and visiting one of the areas for the first time and discovering what it’s like is exciting.

I’ve never been to the real London, but the realization of the city matches up to my expectations based on how I’ve seen it portrayed in movies and television. Tight streets with dense residences, interesting shops, and no shortage of pubs form the residential neighborhoods. Iconic landmarks like Big Ben and the Tower Bridge beckon in the distance, and provided me with a strong motivation to reach those areas to see what’s become of them in the post-apocalypse. And who among us hasn’t wanted to sneak around Buckingham Palace at least once or twice? Sure, there’s no Fenway Park, but it does have medieval history, with swords, maces, and armor to go with it – and that’s great. Whether it’s the Capital Wasteland or New Vegas, modern Fallout games are at their best when they let the setting be a starring character, and London has that in spades.

The atmosphere throughout is excellent. Whether it’s the classic Fallout radio stations bringing back the oldies (including some very, very British tunes) or the thick and gloomy rainfall, it’s easy to just stand on a street corner staring at a double-decker bus and feel pulled into Ol’ Blighty, as the current inhabitants call London. I was surprised by how much setting a Fallout game outside of North America made everything seem fresh, despite the now decade-old foundation of Fallout 4 (which, let’s face it, wasn’t exactly on the cutting edge of graphical fidelity in 2015). Small touches, like swapping out the wrist-mounted PipBoy for the handheld Atta-Boy, felt like cute nods and adaptations, while mixing in new fauna like irradiated foxes and badgers broke the routine that came with decades of fighting radscorpions.

Still, this game is clearly built on Fallout 4. If, like me, you enjoy gunplay, sneaking, and V.A.T.S. combat, then know that it does all that and it feels the same. Most of the perks seem lifted straight from Fallout 4, but a few options, like the Numbskull trait that boosts your strength, endurance, and luck at the expense of a very low ceiling on your intelligence, give options for fun new builds. Outside of the aforementioned melee blades and clubs, there isn’t much in the way of weapons that feel distinctly new. There are some neat gimmicky weapons like the Dirty Weldy, which launches enemies into the air, but I found pistols, rifles, and shotguns to be the most universally useful weapons, as usual. The apparel options, while dashingly British, don’t functionally change much. I do like that you can craft upgrades and build settlements just like before, too, if you’re into that sort of thing (which I am).

Again, though, there is a major barrier to entry here. It needs to be understood that you can’t just download Fallout London and jump in. This is a mod, and it requires that you jump through a series of hoops: You will first need Fallout 4 and all of the DLC, then go through a careful step-by-step process to downgrade Fallout 4 to an earlier version (the most recent update broke a lot of FOLON’s work and they haven’t been able to address everything yet), and finally install Fallout London itself. It’s not exactly rocket surgery, but it is much more complex than just pressing the install button, and some scary-looking windows pop up during the process.

Even with a proper install, technical issues are common, and a big enough problem that it can’t be just written off as, “Yup, that sounds like Fallout!” Crashes are all too frequent, and if you aren’t diligent about quicksaving, those can be major progress killers. This can be especially frustrating thanks to load times that are exceptionally long, even with an i9 processor and RTX 3090-powered rig. Every time I loaded a save or fast traveled I was stuck waiting for close to a minute. Given how often you’ll need to do those two things in a playthrough of Fallout London you can expect to stare at that loading screen for quite a while, which is a shame.

So as much as I enjoyed exploring post-apocalyptic London, the looming threat of bugs hung over my head the entire time. Sometimes companions would just disappear, and multiple times quests simply broke, with whatever was supposed to happen at key moments not triggering. Anytime this occurred I was able to find fixes online or in the Fallout London Discord, often involving inputting console commands, but that’s something that not everyone will have the patience or technical know-how for. To its credit, the team at FOLON has continued to work on fixes, and the first big patch has reduced – but not eliminated – the crashes. And if you want to mod your mod, I found that BUFFOUT and the Long Loading Times Fix helped a bit… or they could lead to more problems. That’s the risk of playing with mods.

The story benefits from the clean slate of being outside North America.

Fallout London’s story benefits from the clean slate afforded by being out of North America. The setup is simple: you awaken in a lab and are sent to track down Mr. Smythe, the mysterious person behind whatever led you there, for some answers and/or revenge. The fact that you don’t have to deal with the baggage of the Forced Evolutionary Virus, Super Mutants, Enclave, or Brotherhood of Steel means there are actual surprises and mysteries to uncover, which makes for a compelling and much less predictable story than we’ve seen out of this universe in a long time.

Impressively, there are multiple endings, each with branching paths of their own. The two versions of my ending that I saw after a nearly 40-hour playthrough were as surreal and cinematic as anything I’ve seen in the series, and left me intrigued to see what the other potential conclusions look like. I really enjoyed the story overall, and found uncovering who Mr. Smythe was, and what he was after, to be every bit as interesting as meeting President Eden in Fallout 3, though it lacked the emotional pull of Fallout 4. I particularly enjoyed my time as a Peaky Blinders-esque ruffian with the Vagabonds, and earning the respect of their dirtbag-with-a-heart leader Sebastian Gaunt.

There’s a lot to do, and I could easily invest another 50 hours working through every faction’s story and exploring all the points of interest. My biggest gripe, though, is that a lot of the hours I invested reaching the end, particularly in the middle act, was spent on busywork. As invested as I was in uncovering the truth of what was going on in Ol’ Blighty, the momentum would get stalled for hours at a time as I was sent to deal with problems and missions unrelated to the central plot to progress. At one point, just as I felt like the story was sucking me in, I had to spend the better part of a day literally collecting signatures. I’m all for giving us a lot to do in an open-world RPG, but making those things mandatory is an unnecessary pain and kills the story’s momentum.

The actual mission design is a bit of a roller coaster, with plenty of ups and downs. Much like the vast majority of RPGs, most quests simply send you to a spot to kill stuff, which is fun for a while but eventually gets old. Several really stand out, though: there’s an exciting ferry ride shootout, a battle against waves of ghouls as you wait for some laundry to wash, and more. The best missions include unexpected twists and turns, like one that inserted me into a battle for control over the Roundels, a faction vying for domination over the Hackney area. I backed the candidate I thought was the most pragmatic, with the best interest of the group at heart. What followed was an absolute bloodbath involving an accidental drug overdose, a miniature civil war, and a body count that would look at home in an ‘80s action movie. I didn’t see any of that coming, and it ruled.

The companions who can join you all have fun personality quirks, like Kiera, who has delusions of being a master thief. They have interesting stories of their own, and earning the trust they need to open up is very worthwhile. There’s a great Dogmeat stand-in in the lovable bulldog Churchill, or Archie, if you prefer a street urchin who isn’t much of a fighter, but is great at picking locks for you. There’s a half dozen or so to recruit, and each is fun and weird in their own Fallout way. I appreciate that the companions and NPCs throughout London are well acted and produced. It sounded professional, which helped immerse me in the experience.

The frustrating issue I kept running into, however, was that the layout of paths and objectives within missions was often unclear. For example, one very early section has you exploring an underground lab, and the only path forward is a pitch-black door hidden in shadow, while the lit hallway next to it is a dead end. Another otherwise fun exploration of the Bank of England is derailed by the need to find exceptionally easy-to-miss keys. Both of those were big enough problems that there are entire guides online now explaining what to do. It’s the sort of thing one would hope would be caught and corrected in playtesting, and it’s the one area where Fallout London comes off as amateurish – which is actually praise, since so much of the rest of it could easily pass for the work of a professional studio.

Troubled fairytale sim Nightingale is getting a Realms Rebuilt update that trades procgen for “handcrafted” story worlds

Baroque wilderness-builder Nightingale has not been doing brilliantly since Ed Thorn described the launch early access version as “a numbers grind disguised as a gaslamp survival game”. We had moderately high hopes for it before the early access release – I personally enjoy the fairytale setting, with its pop-up Pucks and magic umbrellas, but I also think I’ve raised enough hovels on procedurally generated maps for one lifetime. Still, I’d quite like it to come good, if only so I can justify op-eds about Lewis Carroll, and I’m somewhat encouraged by what I’ve heard of the game’s forthcoming Realms Rebuilt update.

Read more

Book Review: Perfect Organism – A Must-Read For Fans Of Alien: Isolation

Fit for an Alien Queen.

Toward the beginning of Perfect Organism: An Alien: Isolation Companion, author Andy Kelly asks a question that, to an outsider, might seem particularly pertinent: why write an entire book about one game? However, to those who have ever held a deep passion for a piece of pop culture, whether it be a film, a book, or a game, there’s an innate sense of understanding right from the start. After all, who hasn’t felt a burning desire to harp on about their favourite game for hours on end to anybody willing to sit down and listen? It’s only natural that when we love something so completely, we want to talk about it.

This, ultimately, is what makes Perfect Organism such a pleasant read; it could only have been written by someone who loves Alien: Isolation from top to toe. I’ve experienced far too many books based on the world of video games that felt like they were written out of some begrudging obligation, but Andy Kelly’s exploration of Creative Assembly’s outstanding survival horror is simply overflowing with love and enthusiasm. As somebody who holds a similar passion for the game and the Alien franchise as a whole, it resonated with me deeply.

Read the full article on nintendolife.com

Share of the Week: Essential Items

Last week, we asked you to dive into your inventory to share essential items from your favorite games using #PSshare #PSBlog. Here are this week’s highlights:

call_me_xavii shares Alan holding the angel lamp light clicker from Alan Wake II.

laya_photo shares a detailed close up of Kratos’ weapons in God of War Ragnarök.

sorathluna shares Jin’s katana blade held out near a butterfly in Ghost of Tsushima.

Valkyrion126 shares Eve holding a master core from Stellar Blade.

RhodWulfLeon shares a close up shot of Aloy’s Focus being used in Horizon Forbidden West.

horace0816 shares the P-Organ from Lies of P.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME: Teachers
SUBMIT BY: 11:59 PM PT on August 21, 2024

Next week, we’re going back to school and shining a light on gaming mentors. Share moments with characters that teach or impart knowledge from the game of your choice using #PSshare #PSBlog for a chance to be featured.

From Baldur’s Gate to Rogue Trader, the latest RPG-themed Humble Bundle is a horrifying assault on your time

There you are, rambling through the woods of Interactive Entertainment with an empty pack and a spring in your step. Here I am, lying in wait behind a tree. Wham! Bam! You reel back in consternation as I bounce into the path and clobber you with a sack containing no less than eight venerable RPGs, from Baldur’s Gate to Warhammer 40,000: Rogue’s Trader – well over a thousand hours worth of dungeons, dragons, dicerolls, dwarven shopkeepers and many other things I refuse to spend time alliterating, all of which will (currently) set you back just £32.07.

Were you planning to spend this weekend playing some cute two-hour artgame sideshow, without any levelling at all? Shut up, you DOLT. You will play what the nice journalist tells you to play! Best lay in extra caffeine tablets, because it’s going to take you till Monday just to get through the character creators alone.

Read more

Last Day to Get Xbox Game Pass Ultimate for 40% Off, Stock Up Now and Avoid the Price Hike

Woot! (which is owned by Amazon) is offering the best deal on Xbox Game Pass Ultimate. Right now you can get a 3 month code for only $36.49. Microsoft recently raised the price of Xbox Game Pass Ultimate to $19.99 per month, so now you’re saving 40% off a 3 month membership. Note that you can purchase multiple codes and apply them to your account, up to a maximum of 36 months. Woot! has extended the deadline to August 16. That means today is the final day.

Note: There is a coupon code “VIDEOGAMES” that takes $3 off one order. If you purchase multiple gift cards, this code will only work on a single gift card.

3 Months of Xbox Game Pass Ultimate for $33.49

Xbox Game Pass Ultimate gives you access to a library of hundreds of Xbox games, including day one releases. You can play them for the entirety of your membership without any restrictions. You do lose access to them once your membership is over, but if you ever decide to renew, all your past achievements and progress will be saved. You’ll also have access to Xbox Game Pass for PC. Although there aren’t nearly as many games as there are on Xbox, there are still plenty of AAA titles to keep you sated. Other perks include exclusive membership discounts, the ability to play your games across multiple devices with cloud gaming, free access to EA Play membership, as well as bonus in-game content and rewards. It is an exceptionally good – almost essential – membership for Xbox gamers. New release games are not cheap, and being able to play them without buying them will save you a lot of money and easily recoup the cost of the membership.

Looking for more Xbox deals? Check out all of the best Xbox deals today.

Black Myth: Wukong Review

I’ve never been so utterly blown away, yet simultaneously so unbelievably frustrated by a game as I have been with Black Myth: Wukong. This is, undoubtedly, one of the most ambitious and impressive action games I’ve played. It’s stunningly gorgeous; its combat is fantastic; it’s incredibly challenging, but always satisfying to overcome; and the setting is refreshingly unique and steeped in rich Chinese culture, just to sing a few of its praises. Despite all of that, it often feels like it’s barely holding it all together. I suffered numerous crashes on PC (the PlayStation 5 version wasn’t made available for this review), despite having a top-of-the-line setup with a GeForce RTX 4090, not to mention the multiple times I fell through the ground and died just as I was on the verge of defeating a particularly tough boss, or the way characters would randomly switch from English to Chinese, or the way the dialogue audio would drop out all together and leave me completely in the dark during an important cutscene. It’s a rickety roller coaster for sure, and there were definitely spots during the ride where I was not having a great time, but taken as a whole this is one adventure where the bumps are worth it.

Black Myth: Wukong’s story is somewhat of a follow up to the classic novel Journey to the West by Wu Cheng’en, a book that I only personally know thanks to very loose adaptations like Dragon Ball and Enslaved: Odyssey to the West. That surface-level familiarity didn’t help much though, as the interpretation that the developers at GameScience have crafted here is laden with references to characters and events from the novel without doing a great job of bringing you up to speed on who Sun Wukong is or what he encountered on his titular journey. I had to look online to understand who Zhu Bhajie was, what his history with Wukong is, and what the significance of certain encounters were, because otherwise I’d have been completely lost at times.

You play as The Destined One, a literal monkey who wakes up one morning and decides to set out on a roughly 40-hour journey to locate the six relics of Wukong. While the moment-to-moment storytelling is fairly unremarkable – largely due to a mute protagonist and side characters that aren’t given enough screen time to develop – each of the six self-contained chapters culminates with a stunningly gorgeous animated vignette that tells a short story about that story’s main antagonist. Each one is done in a completely different art style, with one drawn to look like a storybook, another using stop-motion animation, and another done in the style of an anime. Every single one of them is beautiful and poignant, and I couldn’t help but wish that the main story managed to move me in similar ways.

My initial read on Wukong was that it was a soulslike, given the checkpoint system, the stamina bar that governs your actions in combat, and the dodge-heavy fighting style. But as it turns out, Wukong has more in common with traditional action games like what you might expect from Bayonetta developer PlatinumGames than it does with anything FromSoftware has made. Most of the usual soulslike conventions are missing: There is no penalty for death outside of respawning at the nearest checkpoint (no corpse run is required to regain your loot); you don’t use a shared currency to level up your stats and purchase items or upgrades; and while there is gear and stats to consider, you largely just go and swap out the old equipment with the new as opposed to making choices as to what kind of weapon or piece of armor you want to hold on to and upgrade.

It’s more forgiving, but that doesn’t mean it’s any less difficult.

And even though I’m a big fan of soulslikes, ditching those mechanics feels like the right move for the game that Wukong is trying to be. It’s far more forgiving, focused on keeping you in the action rather than poring over menus or retracing your steps to regain your lost currency after dying, and Wukong is a better, more distinctive game for it.

To be clear, though, when I say it’s more forgiving I don’t mean that it’s any less difficult than a From-style game. In fact, I’d go so far as to say that between this and Elden Ring: Shadow of the Erdtree, I had more difficulty getting through Wukong’s toughest challenges (and, no, there aren’t any difficult options). But at the same time those challenges never felt unfair, and overcoming some of the tougher boss fights was always a satisfying combination of learning their attack patterns, figuring out where I could maximize my punishment windows, and tweaking my loadout in ways that made the best use of my chosen powers.

Combat in Black Myth: Wukong is simple and elegant, thanks in part to some tools that are really fun to play around with. Success hinges on a delicate balance of twitch reflex-style gameplay mixed with careful resource management that largely revolves around a Focus Meter which builds up when you land hits and perfectly dodge enemy attacks. You gain a Focus point whenever that meter fills up, which you could then spend in the middle of a light attack combo for a “varied combo,” or you can just use a heavy attack on its own for a powerful strike that can be charged even further if two, three, or even four Focus points are consumed all at once.

You also have access to a small handful of spells, governed by a mana meter, that are versatile enough to be useful in a wide array of situations. The Immobilize spell, for instance, freezes enemies for a short time, allowing you to get in some quick hits and potentially stagger them to allow for even more free damage; Cloud Step turns you invisible and creates a decoy for your enemies to focus on while you break away, heal up, and then hit your foe with a surprise attack that can crit; Rock Solid briefly turns you into a statue that will cause an enemy’s attack to bounce right off of you, giving you an opportunity for a counter-attack; Ring of Fire creates a barrier around you that will initially repel enemies, and grant you some health restoration and enhances any stat altering drinks you may use while standing inside of it; and finally there’s my personal favorite, a Pluck of Many, which lets you make multiple clones of yourself to all gang up on an enemy.

Separate from that you’ve also got transformations, which allow you to morph into powerful creatures that you’ve already bested in battle. What’s really cool about these is that they don’t cost any mana (they’re tied to a very lengthy cooldown instead) and they turn you into a totally different character, complete with an all new moveset, special moves that use your focus meter, and more. For example, one of the first bosses you fight is a wolf with a fiery dualblade that has a lightning fast dash attack. When you defeat him, you’ll gain his transformation and be able to do that very same dash attack to your enemies, and once you build up his focus meter, you’ll even get to do a hugely powerful leaping strike that can ignite foes and deal damage over time to them.

There is an excellent blend of different combat options.

And finally there are Spirit Skills, which are earned by defeating certain more powerful versions of enemies and absorbing their essence into your gourd. These are effectively transformations that only last for one attack and are also tied to a fairly lengthy cooldown, but it’s great to be able to, for example, use the Wandering Wight’s powerful headbutt attack to get an extra stagger after immobilizing an enemy. These Spirit Skills can also be leveled up, which makes it so that even early game Spirits never lose their strength as the campaign rolls on.

It’s an excellent blend of options, especially when mixed with some truly incredible boss fights, and Wukong introduces all of these elements at a thoughtfully measured pace so that I never felt overwhelmed. Make no mistake: The Destined One is extremely powerful, and being in control of him is definitely a heck of a power trip – even beyond the many powers and abilities he has at his disposal, nothing beats the feeling of just slamming a 50-foot bo staff down onto an enemy’s head – but I still had to be smart with how I used my spells due to the fact that mana restoration is actually very difficult.

This is where the resource management aspect of combat comes into play: I had to carefully consider what spells were actually worth the mana cost, whether I should save them for a more difficult second phase of a fight, and whether or not I could capitalize on the opportunity if I were to spend the mana in the first place. For instance, even though its my most powerful spell, I often had to hold off on casting my Pluck of Many spell that duplicates my monkey since it has an extremely high mana cost – if i cast it at a bad time, the boss could simply wipe all of my clones out with an AOE attack before they even got a chance to get some damage in. Sometimes the adjustment I had to make when I was stuck on a boss was a simple change in how I used my abilities, and the act of coming up with a new strategy and having it pay off was always extremely satisfying.

While boss battles are where Wukong is at its best, there’s also a highly respectable amount of enemy variety in its regular fights. Level design is of the “wide-linear” variety, usually with a clear main path that leads you from checkpoint to checkpoint, but plenty of opportunities to venture off that path to discover optional goodies. The rewards for exploration are great, too: I’ve found rare crafting materials to make new weapons or armor, special enemies that drop a new Spirit Skill, Curio items that I could equip to enhance my build, and treasure chests that might permanently increase my max health, mana, or stamina, all of which made the time I took to find them feel well spent.

Wukong is one of the most gorgeous games I’ve ever played.

On top of that, there are several secret boss fights to discover, key items with mysterious uses that I still haven’t figured out, and plenty more reasons to stray from the beaten path and keep an eye constantly scanning the environment. The main one being that Wukong is one of the most gorgeous games I’ve ever played – every environment is brimming with detail, from the chipped pieces of bark on the trees in the forest, to the real-time deformation of the snow as The Destined One moves through it while dragging his staff along. Not only that, but the animation is incredible too, with wonderful touches and flourishes like the way your character will do a little hop step while locked on to an enemy, then change to strafing around them as opposed to just straight on running while keeping their head turned. The music and sound design is fantastic as well, with epic drum-thumping battle themes and melodic flutes and chimes adding to the air of wonder and mystery as you explore the unknown.

All that said, this game would have benefitted from a map, plain and simple. The lands you explore in Wukong are beautiful, no doubt, but they’re far too big and too crammed with secrets to not give you some sort of navigational help, especially the second and third chapters. This, along with the fact that it’s aggravatingly hard to tell what obstacles can actually be climbed over and what’s an invisible wall, can make exploration quite cumbersome. It’s a good thing the rewards are worth it.

However, it’s hard not to feel like all of Wukong’s splendor and detail came at a great cost. I experienced numerous crashes, with one particular heartbreaker happening right after defeating an extremely tough boss that I then had to defeat again. Several others were more minor and would typically happen as I was loading up a new chapter or fast traveling to another level, but they eventually add up to a lot of frustration.

In addition to that, several times during important cutscenes, all dialogue audio and subtitles would drop out completely, leaving me without any clue as to what was being talked about and no way to rewatch the cutscene; characters would occasionally switch to speaking in Chinese all of a sudden despite me having the audio set to English; the lipflaps of the English dub do not even remotely match what’s being spoken; and most of the journal entries you find along the way haven’t even been localized yet into English.

I would love to be able to recommend it without the technical caveats.

The worst, though, was one particular fight in which the boss would plunge me down through the ground during the transition to its final phase, only to have me fall through the world once I regained control of my character. This kept on happening to the point where I thought my game was unavoidably bugged and I wouldn’t be able to reach the end, but my insanity of trying the same thing over and over again eventually yielded a different result for no discernible reason.

These are the kinds of technical problems that GameScience will hopefully look to address in post-launch patches – and it’s not outside of the realm of possibility, as even Cyberpunk 2077 was eventually whipped into shape after its own buggy launch (another game that conspicuously didn’t let anyone try its console version before release). I hope those fixes come swiftly, because while I still wholeheartedly think the things Black Myth: Wukong does so right are worth dealing with those problems, I would love to be able to recommend it without those caveats.

Black Myth: Wukong review: a refreshing adventure after Elden Ring’s knotty DLC

Black Myth: Wukong is an action RPG that leans a bit into the Souls camp and a bit into the adventure camp. And either way, it’s a spectacular journey that works for mostly everyone: those after challenging fights against Chinese mythological creatures, and those after the same thing, but with a little less challenge than your typical Soulslikes. What separates Black Myth from the crowd, though, is its slick presentation and a sense of generosity. You’re to witness the most lavish, cinematic worlds and its creatures. And you’re to enjoy battering everything with your staff as a highly athletic monkey with copious spells at his furry follicles and fingertips. It’s been a while since I’ve played anything quite as impressive as this.

Read more

Vampire Survivors Drops Yet Another Free Update Today, Includes “Secret” New Stage

“Welcome to the hellish meat-dimension”.

Vampire Survivors is the bargain-priced video game that Poncle just keeps delivering on. Alongside a few paid updates, the developer has continuously been giving us several free updates too. And today, another one has landed on all platforms.

This “super secret” update, called Darkasso, includes a brand new stage, a new relic, five new arcana (called Darkana), new skins for a couple of characters, and plenty of bug fixes.

Read the full article on nintendolife.com