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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...
Resident Evil Village Started Development 6 Months Before Resident Evil 7 Came Out
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Capcom asked its developers to start work on Resident Evil Village six months before Resident Evil 7 was due for release – which left the team unsure about the direction they wanted to take, before the first-ever first-person Resident Evil game saw a positive reception. Revealed in our IGN First feature about the making of and inspirations behind Village, director Morimasa Sato explains: “We were still busy developing Resident Evil 7, but my boss told me to start planning for the next entry in the series. At the time, we had no idea how users would react towards the new horror experience and characters of 7 yet.” [ignvideo url="https://www.ign.com/videos/resident-evil-village-the-mercenaries-mode-hands-on-ign-first"] It's not hugely unusual that a major series would see plans for a sequel put in place before the preceding game is released – but Resident Evil 7 was a major departure for the series, meaning Village's developers were left waiting to see the reaction to it before fully committing to a straight sequel, rather than another reinvention. “We had no idea how the change of perspective would be received, so at first we were quite worried. But when we released Resident Evil 7 about half a year after the development of Village started, it was received very well. This helped us decide to make Village a direct sequel,” Sato says. [ignvideo url="https://www.ign.com/videos/resident-evil-village-5-hour-ps5-hands-on-preview-ign-first"] That success meant Village moved forward as a first-person game and continued the story of RE7 protagonist Ethan Winters – but the team had already planned the addition of a village setting, inspired by Resident Evil 4. That mixture of old and new has led to Sato describe the game as the 'offspring' of RE4 and RE7, rather than a reboot of one, or a simple sequel to the other. It's meant as a pure blend of the two. You can read much more about that in our extensive interview with Sato and producer Tsuyoshi Kanda, and there's plenty of exclusive Resident Evil Village info for you beyond that. Right now you can read our IGN First hands-on preview of the game's first five hours, meet the game's main villains, and check out the first footage of the game on last-gen. [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/resident-evil-village-started-development-6-months-before-resident-evil-7-came-out
source https://www.ign.com/articles/resident-evil-village-started-development-6-months-before-resident-evil-7-came-out
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