Resident Evil Village Review — Shapeshifter

Over its 25-year history, the Resident Evil series has continually changed and evolved, like a mad scientist who injects himself with a questionable bio-weapon, mutating into something new every time he shows up. For the most part, those evolutions have been fascinating recombinations of elements as Resident Evil tries different mixes of survival-horror and action gameplay. With Resident Evil 7, Capcom swung for the fences with a first-person perspective, a narrower scope, and more horror-focused gameplay. Resident Evil Village evolves that idea to make something that feels very different from its predecessor, but which is just as engaging.

Though the perspective and mechanical underpinnings are the same, Village branches off in its own direction from RE7, capturing some of the things that were great about that game while resisting the impulse to retread the same ground. While it’s still frightening at points, it takes a less horror-driven tack on the same underlying first-person formula. Village continues to evolve Resident Evil while maintaining a keen grasp on some of its core tenets, finding new ways (or reviving old ones) of getting under your skin and ratcheting up the tension.

As has been pretty clear for a while now, Resident Evil Village is Resident Evil 7 through the lens of Resident Evil 4. When the latter was released way back in 2005, it significantly revamped what the franchise had been up to that point, swapping the earlier games’ slower, survival-horror focus for a more fast-paced action approach. RE4 was scary because you were being overwhelmed by enemies, backed into corners, and chased by madmen wielding chainsaws. It traded darkened corridors and jump scares for adrenaline-fueled panic.

So while RE7 leans into the dark and creepy haunted house idea of the very first Resident Evil, Village transforms that take by taking cues from the faster, panickier RE4. It’s again played from a tight, closed-in first-person perspective that has you constantly wondering what’s behind you, and it still often focuses on slower movement and exploration through its gorgeous, twisting environments. But Village’s approach is distinctly more action-centric, and it’s remarkable how much Capcom has managed to push the formula of its reboot to the series in such a different direction.

Village picks up on Resident Evil 7’s story three years later, again focusing on protagonist Ethan Winters. After rescuing his wife Mia from the Baker house and subsequently getting saved by Resident Evil franchise mainstay Chris Redfield, Ethan and Mia went into hiding with Chris’ help, moving to Europe to restart their lives. They’ve since had a daughter, and while they’re trying to put their lives back together, Ethan continues to struggle with the trauma he experienced. Mia, meanwhile, keeps trying to put the subject out of her mind and even seems to be struggling to remember it. But before Ethan can really get to the bottom of why his wife is acting kinda weird about the whole “survived being tormented in a house full of monsters” trauma they shared, Chris and his team bust into the couple’s house and drag Ethan and baby Rose off.

Ethan wakes up some time later after a car crash. The two random special forces guys who were transporting him and Rose are dead. Ethan wanders through the snowy woods in search of his missing child, until he hits a ramshackle, seemingly empty village. Before long, he discovers it’s under siege by what appear to be werewolves. It’s all extremely reminiscent of the beginning of Resident Evil 4, which upended the RE formula by dropping you into a village overrun with enemies who acted like humans rather than shambling, mindless zombies. The lycans wield weapons and shoot arrows at you, and to avoid getting surrounded, you can run into houses and barricade the doors with furniture to slow their advances. The first major challenge in Village is to survive an onslaught of these creatures as you frantically try to create barricades, find weapons, and make a run for it before you’re completely overwhelmed.

No Caption Provided

Gallery

Just like its 2005 inspiration, the opening battle of Village taps into a frightening intensity of trying to create a defensible position or take part in a running gunfight that you’re in serious danger of losing. It’s a completely different feeling from the slow-burn dread of RE7, whose combat builds fear from the realization that the number of bullets in your gun is not the same as the number of bullets you need to kill one of its lumbering Molded enemies. But Village’s combat can make your heart pound just as hard.

Really, the fact that Village feels like such a turn away from RE7 is what works about it–as a sequel, it feels like Capcom reaching for a new way to challenge itself. Most of the time in Village, at least on its standard difficulty, you’ll find yourself well-outfitted for whatever you’re about to face–the challenge is in using those resources effectively and keeping yourself alive. Village uses the same movement systems as RE7, which can feel a little slow and clunky at times; Ethan isn’t especially agile and even at a sprint, it can feel like he’s barely moving. Despite a sense of trudging through molasses, Village is tuned so that enemies also approach slowly and cautiously, so dealing with them comes together like a standoff that has you judging their moves or hitting their weak points before they have a chance to get in close and rip into you. It also adds to the tension as you try to navigate through areas to keep yourself out of danger–the first-person view means your awareness is very narrow, so staying hypervigilant about your surroundings is essential. Sometimes, you just have to run and hope you can find a better place to make your stand.

While the controls work for tense moments when surrounded, they feel a little wobblier in boss battles. Here, you’re often dodging attacks as a monster charges you or swings at you with a huge weapon. You can absorb some damage with the ability to hold up your hands in a guard, another holdover from RE7 that helps mitigate the limitations of your movement, but the better strategy is to try to run around a battlefield and get out of the way. That usually means sacrificing seeing what your opponent is doing so you can make a quick dash one way or the other, and it’s a bit of a weird way to fight. Since Ethan can’t step sideways while looking forward, you’re constantly just sort of running for it and hoping whatever is coming at you doesn’t hit you. It doesn’t make these boss battles frustrating or add to their difficulty, but it does add a counterintuitiveness to combat that can take you out of the moment.

Bullets are easy to come by, and if you’re short, you can craft more from materials you find by searching your surroundings, or purchase them from the Duke, a traveling merchant with a penchant for showing up just when you need him. You’ll find lots of guns and gun upgrades throughout the game, and you’ll revisit the central town repeatedly to scour it for new hidden items. There’s even a system for upgrading your character that involves animals like pigs and chickens scattered around the village. Shoot them and bring their meat to the Duke, he’ll cook them into meals that increase your health, amp up your movement speed, or make your guard more effective.

No Caption Provided

Gallery

All that stuff you’re carrying around has to go somewhere, so Village brings back the inventory management system of RE4: You have a suitcase full of weapons, ammo, and health items, with each item taking up spaces on a grid. For most of the game, you probably won’t have to worry about this, but as things wear on, you’ll start to find yourself hauling more and more gear. You can move items around to make sure they all fit in your case, Tetris-style, and purchase bigger cases from the Duke so you can bring more stuff–but this system is most interesting when it starts making you wonder if you should sell off old guns or toss less useful items in favor of things like extra ammo. Mercifully, crafting materials aren’t counted in your inventory, so you’re free to make bullets and health items on the fly. But planning what you do and don’t need to pick up becomes a consideration in exploration, albeit never a major one.

Though Village has far more variety of enemies to fight than RE7, it’s not all shooting, with a lot of varied pacing and new challenges throughout. There are four different areas to unlock as you progress through the story, each headed by one of the Four Lords–the scary monster people who dominate the village and the area around it. The first is the castle run by Lady Dimitrescu (she of much internet fame), and while you’ll spend lots of time popping the skulls of lycans in the village, there’s a lot less shooting to be done in the castle portion. You’ll occasionally face enemies you have to gun down, but much more time in the castle is spent navigating its tight corridors as Dimitrescu and her daughters–all seemingly vampires capable of turning themselves into clouds of bugs and recomposing themselves elsewhere–are hunting you. You can’t kill Dimistrescu or her daughters with your conventional weapons, so you have to run if you’re found. The entire level is spent exploring the castle, looking for the items you need to advance through the area, while listening for Dimistrescu’s clomping footsteps and trying to keep away from her.

Even in this very first new area, Village is mixing and remixing its experience with the different horror ideas. You’re not just shotgunning tons of enemies, you’re also engaging in stealth that’s much more akin to what navigating the Baker house was like in RE7. Later portions of the game throw different obstacles into your path. There are puzzle-heavy levels reminiscent of the mansion of Resident Evil or the police station of Resident Evil 2. There are sections where you hear frightfully powerful enemies in the distance, and knowing you’re going to have to face them down, begin heaping ammo into your pockets in preparation. And there are points that show Village can also hone in on some of the intense frights that made RE7 so remarkable–points that are too damn good to spoil here.

Suffice to say that though Village gives you lots of guns and lets you use them, it also is great at maintaining an atmosphere of unease as you head around each new corner. You might have plenty of weapons, but can you handle what you’re about to face? Will they even work against the next creature you encounter? There’s an excellent balance between providing lots of action and maintaining that dread. This isn’t the same kind of intense anxiety that RE7 conjured up, but Village encourages its own kind of fear, and it hits you with a few great RE7-like setpieces to ratchet up the tension when you least expect it. One particular “oh crap” moment with Dimitrescu comes to mind; others later in the game remind you that just because you have a lot of guns doesn’t mean you’re invincible.

No Caption Provided

Gallery

No two sections of Village are quite the same, and each draws on different aspects of past Resident Evil games to combine them with the underlying RE7 feel to create something that’s both new and nostalgic. It’s impressive how deftly the game can change into something a little different again and again throughout its runtime, and each section is fun, intense, and, naturally, frightening in its own way. The result is a game that clips right along, constantly throwing something new at you but always feeling like an interesting new take on what you already know and have experienced. It’s a hodgepodge of Resident Evil ideas, yes, but each one is executed exceedingly well–this is a game that seems aware of the franchise’s entire history and is able to summon its best elements at will.

The caveat to that is the last hour of the game, where things take a weird, over-the-top turn. In the run-up to Village’s final moments, the action gets turned up even higher, resulting in a final few enemy encounters that wind up feeling like needless digressions and don’t add much to the overall package. Where past fights with hordes of lycans were intense affairs that required you to keep moving and pay careful attention to what you were facing, these last bits feel a bit like you’ve stepped through a portal into another game. For a few moments there, Village draws up the worst action-heavy portions of Resident Evil 6, losing track of what made you grit your teeth and clench your fists and exchanging it for something more akin to shooters like Call of Duty.

This same moment highlights some of the inconsistency in Village’s story. Despite pre-release imagery focused on the Umbrella corporation’s logo appearing in the game, the way that Village connects with the larger RE franchise feels a bit tacked on. The same is true of Chris Redfield, who shows up here and there to say something cryptic without really revealing anything. The focus on Ethan’s interactions with the Four Lords and uncovering what’s going on in the village is more fun and interesting–these are antagonists who come off as petty and human. They don’t particularly like each other but are all eager to torture and maim you anyway, and their interactions with Ethan and each other add dimension to their characters. In all, this isn’t the best Resident Evil story, but it is a spooky romp with fun villains. It’s just a shame that more time wasn’t devoted to pulling on all the hanging story threads of RE7, or in tying it together with the franchise at large.

Thankfully, the late-game digression doesn’t last long, and the elements about the combat that are fun–the one-on-one or one-on-too-many sparring nature of fights, and finding ways to take down tough enemies before they can rip you apart–are transplanted into the fast-paced arcade mode The Mercenaries. This also feels like a lift straight out of Resident Evil 4; it takes the combat of Village, slaps a timer on it, and focuses it on scoring points. The Mercenaries is a fun side activity in its own right, always daring you to get a higher score by balancing taking down enemies quickly and trying to complete one of its given levels as fast as you can. It demonstrates how tight the combat in Village can be, although at times it can be held back a bit by the slow, underwater-feeling of movement around the battlefield.

No Caption Provided

Another aspect of the Village package is Resident Evil Re:Verse, a multiplayer-focused mode in which you fight other players as both Resident Evil characters and monsters. Re:Verse is slated to release separately sometime this summer for Village buyers, but it wasn’t included with our review copy.

Resident Evil 7 was an excellent return to the horror underpinnings of the franchise, but cunningly altered with new ideas and a new perspective. Similarly, Village is an intelligent reintroduction of the best action elements of Resident Evil. Though it captures some of the same things that made RE7 such a breath of fresh air (or maybe rancid, stale, mold-filled air, but in a good way), Village evolves to become its own unique creature. It makes you wonder what beautifully twisted fiend Resident Evil might mutate into in the future.

Now Playing: Resident Evil Village Video Review

Tony Hawk’s Pro Skater 1 + 2 Release Date For Switch Is June 25

Tony Hawk’s Pro Skater 1 and 2 will release on Nintendo Switch this summer. It’s coming June 25, Activision announced in a news release.

“As the first Tony Hawk Pro Skater game to debut on Switch, fans are in for an epic treat when Tony Hawk’s Pro Skater 1 and 2, a faithful remaster of the first two iconic games in the franchise, takes on-the-go gameplay to the next level,” Activision said.

The announcement also included a tweet from Nintendo that shows Tony Hawk performing a … switch. Check out the animated GIF below.

Pro Skater 1 and 2 is already available for PS4, PS5, Xbox One, Xbox Series X|S, and PC through the Epic Games Store. Tony Hawk’s Pro Skater 1 + 2 set a new record for the franchise, selling 1 million units faster than any previous entry

Developer Vicarious Visions is now part of Blizzard and is said to be contributing to the upcoming Diablo II remake, which is called Diablo II: Resurrected.

Now Playing: Tony Hawk’s Pro Skater 1 + 2 Video Review

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Resident Evil Village Review — Shapeshifter

Over its 25-year history, the Resident Evil series has continually changed and evolved, like a mad scientist who injects himself with a questionable bio-weapon, mutating into something new every time he shows up. For the most part, those evolutions have been fascinating recombinations of elements as Resident Evil tries different mixes of survival-horror and action gameplay. With Resident Evil 7, Capcom swung for the fences with a first-person perspective, a narrower scope, and more horror-focused gameplay. Resident Evil Village evolves that idea to make something that feels very different from its predecessor, but which is just as engaging.

Though the perspective and mechanical underpinnings are the same, Village branches off in its own direction from RE7, capturing some of the things that were great about that game while resisting the impulse to retread the same ground. While it’s still frightening at points, it takes a less horror-driven tack on the same underlying first-person formula. Village continues to evolve Resident Evil while maintaining a keen grasp on some of its core tenets, finding new ways (or reviving old ones) of getting under your skin and ratcheting up the tension.

As has been pretty clear for a while now, Resident Evil Village is Resident Evil 7 through the lens of Resident Evil 4. When the latter was released way back in 2005, it significantly revamped what the franchise had been up to that point, swapping the earlier games’ slower, survival-horror focus for a more fast-paced action approach. RE4 was scary because you were being overwhelmed by enemies, backed into corners, and chased by madmen wielding chainsaws. It traded darkened corridors and jump scares for adrenaline-fueled panic.

So while RE7 leans into the dark and creepy haunted house idea of the very first Resident Evil, Village transforms that take by taking cues from the faster, panickier RE4. It’s again played from a tight, closed-in first-person perspective that has you constantly wondering what’s behind you, and it still often focuses on slower movement and exploration through its gorgeous, twisting environments. But Village’s approach is distinctly more action-centric, and it’s remarkable how much Capcom has managed to push the formula of its reboot to the series in such a different direction.

Village picks up on Resident Evil 7’s story three years later, again focusing on protagonist Ethan Winters. After rescuing his wife Mia from the Baker house and subsequently getting saved by Resident Evil franchise mainstay Chris Redfield, Ethan and Mia went into hiding with Chris’ help, moving to Europe to restart their lives. They’ve since had a daughter, and while they’re trying to put their lives back together, Ethan continues to struggle with the trauma he experienced. Mia, meanwhile, keeps trying to put the subject out of her mind and even seems to be struggling to remember it. But before Ethan can really get to the bottom of why his wife is acting kinda weird about the whole “survived being tormented in a house full of monsters” trauma they shared, Chris and his team bust into the couple’s house and drag Ethan and baby Rose off.

Ethan wakes up some time later after a car crash. The two random special forces guys who were transporting him and Rose are dead. Ethan wanders through the snowy woods in search of his missing child, until he hits a ramshackle, seemingly empty village. Before long, he discovers it’s under siege by what appear to be werewolves. It’s all extremely reminiscent of the beginning of Resident Evil 4, which upended the RE formula by dropping you into a village overrun with enemies who acted like humans rather than shambling, mindless zombies. The lycans wield weapons and shoot arrows at you, and to avoid getting surrounded, you can run into houses and barricade the doors with furniture to slow their advances. The first major challenge in Village is to survive an onslaught of these creatures as you frantically try to create barricades, find weapons, and make a run for it before you’re completely overwhelmed.

No Caption Provided

Gallery

Just like its 2005 inspiration, the opening battle of Village taps into a frightening intensity of trying to create a defensible position or take part in a running gunfight that you’re in serious danger of losing. It’s a completely different feeling from the slow-burn dread of RE7, whose combat builds fear from the realization that the number of bullets in your gun is not the same as the number of bullets you need to kill one of its lumbering Molded enemies. But Village’s combat can make your heart pound just as hard.

Really, the fact that Village feels like such a turn away from RE7 is what works about it–as a sequel, it feels like Capcom reaching for a new way to challenge itself. Most of the time in Village, at least on its standard difficulty, you’ll find yourself well-outfitted for whatever you’re about to face–the challenge is in using those resources effectively and keeping yourself alive. Village uses the same movement systems as RE7, which can feel a little slow and clunky at times; Ethan isn’t especially agile and even at a sprint, it can feel like he’s barely moving. Despite a sense of trudging through molasses, Village is tuned so that enemies also approach slowly and cautiously, so dealing with them comes together like a standoff that has you judging their moves or hitting their weak points before they have a chance to get in close and rip into you. It also adds to the tension as you try to navigate through areas to keep yourself out of danger–the first-person view means your awareness is very narrow, so staying hypervigilant about your surroundings is essential. Sometimes, you just have to run and hope you can find a better place to make your stand.

While the controls work for tense moments when surrounded, they feel a little wobblier in boss battles. Here, you’re often dodging attacks as a monster charges you or swings at you with a huge weapon. You can absorb some damage with the ability to hold up your hands in a guard, another holdover from RE7 that helps mitigate the limitations of your movement, but the better strategy is to try to run around a battlefield and get out of the way. That usually means sacrificing seeing what your opponent is doing so you can make a quick dash one way or the other, and it’s a bit of a weird way to fight. Since Ethan can’t step sideways while looking forward, you’re constantly just sort of running for it and hoping whatever is coming at you doesn’t hit you. It doesn’t make these boss battles frustrating or add to their difficulty, but it does add a counterintuitiveness to combat that can take you out of the moment.

Bullets are easy to come by, and if you’re short, you can craft more from materials you find by searching your surroundings, or purchase them from the Duke, a traveling merchant with a penchant for showing up just when you need him. You’ll find lots of guns and gun upgrades throughout the game, and you’ll revisit the central town repeatedly to scour it for new hidden items. There’s even a system for upgrading your character that involves animals like pigs and chickens scattered around the village. Shoot them and bring their meat to the Duke, he’ll cook them into meals that increase your health, amp up your movement speed, or make your guard more effective.

No Caption Provided

Gallery

All that stuff you’re carrying around has to go somewhere, so Village brings back the inventory management system of RE4: You have a suitcase full of weapons, ammo, and health items, with each item taking up spaces on a grid. For most of the game, you probably won’t have to worry about this, but as things wear on, you’ll start to find yourself hauling more and more gear. You can move items around to make sure they all fit in your case, Tetris-style, and purchase bigger cases from the Duke so you can bring more stuff–but this system is most interesting when it starts making you wonder if you should sell off old guns or toss less useful items in favor of things like extra ammo. Mercifully, crafting materials aren’t counted in your inventory, so you’re free to make bullets and health items on the fly. But planning what you do and don’t need to pick up becomes a consideration in exploration, albeit never a major one.

Though Village has far more variety of enemies to fight than RE7, it’s not all shooting, with a lot of varied pacing and new challenges throughout. There are four different areas to unlock as you progress through the story, each headed by one of the Four Lords–the scary monster people who dominate the village and the area around it. The first is the castle run by Lady Dimitrescu (she of much internet fame), and while you’ll spend lots of time popping the skulls of lycans in the village, there’s a lot less shooting to be done in the castle portion. You’ll occasionally face enemies you have to gun down, but much more time in the castle is spent navigating its tight corridors as Dimitrescu and her daughters–all seemingly vampires capable of turning themselves into clouds of bugs and recomposing themselves elsewhere–are hunting you. You can’t kill Dimistrescu or her daughters with your conventional weapons, so you have to run if you’re found. The entire level is spent exploring the castle, looking for the items you need to advance through the area, while listening for Dimistrescu’s clomping footsteps and trying to keep away from her.

Even in this very first new area, Village is mixing and remixing its experience with the different horror ideas. You’re not just shotgunning tons of enemies, you’re also engaging in stealth that’s much more akin to what navigating the Baker house was like in RE7. Later portions of the game throw different obstacles into your path. There are puzzle-heavy levels reminiscent of the mansion of Resident Evil or the police station of Resident Evil 2. There are sections where you hear frightfully powerful enemies in the distance, and knowing you’re going to have to face them down, begin heaping ammo into your pockets in preparation. And there are points that show Village can also hone in on some of the intense frights that made RE7 so remarkable–points that are too damn good to spoil here.

Suffice to say that though Village gives you lots of guns and lets you use them, it also is great at maintaining an atmosphere of unease as you head around each new corner. You might have plenty of weapons, but can you handle what you’re about to face? Will they even work against the next creature you encounter? There’s an excellent balance between providing lots of action and maintaining that dread. This isn’t the same kind of intense anxiety that RE7 conjured up, but Village encourages its own kind of fear, and it hits you with a few great RE7-like setpieces to ratchet up the tension when you least expect it. One particular “oh crap” moment with Dimitrescu comes to mind; others later in the game remind you that just because you have a lot of guns doesn’t mean you’re invincible.

No Caption Provided

Gallery

No two sections of Village are quite the same, and each draws on different aspects of past Resident Evil games to combine them with the underlying RE7 feel to create something that’s both new and nostalgic. It’s impressive how deftly the game can change into something a little different again and again throughout its runtime, and each section is fun, intense, and, naturally, frightening in its own way. The result is a game that clips right along, constantly throwing something new at you but always feeling like an interesting new take on what you already know and have experienced. It’s a hodgepodge of Resident Evil ideas, yes, but each one is executed exceedingly well–this is a game that seems aware of the franchise’s entire history and is able to summon its best elements at will.

The caveat to that is the last hour of the game, where things take a weird, over-the-top turn. In the run-up to Village’s final moments, the action gets turned up even higher, resulting in a final few enemy encounters that wind up feeling like needless digressions and don’t add much to the overall package. Where past fights with hordes of lycans were intense affairs that required you to keep moving and pay careful attention to what you were facing, these last bits feel a bit like you’ve stepped through a portal into another game. For a few moments there, Village draws up the worst action-heavy portions of Resident Evil 6, losing track of what made you grit your teeth and clench your fists and exchanging it for something more akin to shooters like Call of Duty.

This same moment highlights some of the inconsistency in Village’s story. Despite pre-release imagery focused on the Umbrella corporation’s logo appearing in the game, the way that Village connects with the larger RE franchise feels a bit tacked on. The same is true of Chris Redfield, who shows up here and there to say something cryptic without really revealing anything. The focus on Ethan’s interactions with the Four Lords and uncovering what’s going on in the village is more fun and interesting–these are antagonists who come off as petty and human. They don’t particularly like each other but are all eager to torture and maim you anyway, and their interactions with Ethan and each other add dimension to their characters. In all, this isn’t the best Resident Evil story, but it is a spooky romp with fun villains. It’s just a shame that more time wasn’t devoted to pulling on all the hanging story threads of RE7, or in tying it together with the franchise at large.

Thankfully, the late-game digression doesn’t last long, and the elements about the combat that are fun–the one-on-one or one-on-too-many sparring nature of fights, and finding ways to take down tough enemies before they can rip you apart–are transplanted into the fast-paced arcade mode The Mercenaries. This also feels like a lift straight out of Resident Evil 4; it takes the combat of Village, slaps a timer on it, and focuses it on scoring points. The Mercenaries is a fun side activity in its own right, always daring you to get a higher score by balancing taking down enemies quickly and trying to complete one of its given levels as fast as you can. It demonstrates how tight the combat in Village can be, although at times it can be held back a bit by the slow, underwater-feeling of movement around the battlefield.

No Caption Provided

Another aspect of the Village package is Resident Evil Re:Verse, a multiplayer-focused mode in which you fight other players as both Resident Evil characters and monsters. Re:Verse is slated to release separately sometime this summer for Village buyers, but it wasn’t included with our review copy.

Resident Evil 7 was an excellent return to the horror underpinnings of the franchise, but cunningly altered with new ideas and a new perspective. Similarly, Village is an intelligent reintroduction of the best action elements of Resident Evil. Though it captures some of the same things that made RE7 such a breath of fresh air (or maybe rancid, stale, mold-filled air, but in a good way), Village evolves to become its own unique creature. It makes you wonder what beautifully twisted fiend Resident Evil might mutate into in the future.

Now Playing: Resident Evil Village Video Review

One-Fourth Of Cyberpunk 2077 Players Have Reached Max Street Cred Level

Roughly 1/4 of Cyberpunk 2077 players have maxed out their street cred level, according to developer CD Projekt Red. While the figure may seem low in itself, it actually shows a notably high level of engagement with the game’s array of content when compared to how many players typically finish games.

CDPR announced the stat through a tweet, giving the exact figure of 23.5%. While you can gain street cred by playing the main story, the bulk of street cred is gained by taking on sidequests like gigs and taking down Wanted enemies.

By comparison, most people who start a game never finish it. Public sharing of stats like Trophies and Achievements have consistently shown very low levels of game completion. As noted in a Reddit thread, some very popular games only reach 20-50% completion rates on Steam, so 1/4 of Cyberpunk players maxing their street cred suggests those who do play the game are plumbing it thoroughly. Keep in mind this stat is being provided directly from CDPR, so it may have weeded out players who only dipped a toe in Cyberpunk and then bounced off–a group that tends to drive down completion stats for many games.

Cyberpunk 2077 had a troubled launch, with complaints of bugs that led the developer to offer refunds and the game ultimately being pulled from the PlayStation Store. CDPR hasn’t given up on the game, saying it hopes that continued support will help it sell for years to come. The studio posted a massive profit in 2020, and a comparatively tiny number of players requested refunds.

Going forward, the studio’s plans for multiplayer are unclear. CDPR has been continuing to issue patches and a dataminer recently uncovered evidence of new quests.

Now Playing: Cyberpunk 2077 Review

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Next Fable Is Using The Forza Engine

The next Fable game is being developed using the Forza engine, according to a job listing for a Software Engineer that was spotted Microsoft’s website (via IGN). Forza series creators and developers Turn 10 Studios posted an ad seeking a new software engineer to work with the ForzaTech engine, with the successful applicant being tasked with using the software to “support an open-world action RPG – Fable.”

The new employee will also be responsible for adding “new features like ray tracing” to the game for some added visual horsepower, which will “have a major impact on three AAA titles in development” across two other Xbox franchises.

The ForzaTech engine has been used in the past to create some of the best-looking games for Xbox, helping to create worlds and vehicles that look both realistic and vibrant. Microsoft wanting to use some of its best technology to revive the Fable franchise makes sense as development on this project continues.

Details on the next Fable game–which was revealed in a cheeky Xbox Series X|S showcase trailer last year–have been slim so far. What is known is that Forza Horizon developer Playground Games is handling development through a second studio that was formed in 2017.

So far the game has attracted some notable talent, which includes narrative director of Arkane Studios’ Dishonored: Death of the Outsider Anna Megill, Will Kennedy from GTA V as chief designer, Hellblade‘s Juan Fernández de Simón as principal game designer, and Adam Olsson from The Division 2 as lead environmental artist.

For more on the game and everything that we do know, you can check out our Fable hub for every detail that has been unearthed so far.

Now Playing: Fable: Xbox Series X Reveal Trailer | Xbox Games Showcase 2020

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Several Ex-Stadia Developers Join Jade Raymond’s New Game Studio

Several game developers who were previously working in Google’s now-shuttered internal Stadia development division have joined Haven Entertainment Studios, founded by former Stadia studio head Jade Raymond. They include the former lead writer for the Assassin’s Creed series, Corey May, who also worked at Ubisoft during Raymond’s tenure.

May will be Haven Entertainment Studio’s world and IP director, which appears to be a similar sort of position that he held at Ubisoft–he’ll likely be responsible for the overarching narrative of the studio’s projects.

In between Ubisoft and Google, Corey May worked in narrative design roles at both Certain Affinity and 2K Games. He also co-wrote Batman: Arkham Origins. Because he was a narrative director at Stadia Games and Entertainment for only about eight months and internal development has been shut down, it doesn’t appear we’ll see the fruits of his labor during this time.

Stadia Games GM Sebastien Puel also joined the company as a co-founder, and staff UX researcher Jonathan Dankoff has joined as “insights director.” Concept artists Erwann Le Rouzic and Francis Denoncourt joined, as well, as did software engineer Pierre-Marc Bérubé.

With Google already laying off many of its Stadia developers as the service moves to only offering third-party games, its head of product John Justice also left the company. However, it doesn’t appear he joined Haven with the other departing employees.

One key Stadia figure who remains at Google is Phil Harrison. Joining the company in January 2018, Harrison also had roles at Microsoft during the early Xbox One era and was at PlayStation from 1992 until 2008.

Now Playing: The Rise And Fall Of Stadia Games And Entertainment

Blizzard Loses Millions Of Monthly Players But Is Making More Money

Activision Blizzard’s latest earnings report was an overall positive story for the mega-publisher, with the company making more revenue and profit than last year. Not all of the numbers were moving in a positive direction, however, as the number of monthly active users for Blizzard dropped substantially compared to the same period last year.

Blizzard had 27 million monthly active users for the January-March period this year. This compares to 32 million in Q1 2020, 32 million in Q1 2019, and 38 million in Q1 2018.

Despite the downturn in players, Blizzard’s operating results were strong. Revenue grew 7% year-over-year, thanks primarily to Warcraft and specifically WoW’s Shadowlands expansion.

“World of Warcraft saw strong reach, engagement, and participation in value added services, along with a particularly high number of new players joining the community for the first time, boosted by initiatives to enhance the onboarding experience,” Activision Blizzard said.

Activision Blizzard defines monthly active users as the number of people who played a particular game in a given month. The number is calculated by adding the total number of monthly active users in each of the months in a period, and dividing it by three.

“For Blizzard, an individual who accesses the same game on two platforms or devices in the relevant period would generally be counted as a single user,” Activision Blizzard said.

This differs for Activision and King. Due to “technical limitations,” a player who plays the same game on two platforms or devices is counted as two users. Activision Blizzard also cautioned that some of its data comes from third-parties.

While Blizzard’s total number of players might be down year-over-year, it’s not altogether very surprising. Q1 2020 marked the beginning of the pandemic, which led to a surge in people playing games, so a comparison to that quarter was always going to be difficult to match. Blizzard is seemingly poised for a lot of growth in the future, as the company is releasing Diablo II: Resurrected and WoW: Classic – The Burning Crusade this year. The mobile game Diablo Immortal is also releasing in 2021 and could make a huge impact.

Diablo IV and Overwatch 2 won’t make it out until 2022 at the soonest, but they should be big growth-drivers when they release.

Outside of the new Blizzard numbers, the Activision Blizzard report revealed massive new numbers for Call of Duty and news that 2021’s game will be developed by Sledgehammer Games and will feature integration with Warzone.

Now Playing: Diablo IV Rogue Breakdown and Open World Features | Blizzcon 2021

Hitman 3’s Next DLC Focuses On The Deadly Sin Of Pride

Right on schedule, IO Interactive has detailed the next DLC for Hitman 3. The second act of the game’s Seven Deadly Sins DLC is focused on “Pride,” and it launches May 10, IO Interactive announced as part of a livestream.

The DLC comes with “sin-themed” weapons, such as the The Proud Swashbuckler sword and the Majestic rifle. There is also a special new Narcissus suit for Agent 47. A new Escalation in Chongqing is also included with the new DLC. Check out the announcement trailer below to get a peek at some of the new content coming in the Pride DLC.

The first act of the 7 Deadly Sins DLC was focused on Greed. After Pride comes Sloth, Lust, Gluttony, Wrath, and Envy, so Hitman 3 fans have a lot more to look forward to.

The paid content for each season individually costs $5. Otherwise, all of the seasonal content comes as part of the Seven Deadly Sins DLC, which costs $30 total.

In addition to its ongoing development on Hitman 3’s DLC, IO Interactive is making a new James Bond game with an original story. Additionally, it was recently reported that IO is making a fantasy game with dragons as an Xbox exclusive.

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CS:GO Now Offers Subscription Service, And Some Fans Aren’t Happy About It

Valve recently released a new stats tool for Counter-Strike: Global Offensive (aka CS:GO). The service costs $1 per month and includes match stats from your Competitive, Premier, and Wingman game modes. But some fans have expressed disappointment with the feature, arguing that basic stat tracking should be free.

The stats feature was introduced in an update this week at the end of Operation Broken Fang. Purchasing Operation Broken Fang would give you a personal career stats page. When the operation ended, Valve introduced this new stats tracking feature for a nominal fee.

According to a CS:GO 360 Stats FAQ, the price (which is technically 99 cents) is the launch price, suggesting it could change in the future. After you subscribe, renewals will occur automatically every month on the date you signed up. Stats are only recorded while you’re a subscriber, so any matches you play without a subscription won’t count toward the tracking. The tracker doesn’t record Casual and Scrimmage game mode stats.

But some fans replied to the announcement tweet arguing that stat-tracking should be free or that third-party stat-trackers already exist.

CS:GO launched in 2012 but has remained among the top-grossing games on Steam as recently as 2020.

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CW’s The Flash Loses Tom Cavanaugh And Carlos Valdes Ahead of Season 8

The Flash is still running full-steam ahead in its seventh season, renewed for Season 8, but two of the show’s original cast members won’t be along for the ride. Tom Cavanaugh and Carlos Valdes will depart during The Flash Season 7, Deadline reports.

Carlos Valdes, who has played the part of tech genius Cisco Ramon–and his super-powered alter ego Vibe–will reportedly end his run with the Season 7 finale.

Tom Cavanaugh has played a variety of characters in the show. He has to be in the running for most characters portrayed in a live-action series, right? He began as Reverse-Flash/Eobard Thawne, disguised as scientist Harrison Wells. Upon Thawne’s initial defeat, Cavanaugh returned as Harry Wells, H.R. Wells, Sherloque Wells, and Nash Wells–not to mention a whole host of silly one-shot Wells variants. Cavanaugh’s departure is a bit muddier. The actor was reportedly set to end his run with the Season 6 finale, but The Flash’s season was cut short like so many others.

The show gave what looked like a send-off to Cavanaugh’s character in Season 7, Episode 3, when a sort of cosmic-ghost version of the original Harrison Wells disappeared into the time stream. Showrunners have said that Cavanaugh will be back yet this season, but his final appearance is still under wraps.

“Tom and Carlos have been an integral part of our show for seven seasons, and will be greatly missed,” said showrunner Eric Wallace in a statement to Deadline. “Both are incredible talents who created beloved characters that fans and audiences around the world have come to love. Which is why we are happily keeping the door open for return appearances.”

Harrison Wells never truly dies, and it sounds like Cisco won’t be gasping out his final words on the show, either. According to Deadline, while actor Grant Gustin is already set to return in Season 8, Candice Patton (Iris West-Allen), Danielle Panabaker (Caitlin Snow/Killer Frost), and presumably Jesse L. Martin (Joe West) are currently re-negotiating their contracts. The Flash Season 7, Episode 8, “The People vs. Killer Frost,” airs tonight on the CW.