Outriders Review

Outriders is a game that isn’t defined by big new ideas, but rather a variety of familiar elements mixed together in experimental ways. It’s a role-playing game with loot-shooter elements; it’s a serious, dark sci-fi outing that often comes with a pretty big dose of humor; it’s a third-person cover shooter that demands you rush out and smash enemies with your ludicrously lethal magic powers. Whether this mixture works for you will determine how much you’ll enjoy exploring the war-torn planet of Enoch and the last desperate vestige of humanity clinging to life there.

Outriders blends well-known video game elements into something new and challenging, and while it takes itself seriously, it isn’t self-serious. The game is about the human race destroying its home, violently colonizing new spaces, and tearing itself apart, but its heavy themes are often lightened up by a general blockbuster goofiness and characters defined by their gallows humor. You find a place within it as an accidental superbeing with space magic powers on the newly colonized planet Enoch, and you’re mostly just annoyed that irritating people are wasting your time with their gopher chores. It’s a fun, self-aware fit.

Though Outriders looks like a live game of the loot-shooter persuasion, it’s actually much more Mass Effect 3 than Destiny 2–like Mass Effect, RPG progression, an expansive story, and cover-shooting are more the engine of the game than chasing the next new gun. Although it does have a hearty dose of gear progression, Outriders is a cover-shooter RPG, leaning heavily into an epic story told with tons of dialogue, cutscenes, character interactions, and collectible lore.

Developer People Can Fly has clearly drawn a lot from its past work on the Gears of War series in creating Outriders. Rifle-sporting enemies take fortified positions to unload on you at a distance, backed up by shotgunners who try to close the gap, armored troops carrying chainguns who plod toward you through the open, and cleaver-wielding sprinters who charge straight at your face to drive you out of cover.

The gameplay core of Outriders is shooting, and you’ll have a mess of guns at your disposal. Though you can only have two main weapons and a sidearm equipped at any given time, you’ll have lots of options thanks to the loot-shooter half of the Outriders formula. That means you can pair a sniper rifle with a shotgun or assault rifles and SMGs, and since you’re constantly searching for weapons with better stats, you’ll cycle through a lot of different loadouts in a short amount of time.

What makes these weapons especially fun is the myriad different properties and status effects they can have, like dispensing poison, blowing enemies up, freezing people solid, and more. Recalling Gears of War again, Outriders’ shooting is reliably solid, fun, and feels good–but finding synergies between your weapons’ weird properties is a lot of what makes the shooting part of the game rewarding. The deeper into Outriders you get, the more fun the shooting becomes as you start to rack up the Legendary guns that do awesome, ridiculous things. The core shooting is spiced up with wrinkles like hitting enemies with lightning strikes, healing you for landing headshots, and dropping comets on people.

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Things get weirder in its merging of space superpowers with the cover shooter core. You can choose from one of four ability classes early in the game: Devastator, Trickster, Pyromancer, or Technomancer. These each have the general roles of tank, rogue, damage-focused mage, and debuff-focused mage–the Devastator uses gravity attacks for close-range kills, the Trickster teleports around to get the drop on enemies, the Pyromancer is a mid-range fire-flinger, and the Technomancer can summon turrets and rockets that also poison or slow targets.

Each class has a different way of replenishing health through combat, generally by focusing on their specific strengths. The Devastator, for instance, heals you for every close-range kill, encouraging you to get in close to enemies to hit them with powers like a short-range earthquake. Combat becomes a constant calculus between when to cut the distance and take down an enemy and when to take cover, bide your time, and protect yourself.

That combination can be a bit confusing and, as a result, combat is a place where Outriders can both sprint and stumble. You’re playing a shooter where you use cover to keep yourself alive, but you’re often encouraged to leave cover to keep yourself alive. That push and pull of avoiding incoming damage and taking the fight to the enemy requires you to constantly manage the battlefield, as well as your ability cooldown timers. If you jump out of cover and go wild with all your powers on an approaching enemy, you’ll leave yourself exposed for all their friends and quickly find yourself cut down by incoming fire.

That means having an earthquake ready to stun incoming fighters is essential to saving your life, since it allows you to grab kills while keeping your head down. Similarly, abilities like the Trickster’s teleport, which instantly puts you behind enemies in cover, are just as useful for dramatically repositioning yourself across the battlefield as they are for eliminating foes. But you can rarely just go all-out with your guns and abilities–you really have to think about where you are, where your enemies are, and how you can best eliminate them without exposing yourself.

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It can feel unintuitive at first, but when you do find the balance between using your powers, healing yourself, and staying out of fire, Outriders creates some pitched, frantic battles that use cover just enough to give you a second to breathe, without pinning your shoulder to a single chest-high wall and leaving you there for minutes on end. As you hit tougher battles in the late game, the combination of overwhelming enemies and incredible powers and guns mixes together to create some explosive, nail-biting battles. These fights also highlight how well Outriders’ modding system works, even if it is a bit awkwardly implemented. Earning new mods requires you to scrap armor and weapons that already include them, and you can only change one of two mod slots on any given item, so figuring out how it all works can be a bit confusing. When you spec out your gear to make your powers and guns stronger, adding defensive buffs, higher damage, and better healing, though, you really start to feel unstoppable, and the game ratchets up the challenge to match.

But there are also times when you find yourself surrounded or cut off, trapped between enemies, unable to kill anything fast enough to heal or escape the onslaught to save yourself. Sometimes a situation just seems unwinnable, forcing you to die and try again. Luckily, Outriders generally only sets you back a bit for these losses, so you can re-enter a fight quickly and try a new approach. Facing tougher Altered enemies, who have powers similar to yours, can result in battles of attrition where you have to cheese the situation by scurrying out of the arena so enemies don’t all chase you down at once. And sometimes, even careful management of powers, cover, and your spacing on the battlefield aren’t enough to save you, and it’s these moments when Outriders can get frustrating because it doesn’t feel like you’re losing for lack of skill.

There are ways to deal with that issue, however. Outriders is largely pretty open and has liberal fast-travel, so you can bail on a mission to go do a side-quest without much difficulty, allowing you to grab rewards that can boost your gear and character. As mentioned, once you get comfortable with the modding system, you can make changes to your loadout that make specific powers more viable, allowing you to really lean into powerful builds that give you an advantage and reward planning and strategy. The difficulty of enemies is also determined by the overall World Tier level, which rises as you earn experience points alongside your character. World Tier also determines loot drops, so there’s an incentive to keep it on the highest level you can, but if you’re in a particularly annoying fight, you can always back it down a touch to keep yourself from stalling. The World Tier is a smart solution to the difficulty problem, and since it can be adjusted any time, it gives you a lot of freedom to avoid frustration at key moments.

The combinations of over-the-top guns, ridiculous superpowers, and huge groups of enemies creates some awesome combat moments. Outriders might not reinvent any of the ideas at play in its battles, but it mixes them all together in some really inventive ways. Not every single battle in the game works exactly as intended, but it’s not a problem with the mix–it’s when the arena layout of a fight puts your back against the wall, or when you’re not specced out to deal with an unexpected threat.

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You can also play Outriders cooperatively, which elevates how frantic and wild combat can become. Having multiple superpowered players working together to stun enemies, teleport behind positions, spread out status effects, and dish out massive damage makes for a bombastic, sensory-overloading combat experience, especially in tougher endgame battles. It’s not a stretch to say that Outriders is best experienced with friends and other players–solo is fun but can get tough, while co-op fighting just continually highlights the game’s best features and encourages you to think creatively about combining powers, guns, battlefield control, and teamwork. After putting about 40 hours into Outriders, I regret not recruiting more pals to work through the main campaign at my side, especially because the game makes it very easy to drop into and play or replay every mission.

Unfortunately, playing together has been difficult since Outriders’ launch. Cross-play between PC and consoles, an element People Can Fly touted throughout the game’s development, is currently disabled (consoles players on separate platforms can currently team up, though). Some players have complained of server connection issues, and while I didn’t encounter any while I played on PC, I did have repeated crashes when connecting with friends and trying to play together. On console the server issues are more prevalent, with lengthy wait times when loading into the game and unexpected disconnects when playing.

These technical issues will likely get cleaned up over time, but right now, Outriders can be tough to play, and it’s frustrating that the game’s always-online nature means even those taking it on in single-player are stuck dealing with some of the problems. People Can Fly has said it’s working to improve the experience, but so far the most frustrating thing about the game has been those times when I was trying to load into an endgame Expedition mission and instead crashed to desktop two or three times before finally getting to play.

When it comes to narrative ambitions, I enjoyed Outriders’ lengthy story, although it winds up being darker and more disjointed than what is implied in the first half or so. People Can Fly has obviously put a lot of time and thought into the game’s lore, and there’s a lot of interesting writing to be found in journal entries and side-quests. What I liked most, however, is the unexpected mixture of desperation and humor. Enoch, the planet where Outriders takes place, was meant to be an idyllic new world for the remnants of humanity to colonize. Instead, it’s a war-torn hellscape where the last vestiges of the human race are literally ripping each other apart. The misery and torment of the situation is exacerbated by the Altered, like your character, who have gained godlike powers.

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Coupled with the dark, serious, and gritty sci-fi take are the moments of levity that make Outriders feel human. One mission found a group of cultists sacrificing soldiers to the Anomaly, the weird Enochian storm that destroys electronics, rips apart buildings, disintegrates people, and sometimes bestows superpowers. Rather than plead with the Anomaly worshipers for his life, the soldier attempted to reason with them, explaining that there was nothing supernatural in the strange storms. “It’s just electromagnetic … scientific … sh-t!” the guy yelled before they kicked him over a cliff, and I couldn’t help but laugh. If I were trying to disabuse some fanatical cultists of their misplaced and lethal worship of a colorful electrical phenomenon, I’d likely say something similar.

Unfortunately, the longer it goes on, the less Outriders leans into that mixture of intense topics and blockbuster levity. Things get dark as time goes on, but the road trip-style story abandons examining how to handle being a human-turned-god and instead looks into atrocities related to scientific ethics and colonialism. In the end, it feels like Outriders shifts subjects a few times, leaving a lot of threads hanging and without bringing many to a satisfying conclusion.

But the moments where Outriders is taking daring swings at mixing disparate elements are when it’s at its best. The game is surprisingly deft at combining things that shouldn’t work together: Its story is often funny but similarly severe; its combat requires you to take cover and to charge; its abilities make you phenomenally powerful but prone to overestimating yourself. If you can find the balance in Outriders, People Can Fly’s RPG-shooter finds ways to combine well-worn video game ideas into something new and fun. Especially when you’re accompanied by friends and put the time in to really understand the game’s systems, Outriders rewards you with epic battle moments and a sprawling scope. It left me wanting to continue venturing out into the wilds of Enoch to see what I might find there–and to smash whatever it was with seismic earthquake magic.

Falcon and the Winter Soldier: Sam and the Super Soldier Serum Question

Warning: Spoilers for The Falcon and the Winter Soldier through Episode 4 follow.

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It’s time for another edition of Slackin’ Off, where we share a fair amount of theories and/or speculation from the ever-twisting chain on IGN’s Falcon and Winter Soldier Slack channel.

Last week, our editors mused about possible candidates for the mysterious Power Broker. This week’s virtual office chatter mostly revolved around the vicious turn John Walker took when he became a Super Solider, and what that might mean for Sam down the line. Sam, who’s emphatically said that he’d never take the serum if it was offered to him.

In Episode 4, “The Whole World is Watching,” Sam’s history as a counselor for war veterans resurfaced as he tried to get through to Karli Morgenthau, only to have his best-laid plans foiled by an increasingly impetuous John Walker. With Zemo being staunchly anti-Super Solider — a notion that was reinforced this week when he destroyed vials of the serum (and didn’t swipe them in some sort of double-cross) — Karli’s humanitarian plight turning lethal, Sam’s refusal of hypothetical powers, and Walker’s worst tendencies being amplified by the dose he gave himself, The Falcon and the Winter Solider is returning to the MCU’s First Avenger roots, and the idea that Brooklyn boy Steve Rogers was a bit of a fluke as the serum usually warps those who get exposed to it.

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Will Cap’s shield get retired for good after the murderous fiasco that ended this week’s episode or will Sam ultimately choose to redeem the idea of Captain America and accept the mantle? Or was Karli right when she said that Captain America was a dead idea, one that now only represents those left behind, and marginalized, by history? Is the idea of Captain America worth preserving or does the post-Blip world of the MCU need something different?

Read on further for some fun behind-the-scenes theorizing that we’ve been bouncing around at IGN in the wake of Episode 4. Oh, and be sure to drop your own take on The Falcon and the Winter Soldier in the comments — and don’t forget to vote in our poll at the bottom of the page!

Theory: Sam Will Take the Super Solider Serum

Okay, so Sam flat out said that he’d never juice himself up with the Super Solider Serum. Zemo even noted how quickly Sam answered the question, as most people, even the most well-meaning ones, would still hesitate a little.

But is this setting Sam up for a big serum-related decision soon? He said he doesn’t want to be a Super Solider but… doesn’t that make him the best person to be a Super Soldier? You want someone who’s humble and knows the dangers of the dose. Steve may have been one in a million, but Sam’s already got the correct mindset for someone who gets the jab. One of the biggest problems with Walker is that he’s a “good soldier” but a flawed man. And a man who’s already been emotionally scarred by his time in combat.

Screen Shot 2021-04-09 at 3.19.46 PMSam taking the serum doesn’t mean he’ll choose to be the new Cap, but he might have his hand forced, and take it in order to stop Karli, Walker, a combination of the two, or something else. Throughout these four episodes, Sam’s grown more willing, and more capable, of defusing a situation through dialogue and negotiation. This is the person you want leveled up by the Super Soldier Serum. Karli thinks it’s naive to believe that, in this new world, heroes shouldn’t get blood on their hands. That sounds a lot like Nick Fury when he tried to tell Steve that “SHIELD takes the world as it is, not as we’d like it to be.” Which was basically the entire line of thinking that allowed Hydra infiltration and Project Insight to almost kill millions.

Then again, there is a strong counter-argument that the last thing Sam would do is take the Serum.

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Theory: Sharon Is Working With Karli

Yes, Karli could have found out all that information about Sam’s sister, the names of his nephews, and where Sarah’s dock was from expert hacking or some sort of off-screen computer hijinks, but if you consider who Sam was in contact with during Episode 4, who he was asking for favors, there might be a deeper connection between Sharon Carter and Karli (Sharon, of course, still being the prime suspect for the Power Broker).

Screen Shot 2021-04-09 at 3.18.30 PMWhether Sharon is the Power Broker or not, there’s probably still some sort of connection between her and Karli, given Madripoor and the fact that Sharon’s also pretty damn disillusioned these days and most likely also opposes the return of hard set borders and old-era political strife. Somehow Karli knew where and how to steal the serum from the Power Broker, and her entire faction feels like it has someone more powerful behind it (even if she doesn’t know it), so it stands to reason that Sharon could be assisting Karli here and there. She could even be playing Karli from both sides, as both an ally and a (Power Broker) enemy.

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Theory: U.S. Agent Is the Only Way Forward for Walker

From what we can tell, John Walker just blew his big gig as Captain America. Whether he’ll get immediately stripped of his status or continue on until the end of the season as a wild-card adversary is unknown, but it’s pretty clear that, after killing a defenseless man in cold blood in front of the entire world, he can’t be Cap. He’s a Super Soldier now though, and the government isn’t just going to trash a valuable asset like that. He both ruined and saved his career by giving himself the final vial of serum. It allowed him to act out violently, on his worst instincts, but it also sort of made him indispensable.

Sure, he could just get locked up and experimented on like poor Isaiah Bradley but most likely Walker’s path, like it was in the comics, is for him to become U.S. Agent – a tool for the government without the fanfare and presumed heroics that come with the Cap mantle.

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Theory: The Power Broker’s Identity Will Come at the Very End

With only two episodes to go, one would hope the Power Broker doesn’t enter the mix now as a whole new enemy to deal with. At this point, having gone two full episodes without a Broker reveal, it’s probably best to save the big moment for the very end of the season – or even for the inevitable post-credits scene.

For the sake of cleaning up some of the clutter, the Power Broker should just continue on as a lingering MCU character. One who can be dangerous but also useful – kind of like what Zemo has become.

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Did you have any lingering questions or theories? Share them below, and vote in this week’s poll too!

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Under Its Meme-Inspired Humor, Soup Pot Is About Living Through A Pandemic

First shown off during the March ID@Xbox showcase, Soup Pot is the debut title of Manila developer Chikon Club. The adorable-looking cooking game captured my attention with the reveal that it possesses no fail states (a rarity for cooking games), so I caught up with Chikon Club’s Trina Pagtakhan and Gwendelyn Foster to talk about how the game grades the player without failing them.

Eventually, our conversation turned to other aspects of Soup Pot, such as the game’s connection to real-world events. Soup Pot sees you play as someone stuck indoors during a pandemic, teaching yourself how to cook in order to pass the time and have something to eat. Your only human interaction are the chat rooms for your livestreams that document your efforts and conversations with the people delivering ingredients to your door. You also fill your downtime by scrolling through a fictional cooking-based social media site called Cookbook, where you’ll remain apprised of what’s going on in the world. So even though Soup Pot is a cute, humor-focused exploration of Filipino and Southeast Asian cuisine, there’s a meaningful underlying narrative thread to the game too.

My conversation with Pagtakhan and Foster is transcribed below. Edits have been made to aid in readability. Soup Pot is scheduled to launch for Xbox Series X|S, Xbox One, and PC in August.

Why make a game with no fail states? Cooking games have kind of almost always included some form of grading system.

Pagtakhan: Oh, but we do have a different way in which the game judges the player. So we didn’t want to put in a fail state because we wanted to encourage experimental cooking and having fun in the kitchen. So for the judging part, there’s this chat box that’s filled with your relatives who are either roasting you or praising you for the decisions you make in the kitchen. So if you put too much salt, they’re going to go like, “Oh, that’s too much salt. What are you doing?” And then if you bake it perfectly, they’ll go like, “Oh, perfect, perfect. That’s my niece right there.”

Hearing the food make little sounds as you pick it up and cook it is really cute–where did the idea for the food to “talk” come from? Why add a feature like that?

Pagtakhan: Oh, when we first started making this game, we initially just wanted to make a simple cooking game, and then it somehow evolved into a meme game in the process. And we also had Gian, our audio designer who was just making songs for us, saying these ingredient names in a gremlin voice. And then he added it into the game, and he kind of edits it to make it sound really cute. So, I think that’s one of the reasons why our game blew up in the first place.

Is the player the only character in the game, or are there other characters that they can interact with?

Foster: So, we are actually in the process of implementing a chat option. In the marketplace, you can ask for delivery. I don’t know if you’ve been in the Facebook marketplace, or if it’s the same there as it is here, but whenever somebody posts like, “Here is 70 kilos of fresh radish for a thousand dollars,” and then somebody annoyingly goes, “How much?” even though it’s already in the description. So that’s one of the things you can interact with.

You can also interact with the delivery people–this is a pandemic, that’s the reason why you’re streaming in the first place: You’re suffering from the pandemic, and you have to feed yourself. So that’s why you’re chatting with new people.

Oh, so this game takes place during a pandemic? Does Soup Pot have real-world connections to COVID-19 then that will be explored through the Cookbook social media app?

Pagtakhan: On the newsfeed on Cookbook, we will be putting in fake news articles, but they’ll be somewhat similar to real-world COVID-related events, like how the prices of the vegetables hike or plummet and how that affects the market.

Cookbook is how your character is able to stay connected to the outside world.
Cookbook is how your character is able to stay connected to the outside world.

So how does that news feed work? Will Cookbook randomly update over time, or does the player have to do something in order to see new posts?

Foster: It’s both [laughs]. We have a timeline, but once you finish a certain number of recipes, then certain news events trigger–we wanted to do non-linear storytelling. So the news posts come in depending on the progress of the player. It’s initially a bit of fun, and then [the news] gets alarming. But the whole point of the social media is that it makes the downtime while cooking more enjoyable. And, in real life, people’s behavior during their downtime usually has them go through their phones. So we want to mimic that. There is evergreen news that just comes in at any time, whether it’s like facts about customs or beliefs. And then we have breaking news.

Do you get a sense of who someone is based on what they post to Cookbook, or how they comment on news posts?

Foster: Yeah. You will eventually discover who does fake news because of the pandemic. There is so much misinformation. It’s to recreate [the real-world]. There are certain things that would have gotten better if the proper information had been independently disseminated earlier.

Sounds like Soup Pot is a bit of a political game hidden beneath the trappings of a cutesy cooking game then.

Pagtakhan: On the surface, it’s a meme game, but it is a political game in a way that it informs people that there is absolutely really important stuff happening outside. But it’s not freaky. It’s just there to kind of act as a reminder for you. It’s a funny game, but also kind of serious.

Ah, so you got to dig past the meme to see the truth.

Pagtakhan: Yeah, you got to dig past the meme.

Is there a way to capture your creations in the game–like, take photos of your food or write down your own recipes?

Foster: Yeah. You can plate your dishes in any way, and then–essentially, you have like a profile where you can post your creation.

Pagtakhan: Our UI and UX director is also doing this avatar creator inside the game too so you can have a fake profile picture.

Foster: And then your profile is essentially like a real-life profile. You can post typewritten posts, and every time you take a photo, you can look back later and see your achievements.

You'll have to multi-task in Soup Pot, moving about your kitchen and preparing different ingredients all at once (like real cooking) as opposed to playing through a collection of self-contained minigames.
You’ll have to multi-task in Soup Pot, moving about your kitchen and preparing different ingredients all at once (like real cooking) as opposed to playing through a collection of self-contained minigames.

Are there aspects of the game that take inspiration from Filipino or Southeast Asian culture beyond the food–the layout of the kitchen, for example?

Pagtakhan: Actually, for the kitchen, aside from the Filipino kitchen that we showcased in the trailer, we’re also planning to add a Japanese and a Korean kitchen via DLC. At launch, we’ll be showcasing the Filipino food alongside the Japanese and the Korean food DLC so that you can recreate more recipes.

Aside from that, people commenting on your stream, your relatives, they’re rooted in Asian culture. So you usually have these really judgy aunties, and so the chat will say things like, “Oh no. Why are you cooking like that? You should just go wash the dishes or something.” And then some uncles are going to go, “Oh, good cooking. Now you can marry a husband.” Things like that. And, back to the social media aspect, of course, there’ll still be some of those trolls, which will depend on the news, what kind of people you encounter, and what personalities they all have.

Foster: To answer your question, the more DLC that we have, essentially the more culture your social media will have. Like the Philippines was a colony of Spain for so long, so when you look at Mexican food, there are similar influences–like we actually have handmade tortillas here, though we do not make them like the way Mexicans make their corn tortillas.

We were also occupied by the Japanese before, so we actually have a lot of Japanese people, in general, here–they’ve been integrated into our culture. You learn how to use chopsticks at an early age here, both from the Chinese and Japanese influence. And then we have a lot of Koreans studying abroad in the Philippines. So there’s always a Korean grocery down the street. There was something that I read–I think a couple of years ago–that said that Brazilian food and Japanese food, even though they’re separated by oceans, have similar methods of preparation.

We’re only starting with Filipino food because it’s what we know. But at the same time, moving forward, I mean, even with the internet and everything, and even pre-pandemic, the more exposed you are to food, the more you realize how we’re all the same anyway.

So that’s why there are certain recipes in Filipino culture that we found in Portuguese or in Brazilian culture. I feel that, down the line, the more recipes that we have, the more integrated the cultures will apparently be. Especially in a world where there’s currently no international travel and there’s racism, the best way to just connect with people is through food that you’re sharing.

Top Gun: Maverick And Mission Impossible 7 Releases Are Delayed Again

The releases of Top Gun: Maverick and Mission Impossible 7 have been delayed. According to Deadline, the Top Gun sequel will now hit theaters on November 17, 2021, while the next Mission Impossible movie will arrive on May 27, 2022, which is Memorial Day weekend in the United States.

Both of these high profile Tom Cruise films are distributed by Paramount. Top Gun: Maverick was previously set to arrive on July 2, having been delayed several times prior to that. Production on the movie was completed in June 2019 and the first trailer was released at San Diego Comic-Con the following month.

The currently-untitled Mission Impossible 7 was originally set to arrive in July this year, before being pushed to the November date that Top Gun: Maverick now occupies. The movie recently finished production. The initial plan was for MI7 to shoot back-to-back with MI8, but in February, it was reported that Cruise’s promotional duties for Top Gun: Maverick meant that this was no longer happening.

Top Gun: Maverick also stars Miles Teller, Jennifer Connelly, Jon Hamm, Glen Powell, Lewis Pullman, and Ed Harris. It’s directed by Joseph Kosinski, who previously directed Cruise in 2014’s Oblivion. Mission Impossible 7, meanwhile, stars Ving Rhames, Rebecca Ferguson, Hayley Atwell, and Simon Pegg, and is helmed once more by Christopher McQuarrie.

These date changes follow the recent news that Paramount will be moving its big movies to Paramount+, the studio’s new streaming platform, after 45 days in theaters.

Now Playing: Top Gun Maverick – Official Trailer 2

See More Of New Zombie Game The Day Before In 13-Minute Gameplay Trailer

A new gameplay trailer for the upcoming open-world MMO survival game The Day Before has arrived, and it’s giving off some major The Last of Us vibes. The game is set in a post-pandemic America where zombies are a constant danger and the remaining humans are fighting to control what precious few resources remain.

The 13-minute gameplay trailer from IGN provides the best look at the game yet. We see a player driving down a muddy road in an SUV who pulls into a dilapidated gas station to collect resources. Zombies show up and the player mows them down with an assault rifle and a pistol.

The trailer also shows off the game’s crafting system and some of the attention to detail in the environments. There is also a particularly tense encounter where the player tries to turn off a house alarm… but it doesn’t go so well.

The Day Before is developed by Fntastic, which is headquartered in the coldest city on Earth–Yakutski Russia. The developers don’t all live there, however, as Fntastic is an all-remote studio.

The Day Before is not the first large-scale zombie MMO game, as it follows the likes of DayZ, DayZ, Rust, and others.

The doesn’t have a release date yet, but you can put The Day Before on your Steam Wishlist now.

Behold This Ridiculous $700 Self-Transforming Optimus Prime

Now you can spend more than a PS5 or Xbox Series X on an Optimus Prime figure that transforms itself. Hasbro announced the high-tech robotics toy at Hasbro Pulse Fan Fest, the company showcase of its upcoming lineup. The Optimus Prime Auto-Converting Programmable Advanced Robot – Collector’s Edition is available to preorder for $700. It’s estimated to ship on August 2.

The collectible is the result of a partnership with Robosen Robotics. Hasbro says the Optimus Prime can automatically convert between vehicle and robot form, race in its vehicle form, walk in its robot form, and respond to control commands by voice or mobile app. It will respond to voice commands like “Roll Out,” “Convert,” and “Attack.” It also features programmable tools for you to make your own functionality.

The figure measures 19 inches tall when in robot form and includes a rechargeable lithium-ion battery. Plus, it is still a toy after all, so it comes with a battle axe and blaster, along with a charging cable and travel case. It’s based on the G1 (original) Optimus Prime look.

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“We are thrilled to collaborate with Hasbro and look forward to ushering in a new standard of robotics with the most advanced Transformers robots for consumers ever created,” said Robosen USA director Sean Tang. “The team is working hard to deliver an amazing user experience for fans of this esteemed franchise and produce Transformers that will be a premium addition to their collection with its superior functionality.”

The Hunter Dev On Using Motion Capture To Create Digital Dogs

The developers of theHunter: Call of the Wild recently introduced new DLC that brings a hunting dog to the game for the first time. Hunting dogs have been used for a very long time to track down animals and recover them, and for support and companionship in the field. The history of humans and dogs working together goes back thousands of years, in fact.

Dogs were one of the most-requested features from players, and now they’re in the game as part of a $4 Bloodhound DLC pack for the PC and console hunting game, which has millions of players.

We recently had the chance to speak to developer Expansive Worlds about the Bloodhound DLC and more. Game designer Arshak Ardeshir explained to us where the idea came from, if the dog can die (a bleak question, we know), and if more dogs might come to the game in the future.

The bloodhound dog you see in theHunter moves and acts believably thanks to an extensive motion-capture process that saw the studio bringing in multiple dogs and strapping motion-capture suits on them to record their movements.

Dogs are known to be obedient if they are trained, but you still can’t command them to act like you could with a human.

“The planning and execution of the motion capture was challenging, as unlike with human actors, you can’t tell a dog to ‘do that one more time, but stop on your left foot first please,” Ardeshir said. “This made it difficult to predict how the moment-to-moment actions would go. Quite often though, we ended up getting things we needed in places where we didn’t expect, and sometimes things that would seem simple just weren’t happening.”

With the Bloodhound at your side, the dog–which has 300 million scent receptors in its nose–can help you pick up lost blood trails, locate kills, and track prey even when they’ve stopped dropping blood. Additionally, the dog can help you determine when an animal is about to be spooked. Not only that, but having a canine companion by your side in the wilderness makes the solitude of nature more of a shared experience. The dogs in theHunter have 30 companion levels and 15 tracker levels, so the more time you spend hunting together, the more advanced a hunter you may become.

The Bloodhound DLC came to theHunter in late March and it’s already proving to be popular, according to Ardeshir.

“Quite frankly, we’re overwhelmed with all the positive feedback surrounding the first canine-companion in the game!” he said. “It has been a long-time request from our players, so it’s great to see people having so much fun. Our focus now is to continue to monitor feedback, and work on addressing any issues that players may experience.”

You can check out GameSpot’s full interview with Ardeshir below, in which he also talks about the challenges of using motion-capture for the dogs, what was most important in the studio’s research for the dogs, and more about the resurgence in popularity of dogs in games.

“I’m glad that every cycle of digital dogs raises the bar even further in terms of how life-like and loving they can be in comparison to real dogs,” Ardeshir said.

And just so we’re clear up front–your little dog friend cannot die.

“No, the dog can’t die,” Ardeshir said. “Losing your dog forever would be too much of a loss, and if it was rendered incapacitated for a certain period of time, it would be a nuisance.”

Phew.

theHunter: Call of the Wild is available now on console and PC. The Xbox edition is free with Xbox Game Pass.

For those just catching up, what is the Bloodhound DLC all about?

The Bloodhound is the first ever canine-companion in theHunter: Call of the Wild. It keeps players company on their hunts, and brings a wide selection of useful skills to the table, including being able to sense when an animal is about to be spooked, picking up blood trails, and locating harvests.

What was the inspiration for releasing this Bloodhound DLC and using real dogs for the motion capture? What convinced you to use real dogs instead of creating them entirely from scratch in the computer?

It’s important for us that theHunter: Call of the Wild delivers an immersive experience that is representative of the ‘great outdoors’; the beautiful nature, diverse wildlife, and joy of exploration. When our players visit one of the game’s reserves, we want them to feel as if they are really there.

This ethos is true also for the Bloodhound. We wanted to capture all the minute movements, actions, and behaviors a dog performs in day-to-day situations, and translate that into game animations. Motion capture is one of the best ways to achieve this. That said, there’s still a lot of work involved for our animators to make the recorded raw data usable in our engine.

Good Boy
Good Boy

What kinds of things can your dog do and help you with in the game?

The Bloodhound has several tricks up its paw. First of all, it’s an awesome companion and someone to keep you company on long hunts. From a hunting perspective, there’s a great deal of benefits too; for example, it can sense when an animal is about to be spooked, help pick up lost blood trails, locate harvests, and even continue tracking prey that has stopped dropping visible blood clues.

What were some of the most important factors you wanted to get right when bringing the dog into the game?

Realistic movements, sound, and the look of the dog are super important factors in making the dog fun to interact with. The art and sound team worked hard on getting those areas to feel right. Companion-wise, we also focused on making the Bloodhound behave like a dog would when it’s not doing anything special. What it decides to do when you are not giving it commands is equally as important as how it executes specific commands.

In terms of game design, we focused extensively on the usability of the dog, both in terms of how you interact with it, what tasks it can do and how effective it is at performing those tasks. We realized quickly that in order for players to use the dog, and to keep using it over time, it needed to be unobtrusive, easy to use and helpful in situations where players of different skill might struggle.

What makes a virtual dog look and act realistic?

It’s a combination of having access to believable animation and tech that makes the dog more reactive to the player and environment (e.g. ‘look-at’ systems), and using the underlying AI systems to communicate with the game world and the animations systems in a smart way.

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Can you walk us through the challenges of creating a digital dog and the work you did to make sure you got it right?

There are a lot of challenges, many of which are unique to the different disciplines in our team. In the end, communicating and ensuring that solutions synergize is what creates a good end result. While there are obvious overlaps, what makes our digital dog work is not the same as a dog in another game. It boils down to what our dog needs to do and what sentiment we are looking for in the player.

As game design spans multiple areas, one of the challenges we faced involved making the dog behave correctly in regards to its decision-making AI linked to what commands we want it to perform, while overlapping that with the dog’s readability. We wanted there to be a clear line of communication between the player and the dog, so that both understand what the other is trying to do. Like is the case with many parts of game development, it’s about researching, creating a design, testing that design with players, and then adjusting and redesigning until you get the desired reaction.

What kind of research did you do for the game? What was most important?

Naturally, the dogs in our preceding title theHunter Classic served as an inspiration to help us learn what we could improve and streamline for theHunter: Call of the Wild. We researched how the Bloodhound is used in real-life hunting and tracking situations by reading books, watching video material, and more. Of course, we also looked into how other games have implemented canine-companions, both in terms of usability, movement and AI.

What were some of the challenges related to using motion-capture for the dogs? And how did you overcome them?

The planning and execution of the motion capture was challenging, as unlike with human actors, you can’t tell a dog to “do that one more time, but stop on your left foot first please”. This made it difficult to predict how the moment-to-moment actions would go. Quite often though, we ended up getting things we needed in places where we didn’t expect, and sometimes things that would seem simple just weren’t happening.

This was also the first time we worked with motion captured animals, which was a fun challenge for the animation team, both from a technical and animation perspective. Motion capture requires a different approach than making hand-keyed animations, as it’s more about subtly editing the data to make it do what you need while keeping the underlying motion intact.

“No, the dog can’t die. We simply don’t think it adds enough gameplay value. Losing your dog forever would be too much of a loss” — Ardeshir

The most interesting challenge was probably creating the dog-to-player interactions. It’s something we hadn’t done before, so there were many technical hurdles regarding aligning and syncing up multiple characters. The dogs we motion captured were also much smaller than the dog in our engine, which made the re-aligning process more interesting. In the end, I think it worked out well.

Sorry for the dark question, but… can the dog die?

No, the dog can’t die. We simply don’t think it adds enough gameplay value. Losing your dog forever would be too much of a loss, and if it was rendered incapacitated for a certain period of time, it would be a nuisance. To combat that, there would have to be layers of information and control to help the dog avoid threats, which we felt was a player-facing task that was not desirable. But who knows, our approach to this might change over time.

Can you speak to the feeling of companionship that having the pup by your side makes you feel in the game?

There is a natural bond between humans and dogs, which I can only imagine stems from our shared 10,000 year history of friendship and co-dependence. Our goal was to make sure we did that history justice by bringing a dog to life that feels right for our game and our players.

There has been a mini resurgence of dogs in video games lately across a number of titles–what’s your take on that?

Like in most other fields, trends in games have a cyclical nature. The timing of this DLC was more closely tied to what we felt the players wanted and our plans for how we want theHunter: Call of the Wild to develop into the future. I’m glad that every cycle of digital dogs raises the bar even further in terms of how life-like and loving they can be in comparison to real dogs.

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Now that the dog DLC has been out for a little while, what are you hearing from fans about it?

Quite frankly, we’re overwhelmed with all the positive feedback surrounding the first canine-companion in the game! It has been a long-time request from our players, so it’s great to see people having so much fun. Our focus now is to continue to monitor feedback, and work on addressing any issues that players may experience.

Do you have plans to introduce any further canine companions in the future?

While I can’t speak about concrete plans, we’re always thinking and evaluating how we can evolve and improve the game to meet and surprise player expectations. We’re lucky to have a very passionate community, which helps us gauge what content to focus on moving forward.

Falcon and The Winter Soldier Episode 4 Recap: Here’s What You Need To Know

We’re past the halfway point of Falcon and The Winter Soldier with only two episodes remaining, and this week’s “The Whole World Is Watching” offered no answers to the show’s long running questions and conflicts–in fact, if anything, it just made the stakes even more complicated. Here’s what went down, and what we can hope for as we head into the penultimate episode next week.

After Ayo and the Dora cornered Bucky to broker a deal for Zemo’s return to prison, Bucky made a counter offer–Zemo is too useful for his knowledge of super soldiers to give up on now, when they’re so close to running Karli and the Flag Smashers aground. Unsurprisingly, this deal had fairly strict terms–Bucky and Sam were allowed less than a day with Zemo before the Dora would come and collect.

This strict time crunch became even more difficult when John and Lemar showed up, also angling to bring Karli and the Flag Smashers in, but with much less patience and finesse than Bucky and Sam. To make matters worse, everyone has converged on Karli in what might be the worst possible moment–the funeral of her mentor figure Donya. Sam had the first shot at reasoning with her, using some of the counseling skills he learned while working at the VA, but John’s temper and mania escalated things before the two of them could broker any sort of agreement or understanding with one another.

In the chaos of the ensuing fight, Zemo managed to briefly corner Karli and nearly killed her–but became too distracted by destroying the vials of super soldier serum she had, which allowed her to escape. A single vial of serum survived the fight, unbeknownst to Zemo, and was found by John as everyone attempted to regroup.

Things went from bad to worse when the Dora returned to bring Zemo in and found themselves in conflict with not only Sam and Bucky but also John and Lemar–while John, specifically, felt threatened by their authority in the situation. The fight that ensued only left John more humiliated, and also allowed Zemo to escape.

Unable to stand up under the pressure and feelings of inadequacy, John secretly took the last remaining vial of the super soldier serum, just in time for a major confrontation against the Flag Smashers. Unfortunately, however, even the physical upper hand didn’t make much difference for the things that really mattered, because Lemar was caught in the crossfire and killed after a super soldier Flag Smasher threw him into a pillar, presumably breaking his neck.

Consumed with blind rage, John promptly chased down the nearest Flag Smasher and executed him with the shield, in a public square, while a crowd of bystanders looked on. We can certainly expect this to be a main focus for next week’s episode–though it’s not clear how or if it will play into the rest of the show’s conflict, or if the Flag Smashers will capitalize on the inevitable PR crisis for Cap in some way.

Here are some things to keep in mind heading into next week:

  • Sharon’s mysterious side-gig remains mysterious, but theories about her being the Power Broker have yet to be debunked. She’s certainly got a high powered team at her back in Madripoor.
  • The Flag Smashers have apparently produced a list of demands, but what those demands are remains unclear–which is to say it’s not clear whether or not any sort of compromise or reconciliation is possible for them.
  • Zemo is currently in the wind and his motives (aside from staying out of prison) remain unknown.
  • We can assume Lemar is dead, but this is the MCU so until there’s a funeral or an obituary, it’s probably best not to rule out a miraculous recovery.
  • John took the last remaining vial of super serum, meaning there’s currently no way to make super soldiers in the MCU, unless another scientist comes along.
  • Karli is also in the wind, and she knows where Sam’s family is–though why Sam didn’t call in a favor with any of the other superheroes he’s worked with in the past to help protect them after they were directly threatened by a terrorist organization is mysterious.