Thank Goodness You’re Here is a bit like a Yorkshire Untitled Goose Game, but infinitely weirder

The Opening Night Live trailer for ‘comedy slapformer’ Thank Goodness You’re Here! was a joyous balm in a sea of shoulder shrugs last week. Its bright, cartoon visuals instantly stood out against the grey, ultra-realistic grizzle beards of everything else Geoff had to offer in his Gamescom mega show last Tuesday, and even now I still find myself whistling its jaunty little song around the house. But what exactly is Thank Goodness You’re Here!? Well, having played through one of its 15 minute missions now, I can tell you it’s a bit like Untitled Goose Game, in that you have a village you can wander about in causing chaos, but it’s also much more structured than that, with specific quests and people to help as you guide your tiny travelling salesman through its surreal neighbourhood. Here’s what I learned.

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AMD FSR 3 demystified: how the next-gen upscaler could upgrade performance on “any” GPU

Apologies to Geoffey K and his GTA 6-loving stage invader, but for me, the torquiest head-turner of Gamescom 2023 was not a game but AMD FSR 3. The Radeon gang’s long awaited answer to DLSS 3 finally got a proper reveal, showcasing how its frame generation feature – called Fluid Motion Frames – could triple performance in supported games. And, while it was revealed alongside two new GPUs – the Radeon RX 7800 XT and RX 7700 XT – AMD general manager Scott Herkelman suggested that FSR 3 will work “on any graphics card” once it launches.

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I have consumed Starfield’s universe and it tastes of whole milk and cinnamon

“What’s better than gazing at the Milky Way?”, asks Bethesda. The answer? “Savouring it as well.” That’s right folks, I may not have laid my hands on big Todd’s mega RPG Starfield, but I’ve actually tasted its universe, in the form of a promotional drink handed out at Gamescom. It’s composed of cinnamon and stardust, with the boundless expanse of space taking on the form of a grey liquid goop. I’ve got to admit, I think it makes for an excellent beverage, and could perhaps have elicited more excitement from me than the game itself will on release.

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Life By You’s humans are always watching you, and some of them can be real creepy about it

How do you condense the vast, far-reaching tendrils of Paradox’s open world Sims-killer Life By You into 20 minutes? The short answer is you can’t, really, but while most of my brief, guided Gamescom demo covered very similar ground to what I saw back in March when it was first announced, there was one little detail that really grabbed my attention – and that’s how everyone has eyes like a hawk in this game. They’re almost constantly aware of everything that you’re doing. So much so, that they can even get a little bit creepy about it, as was made plain in my hands-off demo session.

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Screenshot Saturday Tuesday: Wet worlds and cool violence

Every weekend, indie devs show off current work on Twitter’s #screenshotsaturday tag. And every Monday (well, unless it’s a holiday), I bring you a selection of these snaps and clips. This week, my eye has been caught by decorating tapes, a wide range of wet worlds, a spread of cool violence, a murderous squirrel, and yes, immersive sims. Come admire these attractive and interesting indie games!

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Diablo 4 Season 2 will put fun before balance, but “we want every build to be viable”

Vampires might be the themed threat for Diablo 4‘s second season, but it was arguably its own player base who drew first blood when season one started at the end of July. As you may have heard by now, Diablo’s Season Of The Malignant didn’t exactly go down all that well, with much of the hissing and fang-bearing directed toward its nerf-heavy balance patch that arrived a couple of days before the season started in earnest – a series of events that Blizzard’s franchise general manager Rod Fergusson describes as “a perfect storm of a couple of situations” when I sit down to talk with him at Gamescom.

“Season one was exceptional, because we did something we’d never do again,” says Fergusson. “As part of listening to players wanting to carry over their renown, we had to put the patch out a couple of days before the season. The intention is that a season and a patch would go [live] the same day, so at the time we make a balance change and you start a level one character, it feels differently to go through the progression with the new balance.”

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Starfield’s endgame includes Legendary Ships, but space derelicts may house its best stories

What’s the first derelict and/or abandoned (but is it really abandoned???) spaceship you ever visited in a videogame? I’m struggling to pin it down through the growing white noise of early middle age – as with much else in my life, everything blends into a gritty soup of Metroid and DOOM beyond the turn of the millennium – but I suspect it might have been a level from Rebellion’s amazing 1999 Giger ’em up Aliens versus Predator, which I now recall only as screenfuls of fangs illuminated by Smart Gun fire.

Does Sonic 2’s Flying Fortress Zone count as abandoned, given that almost every NPC aboard is robotic? Blargh. I’m more confident picking my favourite space derelict, which would include choice excerpts from the debris field of trashed starcraft you traverse in the otherwise-questionable Dead Space 3. I’m hoping for more of that kind of thing in Starfield, in which you’ll encounter a wide range of scuttled vessels plus still-crewed, decidedly hostile “Legendary” ships that could play a part in the hotly upcoming Bethextravaganza’s capacious endgame. There’s fresh news on this front from senior level designer Zach Wilson, who has been waxing lyrical online about “the tragedies and perils of space travel”.

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Sea Of Stars review: a slick RPG that harks back to the Chrono Trigger classics

Many attempts have been made to recapture the JRPG’s glory days. In Tokyo RPG Factory, Square Enix founded a whole studio dedicated to the craft, and more recently Squeenix’s “HD-2D” style has come to define both their own retro work and that of others. But it’s arguably the RPGs from outside Japan that have been doing a better job of propping up the SNES nostalgia tent. Last year’s Jack Move and Chained Echoes were both infinitely more refreshing to me than the slightly tired Bravely Default and Octopath Traveler sequels, for example, and now we have The Messenger studio’s latest, Sea Of Stars, which is probably one of the few Japanese-inspired RPGs I’ve played in the last decade that’s even come close to bottling the mighty Chrono Trigger and lived to tell the tale. If you’re the sort to cry, ‘They just don’t make ’em like they used to anymore’, well, you can dry your tears, because Sea Of Stars is the one that is.

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Mediterranea Inferno takes you on a beautiful hallucinogenic anxiety holiday

But you know. In a good way. My waking hours are, currently, beset by stress and anxiety from a number of different directions, and I’ve only had time to play about about an hour of Mediterranea Inferno so far. It’s quite a short game, though, and I’m sort of transfixed. It’s about three men in their early 20s who, pre-pandemic, were the toast of their party scene in Milan, and after a couple of years apart enforced by a lockdown they’re reuniting for a summer mini-break. Having blazed through my early 20s I no longer really remember that unique, potent mix of feeling simultaneously fragile and invincible, but it’s captured in this almost occult, yet hyper-real visual novel.

I may be playing on a Steam Deck on a rainy day, but the bold colour contrasts and the desperate enthusiasm of the dialogue really get over the feeling of a too-hot summer, of trying to force fun and recapture a friendship when you all want different things. The most intense segments of Mediterranea Inferno are the Mirages, visions that merge past and present and metaphor, giving explicit form to each character’s wants and anxieties. It’s unreal and yet a distillation of reality. It’s quite an intense ride so far, but it’s a good one.

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