Inertial Drift Review

Screaming sideways through the long, arcing bends of Snow Mountain Sprint, my front tires flirted incessantly with the densely packed snow at the side of the road, but such is the precision of the controls that they never so much as kissed. My first few events in arcade racer Inertial Drift were joyfully effortless, as I threw my car sideways around corner after corner. It makes a great first impression, but beyond the initial rush of unadulterated, high-speed thrills, it soon reveals itself to also have enough depth to go the distance.

My first races, you see, were in Edward’s Terra Dart, an easy to handle sporty number with all the depth of a paper bag but, crucially, the perfect vehicle to introduce Inertial Drift’s twin stick controls. Yes, in this racer, you steer with the left stick, but control your car’s drift with the right. This allows you to make separate adjustments on the fly to manipulate the angle of your car as you drift while also shifting it left or right on track, letting you hold the perfect line on basically any curve or glide neatly through any corner. It’s a game changer.

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The Dart is the purest, simplest expression of this. You can basically just jam down the accelerator, and attack each corner with twin-sticked abandon. And if you need to hit a really aggressive angle? A tap on the brake will swing the back end out further.

Edward’s Dart, however, is just the beginning. Each vehicle in Inertial Drift’s roster feels distinct and requires a specific approach to master. Ibba’s HPE Dragon, for instance, demands that you brake ahead of tight turns before starting to drift in order to hit the right line and maintain momentum. You can then take advantage of its high acceleration to power out of the corner. Riku’s Venom Industries Ventus will only enter a lazy, lightly angled slide with the drift stick engaged; instead it’s the brake that’s the primary way to get sharper angles through corners. Corey’s HPE Katana, on the other hand, is all about feathering the accelerator as you slide, finessing the drift stick to find the right angle. Break during a slide with that car and it straightens up.

There are just so many extremes to appreciate across the 16 car line-up. Seth’s Coda Supreno is extremely slow building up speed, which means every mistake is costly, but it’s the fastest car in the game when it gets going. It’s thrilling learning how to ease off the accelerator and find precisely the right drifting line to maintain momentum through turns. Gunner’s Roton 7D, meanwhile, has a stack of raw power and drifts on the brake, so feels super twitchy, swinging out wide at the lightest touch. It’s difficult to get a feel for, particularly on sharp corners that can leave you spinning out entirely if not deftly handled. And then there’s Samira’s HPE Jester, which doesn’t want to grip ever. It’s all drifting, all the time.

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As you’ve no doubt noted, each car is tied to a specific character, and you’ll get to know this cast as you progress through the Story mode. Playing through Inertial Drift’s story four times – once for each of the selectable characters – gave me a really good taste of what its racing mechanics have to offer, and cleverly uses its dialogue and challenges to teach lessons about how each car handles. Ibba, for instance, won’t be able to post a good enough lap time on City Skylink unless he – and by extension, you – takes Viv’s advice to heart about why sometimes you need to brake to go faster. The challenges here are geared towards making you a better driver, and as I worked my way through the events in each destination I certainly became that.

While the story itself is of no real consequence, its execution is refreshing. There is no testosterone here – no high stakes feuds between hotshot drivers with impossibly large egos. Instead, we largely have a cast of earnest racing enthusiasts – people of all stripes who want to share their love of racing, help each other out, and improve. It’s endearing, really, whether you’re playing as Edward, who only wants to have fun but discovers that with practice he has the chops to be competitive, or Viv, who is the racer to beat, but also humble enough to know she has more to learn.

It provides a backdrop to some absolutely gripping racing – all, essentially, against the clock, as even when you’re directly racing another character, your car safely phases through theirs instead of bumping. And all, I should also add, from a chase cam view – something that I typically never use in arcade racers, much preferring to be low to the ground and in first person. Thankfully, the cars actually look great on track in Inertial Drift and the sense of speed is still very real, even from that vantage point.[poilib element=”quoteBox” parameters=”excerpt=My%20favourite%20course%20is%20Mount%20Kirino%2C%20a%20five-or-so-minute%20point%20to%20point%20race%20with%20winding%20mountain%20roads%2C%20large%2C%20sweeping%20switchbacks%2C%20rapid%20S%20bends%20and%20oh%20so%20much%20speed.”]

The Story mode only encompasses five destinations, but each is gratifyingly distinct. City Skylink, for instance, feels completely different from Sunset Sea Circuit. The former is a city course with wide freeways, long, curving tunnels and technical street sections, whereas the latter takes you from the beach up into the mountains as you hurtle along narrow, sweeping roads, zig zag through a downhill slalom, and screech around a series of switchbacks.

My favourite course, however, is Mount Kirino, a five-or-so-minute point to point race with winding mountain roads, an epic corkscrew that lets you hold a drift seemingly forever, large, sweeping switchbacks, rapid S bends and oh so much speed. And along the way you’ll go from the ski fields, where chairlifts are silhouetted against the night sky, through an ancient forest lit by lanterns and studded by impossibly large trees, down mountain slopes with purple-hued stars and a sliver of moon dominating the screen, and then at last a cityscape appears like a mirage in the distance while you careen along a series of ridges. I’m not in love with Inertial Drift’s cel-shaded, vaporwave aesthetic in general, but it certainly has its moments.

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The courses in the Story mode are only a slice of what is available elsewhere. There are 20 course configurations in all, spanning point to point races and circuits, and including both forward and reverse options. If you want to practice these other options you’ll need to hop into the Arcade mode, where you can also test your mettle against the fastest times posted by players around the world. This is fine, but I really enjoyed the context and challenges provided by Story mode, so it’s a shame finishing a character’s story doesn’t open up a Story mode+ which lets you do all the courses in reverse, or perhaps offers up a different selection entirely. (There is, however, an option to choose “Xtra Crispy” when starting a new story save, which offers up harder targets and faster opponents, but the same courses.)

That said, Arcade mode is definitely useful in order to familiarise yourself with specific courses before heading into the Grand Prix mode. Each car/racer has a custom grand prix to complete, and it pays to be familiar with each event, as you only have three second chances to clear the full set. The Challenges are also quite cool – there’s one of these for all the extra cars that can be unlocked, which then lets you take them into other modes. And for fans of same screen action, in addition to online multiplayer, Inertial Drift also features two player splitscreen.

The Boys Season 2: What Is Lamplighter’s Secret?

Lamplighter has proved to be one of the most complex characters introduced yet in The Boys, and so far we’ve only really seen him in a single episode. The former member of The Seven played a prominent role this week in Season 2, Episode 6, “The Bloody Doors Off,” and through his interactions with Frenchie, Kimiko, and Mother’s Milk, we learned a lot about The Boys’ history and the characters’ current situation.

When Lamplighter was mentioned previously, it was usually to curse him for murdering Grace Mallory’s grandchildren–the inciting tragedy that caused The Boys to break up before the series’ events kicked off. But it turns out things are slightly more complicated than they may have seemed. According to Lamplighter, he’d been intending to kill Mallory herself–not innocent children sleeping in bed. Does that make him less evil? Maybe a little, but more importantly, it adds some dimension to the character, and Lamplighter’s remorse makes for yet another villain on this show who is–well, if not totally loveable, at least sympathetic.

What set Lamplighter off, though, and made him set out to kill Mallory in the first place? Through a series of flashbacks, we learned that The Boys tried to blackmail the supe. But thanks to tricky camera angles, we didn’t get to see exactly what they blackmailed him with. But thankfully, we had a chance to chat with Shawn Ashmore, the actor who plays him, and we tried to get some answers.

It all relates to his signature “Titty Committee” lighter, which provided a small hint to his identity back when Lamplighter was introduced in Episode 5. The slogan on that lighter could have seemingly been anything, but Ashmore told us the phrase “Titty Committee” was actually a subtle hint about his character.

“Without getting into detail, because it’s pretty dark, it ties into his sexuality, I suppose, and his aggressiveness,” Ashmore said.

“Mallory shows him images of something in the warehouse in a flashback sequence, and it’s alluded that he’s, you know, had sex with a bunch of underage girls or whatever,” the actor continued. “I know what those images were of, because it was the first question I asked. I was like, ‘Why would Lamplighter turn?’ Like how bad are the pictures that Mallory shows him in that warehouse? Why would he do that? He could burn everybody in this room–if those were to come out, how bad are they? And they’re worse than I could ever imagine.”

Ashmore wouldn’t say exactly what the pictures were–but all these small details combine to paint a vivid picture of yet another supe whose real essence is much darker than his public persona.

“I’m not going to say what it is, because I think it’s just better not to know, but it alludes to his sexuality and his preferences,” the actor said. “He’s just kind of a very intense sexual being and to walk around with a ‘Titty Committee’ lighter is a small part of a bigger story with Lamplighter.”

If you’ve read the comics on which The Boys is based, you’re probably surprised about the way that story is taking shape. This adaptation is frequently different from the source material, but Lamplighter is practically unrecognizable in the show compared with his comics counterpart, who was rendered a mindless husk after being killed by The Boys and then reanimated by Vought. Comics Lamplighter huddles in a cell at The Seven’s headquarters, smeared in his own excrement, and contributes nothing to the series’ story except in flashbacks.

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Ashmore said that before taking the part, he was aware of the character’s minuscule role in the comics, but also that it would be different in the show.

“I knew that we weren’t going that way,” he said. “But I at least had a reference of what happened to him in the books, and the differences between what the show was trying to achieve versus what the books did.”

Of course, fans of the superhero genre might recognize Ashmore from his previous comics-inspired role as Iceman in the X-Men movies. He said it was “exciting” to return to the world of supes. “I wanted to do something completely different. I wanted to be a character on a show that goes against conventions of what people might expect of me as an actor and of some of the work that I’ve done,” he said. “I’m pretty sure that [The Boys showrunner Eric Kripke] and the team intentionally cast the guy that played Iceman to be the fire guy. I think it just is like a middle finger to the established superhero genre.”

It’s a genre that’s historically been plagued by stereotypical, one-note bad guys, but The Boys continues to subvert expectations. Almost all of the show’s villains have sides that viewers can identify with or find sympathetic–except maybe Stormfront, who was revealed this week to be a literal Nazi. Ashmore said he was excited to follow on the path that Homelander carved throughout Season 1.

“In the first season, the most moving, effective scene to me was when Homelander is walking through his house on the reality tour and he sees the blanket and he freaks out,” the actor said. The scene is followed by flashbacks to Homelander’s upbringing in a sterile lab, which also feature a blanket. “From that moment forward, you can hate what he does and the choices that he continues to make, but you understand why he’s making those decisions. And I think the same is true for Lamplighter.”

He said the real villain of The Boys is the company behind the supes. “To me, the supes aren’t the villains. Like, Vought is the villain. The system is the villain,” he said. “People that are born as normal human beings are injected with the serum, given abilities that no human being could really handle, having the powers that they have–and then, above that, lifted to a status of fame and notoriety and success that nobody could really handle.”

That’s part of why Lamplighter does what he does in “The Bloody Doors Off,” allying with The Boys, covering for them when Stormfront appears, and giving himself up to Mallory at the end.

“I think he’s looking for a way out. I think he has real regret,” Ashmore said. After all, Lamplighter was first shown in a brief scene in Episode 5 in which he tried to push back against Stormfront over killing patients. Understandably, he’s terrified of her. “He’s not happy with what he’s doing, but Stormfront would kill him,” Ashmore continued. “I think when he comes face to face with Frenchie, and tells him what really happened and why it happened, and they sort of accept him a little bit, he realizes that this is his only way out of this evil cycle that he’s in.”

“Lamplighter was just one of these guys that his whole identity was being a supe and having this ability and being a part of The Seven, and he kind of went along with whatever [Vought] asked him to do,” Ashmore explained. “When we find Lamplighter in Season 2, he’s now dealing with the ramifications of what he did…His conscience has kicked in and he’s dealing with the things that he has done. So I never looked at him as a villain–I looked at him as a human being who did really bad things, and is now paying for that.”

Naturally, there’s more to this story that we’ve yet to see. The Boys Season 2 has two more episodes to come, streaming Fridays on Amazon Prime Video.

The Boys Season 2 Episode 6: 26 References And Easter Eggs You Might Have Missed

The Boys Season 2 Episode 6: 26 References And Easter Eggs You Might Have Missed – GameSpot

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Disclosure: ViacomCBS is GameSpot’s parent company


Madden 21 Player Ratings Updated For Week 2

The 2020 NFL season has wrapped up its second week, and with that, EA has adjusted player ratings in Madden NFL 21 based on how the athletes performed on the field.

Some of the players who saw their player ratings rise included Buffalo Bills QB Josh Allen, who rose from a 77 OVR to a 78 OVR after throwing for 417 yards and four touchdown passes in his team’s win over the Miami Dolphins.

Seattle Seahawks wide receiver D.K. Metcalf also had a successful week on the field, thanks to his epic 54-yard touchdown reception against the reigning defensive player of the year, Stephon Gilmore. Thanks to his strong performance, Metcalf rose to an 80 OVR rating.

Another week two ratings riser included Dolphins tight end Mike Gesicki, who jumped two points to an 81 OVR rating after eight catches for 130 yards and a touchdown against the Buffalo Bills.

As for players who saw their ratings fall, New Orleans Saints QB Drew Brees dropped three points to fall to a (still very impressive) 90 OVR rating after struggling in his game against the Raiders. Philadelphia Eagles QB Carson Wentz dropped one point to fall to 82 after failing to throw a touchdown in a loss to the Rams.

You can check out the full EA Sports blog post to see a full rundown of week 2 ratings.

Madden NFL 21 has proven to be a big sales success so far, becoming the No. 1 overall best-selling game in the US for August 2020. In fact, this was the 21st year in a row that a Madden NFL game has been the best-seller in its release month.

Madden NFL 21 is coming to the PlayStation 5 and the Xbox Series X/S, and people can get a free upgrade to the next-gen edition via EA’s Dual Entitlement program.

This year’s Madden had some issues at launch, and the newest title update addresses some of these, including the kick meter problems.

Now Playing: EA Sports Montage | EA Play 2020

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Rocket League Passes 1 Million Concurrent Players After Free-To-Play Switch

It appears Rocket League‘s conversion to free-to-play has been a success. Following the change in business models on September 23, the soccer-with-cars game reached 1 million concurrent players for the first time in its history.

Corey Davis, the co-studio head at developer Psyonix revealed the news, posting a screenshot of the game’s gigantic player population. This number seemingly counts players across all platforms–PS4, Xbox One, Switch, and PC.

According to Dot Esports, Rocket League’s previous peak concurrent player record was 120,000 back in March. The jump to 1 million showcases just how significant the impact of going free-to-play has been for the title.

On Steam alone, Rocket League reached more than 129,000 players on September 24, according to Steam’s publicly available data. Sony, Microsoft, and Nintendo do not typically share that kind of information.

Alongside the free-to-play switch, Rocket League has kicked off its Season 1. This introduces three new ranks to Competitive, removes the Solo Standard mode, adds a level 10 requirement for Competitive play, and more.

For more on Rocket League Season 1, check out the full patch notes.

Now Playing: Rocket League Llama-Rama Event Trailer

Halo Infinite Dev Responds To Release Date Rumors

Halo’s community director has spoken up to shut down rumors about Halo Infinite‘s release date. Retail listings recently suggested that the game was scheduled for release in Holiday 2021, which is later than some might have wanted, but Brian Jarrard told the Halo community in a tweet that such listings are not necessarily accurate.

“PSA: We haven’t locked on [a] release date for Halo Infinite yet,” he said. “Anything you see on a retail site is just placeholder / speculation.”

Halo Infinite was originally lined up as a launch title for the Xbox Series X/S in November, but Microsoft pushed the game out to 2021 due in part to COVID-19 and the impact of working from home. The company has provided no indication yet as to when in 2021 the game may be released.

After the delay, Xbox boss Phil Spencer acknowledged that Microsoft considered releasing a portion of the game before the full thing to get Halo Infinite into fans’ hands sooner. However, Microsoft did not move forward with that path.

Halo Infinite’s multiplayer element will be free, which is a big and exciting step for the series. Microsoft has not yet shown any gameplay for multiplayer, however, with the only footage we’ve seen so far focused on the campaign mode. This gameplay footage was not exactly stunning, and Microsoft has promised that the graphics will get better.

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Destiny 2 Is Changing Its Face Customization Options For Greater Diversity

Destiny 2 is set to expand in a big way soon with the launch of the Beyond Light expansion in November. Bungie has now shared some additional details on what to expect in terms of changes, and this includes an update on how your Guardian’s face can look.

With Beyond Light, Bungie has rebuilt the character face system for Destiny 2 to provide more options for diversity and more. Bungie said in a blog post that it’s long-term goal is to allow all players to create a character that they want, whatever that looks like. The studio is working on more face shapes to come in the future, and the process was reviewed by Bungie’s own Diversity Committee and Employee Resource Groups. Bungie’s full statement follows.

“We know that how your Guardians look is important to you, and we’ve long wanted to add more player customization to Destiny. Our original system for player faces had some combinatoric content authoring problems–for example, every decal had to be authored completely custom for each player face permutation,” Bungie said. “This prevented us from extending this area of the game with more content and features. We’ve upgraded to a significantly more capable system (with e.g. runtime decal projection), which we hope to leverage for more player customization options in the future.”

Bungie added: “As part of this process we reviewed the existing player models with our Diversity Committee and Employee Resource Groups in the studio to make small tweaks to existing player heads. We’re also building a list of Guardian face shapes we should bring to the game in the future in order to increase Guardian diversity in Destiny, with the long-term goal of enabling everyone to imagine themselves as their Guardian.”

Destiny 2’s Beyond Light expansion arrives on November 10, and, for various reasons, Bungie is requiring everyone to re-download the game. In the end, this should result in a file size reduction of as much as 40 percent–you can read more about the changes here.

Destiny 2 adopted a free-to-play model some time ago, but the expansions are paid. However, Xbox One players are getting Beyond Light for free with Xbox Game Pass. Additionally, the previous expansions, Forsaken and Shadowkeep, recently became free with Xbox Game Pass.

Now Playing: Destiny 2: Beyond Light – Official Expansion Gameplay Trailer

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Serious Sam 4 Review – The Fourth Encounter

In Serious Sam 4, the long-running FPS series may have finally found a workable identity. Through each entry, developer Croteam has held onto the core gameplay loop that defined Sam’s initial jaunt across Egypt. You will always back-pedal, you will always circle-strafe, and you will always fight dozens of Sam’s memorable cadre of alien enemies at once. But, at times, that loop has been obscured by some of the strange decisions Croteam has made with the series. It was never broken, but each game finds the developer trying to fix it.

Enter Serious Sam 4, yet another reinvention that seems to draw from every period of the series’ long life. As in Serious Sam 3, the graphics are realistic (though a little stiff). As in Serious Sam 2, there’s vehicular combat and humor to spare (and a surprising portion of the jokes land). And, as in First and Second Encounter, the gameplay is razor-sharp and front-and-center. It’s been nine years since the last mainline entry, and in that time we’ve witnessed the revival of circle-strafing shooters thanks to games both big (Doom) and small (Dusk). But, in this newly crowded landscape, Serious Sam 4 has a secret weapon. Croteam is simply willing to throw a ridiculous number of enemies at you at all times and it has the tech to pull it off.

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In this outing, which functions as a prequel to The First Encounter, Sam and a small group of resistance fighters are attempting to push back the villainous Mental’s assault on Earth. The alien horde has already won, but the resistance hopes to score a strategic advantage by tracking down the Holy Grail, which is actually an alien artifact hidden somewhere among the art and architecture of an impressively unspoiled Italy.

As Sam embarks on this quest, he faces down a familiar horde of enemies with a familiar arsenal of weapons. If you’ve played Serious Sam before, you’ll recognize most of them. There’s the Sirian Werebull, a fleshy creature with horns that charges headlong at you, unless you can take it out with a few well-timed blasts from your double shotgun. The Beheaded Kamikaze, which boasts a pair of bombs in place of hands and a scream you can hear from a mile away, is also back, and will force you to pick it off before it gets close enough to explode. It can also be led into a larger crowd of enemies before you shoot, setting off a powder keg of blood and gibs. One of my personal favorites, the Reptiloid, often posts up on a tower, then hurls acid green homing missiles that will follow you until they find their target, or until you shoot them out of the air.

It’s an impressive roster composed of some of the most memorable and well-designed enemies in gaming. The Serious Sam model–drop a ton of enemies in an arena and dare you to come out on top–only works because each enemy is easy to recognize and, as a result, internalize and remember how to handle. Say you hear the Beheaded Kamikaze’s signature scream and switch to your assault rifle to handle the dozen the game throws at you before they get close enough to explode. Once they’re dispatched, you hear the ground rumble beneath the feet of the Sirian Werebull and pull out the rocket launcher to finish the herd off with a string of one-hit kills. But then a pair of Reptiloids appears on far off towers, so you switch to the sniper rifle to pick them, and their homing projectiles, off from a distance. All of this happens in the space of a few seconds and the game rarely does you the favor of sending each group separately. But the enemies are defined by distinctive designs, behaviors, and often audio cues, so you’re rarely caught by surprise.

As Sam manages these crowds, the chiseled hero draws on the same impressive arsenal he’s wielded since the beginning (and a few new tools, as well). The rocket launcher returns, now with an upgrade that allows you to lock on to multiple enemies. The minigun is essential for crowd control, ripping through dozens of aliens in a matter of seconds. And, my favorite, the portable cannon, is back, too, allowing Sam to launch massive cannonballs into enemies, destroying even the meanest minotaurs in a few hits. Each gun has its use, and I enjoyed the process of figuring out which gun worked best against which enemy. You can also expand your roster of tools by completing side quests–a new addition in Serious Sam 4. Sometimes these diversions grant you a weapon mod, like that rocket launcher upgrade. Other times, it might grant you a gadget, which can run the gamut from health kits to portable black holes or a bomb that slows down time for everyone but Sam. These gadgets can help turn the tide in battle, but you find them so rarely that you need to be choosy with how you use them. As a result, they don’t feel like a major addition; more like an interesting touch.

My biggest gripe with the game is that it rarely gives you space and time to marvel at a weapon’s power. As soon as you get the cannon, you’ll be launched into a fight that demands you use it against every enemy just to keep up. In this way, the game often robs you of any real feeling of power. Sure, you’re obliterating Reptiloids in one hit, which is cool. But the game overcompensates by throwing a dozen Reptiloids at you at once. Instead of providing an opportunity to appreciate the cannon’s one-shot one-kill power, Serious Sam 4 skips straight to making you feel like you’re barely scraping by, cannon notwithstanding. You’re constantly on your back foot, which can make the (otherwise excellent) combat begin to feel a little repetitive. I love the tension of Serious Sam 4’s fights, racing around hordes of enemies, attempting to pick the right weapon to buy myself a moment’s peace. But the game rarely gives that tension a release valve, and as a result, it can be exhausting to play.

The Bull Monster in Serious Sam 4
The Bull Monster in Serious Sam 4

In tough fights, it helps that, at least some of the time, Sam has a team he can rely on. In this entry, you’re joined by a squad of soldiers who can help take enemies down in battle. Given how frenzied late-game battles are, I was always grateful to have any help I could get. Each member of the squad fits pretty neatly into well-known archetypes: the priest who’s handy with a shotgun; the paranoid conspiracy theorist; the female soldier who can kick just as much ass as the boys; the new recruit who can’t quite hold his own in battle yet. These are reliable stock characters, and I mostly enjoyed watching the group banter. A running joke has each of the squadmates attempting to proffer the best one-liner after dispatching baddies. These moments made me laugh out loud on a few occasions and, more surprisingly, the story actually manages to land a heartfelt beat or two along the way.

Serious Sam 4’s reliance on tropes isn’t always harmless, though. There are two men from marginalized backgrounds on Sam’s squad, and both fall pretty neatly into racial stereotypes. Rodriguez, a Mexican-American soldier, peppers his speech with words like “cajones,” “culo” and “pendejo.” This trope, which sees Latinx characters dropping Spanish words into otherwise English sentences, is common in games, employed by writers to highlight a character’s Latin-ness. But, as Latinx critics have pointed out, it’s an ignorant portrayal of the way bilingual Latinx people actually speak. Similarly, a Black character in this game falls into a well-known trope that feels dated and has for years. I would have loved to have seen Croteam put even just a little bit of thought into the ways they handled the writing around these character’s racial identities.

The story is also occasionally hampered by the game’s technical issues. While Serious Sam 4 on PC ran at or around 60 fps during frantic action, frequently hitched during cutscenes. Pop-in was also a consistent problem in and out of cutscenes, with background textures often arriving midway through a shot or a few seconds after a level began. Both of these problems plagued my initial playthrough and persisted even after Croteam put out a massive day one patch on Wednesday. I also experienced a corrupted save, which caused the game to crash to desktop when I attempted to load it.

Serious Sam 4 captured on PC

This all contributes to the feeling that this game is still a little rough around the edges. While Serious Sam 4 plays (and mostly looks) great in combat, its characters look pretty stiff. This fits Sam just fine; if you played The First Encounter back in the day, you’ll remember the moments when the camera shifted to a third-person view as Sam ran, ramrod straight, to the next level. It fits Sam’s specific variety of generic action hero cool. But for other characters? Not so much. One scene that shows a crowd of resistance soldiers cheering after the usually reticent Sam gives a rousing speech is particularly uncanny, with each character’s eyes bugging in their pale faces as they applaud woodenly. I’ve rarely been more aware that I was watching 3D models go through the motions they were rigged to perform.

Luckily, the combat is as fast and fluid as the cutscenes are slow and creaky. Thanks to Croteam’s impressive tech, Serious Sam 4 can now throw an even more ridiculous number of enemies at you at one time than ever before. Some late-game fights put Sam in the midst of the biggest fights I’ve ever experienced in a game; they’re the closest approximations I’ve seen in a first-person shooter to the actual size and scale of what a violent battle for the planet might actually look like. The only problem is the frequency with which Serious Sam 4 leans on this trick. I enjoy the combat a lot, but outside of watching the story unfold through cutscenes, it really is all that you’re doing. It’s a tense and exacting game that will often have you leaning side to side as you strafe, utterly engrossed in Sam’s bloody struggle for survival. But it’s precisely because that core is so tense that I wish Serious Sam 4 had something else to offer in between battles. With the fights forcing you into all-out war so often, most sessions I felt like I was ready to call it a day after a single mission.

Overall, Serious Sam 4 is a successful synthesis of the series’ disparate identities, with humor to spare and jaw-dropping large-scale battles. But technical issues, tired tropes and a lack of gameplay variety make it just a solid foundation rather than a new pinnacle for Croteam.

Here’s When Halo 4 On PC Beta Tests Begin

Halo 4 is coming to PC soon, marking the sixth and final game in The Master Chief Collection that will complete the package. In developer 343’s latest weekly blog post, the studio announced that Halo 4’s first public beta tests will be held “before the end of October.”

That is the current plan, but 343 admitted that beta dates are “always subject to change.” If history is any indication, the beta tests will start with a small group before expanding to a larger audience as 343 ramps things up. You must be a Halo Insider member to have a shot at participating in the betas–sign up for the free Halo Insider program here.

When Halo 4 does arrive, it will complete The Master Chief Collection on PC. The games in the package have been released in chronological order, including Halo: Reach, Halo: Combat Evolved, Halo 2, Halo 3, and Halo 3: ODST.

Halo 3: ODST just recently came to PC on September 22. It kicked off Season 3 on PC and Xbox One, and it brought with it a series of other changes such as improved hit-registration for Halo 3, new weapons, more customization options, and more. Check out the full MCC Season 3 patch notes to learn more.

In addition to The Master Chief Collection, 343 has a separate team working on Halo Infinite. The game is coming in 2021, following a delay, and 343 recently addressed rumors about the game’s new release date.

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Xbox Series X & S Expansion Cards, A Nier Replicant Remake, And A Yakuza Movie | Save State

In today’s news, the expansion cards for the Xbox Series X and Xbox Series S have been detailed. The 1TB cards, which will have the same performance as the consoles’ internal SSD, will set you back over $200.

Square Enix has revealed that a remake of Nier Replicant will be launching next year. Nier Replicant ver. 1.22474487139 will be released on April 23, 2021, and is a remake of the 2010 game, but with updated animation to bring it more in line with 2017’s Nier Automata.

Sega is reportedly making a sequel to Sonic The Hedgehog, as well as interested in greenlighting a Yakuza movie. Save State is your fix of the biggest gaming news stories, airing on youtube.com/GameSpot from Monday to Thursday each week