Noita! A wizardly 2D dungeon crawler without compare, in both good and deranging ways. Man, it feels like only yesterday I equipped something without looking and suddenly everything that damaged me caused me to teleport at random. I flew through entire levels this way like a Tardis set to shuffle, bumbling into one enemy posse after another, granted a few seconds at a time to assess my surroundings before the sorcery swept me deeper.
Behind me, meanwhile, whole layouts exploded as lakes of pixelated lava, acid and other substances which I’d nudged in passing overflowed and combined and transformed. Noita! Heaven help us all, they’ve released a big new update, after all these years.
It’s odd to think back on a time before Baldur’s Gate 3 – and even stranger to think that the sprawling Dungeons & Dragons RPG was actually kicking around for a long while before its 1.0 release blew up awards shows, social media feeds and fan-fiction hubs last summer. Putting the game out into early access at the end of 2020 – multiple years before it was ready for a full release – worked out very well for Larian though, so it’s maybe no surprise that they plan to do exactly the same with whatever comes next.
Buckshot Roulette is simple, and simply unsettling. Sat across the table from a mysterious opponent clad in a deeply unnerving toothy mask, you pick up a shotgun loaded with shells. Then, you decide whether to point the gun at your opponent or yourself, and pull the trigger. Some of the shells are live, and others are blanks. Guess correctly, and you get to go again.
When Bethesda was working out how to turn their popular Elder Scrolls RPGs into an online behemoth to rival World Of Warcraft back in the late 00s, the initial pitch was “Elder Scrolls with friends,” creative director Rich Lambert tells me. A simple idea on paper, perhaps, but one that proved to be a lot more complicated in the realisation of it. Zenimax Online Studios was founded in 2007, a year after The Elder Scrolls IV: Oblivion landed to universal critical praise, but it wasn’t until seven years later that The Elder Scrolls Online finally released for PC in 2014. At launch “we were walking this weird line between ‘online game’ and ‘Elder Scrolls game’,” Lambert says. “We didn’t do either of them particularly well.”
Ten years later, though, The Elder Scrolls Online is thriving. At last count, the game has over 24 million players galloping about the plains of Tamriel, and later this June, it will receive its eighth major Chapter expansion, Gold Road, which adds Oblivion’s West Weald to the game and wraps up the mystery of the new Daedric Prince that arrived at the end of the previous expansion, Necrom. But the path ESO has taken to get here hasn’t been nearly as glittering, with its PC launch in particular generating “a lot of feedback”, as studio director Matt Firor told press at the game’s tenth anniversary event last week. In fact, it wasn’t until ESO came to consoles in 2015 that the game really found its voice, says Lambert. “We had to really figure out what we wanted to be, and we chose ‘Elder Scrolls’. As soon as we hit that core pillar of ‘It’s Elder Scrolls first, online second,’ then it really just helped inform everything we’ve done since.” Trouble is, when the thrust of ESO’s development straddled the launch of two very different Elder Scrolls games, even nailing down that first part of the pillar proved to be more challenging than expected.
Exciting news for the future of everyone’s favourite co-op shooter that isn’t legally an adaptation of Starship Troopers. A few days ago, Helldivers 2 issued a new major order to annihilate the Automatons, who had been pushed back like never before. And annihilate you all did, with players’ combined efforts being officially recgonised yesterday on the Helldivers 2 Xitter: Mission Accomplished! The bots have been eradicated!
I know some of you will quibble with the headline, so let me confirm straight away that, yes, technically Aquarist is not a game simulating being an aquarium. An aquarist is someone who builds and manages aquariums, which is your principle task in the capital A Aquarist game. It recently left early access, which is sort of unbelievable because it’s very janky in the most adorable way. You can tell it was made by someone who bloody loves aquariums, but taken at face value the career mode tells a strange tale indeed. For example, you have a very unsettling father.
According to one unofficial tracker created by video game artist Farhan Noor, there have been 8000 layoffs in 2024 so far, following an estimated 10,500 layoffs in 2023. The leaders of Microsoft, Embracer Group, Epic and other industry giants have made swingeing cuts to their workforces. While larger companies have inevitably seen the largest reductions, many smaller developers and publishers have also cut staff or even closed their doors. Circumstances vary by company, of course, but as regards the biggest publishers, there are some broad overlapping causes: reckless or, if you prefer, “overambitious” expansion and overhiring during the pandemic lockdown gaming boom; lower-than-hoped returns on new technologies and business models such as NFTs; and rising global interest rates, which have scared away potential investors.
The carnage was uppermost in Larian CEO’s Swen Vincke’s mind when he accepted Baldur’s Gate 3’s Best Narrative gong at the GDC Awards last month. According to Vincke, the layoffs can be traced straightforwardly to a pattern of executive greed that sees company leadership betting the livelihoods and stability of their workers on whatever new idea seems capable of delivering instant growth for shareholders.
The hint at some long term wish fulfillment came up during an interview with The Gamer’s Gabrielle Castania, in which Naoki ‘Yoshi-P’ Yoshida spoke about Final Fantasy 16’s upcoming The Rising Tide DLC, alongside DLC director Takeo Kujiraoka and localisation director Michael-Christoper Koji Fox.
Time for another sorry week of heaving news-fuel into the Maw’s thousand-and-one gullets and urgh, what’s that brooding stench? It reeks of embargoes in here. The air is foul with it. This week is the week of the inaugural Triple-I Initiative showcase, aka the IIIIs, aka a 45-minute dollop of trailers and announcements from such studios as Slay The Spire creators MegaCrit and Darkest Dungeon developers Red Hook. We know of a couple of the announcements in advance; others, we’ll learn about alongside you on 10th April.
I like close combat tactics, directing troop actions on a timeline, and breaching and clearing, but a recent revisit to Door Kickers revealed I no longer had the patience for its fiddly UI and grim scenarios.
No Plan B looks intriguing, then, for featuring all of the things mentioned above that I like, an unknown quantity of the things I don’t, and for having released on Steam this week.