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Weird West Review
In this alternate universe, the West was won by trying a bunch of ideas so crazy they just might work… and if they don’t, hitting the quick-load button to revert to an earlier save and trying something even crazier until you pull it off. Thanks to that freedom to experiment with its world as you explore, Weird West is one of those games that feels like a stealth and combat playground even as it tells five mostly serious, well-written stories with interesting decisions throughout and a thoughtful conclusion. And with so much ground to cover and replayability to investigate, it’s well worth putting up with some quirks and underwhelming loot. What ties Weird West’s plot together is a group of shadowy figures using a magical brand to force your character’s consciousness into the bodies of various unsuspecting people. It’s a clever play on the way so many games have us take control of a character who already exists in that world but still need to bring us up to speed on their identity: h...
Warhammer 40K: Rogue Trader – How Did it Take This Long to Get a Warhammer CRPG?
It’s truly bizarre that across the nearly 30 years of Warhammer video games, we haven’t had a single one that attempted to channel the tabletop Warhammer experience by utilizing the genre that feels best suited to do so: CRPGs. But that’s all about to change, as Pathfinder developer Owlcats has been cooking up something to fill this void. During an extensive hands-off demo of Warhammer 40K: Rogue Trader, I checked out its extremely chunky turn-based combat system, drowned in its plethora of dialogue options and social skill checks, and nodded approvingly at its lovingly faithful depiction of Warhammer’s morbid universe. While it’s still very early, so far this CRPG is shaping up to be everything I’ve wanted from a Warhammer video game. If you’ve ever played (or even glanced at) a game of Warhammer 40K, then you probably know it’s designed for a hyper-specific kind of nerd who loves calculations, large-scale drama, and an incredibly detailed world one could easily get lost in. Warham...
Diablo 4: Open World Side Activities Detailed
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Diablo 4's developers recently ran a two-day playtest, and have reported back on some of their findings. That includes the game's open world side activities, how its shared world shouldn't ever feel crowded, and more. In a lengthy report on the playtest, which took place in the game's Dry Steppes area (which we saw at the game's BlizzCon 2019 reveal), several of the game's new features were covered. [ignvideo url="https://www.ign.com/videos/2019/11/02/diablo-4-hands-on-gameplay-impressions-blizzcon-2019"]
source https://www.ign.com/articles/diablo-4-open-world-multiplayer-cutscene-details
Open World Activities
While Diablo 4 still features a linear story campaign, its new open world allows for variety of side activities - the playtest revealed that those who didn't mainline the story campaign ended up playing for roughly twice as long as those who did. Side activities includ crafting, world events, PvP and side quests. The playtest's most popular activities, however, were Camps, clearable outposts dotted across the game world. Each camp has been overrun in a different way (one has been cursed and turned villagers into salt, another is haunted by a spirit possessing various bodies in a crypt) and, when cleared, will become populated with friendly NPCs and become a waypoint on the map. [widget path="global/article/imagegallery" parameters="albumSlug=diablo-4-gameplay-reveal-images&captions=true"]Shared World
While Diablo 4 will feature a shared world. Blizzard makes clear that it's fine-tuned the game so that it doesn't feel like a traditional MMO, instead making player encounters rare, with larger groups only appearing where they'd be contextually expected to. Dungeons and key story moments are always private to the playing party. Towns will feature a few other players, and the open road will be dotted with them too. Cooperative world events sound as though they'll feature the largest numbers of collected players, fighting against hordes of enemies or world bosses. New tools will let solo players either find open parties, or join parties in proximity with them. [ignvideo url="https://www.ign.com/videos/2019/11/03/diablo-4-how-that-cinematic-got-so-dark-blizzcon-2019"]Cutscenes
Diablo 4 will feature three varieties of cutscene, aiming to make sure it rarely breaks the game's isometric camera angle, but still feels cinematic in some way. Normal NPC conversations will see the camera draw closer, using canned animations. More important conversations will use the same camera angle, but will use hand-crafted animations to get across the story as effectively as possible. The most important moments will use real-time cutscenes, which take a more cinematic camera style, but will include your character, in their current armour, and with your chosen graphics settings, to keep the game feeling seamless. These are the main new details announced in Blizzard's update, but there's a lot more included in the report about general playtesting findings. Diablo 4 still doesn't have a release date, and you shouldn't expect it anytime soon. We already know quite a lot about the game, however - including how it's being steered by Gears of War's Rod Fergusson, how it will feature cosmetic microtransactions, and how it's been inspired by Junji Ito. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.source https://www.ign.com/articles/diablo-4-open-world-multiplayer-cutscene-details
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