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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’s QA Department Really Didn’t Like the Game’s Combat At First
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Capcom’s Resident Evil Village launched earlier this month and is already breaking records on Steam. But according to a video released on the Resident Evil YouTube account, the game’s combat was far from perfect during development. The video — “Making of Resident Evil Village – The Internal Struggle” — shows how the development team struggled to get the game into a state that everyone was happy with as well as the impact that COVID-19 had on development. [ignvideo url="https://www.ign.com/videos/2021/05/21/resident-evil-village-the-making-of-resident-evil-village-the-internal-struggle-video"] According to Director Morimasa Sato, “development came to a complete stop at Capcom due to the self-isolation caused by COVID-19”, and work on Village was halted completely for a whole month. Upon returning to the office, and having had a month to reflect, the whole team agreed that “they needed to fix the game”. When the team shared a demo version of the game with a focus group of players, they noticed that “The enemies were very aggressive, but the players found they didn’t need to think that hard while playing because of this”. Sharing the concerns with Quality Assurance Manager Shutaro Kobayashi, he agreed, revealing he had “a really strong negative reaction”, and that “The game’s content was completely divorced from what the development team thought they had made”. [ignvideo url="https://www.ign.com/videos/2021/05/07/resident-evil-village-launch-trailer"] Player reactions indicated that the game had “too many enemies, and they’re overly aggressive” while not having enough ammo to defend themselves. Project Manager Tatsuo Isoko described playing the game as “a real slog”. But despite the criticism, Sato “found the development members at Capcom do a great job of listening”. The team wanted the theme of the game to be “the struggle to survive”, but in playtests, it seemed more like a struggle to even enjoy the game. Bringing the QA and development teams together seemed to be the solution though, as the developers directly heard the concerns of the testers. The solution, as revealed by Sato, was to not “make the player panic about by just throwing aggressive monsters at them, (instead) we make them paranoid about if and how they’re going to be attacked. Then, when an enemy appears, it’s relentless.” [ignvideo url="https://www.ign.com/videos/2021/05/08/every-lady-dimitrescu-scene-in-resident-evil-village"] Whether you enjoyed Resident Evil Village or not, the video is definitely worth watching for a peek behind the curtains at one of the biggest games of the year. In other Capcom news, the company has had a fourth record-breaking year, Monster Hunter World has sold over 17 million units, and a movie director has accused Capcom of stealing a monster design for Resident Evil Village. [poilib element="accentDivider"] Liam Wiseman is a Freelance News Writer for IGN. Follow him on Twitter @liamthewiseman
source https://www.ign.com/articles/resident-evil-villages-qa-department-really-didnt-like-the-games-combat-at-first
source https://www.ign.com/articles/resident-evil-villages-qa-department-really-didnt-like-the-games-combat-at-first
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