Two Point Hospital: Off The Grid Expansion Will Return PC Players To Nature Very Soon

The next expansion for Two Point Hospital, Off The Grid, will be available for PC via Steam on March 18. It will add 35 new diseases and three new areas to explore and build up hospitals within, and it’ll encourage players to devise hospitals where patients can live off the land.

The DLC is based on Two Point County mayor Tabitha Windsock’s ecological ambitions, and players will be able to grow produce, churn butter, and eventually harness green energy to power their hospital in Windsock City. It looks like a unique twist on the standard Two Point Hospital gameplay.

The DLC will sell on Steam for $9, with a 10% pre-purchase discount currently active. A trailer is below.

Two Point Hospital recently released for Switch, PS4, and Xbox One, and the base game came with the first two expansions, Bigfoot and Pebberley Island. There’s no release date set for the console versions of the Close Encounters or Off the Grid DLC packs.

GameSpot may get a commission from retail offers.

Ori And The Will Of The Wisps Review – A Will And A Way

Ori and the Blind Forest was a delight in 2015–a tough-as-nails combination of a metroidvania structure and Meat Boy-like demands with a surprising amount of heartfelt heft. Five years later, Moon Studios’ followup, Ori and the Will of the Wisps, is every bit as graceful and lovely as its predecessor, even if some of the emotional beats and exploration feel a little less novel the second time around.

Will of the Wisps picks up almost immediately where Blind Forest left off, with Ori’s patchwork family unit welcoming a new member, the owlet Ku. The family is happy and loving, but Ku wants to fly and Ori wants to help her. Soon the two are swept off in a gale to a new forest deep with rot, which begins the adventure in earnest.

Because this setting is disconnected from the one in Blind Forest, the geography is new, yet familiar. The painterly imagery is comforting, especially in the opening hours as you explore similar biomes. They’re beautifully rendered again, but a little samey if you’ve played the first game. After a while, Will of the Wisps opens up to more varied locales, like an almost pitch-black spider’s den or a windswept desert. The theme throughout the story is the encroachment of the Decay, a creeping evil that overtook this neighboring forest after its own magical life tree withered. But if it’s meant to be ugly, you wouldn’t know it from many of the lush backgrounds–especially in the case of a vibrant underwater section. Ori is often swallowed up by these sweeping environments, emphasizing just how small the little forest spirit is compared to their massive surroundings.

Ori’s suite of acrobatic moves makes delving into new areas a thrilling treat. Exploration becomes especially engaging as you unlock more abilities and become increasingly adept. Some of them are lifted directly from the first game, which can be disappointing next to the excitement of discovering a shiny new ability. Still, those old standbys still work well and make the improvisational leaps and bounds feel as great as ever.

The picturesque vistas seem to be pushing the hardware hard, however. Playing on an Xbox One X, I encountered visual glitches like screen freezes on a semi-regular basis, and the map would stutter. Usually these were a simple nuisance, but once in a while it would come mid-leap and throw off my sense of momentum and direction. A day-one patch significantly reduced the freezing and fixed the map issue altogether.

While Ori is ostensibly a metroidvania, Will of the Wisps is less focused on exploration and backtracking than is typical for the genre. Your objectives are usually clear, straight lines, and shortcuts littered throughout the environments get you back to the main path quickly. Most of the wanderlust comes in the form of plentiful sidequests, like delivering a message or finding a knick-knack for a critter. There’s even a trading chain. Eventually you open up a hub area that can be built into a small community for the forest denizens. These upgrades are largely cosmetic, so it’s mostly a visual showcase of having collected the specialized items used for it. The sidequests are almost entirely optional. I was glad for the freedom to pursue the critical path without artificial barriers, but I also plan to go back and plumb the depths simply to spend more time in the world.

The reduced emphasis on exploration seems to have been replaced by a major expansion of combat. Rather than the passing nuisance of the occasional enemy, Will of the Wisps introduces myriad threats that are a near-constant presence. Thankfully, the combat system has been overhauled to match the elegance of the platforming. The story progress provides a sword and bow, with other optional weapons for purchase, and you can map any combat moves to X, Y, or B. The combat does take some getting used to, though, in part because it’s built to work in conjunction with Ori’s nimble moves. While I felt awkward and imprecise in combat at the start, slashing my sword wildly at even the mildest of monsters, my comfort level grew as I gained new platforming skills. Around the mid-game I realized I had become adept at stringing together platforming and combat skills, air-dashing and bounding between threats with balletic rhythm and barely touching the ground until the screen had been cleared.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7

That level of finesse is necessary, because Ori and the Will of the Wisps introduces a series of massive boss battles, each more complex than anything in Blind Forest. Their attack patterns are often signaled by barely perceptible tells. Most of the time, the boss fills up a significant portion of the interactable foreground, and even more of the background–but this can make it frustratingly difficult to tell what is and isn’t vulnerable to your attacks, or what parts will do crash damage. This all makes defeating them feel like a relief and accomplishment, though sometimes more of the former than the latter.

Likewise, tension-filled escape sequences dot the map, requiring almost perfect precision and execution of your tool set to survive a gauntlet of threats. The game offers occasional checkpoints in these sections, as well as a more generous checkpointing feature around the overworld.

The sprawling bosses and climactic escapes are ways to express a larger, more operatic feel for Will of the Wisps. Blind Forest was a humble little game that told an intimate, relatable fable. Wisps has a grander, sweeping scope, and in the process it loses some of that intimacy. It still has moments with emotional heft, both exhilarating and heartbreaking, and Moon Studios still has a way of expressing an incredible degree of wordless emotion with subtle moments of body language.

No Caption Provided

The story in Will of the Wisps is often darker, and even its touching moments are more bittersweet. The chief antagonist, an owl named Shriek, is similar to the first game’s Kuro in having suffered a tragedy in the past. But how the story addresses that tragedy is significantly sadder, and stands as a moment of haunting animation that will stay with me more than any other single image from the game. Even the moments of finality that end the story, while appropriately heroic and hopeful, are tinged with quiet sadness and inevitability–the sense that everything ends.

That finality could signal that this is the last Ori game, a farewell to the fantastical world and memorable characters that made Moon Studios such a standout developer from its very first effort. If that is the case, you could hardly ask for a better send-off. Ori and the Will of the Wisps is a remarkable synthesis of artful design and beautiful moments.

Now Playing: Ori And The Will Of The Wisps Video Review

Planetside 2 Releases Most Ambitious Update Yet With Escalation

Over the course of the past eight years, the MMOFPS PlanetSide 2 has been through a range of updates, including a battle royale mode at one point. Now, Rogue Planet Games is undertaking the most ambitious update the series has ever seen with the release of Escalation.

Escalation marks the beginning of an all new age for PlanetSide 2. The update adds a plethora of new features, the biggest of which is Outfit Wars, an all new competitive end-game tournament for guilds to compete in. Outfits from every Empire and server region can opt-in to a monthly Qualification cycle, battling it out on Desolation, an off-planet Asteroid map made specifically for competitive play.

A new War Asset system has also been added, with a new system for Outfit Wars and the Social Sanctuary Hub, simplifying these new modes and some older ones for player’s convenience. Sanctuary is a new social hub for players of all Empires to enjoy. Here players can meet up, recruit new guild members, trade with NPCs and relax together. Future zones and expansions for the social hub will be added down the line.

The new War Asset system brings all-new depth and scale to the game’s large scale planetary warfare gameplay, as the meta will be completely changed thanks to the new strategic options available in Outfit Wars.

New resources can be collected during these Outfit Wars, which guilds can use to craft into a range of assets. Some of the new assets include the Bastion Fleet Carrier, Steel Rain, Citadel Shield, A.N.V.I.L, and an Orbital Satellite Uplink. Each of these assets can be used during combat and have different benefits that can be used to turn the tide of battle, for more on these new assets check out the developers blog.

To celebrate the release of Escalation, a Platinum giveaway event will be available until April 12. Redeem the code PS2Escalation in-game or online to get two free Platinum items, a salvaged platinum compound helmet and NS-11AP assault rifle. Additionally, a Double XP FOR ALL event starts today, running through to March 15 at 11:59 PM PST.

PlanetSide 2 is available for free on PC and PS4.

Mortal Kombat 4, The 1997 Klassic, Is Now Available On GOG

Mortal Kombat 4, the largely-forgotten follow-up to the frequently re-released Mortal Kombat Trilogy, has returned to sale on GOG. The game, which originally released in 1998 for PC, Nintendo 64, and PlayStation, after an arcade debut in 1997, costs $6 and is DRM-free.

The game has been updated to work with modern Windows operating systems, and ports across everything fans will remember from this slightly offbeat entry in the Mortal Kombat series. There are weapons that can be picked up and used, interactive backgrounds, secrets and codes (sorry, “kodes”) to enter, and 3D gameplay that lets you move around the arena and dodge attacks like you would in Tekken.

How has the game aged, visually? You can judge for yourself from the screenshots below.

Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Mortal Kombat 4 is a divisive game–our original review of the N64 version of the game scored an 8.9/10, and critic Jeff Gerstmann wrote that the game was “an excellent translation of a good arcade title, and fans of the arcade version won’t be disappointed at all.”

Players nostalgic for this fighting game can now revisit it at a low price–although many series fans will likely want to stick with Mortal Kombat 11.

Now Playing: Mortal Kombat 4 And The Spin-Offs | Revisiting The Mortal Kombat Series

GameSpot may get a commission from retail offers.

Cyberpunk 2077 Crosses New Milestone — “Looking Better And Better”

Polish developer CD Projekt Red’s new game, Cyberpunk 2077, has reached another major milestone. Studio boss Adam Badowski announced on Twitter that the game has now been submitted to local ratings groups, including the ESRB in America and PEGI in Europe.

As the team waits to see what rating Cyberpunk 2077 receives, it is working on polishing the “technical aspects” of the game. CD Projekt Red is also using the remaining development time on playtesting. “Game is looking better and better with each passing day!” Badowski said.

Given what CD Projekt Red has said about Cyberpunk 2077 and shown off thus far, it would seem likely that the game will receive an M rating from the ESRB and PEGI 18 in Europe, and an R18 in Australia. This would be in line with the rating for The Witcher 3: Wild Hunt, which was CD Projekt Red’s previous big release.

Cyberpunk 2077 was originally scheduled to release in April for PS4, Xbox One, and PC, but CD Projekt Red later delayed the game to September.

That’s just a few months before the PlayStation 5 and Xbox Series X are due to release this holiday. For its part, CD Projekt Red has confirmed that Cyberpunk 2077 will be part of Microsoft’s Smart Delivery feature, so people who buy it on Xbox One can get the upgraded version for Xbox Series X at no extra cost.

Now Playing: Bringing Cyberpunk 2077 To Life

GameSpot may get a commission from retail offers.

New Game Of Thrones Game Beyond The Wall Launching On iOS And Android Later This Month

While the show may be finished, Game Of Thrones lives on in many forms. From the main books, prequels in development, and various games, Behaviour Interactive and GAEA are the latest to contribute to the franchise, with Game Of Thrones Beyond The Wall, a mobile game centered around an original story set beyond the wall.

Beyond The Wall puts players in control of the Night’s Watch on the Wall, where they must defend Westeros from mysterious enemies that lay beyond. Recruit major story characters from all over the Seven Kingdoms to aid you in your quest and set out on a journey fifty years before the events of the main series.

Send your troops and characters on missions.
Send your troops and characters on missions.

Players can pre-register and earn special rewards on iOS now. Pre-ordering will earn players 10,000 copper pennies, 10 Shards of Jon Snow, and the Knight of the Vale character. If the pre-registers hit certain milestones, then players will earn even more rewards, with character shards unlocked at 1.5 million, 2 million, and 3 million. These character shards can be used to rank up the player’s character

Game Of Thrones Beyond The Wall is out on iOS on March 26, with the Android version coming April 3. Players can pre-register for the game on the App Store or at beyondthewall.bhvr.com.

Call Of Duty: Warzone — Here’s How To Reveal The Location Of Every Enemy On The Map

Call of Duty: Warzone players have discovered a secret helpful tip about the battle royale game. Twitter user Jack “CouRage” Dunlop posted a gameplay clip on Twitter that shows when each member of a Warzone squad uses the UAV killstreak at the same time, the location of every enemy on the map and the direction they are looking is revealed.

A major component of Warzone–and all battle royale games–is moving around the map undetected, so this is a really big help if your team is able to pull it off. Of course it’s not easy to do, as each member of the squad needs to either unlock or obtain the UAV killstreak.

Even if you’re able to coordinate the triple UAV, there is no guarantee it will help your team win, though it should definitely give you at least a temporary advantage over your enemies.

There are more practical and easier ways to succeed at Warzone, and we’ve outlined a number of helpful tips and tricks here in our guide.

Now Playing: Call of Duty: Warzone – Official Gameplay Reveal Trailer

GameSpot may get a commission from retail offers.

Netflix’s I Am Not Okay With This Season 2: The Questions We Need Answered

Netflix’s I Am Not Okay With This Season 2: The Questions We Need Answered – GameSpot

“/>

]]>

]]>

]]>

]]>

]]>

]]>

]]>

]]>

]]>

]]>

]]>

]]>

]]>

]]>

Disclosure: ViacomCBS is GameSpot’s parent company


Razer Viper Mini Gaming Mouse Review

Razer made waves last year with the launch of its brand-new Razer Viper line of gaming mice. Featuring optical switches, high-end sensors, and lightweight bodies, the Viper and Viper Ultimate, promised to be Razer’s fastest and most responsive mice yet. With the popularity of ultralight mice, like the Glorious PC Gaming Race Model O, it was only a matter of time before Razer released its own ultralight mouse onto the market. It’s been six months but the wait is finally over.

The Razer Viper Mini has arrived and trimmed the already slight Viper down to 61 grams, making it Razer’s lightest ever. That’s not all that’s been trimmed down, though: the Viper Mini comes to market at only $39.99, a full half the price of the original. It’s a compelling offer, but has anything been left on the cutting room floor? I’ve gone hands-on to find out exactly that.

Top.JPG

Design and Features

The Razer Viper Mini blends the best of the original Viper and improved Viper Ultimate into one compact package. It features the same ambidextrous design with a matte plastic shell and gloss trim. The sides are slightly cut-in, making for an easy, natural grip. Where the original Viper only had RGB on the palm, the Mini adopts the Ultimate’s underglow just under the heel. This underglow is invisible from above, but in a normal sitting position looks nice without being distracting.

Viper_Comparison

Name aside, the Viper Mini is small but still bigger than your average laptop mouse, so you shouldn’t be too worried about the overall size. It’s a close match to the Logitech G305, for example, but sat next to the original Razer Viper, it’s clear at a glance that Razer has slimmed the mouse down across every dimension. It’s a full half-inch narrower in the center of its hourglass shape, a third of an inch shorter, and just a touch lower at the palm. Razer recommends the mouse for palm and claw grips and it’s easy to see why. It may not look like much on paper, but it definitely feels much smaller in the hand.

There are a handful of physical changes, too. The DPI button has been moved between the mouse buttons instead of being placed on the bottom of the mouse, making it much more convenient to press. Razer has also axed the thumb buttons on the right side, which the company calls “false ambidextrous” and cuts the total button count down to six. The Speedflex cable is also a foot shorter at only six feet. The biggest change, apart from size, is that Razer has removed the rubber side grips and made the mouse feel more slippery in the hand. On the plus side, the company brought the excellent pure PTFE glide feet from the Viper Ultimate, which allows it to be extra fast regardless of mouse surface.

Side.JPG

All in all, the changes to the mouse’s body are small, and it still looks and feels like the original Viper. The changes to the sensor are bigger but still feel like smart scale-backs to keep the price affordable.

Under the hood, the Viper Mini uses a Razer Optical Sensor. Compared to the original Razer Viper or the flagship Viper Ultimate, it features all-around lower specs. The maximum DPI is 8.5K instead of the 16K or 20K and the tracking speed is only 300 inches per second, down from 450 and 650 respectively. It also has a max acceleration of 35G instead of the 50G found on the higher tier models. The switches, while purportedly improved for a “close to mechanical” feel, are extremely similar but have a reduced lifespan of 50 million clicks instead of 70 million. As a standard optical sensor, the Mini also lacks all of the improvements the Ultimate’s Focus+ sensor brought with it, like MotionSync.

Front.JPG

Razer has also changed the scroll wheel, and it’s not for the better. Compared to the original Viper, it’s less tactile and slightly mushy. The bumps as you’re scrolling feel slightly plastic-y and rather cheap. Criticizing the scroll wheel feels like a nit-pick, though, because I’m not able to tell much of a difference to my performance, which is remarkable for a mouse that costs half as much as even the normal Viper, let alone my daily driver, the Ultimate.

Software

When it comes to software, things haven’t changed much in Razer Synapse. You can still customize your DPI from 100 to 8500 and cycle between five stages using the DPI button on the top of the mouse. It’s a bit annoying to have to cycle through all of the stages with only a single button, but you can easily remap the thumb buttons to cycle up and down, trigger macros, or activate Windows shortcuts. The Viper Mini also offers a single profile of onboard storage, which isn’t much, but will still let you take your settings with you on the go without having to keep Synapse running in the background.

Synapse will also let you customize your RGB illumination, but the options are expectedly limited. Razer has several different presets as well as the full 16.8 million color spectrum to easily match the theme of your rig, but since the lighting is hidden when you’re actually using the mouse, it’s not a huge consideration.

Performance and Gaming

Gaming with a Mini mouse takes some getting used to – at least if you’re a palm-gripper like I tend to be. Thankfully, my grip is a hybrid between palm and claw, so I was able to adapt after a day of gaming. If you do use a palm grip, you’ll find your ring and pinky fingers dragging along the right side. In general, though, you get performance that feels near-identical to the full-sized Vipers.

Razer_Comparison

The upgraded switches don’t feel all that different from the original Razer Optical switches, and that’s a good thing. They’re just as tactile but have a slightly higher pitched click to let you know when you’ve fired. Optical switches use a beam of light to activate, which makes them more durable and responsive than traditional mechanical switches. Since there’s no physical contact, the mouse is able to recognize button presses instantaneously without the need for a debounce delay – an electrical pause used by manufacturers to prevent miss-clicks. Likewise, the lack of physical contact should make the dreaded “double click” issue that plagues dying mice a thing of the past. Like the original Vipers, these switches promise a response time of only 0.2 milliseconds that Razer claims is three times faster than traditional switches.

Cable.JPG

I can’t say that the Viper Mini made me three times as fast, but the switches are still fantastic. I’m a big Battlefield fan, and the M1 Garand is my guilty pleasure weapon. The Mini let me fire off single-shots as fast as I could press. My main mouse, the Viper Ultimate, costs nearly four times as much and has all of the cutting edge features you would expect in a flagship mouse. The Mini made me feel like I was sacrificing nothing in responsiveness.

I also love the Speedflex cable. It’s lightweight and very flexible, which eliminated the need for a mouse bungee. It’s right up there with Cooler Master’s Ultraweave and Glorious PC Gaming Race’s proprietary cables, and is as close to wireless as a wired mouse can offer at this point.

What really sets the Mini apart is its size and weight. I was never able to get completely comfortable using a claw grip all the time without side grips to keep me stable, but since grip is subjective, your mileage may vary. I loved the weight. Between the ultra lightweight frame, flexible cable, and 100% PTFE glide feet, the mouse began to feel like an extension of my arm in no time. The lack of honeycomb cutouts in the body also made me feel more confident squeezing its side buttons. There’s a tiny bit of flex, but the rigidity is still an improvement over either previous Viper.

The reduced specs on the sensor may look big on paper, but I wasn’t able to tell much difference in games. I never push my DPI above 3200 in normal use, but even testing high DPI, low sensitivity settings in games, it still tracked me perfectly no matter what I was playing.

Purchasing Guide

The Razer Viper Mini is available at Best Buy, Amazon, and direct from Razer with an MSRP of $39.99.