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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...
Cyberpunk 2077 Developers Did Not Believe It Was Ready for Launch in 2020
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Cyberpunk 2077 was 2020’s hottest game, and it was shaping up to be a good enough launch when reviews for the PC version began trickling out a few days before its December 12 release date. But once players got their hands on Cyberpunk 2077, especially the PlayStation 4 and Xbox One versions, excitement turned into frustration as players encountered bugs, glitches, and more. In a report from Bloomberg’s Jason Schreier, developers at CD Projekt Red knew the game was not ready for launch in 2020. According to one developer, "they expected the game to be ready in 2022," based on the progress the team was making back in 2019. Beyond just bugs and glitches, Cyberpunk 2077’s overall performance and playability on consoles like the base PS4 and Xbox One have been reviled. IGN gave the console versions of Cyberpunk 2077, specifically, a four in its review. [ignvideo url="https://www.ign.com/videos/2020/12/11/cyberpunk-2077-graphics-comparison-ps5-vs-ps4-base-model"] One hurdle was that the developers tried to develop the engine and the game simultaneously, a decision one developer on Cyberpunk says was like "trying to drive a train while the tracks are being laid in front of you at the same time," according to Bloomberg. Cyberpunk 2077’s console versions, not the PC version, have been hammered by players for glitches and bugs, some bugs which are game-breaking and end up crashing the entire game or sometimes the system it’s being played on. Developers seemingly pushed through challenges by believing they could overcome these obstacles themselves, similar to the infamous "BioWare Magic," but Cyberpunk 2077 was also developed through periods of intense crunch. In a follow-up tweet, Schreier claims that despite promises from management that crunch would not be required, some managers guilted employees into working more hours by saying other employees will work longer to pick up the slack. Salaries were also reportedly low, with one junior programmer reportedly making around $700 a month. In a video message to the public earlier this week CD Projekt Red co-founder Marcin Iwiński says improving the performance of Cyberpunk 2077 is now the studio’s number one priority, pushing back the launch of the next-gen PS5 and Xbox Series X version and planned free DLC. It should be noted that current PS5 and Series X players are actually playing backward-compatible versions of the PS4 and Xbox One versions of Cyberpunk. But during this message, Iwiński claimed that CDPR’s internal testing did not show many of the bugs and issues players eventually encountered on consoles. A statement some on social media says does a disservice to QA Testers, whose jobs it is to find and evaluate bugs and performance issues. As for why early previews of Cyberpunk 2077 demoed to the public at events like E3 2019 looked better than the final product, that's because the demo was "entirely fake," according to the report. Neither code nor the gameplay was finalized when the demo was made, and months spent working on the fake demo took away from developing the full game. [ignvideo url="https://www.ign.com/videos/2019/06/09/cyberpunk-2077-keanu-reeves-reveal-trailer-e3-2019"] The backlash has led CDPR to offer an unprecedented full-refund policy for Cyberpunk 2077. But while Sony says it will honor the refunds, it also announced it will remove digital copies of Cyberpunk 2077 from the PSN store until its issues are resolved. Furthermore, CDPR faces class-action lawsuits over misrepresenting the game to consumers, and the company is under investigation from consumer advocacy groups over claims the product is not indicative of what was promised. Nevertheless, Cyberpunk 2077 sold over 13 million copies, despite the refunds, and managed to fully recoup its development and marketing costs. Read the full story at Bloomberg. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.
source https://www.ign.com/articles/cyberpunk-2077-developers-did-not-believe-it-was-ready-for-launch-in-2020
source https://www.ign.com/articles/cyberpunk-2077-developers-did-not-believe-it-was-ready-for-launch-in-2020
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