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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...
WB's Nemesis System Patent Was Approved This Week After Multiple Attempts
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Warner Brothers Interactive Entertainment, publishers of Middle-earth: Shadow of Mordor and its 2017 sequel, Shadow of War (both developed by Monolith Entertainment), have finally managed to secure a patent for the franchise’s signature Nemesis System.
The US Patent and Trademark Office released an issue notice on February 3, 2021, stating that the patent would go into effect on February 23 of this year. Warner Bros. has the option to maintain the patent through 2035, providing they keep up with the necessary fees. [ignvideo url="https://www.ign.com/videos/2017/10/09/middle-earth-shadow-of-war-fighting-in-the-arena-in-4k"] The patent, filed as “Nemesis characters, nemesis forts, social vendettas and followers in computer games,” effectively codifies the functions of Monolith’s Nemesis system and the sum of its parts as the property of WB. While the language in the application is fairly obtuse - as most patent claims tend to be - the “short” version is that the patent covers a system featuring procedurally-generated NPCs that exist in a hierarchy and interact with and will remember the actions of players, have their appearance/behavior altered by players, and whose place in that hierarchy can change and affect the position of other NPCs in said hierarchy (and yes, that’s the simplified version). [caption id="attachment_2469828" align="aligncenter" width="720"]source https://www.ign.com/articles/wb-games-nemesis-system-patent-was-approved-this-week-after-multiple-attempts
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