Rare announced seasonal progression was coming to Sea of Thieves during a big December update, and now we’re on the cusp of it kicking off. Season One sets sail on January 28, and for the next three months, players can engage in new activities to earn exclusive rewards, both free and paid. Rare also released a helpful primer video detailing exactly how seasons to give players a (peg) leg up before the festivities begin.
Seasons introduce Renown, a new progression currency that is earned by simply engaging in existing activities, such as sailing and combat. Over 100 levels of Renown await eager explorers, each containing its own rewards including gold and cosmetics. Trials offer a faster, more focused method of earning Renown by presenting specific goals (like setting a skeleton on fire) for players to pursue. Seasons last three months and feature daily events, new feats, as well as regular quality-of-life improvements. All of this is free to players. For high-rolling pirates, the paid Plunder Pass grants 11 exclusive Pirate Emporium items, which remain exclusive until that season ends. Then, those items will be available for purchase separately.
Sea of Thieves has come a long way since its shaky launch in 2018, and adopting the popular season model feels like the next logical step. When done right, seasons have proven to be a compelling hook that keep players engaged with a game, so here's hoping Rare can knock this out of the park. For more on Sea of Thieves (and context for how far it's really come) check out our review of the game from its launch.
Bethesda Softworks just revealed an in-depth first look at Oblivion, the next expansion to hit The Elder Scrolls Online. A year-long event will take players to places they have never been before, but denizens of Tamriel have more to look forward to than new locations and the return of Mehrunes Dagon; the introduction of companions is another major feature of this expansion, and it's a bigger deal than you might realize. Why? It all comes down to one ever-popular aspect of RPGs: romance.
In the single-player Elder Scrolls games, players have a select amount of characters they can build relationships with. Some of those relationships can even lead to in-game marriage. In the MMORPG of Elder Scrolls Online, however, the lack of companion characters provided no meaningful way to get attached to the many faces met throughout the game's adventures. Now that companions are making their way into the online world to help make ESO even more single-player friendly, I couldn't help but ask if that addition meant romance was on its way in the future. The short answer? Yes.
I recently sat down with Creative Director Rich Lambert to learn more about Oblivion and the tales it has to tell. When I asked if the relationship with companions could go deeper than just a battle buddy, Lambert said yes – but not in the typical romantic fashion, and not right out of the gate. He said the introduction of this mechanic in Oblivion is setting up for a goal the team has in mind for further down the road.
Click here to watch embedded media"With these companions, they have their own likes and dislikes," Lambert says. "You can go up one side and down the other side with your relationship to them. There is going to be something special that unlocks when you max out that relationship spectrum as well, though initially, romance won't be a part of it."
He adds, "Down the line, though, romance is definitely somewhere we want to get to. We just want to make sure when we add it that we do it right."
For now, there are two companions who players will get to know: Bastion and Mary. "Bastion is kind of this chivalrous Knight kind of personality," Lambert says. "And he was the son of a noble there was a little bit of strife with his history that you'll learn more about while adventuring with him. He ended up becoming a servant to another noble family and is essentially being the protector of this rich sniveling idiot. The questline that you go through with him to unlock him as a companion covers one of those adventures. And then once you unlock him, you find out a little bit more about who he is and what his personal tragedy is."
Mary, on the other hand, is a Dunmer thief who Lambert describes as having a "stab you in the back" kind of personality. Lambert mentions that she has an interesting twist in her storyline, but wasn't willing to tell me more no matter how much I was intrigued to hear everything.
Essentially, the introduction of companions is meant to lay the groundwork for more personal relationships going forward in future expansions. That being said, the team wants to make sure they don't rush adding something like this, ensuring that the highly requested feature is done in a way that will leave players feeling fulfilled with their story experience.
Another interesting thing about these companions is that they are more than just pretty faces. Players can spec them out to suit their playstyle, and solo players can take them into instances that usually require additional players, such as dungeons.
"So companions are there if you choose to use them – your permanent adventuring buddies – so you unlock them by doing quests in the Blackwood chapter," Lambert says. "Once you have them, you can level them up, you can equip gear on them, you can assign them to a specific role; so if you need a tank, you can have them go tanky, or healer or damage dealer. You can set their skills that they use and the order they use them in. Each companion also has its own series of likes and dislikes. There's a report system associated with this. This system will change as a player progressed through the story to unlock new quests to get to know each companion."
Lambert adds, "We're still going through how this all works within the world and figuring out exactly where you can use different companions as well. We know we don't want them used in PvP, so we've taken that option out, but outside of that, we want you to be able to use them everywhere else."
Is romance in games like this necessary? Absolutely not. But it does make for a more enriching experience for those that crave an even more detailed and immersive experience to get lost in. The lovey-dovey mechanic was optional in the Elder Scrolls single-player games, and making it that way in the online experience just further connects ESO to the larger Elder Scrolls franchise.
What do you think about what we've learned thus far about Oblivion making its way into The Elder Scrolls Online? Sound off with your thoughts in the comment section below!
With the recent Star Wars news confirming that EA no longer holds exclusivity over the IP, the gaming world has been abuzz with what that means for a galaxy far, far away. While Ubisoft is hard at work on its own open-world Star Wars adventure, a recent report alleges that a new Star Wars: Knights of the Old Republic game is in the works and without EA and BioWare.
BioWare offered up its RPG magic when it gave us Knights of the Old Republic, a magic that fans have been clamoring for more of over the years. Now it looks like that dream might become a reality, though this time without the studio that brought it to life.
The latest report comes by way of VGC from reputable Star Wars insider Bespin Bulletin. During a recent B.O.B The Podcast episode, the discussion of a mysterious project came up, a project that Bespin alleges is a brand-new Star Wars: Knights of the Old Republic. They added that fans will "never guess" who is helming the rumored task.
"Amongst my digging, I heard there is a Knights of the Old Republic project in development somewhere," they said during the podcast. "I talked to a couple of people, and I also found out that Jason Schreier said that it's not with EA, and we'll 'never guess' who the studio is that's making this game."
This isn't the first time this report has come up, including myself that spoke with a previous writer attached to the original game back at the start of 2020. At the time, however, my source did not state that EA was distanced from this project, a project that has been rumored several times over to be a complete remake.
According to previous rumors, the reported remake will blend elements from Knights of the Old Republic and Knights of the Old Republic II: The Sith Lords. The reworking will blend the two stories in a way that makes sense with the current Star Wars canon.
Regarding who will be taking up this project if EA and BioWare end up not being involved, we don't know which studio has that honor. With rumors of a possible Knights of the Old Republic-adapted movie and Lucasfilm confirming previously that it is working on "something" revolving around Knights of the Old Republic, the world of possibilities remains wide open.
With BioWare hard at work on Dragon Age 4, the future of Mass Effect, Anthem 2.0, and a few other private projects that have yet to be announced, it would make sense then that the studio might not have the capacity to take a project like this on. Whether that's the reasoning behind the reported detachment remains to be seen.
What do you think about the possibility of a new Knights of the Old Republic or a potential remake? Thoughts on rumors that BioWare is not involved? Sound off with your hot takes that would make any sith proud in the comment section below!
[Source: B.O.B The Podcast via VGC]
Netflix confirmed another new Witcher adventure back in July of last year with a prequel story set 1,200 years before the time of Geralt of Rivia. Now, the streaming company has shared our first look at the cast of The Witcher: Blood Origin with Jodie Turner-Smith (Tom Clancy's WIthout Remorse, The Last Ship, Nightfilyers, Jett, Queen & Slim) taking on the role of Éile.
Éile, according to Netflix, is a "fierce warrior with the voice of a goddess" and she's the first character to be revealed from the upcoming series. "The limited series will tell the story of the first Witcher prototype and the Conjunction of the Spheres," according to the series' official description.
? WITCHER NEWS ALERT ?
— NX (@NXOnNetflix) January 25, 2021
The first cast for The Witcher: Blood Origin has been announced. Jodie Turner-Smith will play Éile, a fierce warrior with the voice of a goddess.
The limited series will tell the story of the first Witcher prototype and the Conjunction of the Spheres. pic.twitter.com/wTltgArMW7
The new series is a six-part live-action spinoff to the ongoing main series that was an instant hit for the streaming service. Blood Origin will be helmed by Declan de Barra alongside Lauren Schmidt Hissrich, the showrunner for the original The Witcher show.
“As a lifelong fan of fantasy, I am beyond excited to tell the story The Witcher: Blood Origin,” mentioned executive producer Declan de Barra said in a press statement when the show was initially announced. “A question has been burning in my mind ever since I first read The Witcher books – What was the Elven world really like before the cataclysmic arrival of the humans? I’ve always been fascinated by the rise and fall of civilizations, how science, discovery, and culture flourish right before that fall.”
“I am so thrilled to collaborate with Declan and the Netflix team on The Witcher: Blood Origin," added showrunner Lauren Schmidt Hissrich. "It’s an exciting challenge to explore and expand The Witcher universe created by Andrzej Sapkowski, and we can’t wait to introduce fans to new characters and an original story that will enrich our magical, mythical world even more."
With our first casting revealed for Blood Origin and Netflix's The Witcher season 2 back on track, there will be a lot of witchers to toss our coins to in the near future! Are you excited? Thoughts on the latest Witcher reveal? Sound off with your thoughts in the comment section below!
Earlier this month, Capcom gave us an extensive first look at gameplay for the upcoming Resident Evil Village in addition to a detailed showing of the different collector's editions available worldwide. Japan, however, took an already awesome collector's edition and made it even better — at least for those that have $1,800 to spare.
The Complete Set Collector's Edition comes with the standard Chris Redfield statue, a commemorative box, an art book, and more but it also comes with a wearable replica of Chris' coat. That swanky style can be yours but it'll cost you, because this particular set retails for $1,800 (or 192,500 yen in Japan).
This isn't the first time Capcom has done this, especially regarding the Resident Evil franchise. Resident Evil 6 also saw an expensive collector's edition in Japan but with Leon Kennedy's jacket. That set cost players $1,300, which is slightly more affordable than its Resident Evil Village counterpart.
While the jacket certainly looks well-made, which equates to a higher price point, it's not exactly the most unique. Leon's jacket was iconic, but this? This is just a grey peacoat. But, as an avid collector myself, who am I to judge? If it makes you happy, you can shoot your shot by nabbing one right here.
As for the game itself, the PS5-specific demo is available now to enjoy. As for when the whole adventure releases, Resident Evil Village launches on PlayStation 5, Xbox Series X, PlayStation 4, Xbox One, and PC on May 7, 2021. Thoughts on the pricier collector's edition seen above and what we've seen thus far of Resident Evil Village? Shout out those Chris Redfield stan thoughts in the comment section below!
There is a lot of talk concerning BioWare right now, especially regarding the Mass Effect and Dragon Age series, but Jade Empire is another narrative treasure that deserves the same love. While many have been begging for a new Jade Empire game for over a decade, it's not looking likely in the foreseeable future, but we do have at least a glimpse at what could have been with some newly revealed concept art from the canceled Jade Empire sequel.
BioWare has mentioned in the past that a Jade Empire sequel is "never dead," but the recent Stories and Secrets from 25 Years of Game Development book revealed the now-canceled concept of Revolver, a game that was meant to be the spiritual continuation of the Chinese mythology RPG. We've got another new look at what could have been when BioWare art director Matt Rhodes shared a few pieces of artwork on his Instagram account.
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Each Instagram post above has numerous art entries per post, showing off villain concept art, shapeshifting, and an almost cyberpunk-esque take on what players loved about Jade Empire.
"Beginning its life as a sequel to Jade Empire, Revolver evolved and changed course many times throughout its development," Rhodes wrote in a recent Instagram post. "It was recently revealed in more detail in the book Bioware: Stories and Secrets from 25 Years of Game Development. To celebrate, I sifted through the archives and blew 15 years of dust off some of my favorite pieces from that project."
The canceled sequel isn't something I would have expected as a Jade Empire fan, but it is intriguing nonetheless. The original vision for Revolver was an open-world adventure that took what players loved from BioWare's trademarked decision-making RPG elements and blending that with a non-linear story to lose oneself in. The now-canceled Jade Empire spiritual successor was in full-on development up until 2008 when it was eventually canned so that BioWare could pivot and focus on Dragon Age: Origins and the continuation of the Mass Effect trilogy.
The artwork is interesting, but we're curious what you think. It's a big change from the Jade Empire we know and love, are you feeling the direction planned, or would you have rather had a more traditional sequel instead? Sound off with your thoughts in the comment section below!
The music of Assassin's Creed Valhalla was nothing short of stunning and now there is even more to enjoy with two new soundtracks from musical geniuses Jesper Kyd and Sarah Schachner. With a total of 61 new tracks to enjoy between the two options alongside new art as well, the audio stylings of Valhalla are far from done offering up new surprises.
There are two new options to enjoy: Assassin's Creed Valhalla: Sons of the Great North by Jesper Kyd and Assassin's Creed Valhalla: Twilight of the Gods. Interested in learning more? Here's what you need to know about each as well as an exclusive first look at two of the new tracks with Kyd's Nightfall in Wessex track and Schachner's Voices of Fornburg right here at Game Informer.
Sons of the Great North by Jesper Kyd offers almost a full two and a half more hours of musical tracks to enjoy. The BAFTA Award-winning artist has impressive credits to his name, including the phenomenal Ezio trilogy and the original Assassin's Creed game, so the additional tracks to enjoy will feel new and beautifully familiar at the same time. Kyd has also worked on a plethora of other gaming adventures including Borderlands, Darksiders, Hitman, State of Decay, and more.
"I'm excited to present the full score of my music for Assassin's Creed Valhalla," Kyd tells us. "The album Sons of the Great North includes 29 previously unreleased tracks with almost 2 ½ hours of music. My score reflects the brutality of the era infused with the spirituality of Norse mythology. The vast outdoor natural environments are supported by authentic live instruments, mixed with a modern electronic approach which gives the score a unique sound, an Animus-infused take on the Viking sound."
Twilight of the Gods by Sarah Schachner offers 32 extra tracks in addition to her previous work on the original game soundtrack. Schachner has an incredible talent within TV, movies, and games with previous work heard in Assassin's Creed: Unity, Origins, Anthem, and Call of Duty: Modern Warfare as well as other media such as The Lazarus Effect.
"Twilight of the Gods is my full collection of Valhalla music that will take you from the fjords of Norway, through the hillsides of England, and everywhere in between," she tells us. "My score represents the blending of Scandinavian and Anglo-Saxon cultures, with hints of Norse mythology woven throughout. I wanted to create a deep and emotional backdrop for Eivor's Journey, and I truly enjoyed immersing myself in the history and learning new instruments along the way."
As a special tease for what's ahead, Game Informer has two exclusive new tracks you can listen to and enjoy right now! First, we have Kyd's Nightfall of Wessex track:
Click here to watch embedded mediaAnd Schachner's Voices of Fornburg's haunting melody in the video below:
Click here to watch embedded mediaBoth sountracks will be available digitally via Spotify on January 29! You can pre-save your soundtrack of choice with Jesper Kyd's right here and Sarah Schachner's here. As for the game itself, Assassin's Creed Valhalla is available now. To learn more about the Viking adventure, check out our full review here to see what we thought about the latest journey into the world of Assassin's Creed. Feel free to also drop down into the comment section below and tell us what you think about the two new tracks heard above!
Last week, CD Projekt Red released a large update for Cyberpunk 2077 that set out to remedy stability and open-world issues that were plaguing the user experience. Smaller tweaks were also implemented that fixed some UI and other visual problems. More importantly, a lengthy series of fixes were aimed at optimizing quests. However, a new issue has emerged that many players report is game-breaking concerning a rampant Takemura bug.
We're working on the issue where the conversation with Takemura may not start during the quest "Down on the Street" for @CyberpunkGame and plan to release a Hotfix to address it as soon as possible.
— CD PROJEKT RED CS (@CDPRED_Support) January 25, 2021
In the meantime, here's a potential workaround?https://t.co/ujjxb8snGu
In the story quest “Down On The Street,” Goro Takemura – an exiled member of security, banking, and manufacturing conglomerate Arasaka – is supposed to call V so that the mission can begin. The key phrase here is “supposed to” because Takemura’s phone call never comes through meaning that the quest can’t be activated. This brings the central narrative of Cyberpunk 2077 to a sudden halt. In the recent 1.1 update, this problem was listed as one of the incoming fixes. CD Projekt Red has acknowledged that it is aware of the issue and will get going on implementing a long-term fix. For now, players will have to utilize the workaround offered on the Cyberpunk 2077's support page which you can read below:
While it's not a permanent fix, it is something that will allow players to continue on their adventure in Night City without having to wait for a new hot fix. To learn more about Cyberpunk 2077, including everything that's happened since the action-RPG launched, you can check out our game hub right here.
[Source: IGN]
Tevinter has officially been confirmed as the location of the next Thedas adventure with Dragon Age 4. While wildly assumed based on the ending of Dragon Age: Inquisition and its Trespasser DLC alongside comics such as Mage Killer, Blue Wraith, and Knight Errant with the anthology Tevinter Nights, this is the first time the studio has actually confirmed the location as our next stop (in a roundabout way).
In the newly released BioWare: Stories and Secrets from 25 Years of Game Development book, it's confirmed that Dragon Age 4 (which is a placeholder name at this time) will be taking players into the land of blood magic and empirical grandstanding. This is also the place that gifted us with the glorious Dorian Pavus and Cremisius Aclassi from Inquisition and Fenris from Dragon Age II.
In the book, there are several ages that show off Antiva City and the various Crow assassins that have been referenced throughout the trilogy (and first introduced with the Origins companion, Zevran). Also included in the book is the Mourn Watch, a group that guards "Thedas from Occult threats" alongside various pages reflecting Nevarra and The Lords of Fortune just north of Tevinter in Rivain. From Deep Roads treasure hunters to death magic and fringe organizations, Dragon Age 4 is shaping up to be a title that expands beyond the mage and templar struggle, instead diving deeper into how Thedas found itself in its current state to begin with.
Recent concept art also showed off a closer look at what we can expect from the upcoming Dragon Age game. The Game Awards also had a nifty new trailer to enjoy, filled with even more artwork and our first look at Tevinter's high-society landscapes and a glimpse at those pesky Antivan Crows. With Nevarra, Antiva, and Tevinter all on the horizon, Dragon Age 4 will be taking fans to the corners of Thedas previously unexplored yet heavily talked about. We might even see the hidden depths of Nevarra with a possible Mortalitassi companion, something we explored in-depth with our previous coverage here.
As for the book that this confirmation comes from, the deep dive into the history of BioWare is available now through the official BioWare Store. I purchased mine recently and while halfway through, I feel as though I've barely touched the surface of the studio's evolution and the hidden history behind some of our favorite games. You can get lost in the history yourself with the hardcover book right here for $50.
[Source: BioWare via Eurogamer]
After dominating the realms of literature, film, and, to an extent, gaming, the Harry Potter franchise may have its wand aimed at the small screen. If reports are to be believed, Warner Bros. may be developing a live-action Harry Potter series for HBO Max.
The Hollywood Reporter first broke the news, claiming sources have informed them that HBO executives have been talking with potential show writers to discuss pitch ideas for what a Harry Potter TV series would look like. Since these are early meetings, there’s no confirmation on what the show would entail in terms of plot, cast, or its place within the fiction’s timeline.
While this sounds exciting, HBO Max and Warner Bros. have denied the existence of the show in a statement to THR: "There are no Harry Potter series in development at the studio or on the streaming platform.” As IGN points out, however, “in development” means different things to different people, and spitballing ideas may not be considered a part of active production.
If this is true, fans probably have a good wait ahead of them before anything is set in stone. Still, given the franchise’s enduring popularity (in spite of the controversy surrounding author, J.K. Rowling), it would surprise exactly zero people that Warner Bros. would be looking at a way to use the IP to bolster the appeal of its growing streaming service. Do we get more of Harry and the gang, another story set during the Fantastic Beasts era, or something new entirely? More importantly, do we get the show before or after the much-anticipated Hogwarts Legacy launches next year? Keeping an eye out for further updates sounds like it'll be an exercise in, say it with me, constant vigilance.
What do you make of this news, and what would you want in a Harry Potter TV show? Let us know in the comments!
[Source: The Hollywood Reporter via IGN]
I'm not Commander Shepard but Garrus is my favorite companion on the Citadel. This glorious Turian can be your best bro or the apple of your eye in the Mass Effect trilogy and to celebrate the upcoming launch of the remaster, BioWare just teased our first look at the upcoming Garrus Vakarian statue coming soon to its store. If you heard a terrifying pterodactyl-like scream, don't worry — it was just me.
In its unpainted glory, BioWare showed us our first look at the upcoming Garrus statue. Unlike the previous statue of the same character by Gaming Heads (which has been sold out for years), this particular collectible takes on a more dynamic pose with the renegade Turian ready to prove he's the best shot around. Sure, Shepard may have let him win the shoot-off when hanging out in Mass Effect 3 on the Citadel's skyline, but that doesn't take away from him being a beast when it comes down to sighting through a scope with killer precision.
Can it wait for a bit? We’re in the middle of some calibrations. Garrus will be ready in February. https://t.co/FQVk62DqHD pic.twitter.com/5IbSrjaS3G
— Bioware Gear Store (@BiowareGear) January 25, 2021
While no information was given at this time other than a sassy caption with Garrus' favorite catchphrase, the construction of the piece itself looks like it will be handled by the same company that has made most of the previous statues: Gaming Heads. When this bad boy will go live to pre-order is unknown, but it looks like it could be dropping soon and will likely cost between the $370-500 range (judging off of previous statues of similar builds from the same store and the $499 price tag of the original Garrus statue).
Excited to see what the above statue will look like for the full reveal, fully colored? You can check out the BioWare Gear store right here and sign up for email notifications the moment it goes live. Just don't tell C-Sec.
Games like Doom and Quake shaped my childhood in such a profound way. The run-and-gun shooter type is a go-to for me, almost a comfort genre, and it's a genre that Boss Key Productions' Lawbreakers slid into perfectly. Unfortunately, the launch was anything but successful and the studio behind the first-person shooter faded away into memory. But as we go into a new year and I look forward to seeing what other fresh adventures we can dive into, I can't help but reflect back on how much joy Lawbreakers gave me and how sad I am that it didn't last.
Lawbreakers was released back in August 2017 and its goal was to challenge the more traditional FPS experience by implementing a gravity-defying mechanic that was ridiculously fun. While including some of the more expected features like an objective-based competitive experience, I truly believe that Lawbreakers had something truly special; something that spoke volumes of the passion the team had and the passion of Cliff Bleszinski, Boss Key's co-founder and CEO.
The overall setup of Lawbreakers surrounded the idea of two teams of five going toe-to-toe to complete the game's objective. One team played the "Law" aspect of Lawbreakers while the other team — you guessed it — played the "Breakers" role. There were a few modes to enjoy but my favorite was Turf War. Capturing three objective points is a pretty standard formula for this genre but the anti-gravity thrown into the mix made Turf War downright thrilling. With an objective being set to clear as many points as possible until the end of the match, this entire mode was a recipe for one giant mass of delightful chaos.
The anti-gravity also made modes like Team Deathmatch uniquely fun. The entire pacing of the game was chaotic and freeform. It offered a lot of freedom to the player in a market where gameplay is more often than not restrictive. It's why I like Destiny 2's PvP so much, being able to manipulate the very air around you for an edge in combat is exhilarating and Lawbreakers nailed this formula down to perfection.
The different roles for each faction offered a variety that genuinely kept the experience fresh. Rolling up as a Juggernaut was beyond satisfying, ripping through enemy players like rage incarnate. Being able to just casually throw off players like they were gnats was manically fun. Though obviously slower-moving, I think the Juggernaut was my favorite role to play because the damage was delicious and the destruction was bar none. The Gunslinger was fun, too, and I think a subtle reason why I went back to being a Hunter main in Destiny, and they operated similarly to rogues (like the Assassin role), which is usually my go-to when getting down on some RPG action.
Another way that Lawbreakers exceeded my expectations is how dying felt. As an avid Battlefield, Medal of Honor, etc. lover, dying in a match freaking sucks. I feel like a noob, I resentfully watch the kill cam with my teeth grinding dangerously, and I just want to murder out of a place of frustration (in-game — easy there, killer). With Lawbreakers, the very environment was teeming with life and vibrance, and that luster made the act dying more bearable than many other shooters on the market. The roles were allocated evenly and fairly, making death feel less like a failure of skill and more of a strategy misfire. Was that the case? Probably not, I have the precision of a walnut, but the game did make you feel better about those regretful moments of gravity-defying death.
Click here to watch embedded mediaThe game itself was met with positive critical reception, but sales did not reflect that eye in the slightest. What led to the poor sales that eventually caused the game's servers to shut down just one year later? There are a few contributing factors to bear in mind.
Firstly, Lawbreakers had a hard time finding its place among other huge releases like Overwatch and the then-dominating battle royale experience PlayerUnknown's Battlegrounds. Despite positive reception, people were just playing other games. Lawbreakers, much like similar games around that time like Battleborn, just couldn't carve out the player niche needed to make it a competitor in a saturated shooter market.
Some have contributed the aesthetics of the game to be a reason for its demise, but games like Apex Legends prove that this isn't necessarily the case, because Respawn's battle royale shooter has a very similar style and even similar anti-gravity mechanics on a much lower scale.
Another crux was expectations and, let's be honest, pre-launch boasting. Bleszinski has even noted this in the past, having been incredibly upfront about what led to the studio's closure, and even how his own politics became a hindrance when being open about his own beliefs.
In an effort to experience similar levels of success games like Warframe and Rocket League had, Bleszinski has stated in the past prior to launch that shipping Lawbreakers was "a marathon and not a sprint," which is true but not within the market that it was released into. When going up against already dominating games in the same genre, a clear strategy to show players what Lawbreakers does differently was key. While the pre-launch trailers did hype up the gravity aspect and gave sneak peeks at a few of the different roles, it's clear in hindsight that a more aggressive push was needed.
The previous goal leading up to launch included maintaining just the right amount of concurrent players to ensure a decent matchmaking experience, hoping that the ease of access would make the game more playable — and enjoyable — for those hopping in a match. With that being a cornerstone of the strategy going into launch, the lower player count and failure to hook newcomers in thrusted everything else off the rails.
In a last-ditch effort to bring in new players and to save the studio behind Lawbreakers, Boss Key released its own take on battle royale when Fortnite was just being introduced (at the time, no one predicted Fortnite would become the massive hit it is today) from the team at Epic Games, which was Bleszinski's previous employer. Radical Heights failed to compete against the heavy hitters dominating that particular market, making two titles in a row with low concurrent players and not enough revenue to keep the doors open.
Since then, Bleszinski has left games entirely (even though I'd love to see him return, but I understand the desire not to) while Boss Key co-founder Arjan Brussee returned to his former employer at Epic Games. While there were many stories spun from the rise and fall of the studio on social media, Bleszinski launched two games under his own studio and followed his passion. That's something to be proud of. Unfortunately, that passion led him and his team into an already oversaturated market that only became more so in the following years.
While Lawbreakers couldn't make it until the end, it's a shooter that I genuinely love and I miss far more than is probably smart. I wish more people would have given it a chance and I wish that it could somehow get a second lease on life. That team did something beautiful and I will always treasure the small amount of time I had with it.
What were your thoughts on Lawbreakers and the Boss Key lifespan? Would you be interested in seeing a revival? Sound off with your thoughts in the comment section below and tell me what you thought of the shooter that dared to defy gravity.
January is coming to a close, but that doesn't mean that it's over quite yet for Animal Crossing fans. In a new video, Nintendo revealed what players can expect from the upcoming Animal Crossing: New Horizons January update alongside a small tease of what's ahead for the next big drop coming in March with a special Mario crossover.
The upcoming update that goes live on January 28 provides a ton of new updates but also heralds in the arrival of Festivale. Festivale is a carnival-style event that will go down on February 15 and brings with it the arrival of Dancer Pavé.
Click here to watch embedded mediaAccording to Nintendo:
Dancer Pavé will arrive to your island’s plaza to usher in some confetti and carnival spirit. On the day of the event you can capture colorful feathers floating on your island with your net and trade them to Pavé to receive a passionate dance number in return. Rainbow feathers seem to be an especially rare sight, so be sure to catch them and trade them with Pavé.New Horizons players can also look forward to even more clothes to style themselves to perfection, as well as new reactions to better convey those inner thoughts and feelings while living that island life to the fullest.
The above trailer also teases a few new events on the way, including new themed items for holidays like Valentine's Day and Groundhog's Day before the next big event that is slated for March.
While a small teaser, Nintendo also confirmed its upcoming March update, which will include a special Super Mario crossover.
From carnival to Super Mario, the next few months are going to be exciting for Animal Crossing: New Horizons fans. While the game has been out for just shy of one year, Nintendo has done a phenomenal job at ensuring the experience never grows stale with a constant rotation of events and new items to explore.
What do you think about the January and March updates for Animal Crossing: New Horizons? Shout those thoughts out loud and proud in the comment section below!
Acclaimed platformer Celeste turned three-years old this week, and to celebrate, creator Maddy Thorson surprised fans by announcing a sequel of sorts to the game. No, it’s not a direct follow-up to the game available on consoles and PC, but rather a sequel to classic Celeste, the original Pico-8 version of the game dubbed Celeste Classic 2: Lani’s Track. The best part? It’s available now for free and can be played right on your browser.
For context, the Celeste most of us are familiar with was born from an earlier version developed on the Pico-8, a virtual platform designed to mimic a traditional game console. While the technology is limited (games top at 128x128 pixel, 16-color display), Pico-8 is a useful tool for designing games without the use of actual hardware. Maddy Thorson and fellow designer Noel Berry used the platform to create Celeste in just four days during a game jam, then expanded upon it to create the polished version we know and love. The original Pico-8 levels went on live within Celeste proper as players can find and play them at designated terminals.
We said we probably wouldn't make a sequel to Celeste, but we never said anything about Celeste Classic
— Maddy Thorson (@MaddyThorson) January 26, 2021
Celeste Classic 2: Lani’s Track was made in three days, again by Thorson and Berry as well as composer Lena Raine. You can play it in your browser via itch.io as well as download versions for Windows, Mac, Linux, and Raspberry Pi. The sequel can be played using a keyboard as well as a controller and, having tried it myself, retains the tight controls and challenge of the original. The soundtrack is also up for grabs on Bandcamp.
Given the excellence of the first game (we scored it 9 out of 10), I’m interested in any kind of encore. Celeste blends tight platforming and a harrowing challenge with a well-written narrative about a young woman struggling to conquer her inner demons (quite literally) by climbing Celeste Mountain. The fun gameplay and affecting story made it one of our go-to quarantine games as well as a game that personally inspires me to be a better person.
Will you be checking out Celeste Classic 2 and if you have, what did you think? Let us know in the comments!