Solace Dreams Remake, A Doom Total Conversion Inspired By Dark Souls, Looks Incredible

Since its release in 1993, Doom has been modded, converted, and changed into all sorts of interesting games–but few have looked quite as amazing as this one. Solace Dreams Remake, which is, as the name suggests, a remake of an earlier game called Solace Dreams, takes the Doom engine and turns it into a cross between a shooter and Dark Souls.

Yes, saying that a game is “like Dark Souls” is something of a meme now, but it actually fits here. Alpha Beta Gamer has dug into this incredible mod, explaining that it’s about a school-aged girl who travels into the dreams of her friends to try and save them from their demons.

The game has an XP and leveling system, as well as a summoning mechanic and an in-game currency. There are eight levels, and they switch visual styles and design between them. The Dark Souls inspiration comes in during the boss fights, which require precision, patience, and a mastery of the game’s systems.

You can check out an extended gameplay video from Alpha Beta Gamer below. If you don’t have time for that, though, there’s also a highlight reel gif on their Twitter account.

You can download the Solace Dreams Remake alpha here. It’s not finished yet, but it’s in good shape.

If you want to see another exciting take on Doom, check out the Playdate port, which uses the hand crank.

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Call Of Duty: Warzone Dev Has “Lots Of Ideas” For The Train

One of the most notable new additions to the Call of Duty: Warzone map recently was the freight train, which came to the game in Season 5. Players and teams can climb aboard the train to find loot, and the train has proven to be a popular place for skirmishes.

Getting the train into the game was Infinity Ward’s first step in building out additional features for it. In the future, developer Infinity Ward is looking to add more possibilities focused around the train.

“We have lots of ideas around [the train],” multiplayer director Joe Cecot told Red Bull. “We wanted to get it in there in Season Five and have it be a fun thing to interact with, where you have a lot of movie moments of vehicles chasing trains, people fighting over the train, [that sort of thing].”

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Cecot went on to tease that Infinity Ward has a “bunch of ideas around how to use the train for different games modes,” but he didn’t share any concrete details.

For his part, Raven Software creative director Amos Hodge said the developer is working on “lots of ideas to update the train in general.” Along the same lines, the studio wants to add even more “interactive elements” to keep Warzone feeling fresh.

“Everyone has so many ideas on how to make the train better, so many mechanics and game modes,” he said. “We’re definitely talking about all that stuff, reading Reddit and seeing suggestions and everyone’s just excited about it. Not only the train but we’ve been excited to get more interactive elements in the map like that, to make the map feel more alive.”

Players have discovered that the train in Warzone cannot be stopped, no matter how much stuff you put in front of it. It’s exciting to think about what Infinity Ward may do next to update the Warzone meta with something new for the train specifically.

It’s a big week for Call of Duty, as Warzone’s Season 5 Reloaded update recently came out, while Activision is expected to announce Call of Duty: Black Ops Cold War on August 26. Keep checking back with GameSpot for the latest!

Now Playing: Call Of Duty Season 5: Everything You Need To Know

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Project CARS 3 Review

Project CARS 3 is a racer so fundamentally different from its immediate forerunners it’s bordering on unrecognisable. It abandons the sim racing sensibilities and adopts a radically different driving feel and a new career mode mostly made up of snack-sized racing and driving challenges. There’s never a time when it feels like an actual sequel to Project CARS 2 – and that is disappointing.

Slightly Mad Studios hasn’t just sanded the edges off its previously stoic simulation experience; it’s smashed it to bits and reassembled it using two-thirds of the pieces, filling the gaps with stuff snapped off other racers. There are times when it appears more like a mobile spin-off, and other times where it seems like somewhat of a spiritual successor to the developer’s own pre-Project CARS racer, Shift 2: Unleashed. The upshot isn’t necessarily a bad racing game, but it’s one with a real identity crisis that’s hamstrung in a number of baffling ways compared to its excellent predecessor.

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Project CARS 3 ditches the race driver-for-hire model for a 10-tier curated experience stretching from road cars to hypercars, and race cars to faster race cars. Gone is the ability to work your way through individual championships, replaced with a shotgun spray of fairly shallow five-or-so minute events. XP is accumulated, small smatterings of cash are awarded, and boxes are checked. The end result heavily resembles 2019’s Grid and, if you’re a fan of that game’s easy-to-digest format and zippy, stylised take on motor racing, you may be content with this. There’s also an asynchronous ‘Rivals’ mode along the lines of the identically-named mode that’s been doing the rounds in Forza games for many years, and it pilfers the GT Sports approach to scheduled online racing (which, admittedly, GT Sport lifted from iRacing in the first place). That said, if you remain keen on the meaty race weekend atmosphere of Project CARS 2, you should definitely keep playing Project CARS 2.

[poilib element=”quoteBox” parameters=”excerpt=The%20end%20result%20heavily%20resembles%202019%E2%80%99s%20Grid%20and%2C%20if%20you%E2%80%99re%20a%20fan%20of%20that%20game%E2%80%99s%20easy-to-digest%20format%20and%20zippy%2C%20stylised%20take%20on%20motor%20racing%2C%20you%20may%20be%20content%20with%20this.”]The races are pretty typical of the catch-the-rabbit style of racing that works in most other arcade racers and semi-simulations; that is, sprint from last to first in a few laps. You can generally gobble up half the field by the first corner. There are a few other event types, like a block smashing event type akin to those you’d find in Dirt games, and two slightly different time trials that would be more fun if they let you spend more time lapping continuously and less time hammering through menus for another shot.

It rapidly becomes a bit of a grind, though, and the initial payouts are a little too stingy to completely support the number of cars you’re asked to continuously buy to complete specific events. Moving up and down tiers with a single car is a little inelegant, too; if your car’s not currently eligible you have to shuffle all the way back to the main menu, which is ill thought-out.

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Each event has a trio of objectives to meet in order to unlock further events, many of which are straightforward enough to be completed without really paying attention to them. Some are overtaking quotas and some are drafting challenges. Some combine drafting and overtaking, but I can never get those ones to register. Others are often related to perfecting corners, Project Gotham-style. Corners are now marked with digital indicators for entry, apex, and exit à la GT Sport, though that can be toggled off. It is arguably a better solution than conventional racing lines but the braking markers are regularly too cautious considering how effectively overpowered the braking seems.

Access to higher tiers requires a lot of completed objectives, though you can also buy your way directly into tiers with in-game cash. It borders on pointless unless you’ve also got the adequate driver level and cash to splurge on an eligible car, but with enough upgrades even entry-level cars can compete and win in the top tiers.

Tyre and Bridgestone

You can upgrade your first ride to take on the best Project CARS 3 has to offer, with performance and visual customisation featured for the first time in the series. Stuffing enough upgrades into a Tommi Mäkinen Edition Lancer that it can go toe-to-toe with a Bugatti Chiron has a certain charm to it reminiscent of the original Gran Turismo and the great many games it subsequently inspired, but it feels pretty weird in what used to be a realistic love letter to the otherwise regulated world of authentic racing. Road cars can also be turned into race cars via a race modification feature, the kind you may recall from the original Gran Turismo games (or the ‘Works Upgrade’ option in the Need for Speed Shift games).

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Upgrading cars opens up tuning options, but you need to pay in-game credits to unlock tuning slots to create new set-ups, which feels like a bizarre piece of mobile design airdropped into a PC and console game. Tuning feels pretty tangential this time around anyway; the AI can be generally thumped without any tweaking.

Visual customisation doesn’t offer the same freedom as the deep, custom livery editors available in GT Sport, the Forza series, or Need for Speed; it’s more in line with Grid or Driveclub, with pre-set patterns and decals to choose from. I will say the choice of tyres is awesome, though – I wish all racers had such an extensive selection of brand-name tyres.

Pinball Wizard

On the topic of tyres, of course, is where the rubber meets the road: Project CARS 3’s handling. It is radically different to Project CARS 2, to the point where it feels like an entirely different game. For better or for worse, Slightly Mad Studios has reinvented Project CARS as a mainstream, casual-friendly racer. Grippy up front, loose at the rear, and hard-braking, Project CARS 3 feels surprisingly like Grid on a gamepad. It’s accessible and forgiving, and you can handily out-brake the AI by overdriving into the corners and trusting the boosted braking to pull you up just in time for turn in. The simple, arcade-inspired feel is fun enough to hustle through circuits with for a while, but I’m not hooked. It’s certainly not what I was expecting and it feels like much of the nuance between the cars I tested is now gone. There’s less invisible handholding with a wheel, which requires smoother inputs and more delicate throttle to prevent spearing off track, and both wheels I tested were pleasingly plug-and-play and free of the settings nightmares that plague the likes of Assetto Corsa Competizione. However, they don’t really quite feel like the right tools for the job for what’s essentially now a quickfire couch racer.

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The AI is bizarrely uneven, too, depending on track and car combinations. On some of the point-to-point races early in the career I was pinballing off walls and still trouncing the highest-level legendary AI in low-powered road cars by mammoth margins, and being able to overtake 32 legendary AI in one lap of Hockenheim during a thunderstorm seems a bit daft. On other occasions, however, they’re capable of seemingly supernatural grip levels – overtaking around the outside like they’re on rails – and far harder to catch.

[poilib element=”quoteBox” parameters=”excerpt=On%20some%20of%20the%20point-to-point%20races%20early%20in%20the%20career%20I%20was%20pinballing%20off%20walls%20and%20still%20trouncing%20the%20highest-level%20legendary%20AI%20in%20low-powered%20road%20cars%20by%20mammoth%20margins.”]In terms of those car and track combinations, beyond a handful of inclusions and omissions, things haven’t drastically changed from Project CARS 2. The streamlined car classes, however, are a massive letdown – and some are just an absolute mess. In Project CARS 2 the car roster was divided up into a host of individual categories, grouping cars in sensible ways and ensuring you’d be facing logical competition out on track. A lot of Project CARS 3’s classes remain exclusive enough to ensure that still happens, but others are a grab-bag of mismatched metal that looks like absolute nonsense out in action. You can’t really conduct a simple modern touring car race without ’71 Escort RS1600s, ’66 Mustangs, ’99 Skyline R34s, Caterham Sevens, and a handful of World Rallycross Championship Ford Fiesta Lites turning up on the grid. The off-brand GT3 class – dubbed GT A in Project CARS 3 – now sprinkles V8 Supercars and Sesto Elementos amongst GT3 cars. The GT4 class has a bloody NASCAR Fusion in it. It is such a weird problem to have.

Sadly, it’s far from the only one. While the custom event functionality remains, it’s definitely not as fully-featured. Laps are limited to 99, so Indy 500s and Bathurst 1000s are out. Le Mans is out, and so is rallycross. Weather slots have been reduced from four race conditions to just starting weather and finishing weather, so you can’t have races that begin dry, rain, and then dry out again. That’s almost moot, however, because tyre strategy isn’t a factor anymore and there are no pit stops. Mechanical damage is out, too. Cosmetic damage still features but it regularly looks weird and awful, even when tickling the ultra settings on PC. Annoyingly, damage persists after restarts so broken windscreens stay broken even if you retry an event, and the only way to fix them is… crash again. Project CARS 3 seems to have a more saturated palette than the previous instalment, meaning colours pop more, but in terms of detail its lags some distance behind the likes of Forza or GT, and its wild weather isn’t a patch on the F1 or Dirt games.

How Tenet Pulled Off Its Time-Bending Stunts

Christopher Nolan’s latest epic Tenet plays with the idea of time, aiming to be as mind-bending as director Christopher Nolan’s earlier film Inception, but with a different conceit. In Tenet, time can flow backwards or forwards, and sometimes both at the same time. In an interview with Gizmodo Australia, star John David Washington explained how those scenes required far more than just camera trickery.

“We basically had to learn, through George Cottle, who was our stunt director and Jackson Spidell, who was our fight co-ordinator,” Washington told Gizmodo Australia. “Together, we had to learn how to fight backwards–forwards and backwards, sometimes at the same time.”

Just like how one of the film’s pivotal scenes involved crashing a real Boeing 747 into a building, all the backwards time effects also had to be perfectly physicalized by the film’s stars. “I could say every one of those punches thrown and caught–all the ducking and getting thrown into the walls backwards and forwards, that was me,” Washington said.

“So we had to learn how to catch a punch, throw a punch, block a punch, and then whatever the opposite of blocking a punch is. It was very new wave action cinema. It’s never been done before and it was exciting to know that these moves are basically… tailored for this film, specifically.”

As a movie built around its high-action scenes and epic set pieces, Tenet was built for the big-screen experience–which is a bit of a disaster in a year when most theaters have been closed due to the threat of COVID-19.

After multiple delays, Tenet is now set for a September 3 release in US theaters, after a premiere in Australia on August 26. GameSpot’s review of Tenet gave it a 9/10, saying “Tenet is a mind-bender of a movie that has action galore, characters you can for the most part connect with and understand, and a time travel story that doesn’t get bogged down in the details and just lets you enjoy the spectacle.”

Now Playing: Tenet Stars Robert Pattinson and Elizabeth Debicki Discuss Their Mysterious Characters & Favorite Games Ever

Hades Dev Supergiant Had A Break In During The June Protests

Renowned for Bastion and Transistor, San Francisco studio Supergiant is currently working on Hades–a process that’s being chronicled in the Noclip docuseries Hades: Developing Hell. The latest installment has just released and it’s a doozy, showing the Hades team navigating the pandemic, as well as break-in attempts at Supergiant’s San Francisco studio, as picked up by TheGamer.

The beginning of the documentary takes a sharp turn from showing the team celebrating Hades’ 98% positive rating for its early access Steam release, to the pandemic causing Supergiant’s offices to be shuttered with everyone transitioning to working from home.

In the June chapter of the documentary, the story takes another turn, with security camera footage showing a group of people breaking into the vacant offices during widespread protests in San Francisco. The group took off with “a lot of the [musical] instruments that we use to make the soundtracks for some of our games,” Studio Director Amir Rao described. “And a bunch of other stuff was taken, too.”

The footage shows Rao returning to the offices to film the announcement that Hades would be coming to Switch, and in the process showing off the “Mad Max barricade” that was put up in front of the office’s door to dissuade further break-ins–and there were more attempts, Rao notes.

It wasn’t just Supergiant having a tough time of 2020, of course. Noclip, which produced the documentary, also thanked followers for their patience with the latest installment. “We began production on this episode back in March not knowing what the world would look like in the future and whether any of our interviews or footage would be usable,” the Noclip comment reads. “So major thanks to Supergiant Games for being so open in interviews and for their trust in our vision.”

One more installment of Hades: Developing Hell is planned to release shortly after the game’s full launch. While there’s currently no set date for Hades’ release, it will be coming to PC and Switch before the end of 2020. The game is playable now in early access on both Steam and the Epic Games Store.

Now Playing: Hades Combat And Story Early Access Gameplay

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Halo Infinite Dev Responds To Rumors About Xbox One Version Cancellation

Halo Infinite developer 343 Industries has responded to recent rumors that claimed the studio was abandoning the Xbox One version of the sci-fi shooter and delaying the game to 2022. That’s a bunch of baloney, community manager John Junyszek said on social media.

“We’re seeing lots of fake ‘leaks’ out there, so please don’t believe everything you read,” he said on Twitter. “There are no plans to change our 2021 release or the devices and platforms we’ll be supporting. We’re building Halo Infinite to be the best it can be on each device/platform.”

Halo Infinite is in development for Xbox Series X, the standard Xbox One, and PC. Citing no evidence, people online have claimed that Halo Infinite’s Xbox One edition would be “held back” due to power of the Xbox One being less than the Series X.

Xbox boss Phil Spencer believes “held back” is a term used by people who have too much time on their hands.

“Frankly, held back is a meme that gets created by people who are too caught up in device competition,” Spencer said in an interview. “I just look at Windows. It’s almost certain if the developer is building a Windows version of their game, then the most powerful and highest fidelity version is the PC version. You can even see that with some of our first-party console games going to PC, even from our competitors, that the richest version is the PC version. Yet the PC ecosystem is the most diverse when it comes to hardware, when you think about the CPUs and GPUs from years ago that are there.”

343 recently delayed Halo Infinite from holiday 2020 to an unspecified date in 2021. The company pushed the game to next year due in part to development complications related to COVID-19 and the impact of working from home.

This is not the first rumor that 343 has responded to in recent weeks. The company also shot down speculation that Microsoft was planning to launch Halo Infinite’s multiplayer and campaign modes separately.

The multiplayer portion of the game will be free-to-play, and that could be a very big deal for the future of Halo.

Now Playing: Halo Infinite – Everything You Need To Know

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Dutch Is Back In Predator: Hunting Grounds’ September DLC

A new paid DLC is coming to Predator: Hunting Grounds on September 1. Similar to May’s update, Dutch will be the star of this DLC, but instead of the futuristic 2025 model, this will be the ’87 version. And to keep things authentic, Dutch will once again be voiced by Arnold Schwarzenegger.

Dutch ’87 will have a new story for Hunting Grounds players to explore, but that’s not all the DLC includes. Players who pick it up will also receive eight tint customizations to kit out their characters, and early access to Dutch’s Mercenary gun. This fully automatic weapon features an under-barrel grenade launcher and steady hip firing. Next month’s free update will also include a new map and mode, giving even more opportunities to show off your new looks and gear.

To whet audience appetites for what’s to come, Illfonic has announced that a free trial weekend for the game will begin on August 28 at 7 AM PT and will end at the same time on August 30. Anyone with a PS Plus membership will be able to partake in the trial weekend, and any progress you make while playing transfers over if you decide to take the plunge and buy Hunting Grounds. The game will be on sale during this time on the PlayStation Store.

Still on the fence? Check out our Predator: Hunting Grounds review before you hop in for the trial.

Now Playing: Predator: Hunting Grounds – Hunt Or Escape The Predator Trial Weekend Trailer

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Will There Be A Bill And Ted 4?

It took 30 years to get a third Bill & Ted movie made. It’s finally here, though, with the upcoming release of Bill & Ted Face the Music. Now the question becomes whether or not we’ll see another movie in the franchise.

After talking to the co-writers of all three of the films we think it’s safe to say you shouldn’t get your hopes up. Speaking to GameSpot, co-writer Chris Matheson explained, “I think three [movies] is the magic number of storytelling. It’s the beginning, and the middle, and the end.”

Still, he fully admits that it’s taken them longer to get to their end than many other franchises. “It’s a strange rhythm to the Bill & Ted story, because the beginning of the middle happened very close together. And the end is very, very delayed,” he said. However, Matheson “can’t imagine what else there would be to say about them.”

All hope isn’t lost, though. The new movie introduces Billie Logan (Brigette Lundy-Paine) and Thea Preston (Samara Weaving), the daughters of the iconic duo. While the two are quite different from their dads, perhaps there are more ideas to explore about the next generation of Bill & Ted. “I could see a story for Billie and Thea,” co-writer Chris Solomon allowed, before reassuring that he agrees with Matheson about more Bill & Ted films. “I think we both–Chris and I–feel like the Bill & Ted story has completed itself.”

You’ll be able to see the completion of that story yourself when Bill & Ted Face the Music arrives in theaters and digital release on Friday, August 28.

Now Playing: Bill And Ted Face The Music – Official Trailer

Fortnite iPhones On eBay, Borderlands 3 DLC, & Xbox Series X UI Preview | Save State

In your Save State for August 25th, Chastity tells you about how iPhones that have Fortnite installed are being listed at a huge markup on eBay. Due to the Epic Games vs. Apple lawsuit, you can’t currently play Fortnite on iPhone unless you already downloaded it. This is leading to some people selling iPhones for thousands of dollars on eBay.

Borderlands 3’s next DLC is coming in September, called Psycho Krieg and the Fantastic Fustercluck. It includes a free level cap increase for all players. This fourth DLC will be the final addition covered by the Borderlands 3 Season Pass.

And in Xbox news, the new August 2020 Xbox One update lets you preview Series X’s UI. The UI update is part of Microsoft’s continuing effort to improve the interface on its consoles while also integrating it with new clients across PC and smartphones, following the launch of Xbox Games Pass for PC and xCloud for Android respectively.

Halo Infinite: ‘No Plans’ to Delay Until 2022, Remove Xbox One Support

Following the news that Halo Infinite will be delayed, unsubstantiated rumors began circulating that Halo Infinite could be delayed as far as 2022 and drop support for the Xbox One altogether. These rumors were shot down by 343 Industries

In a tweet response, 343 community manager John Junyszek said that “there are no plans to change our 2021 release or the devices and platforms we’ll be supporting.” Junyszek added, “We’re building Halo Infinite to be the best it can be on each device/platform.”

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Halo Infinite was originally announced for the Xbox One with enhancements for the Xbox Series X. In January 2020 Xbox Game Studios boss Matt Booty said that first-party Microsoft game won’t be Series X exclusives for at least a year as part of its strategy to keep the entire Xbox console line viable and open.

However, things were thrown in flux when 343 announced that Halo Infinite will be delayed and miss the Xbox Series X launch window. In a statement, the developer said: “The decision to shift our release is the result of multiple factors that have contributed to development challenges, including the ongoing COVID-related impacts affecting us all this year.”

There has been some criticism about Halo Infinite ever since a full 9-minute gameplay video was revealed in July. Critics noted that, graphically, Halo Infinite appeared flat and the fidelity of the demo appeared lacking.

343 said in a statement that while the art style for Halo Infinite was intentionally made to evoke a more “classic” look for Halo Infinite, the developer agreed that there is room for improvement when it comes to the level of fidelity.

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“We don’t have firm answers or outcomes to share yet but the team is working as quickly as possible on plans to address some of the feedback around detail, clarity, and overall fidelity,” said 343. “The team is committed and focused on making sure we have a beautiful world for players to explore when we launch.”

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Matt T.M. Kim is a reporter for IGN.