Cultist Simulator Dev Reveals New Game, Book of Hours

Weather Factory has announced an Anthology Edition of its debut game, Cultist Simulator – and dropped an official announcement of its next, Book of Hours.

Cultist Simulator: Anthology Edition is a definitive version of the game with brand new additions, a celebration of the bizarre narrative card game’s 1st birthday, and seems also to mark the end of the game’s development. Thankfully, we know what’s coming next, thanks to a new trailer:

Book of Hours began life as a speculative tweet from Weather Factory co-founder Alexis Kennedy (you can read it below), but it’s become more than the mooted Cultist Simulator ‘expandalone’ in the months since that first mention.

“That original tweet really was the product of about ninety seconds thought,” explains Kennedy to IGN, “and we’ve grown the team so we can do something a bit fancier. So it’s going to be a fully-fledged game. It’s all the same setting

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DC’s Heroes in Crisis Can’t Justify Its Biggest Twist

Warning: this article contains spoilers for previous chapters of Heroes in Crisis!

Heroes in Crisis has been a very strange reading experience. It’s a story steeped in the same emotionally raw writing and beautiful artwork that defines so many of Tom King’s projects. But it’s also a story almost guaranteed to disappoint in the end. King and his artists took a major risk by implicating a beloved DC hero in the deaths of numerous innocents. It was hard to see how that risk could possibly pay off in the end. So unsurprisingly, a mostly strong miniseries culminates in a disappointing final issue. The journey doesn’t justify the destination in this case.

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Final Fantasy XIV: Shadowbringers – Dohn Mheg Duty Gamplay

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Loot Box Bill “Riddled With Inaccuracies,” Says ESA

A bill that would ban loot boxes has been officially introduced before the United States Senate. Now industry lobbying group the Entertainment Software Association (ESA) has responded, criticizing the bill for what it calls “inaccuracies” and a misunderstanding of how video games actually work.

“This legislation is flawed and riddled with inaccuracies,” ESA CEO Stanley Pierre-Louis said in a statement (via USGamer). “It does not reflect how video games work nor how our industry strives to deliver innovative and compelling entertainment experiences to our audiences. The impact of this bill would be far-reaching and ultimately prove harmful to the player experience, not to mention the more than 220,000 Americans employed by the video game industry. We encourage the bill’s co-sponsors to work with us to raise awareness about the tools and information in place that keep the control of video game play and in-game spending in parents’ hands rather than in the government’s.”

The Protecting Children from Abusive Games Act, introduced by Senator Josh Hawley (R-MO), aims to regulate what it characterizes as predatory and casino-like mechanisms in video games, particularly ones aimed at minors. Specifically it would bar the sale of any randomized unlock, with the exception of difficulty modes, cosmetic items, and expansions. It also targets pay-to-win content, defined as anything that gives a competitive advantage.

The PCAGA defines “minor-oriented video game” very broadly, in such a way that it could impact lots of games that aren’t necessarily meant for children. It also sidesteps the ESRB’s own age classifications for these criteria.

Loot boxes have come under fire recently, following a controversy over their use in games like Star Wars Battlefront 2 and concern over their similarity to gambling. Some countries, like New Zealand and France, have already ruled that the practice does not constitute gambling. Belgium and the Netherlands reached the opposite conclusion, forcing Rocket League developer Psyonix to disable its loot box mechanic in the countries. Nintendo will be pulling a few of its own mobile games from Belgium altogether.

The Office Is Netflix’s Most Popular Show: “It’s Not Even Close,” Actor Says

The workplace comedy The Office, an adaptation of Ricky Gervais’ show of the name, is Netflix’s No. 1 most popular show “by far.” That’s according to actor Brian Baumgartner, who said on a recent podcast that The Office is No. 1 by a huge margin.

“It’s not even close,” the Kevin Malone actor said on the Erik Anders Lang Show.

He said The Office is more popular now than it was when it originally aired on NBC in the 2000s. The reason why The Office is so enduringly popular is because it’s “subversive,” according to Baumgartner. He said young people in particular respond to its kind of humor, especially Steve Carell’s Michael Scott character who is known to make off-color jokes about race and sexual orientation.

“The show is bigger now than it was at the height of the show,” Baumgartner said. “It’s because it’s subversive. It appeals to that younger demographic … Some people who watched it when it came out, they’re still watching it, or watching it with their kids. It just keeps repopulating because of young people.”

“I don’t think it’s a secret; it is verifiably the number one show on Netflix right now which is the number one thing in the world,” he added. “By the way, it’s not close. I don’t know how much really I am supposed to say. It’s crazy.”

Baumgartner is presumably talking about popularity by measure of viewership. He’s also probably talking about popularity in the United States, as The Office isn’t available on Netflix worldwide. In Australia, for example, The Office streams on Stan, not Netflix.

A revival of The Office is reportedly in the works, but Carrel is not going to be involved. The actor thinks it’s a bad idea to bring back The Office because “the climate’s different” in regards to the kinds of jokes people think are acceptable.

“Apart from the fact that I just don’t think that’s a good idea [to bring back The Office], it might be impossible to do that show today and have people accept it the way it was accepted ten years ago,” he said. “The climate’s different. I mean, the whole idea of that character, Michael Scott, so much of it was predicated on inappropriate behavior.”

NBC Universal owns The Office, and Netflix pays a licensing fee to have The Office on Netflix. The current contract to keep The Office on Netflix expires in 2021, according to The Wall Street Journal. At that time, or perhaps sooner, Netflix would have to pay NBC Universal to retain The Office, and another layer of complexity is that NBC is launching its own streaming service relatively soon.

Netflix’s No. 2 show is believed to be Friends. Netflix reportedly paid $100 million to WarnerMedia to keep Friends on Netflix at least until the end of 2019.

Also on the podcast, Baumgartner talked about why The Office was the “worst possible show you could be on.” Unlike other shows where actors come in, film their scenes, and leave, The Office kept each actor on set at the time time. He says he worked 12-14 hours per day to film one episode.

According to reports, the new version of The Office will feature a combination of returning cast members and newcomers, while a new boss is reportedly coming in to take over for Michael Scott. Once again, it would take place at Dunder Mifflin’s office in Scranton, PA.

Halo: MCC For PC News Coming This Week

Halo: The Master Chief Collection is coming to PC, and it won’t be long until we learn more about Microsoft’s plans to release the compilation package on PC.

Developers from 343 Industries, including community director Brian Jarrard, design director Max Szlagor, and STE lead IK Grubb will appear on the 343 Social Stream on May 29 to provide an update on how the game is coming along.

The panelists will provide a “show-and-tell update on Halo: Reach and the journey to bring MCC on PC.” The event begins at 1:30 PM PT, and you can watch the event live on Mixer.

In addition to the livestream, 343 is planning a massive blog post that will dive deep into “many topics,” including Halo: Reach for Halo: MCC and MCC for PC in general. It will truly be a huge info dump, as 343 says the current draft is 22 pages and almost 6,000 words long.

Halo: MCC is coming to PC in stages, with each title in the package released and sold separately. This begins with Halo: Reach (which is also coming to Xbox One) and then continues on PC with Halo: Combat Evolved, Halo 2, Halo 3, Halo 3: ODST, and Halo 4.

343 Industries originally planned to launch the first beta for Halo: Reach on PC in April, but it didn’t happen. Presumably the stream tomorrow will provide more answers on when people might be able to begin playing Halo: MCC on PC. Keep checking back with GameSpot for the latest.

You can sign up for the free Halo Insider program for a chance to get into the beta tests. The tests will start small before expanding to additional users over time.

In other Halo news, Microsoft is reportedly going to share more details on Halo Infinite at E3 2019 next month. For more, check out GameSpot’s breakdown of what we know about Halo Infinite so far and what we want to see at E3 2019.

Timothy Olyphant Did The Hitman Movie Because He Had Bills To Pay

Actor Timothy Olyphant bought a house just before his TV show Deadwood was canceled. He needed money. So what does an actor do? Take more jobs. He explained to Rolling Stone that he decided to take the role of Agent 47 in 2007’s Hitman movie because he had bills to pay.

He took that job and the villain in another 2007 movie, Live Free or Die Hard, to help pay off his house. “How about the villain of Die Hard?” Olyphant says he remembers being asked. “I said, ‘Sure.’ And they’re like, ‘Do you want to read the script?’ I said, ‘I get it. I’m in. I just bought a house. Did you not hear? They just canceled my fucking show. Yes, I’ll do it.'”

“‘What about this video game adaptation?’ ‘Yes to that too. I’m in. I’ve got to make up some TV money,'” Olyphant said.

He said working on those movies gave him valuable experience, perhaps even more than projects that he personally cares about more. Referring to Hitman, Olyphant said about his work ethic, “Find yourself bald in Bulgaria doing some pile of sh**, that will get you up a little earlier in the morning and make you work a little harder.”

The Hitman movie made almost $100 million at the box office, while Live Free or Die Hard made more than $380 million. Olyphant did not return to play Agent 47 again in 2015’s Hitman: Agent 47, with the role instead going to Homeland’s Rupert Friend.

Deadwood ran for three seasons on HBO before its cancellation. Olyphant and other cast members from the show came back for a TV movie on HBO that will premiere on May 31.

World’s Biggest Gaming Show Expands With Singapore Event In 2020

Gamescom is the world’s biggest video game convention, and it’s getting even bigger. It was reportedly confirmed today Gamescom is expanding to Singapore in 2020.

The four-day event will be held October 15-18, 2020, according to Strait Times and other media reports. Similar to the mainline show in Cologne, Germany, there will be days reserved for industry and media, and other days open to the public. Gamescom Singapore will feature everything you would expect, including competitive gaming tournaments, showcases from publishers, workshops, and meet-and-greets with developers, according to reports.

To give you an idea for how massive Gamescom is, a reported 370,000 people and more than 1,000 exhibitors from 56 countries attended Gamescom 2018 in Germany. That is factors of sizes bigger than E3.

“Apart from adding vibrancy to our events calendar, we aim for Gamescom Asia to position Singapore as the natural base for the development and commercialisation of digital and gaming content, which in turn will support our digital media industry,” Singapore Tourism Board boss Keith Tan said.

A venue for Gamescom 2020 in Asia has yet to be decided.

The European Gamescom in Germany is typically held in August, so the two shows–if the current schedule stays the same for 2020–will only be separated by a few months. The mid-October date for Gamescom Asia 2020 is very close to when PAX Australia is often held.

Dauntless Review – A Whole New World

Dauntless brims with energy. It’s in everything from the exuberant use of color to the larger-than-life Behemoths with cheeky nods to the developer’s Canadian roots. Monster Hunter: World’s high-realism design almost feels grimdark in comparison to the Shattered Isles’ Crayola color scheme of glamors and on-the-nose armor designs. The game has chutzpah, but it lacks that little bit more to keep you properly engaged in its monster hunting fracas.

At first glance, Dauntless looks and appears to play like a beginner-friendly version of Capcom’s monster-slaying franchise. After a robust character creator (which features some nice non-gender conforming options), you’re thrust into a dangerous world via an unceremonious plane crash. The premise behind your existence here is a simple one which isn’t really brought up ever again: you need to kill things that are making the place dangerous, and killing these enormous things sometimes involves calling upon your mates for help. Hunt, slay, repeat. Hunting the giant monsters that stalk the Shattered Isles, slaying them, and repeating it until you’ve gathered enough parts to make a cape out of tailfeathers is something that you repeat ad infinitum.

The game’s Behemoths are intelligent, deadly, and initially occupy a strange space between fantastical and woodland creatures. You find yourself taking up arms against killer beavers, oversized owls, and angry turtles. The beaver feels like a tongue-in-cheek nod to the developer’s Canadian origins, and because the early reference points are mostly animals that we’re familiar with (as opposed to more esoteric dinosaur-dragon hybrids), it means that there’s a level of innate predictability in how some of these creatures fight. The Gnasher, our beaver-like friend, will slap you around with its oversized tail. The Shrike, a gigantic killer owl, flies around and uses its wings to create tornadoes. The Embermane, an analog for a lion, prances and pounces like the best of them in the Serengeti. The fact that these initial monsters have physiques and species archetypes that occur naturally in our world makes them less, well, daunting. Behemoth designs become more intricate once you’ve left the relative safety of the first few locations and have to contend with insects shooting deadly lasers at you, but by and large, you’re fighting creatures that you can intuit a solution for.

This means that the beasts can lack the same gut-punch effect upon first sight that you may be used to from facing down prehistoric nightmares in other games, exacerbated by the cartoony art direction and the game’s straightforward approach to hunting. Dauntless gives you access to an assortment of weapons which all vastly affect the hunting experience. From dual-wielding guns to teleporting with chain blades, there’s a good variety that caters to different styles. Bladed weapons are better for slicing off monster parts, while others crush skulls more effectively. No matter what you pick, you’re going to be able to bring something valuable to a group situation.

That being said, once you figure out the basics of knocking bits off Behemoths using a mixture of heavy attacks, light attacks, and special skills, that’s really all you’ve got to worry about in the heat of the moment. The only concern in any hunt is the slavering monster trying to eat you up–no need to worry about finding respite, concocting traps, or anything related to the idea of tracking your prey. Dauntless isn’t drinking from the well of realism by any means, but the lack of these touches ultimately make it hard to stay engaged in the moment. This isn’t to say that the fights themselves lack the difficulty required to get your heart rate up; a total wipe becomes more common as you start throwing yourself against bigger and badder critters. That being said, the lack of verticality and overall variety in terrain means that there’s simply not a lot to parse.

This same feeling of just falling a little short is also present when it comes to the fifteen or so hours of the core story. Monster Hunter: World worked off an involved, overarching single-player narrative to guide you from each unique in-game location to another in your quest to push a dying, continent-sized lizard out to sea. Conversely, Dauntless gives you an almost-administrative motivation for your actions. You need to clean things in the overworld because, well, it keeps people safe. Also, hope you’ve got time to gather fifteen stalks of a plant in-between trying to knock the skull off a giant monster, because a quest-giver back home is scientifically curious.

There’s not much of an attempt to get you particularly invested in the main campaign, which means that if you’re someone who prefers taking down ice-spewing owlbears solo, your only true motivation is going to be the satisfaction of throwing yourself at said ice-spewing owlbear. If you’re playing alone, you can end up feeling isolated. This is the most noticeable in the game’s hub world, Ramsgate. Even when the servers are bustling (we’re talking matchmaking queues that are 100,000 players deep), there’s a distinct lack of reflection of that in Ramsgate. The place feels empty, with perhaps only a handful of people standing around.

The NPCs feel like a lost opportunity in the same vein. While you will be undoubtedly happy that you can pet the dog (and hopefully, the rams), and that the local blacksmith is serving high-fashion lumberjack looks for days, the aesthetic appeal is where it ends. There’s no feeling of life to Ramsgate. No roaming vendors, no murmuring chit-chat when things get busy. There are swaths of bare corridors and paths for you to sprint down, but by and large, the town exists for you to pick up collectibles and quests. Everyone that you can talk to looks like they’re hiding a cool backstory, but you never get to experience it.

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The multiplayer side of things is where Dauntless really shines, and the reality is that the title feels optimized for it. Cross-platform compatibility has been available since launch day, which means that regardless of whether you’re slaying Behemoths on PC, PlayStation 4, or Xbox One, your multiplayer pool will encompass all three. This is advantageous because matchmaking is, in practice, refreshingly seamless. No need to fiddle with a menu or five, and it’s nice that each platform’s native friends lists are imported into the client. Matchmaking usually takes a matter of seconds, which makes Dauntless feel very plug-and-play in the best way.

The game is not without its quirks, however–opening up a menu as you’re finishing a hunt might trap you in there, unable to exit out. Going into a hunt with a group of friends and becoming stuck on the loading screen until you relog will kick you from the party and the endeavor. You could also fall into part of the landscape at Ramsgate and be unable to extricate yourself without restarting the client. Something as simple as ensuring that the hotkey to interact with things works each and every time is not a foolproof feature yet, which can lead to repeat frustrations at inopportune times.

Dauntless is also a free to play game. It’s impressive in terms of what it offers in terms of content, accessibility, and the fact that you aren’t constantly bludgeoned over the head with the need to spend any real money on anything. There are dyes, cute emotes and other cosmetic improvements which are part and parcel of F2P, and also a “Hunt Pass” which rewards players for completing in-game objectives. There isn’t the ability to purchase your way to a sure victory against the Behemoths and the relatively unobtrusive presence of the F2P elements like the various in-game shops means that you can spend absolutely nothing and not feel like you’re missing out at all unless you’re a fiend for glamoring your gear.

Overall, Dauntless is clearly an experience that has been optimized to deliver the most stress-free multiplayer session possible. From the seamless crossplay to the way that anyone can hop into a game and confidently take up arms against formidable foes, it’s refreshingly accessible and looks great to boot. While it can feel a little empty, and there are bugs that mar the experience here and there, its fresh look and lively spark are more than enticing enough to warrant a spin.