Disc Room Review – Getting Buzzed

There are times in life where it feels like no matter what you do, something is waiting to ruin your day. Obstacles that come from all directions, trying to take you down when you’re just trying your best to make it to the next day. Perhaps they’re big, foreboding, and scary. Maybe there are lots of little things that can harm you just as easily. Something might seemingly come out of nowhere and just wreck your entire being. That’s the vibe of the year 2020 Disc Room, a ball of anxious energy in the form of a 2D action game. But as nerve-racking as that sounds, Disc Room is also a game that will eventually encourage you to come to terms with frequent failure, learning instead to cherish the small successes that help you push forward.

A giant disc-shaped object has appeared over Jupiter, or so Disc Room’s introductory text tells you, and as a charming little space person your goal is to explore what is revealed to be a labyrinth filled with numerous deadly rooms. Each room houses a unique trial involving copious spinning buzzsaws threatening to cut right through you, something that will happen more times than you’ll be able to keep track of.

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It’s a twitch-action game that focuses solely on the most heart-pounding element of bullet-hell shoot-em-up games: trying to avoid a ridiculous number of projectiles. Disc Room is concentrated on difficulty and pushing you into panicked situations, featuring a creative variety of aggressive enemy discs. Each exhibits particular behaviors, but none follow a predetermined course, making even the relatively simple stages dangerously unpredictable and challenging every time. Disc Room’s reality is one where you’re trapped in a room with over a dozen bouncing, fatal blades, where dark electro thumps non-stop, and where death can occur in less than a second.

Most of the game’s challenges, which allow you to proceed through the labyrinth upon completion, ask you to avoid death for at least a set amount of time. But it’s tough going. Surviving for 10 seconds before dying is usually a good effort worthy of forward progress; 20 seconds is a remarkable achievement deserving of the game’s equivalent of a gold star. You will also fail to reach these milestones again and again. You will frequently get minced into a little puddle of cartoonish gore before you can take stock of the situation, and you’ll leap out of your chair and shout when you finally manage to hit that tenth second after failing to break nine for so long. These seemingly trivial feats feel more rewarding because of the sheer difficulty of avoiding death. But Disc Room also manages to create some value and a sense of accomplishment around your deaths, too. You’ll quickly discover that dying to certain enemies will reward you with unique abilities to help you stay alive (dashing, slowing, and cloning, among others). On top of that, another key to unlocking more routes through the map is dying to each of the game’s many varieties of discs. You can be terrible at a certain stage, but Disc Room will often have alternative avenues to help you progress as you continue to hone your skills.

The excitement of near-misses, the struggle of survival, and making sure your causes of death are comprehensive, are all enough to propel you through the first hour or so, with changes in biomes later mixing up the conditions for counting up the clock. For example, some stages require you to stay within a particular area or collect golden orbs to add seconds to the timer. But more intriguing is the puzzle layer of Disc Room that eventually reveals itself. Certain rooms will require a mix of lateral thinking and creative use of abilities to complete objectives. Attempting to uncover more discs to die from turns into a more perplexing challenge later on. On a couple of occasions, you’re given cryptic objectives to try and decipher for yourself (e.g., ????? the ?????), providing a few pleasing avenues for brain-twisting eureka moments.

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But Disc Room is still a twitch game first and foremost, one that demands intense focus, split-second reactions, and deft maneuvers. The game’s user experience caters to this perfectly–restarting after death is instantaneous, and teleporting to the other side of the labyrinth to begin butting your head against a different challenge for a while takes seconds. It’s a rapid-fire grinder of action-packed movement, where 30 seconds of white-knuckle gameplay can feel like an hour and achievement is tough to reach but all the more fulfilling for it. The minimal time investment and the fact that another run will only take seconds of your time drives you to keep respawning and trying to best your last attempt, again and again. What’s more, a persistent leaderboard displaying the best times from the developers and your friends also pushes you further if you’re prone to a resolute competitive streak–former GameSpot editor Peter Brown inadvertently motivated me to spend far more time in certain stages long after I had achieved all the objectives.

Graciously, Disc Room also offers several difficulty adjustments that allow you to alter the speed of enemies, hazards, and other assists, with the game’s objectives changing to suit. On the flip side, once you’ve made it through the initial set of trials and rolled the credits, a second, more difficult labyrinth of stages is unlocked. While stage conditions remain, the game’s puzzle elements are mostly gone in favor of pure survival under even more demanding conditions–even 10 seconds of life is a significant achievement here, and making your way through Hard Mode continues to provide new doses of the energetic feeling you get from winning hard-fought battles.

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But you never really “win”‘ Disc Room. You just survive it adequately enough to move onto the next thing. The light, mysterious plot has a weird but worthwhile end, but the real reward that Disc Room gives you is learning how to appreciate your own small achievements. The game is fraught with dangers and failure, but it frames the handful of seconds you are able to hang on as something exciting, something to be proud of. Disc Room helps you feed on those tiny bursts of success, in addition to providing success in failure, to keep you moving and pushing through all its trials. Maybe we could all learn something from these… rooms full of discs. Like all great twitch-action games, Disc Room is at once exciting and stressful, challenging and fulfilling, and its spinning saw blades can seep into your everyday thoughts. But moreover, Disc Room feels like a pleasantly positive take on difficulty-first games–you didn’t die after 10 measly seconds, you managed to survive for 10 whole seconds. And that’s good enough for Disc Room. Thanks, Disc Room.

Devil May Cry 5 Has Several Performance Modes on PS5 And Xbox Series X

Devil May Cry 5: Special Edition launches in a few weeks for next-gen consoles, and ahead of its arrival Capcom has further clarified which graphical options players will have to choose from. On PS5 and Xbox Series X, you’ll be able to focus on either a performance boost or visual spectacle that adds ray tracing options to the game.

“Having checked with our DMC hype man Matt Walker, I can confirm that DMC5: SE will support 4K@60fps when [ray tracing] is turned off,” Capcom’s William Yagi-Bacon wrote on ResetEra. According to Yagi-Bacon, this means that the following graphical options will be available:

  • 4K/30 FPS with ray-tracing on
  • 1080p/60 FPS with ray-tracing on
  • 4K/60 FPS with ray-tracing off
  • Up to 120 FPS with ray-tracing off

If your priority is on performance instead, then the optional High Frame Rate Mode will turn its attention to object rendering and disable ray tracing. Playing on Turbo or Legendary Dark Knight gameplay mode will also disable those lighting and reflection features. It’s worth noting that on Xbox Series X, ray tracing features will only arrive sometime after Devil May Cry 5: Special Edition launches on that platform.

When asked about the release date for the Vergil-only DLC for PS4, PC, and Xbox One, Yagi-Bacon said that Capcom will have more info to share “in the coming weeks.”

Devil May Cry 5: Special Edition launches digitally first on Xbox Series X and Series S on November 10, and PS5 on November 12. A physical edition will also be available from December 1.

Now Playing: Devil May Cry 5: Special Edition Reveal Trailer| PS5 Showcase

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Kojima Productions Has Started Its Next Game, And It’s Hiring

A little less than a year since the release of the wildly ambitious Death Stranding, Kojima Productions has confirmed its next game has entered development. In traditional Hideo Kojima fashion, however, we’re being kept in the dark about exactly what it is.

In a statement to GameSpot, Kojima Productions didn’t mention if the project had any connections to Death Stranding or would be something completely different. It’s currently recruiting for roles in its Tokyo studio across several different departments, including game programming, sound design, art, game design, production, projection management, writing, and localization. Applicants must be able to speak and write Japanese fluently for the roles.

Hideo Kojima isn’t exactly known for brevity–in development time or the length of his games–so it’s likely it will be several years before we actually get to play the studio’s next game. Death Stranding released late last year after being announced more than three years earlier. Its development came after Hideo Kojima’s acrimonious split with Konami. Though Metal Gear Solid V: The Phantom Pain released during this time, his other project, Silent Hills, was canceled.

There were multiple carryovers from that project, however. Star Norman Reedus also played the lead role in Death Stranding, while co-creator Guillermo del Toro’s likeness was used for one of its main characters. If we know Kojima, something this goofy will probably be included in the studio’s next game, as well. We’re hoping for Werner Herzog.

Now Playing: Death Stranding Video Review

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Yakuza: Like A Dragon Has “Near-Instant” Loading Times On Xbox Series X

Yakuza: Like a Dragon is among the 30+ launch titles for the Xbox Series X, and now the developer has shed a little more light on how the game performs on Microsoft’s next-gen console.

Chief producer Masayoshi Yokoyama spoke to Xbox Wire about how the game leverages the power of the console, and Yokoyama is particularly looking forward to players experiencing the dramatically faster load times. Yokoyama said the load times are “nearly instantaneous.”

“I was personally most excited about the reduction in loading times due to the SSD, it’s nearly instantaneous; there’s not even time to read the loading screen tips!” Yokoyama said.

Yokoyama went on to say that Like a Dragon, overall, has a “much higher performance level [on Xbox Series X] than we’ve ever been able to achieve before.”

“Seeing the game run at a smooth 60 FPS gameplay experience or in native 4K with near-instant load times is incredible,” Yokoyama said.

You can check out the full interview here. Have a look at the video above to see the latest trailer for Yakuza: Like a Dragon.

GameSpot’s Michael Higham got a chance to play a part of the game on Xbox Series X recently.

“Even with just a small slice of the game in this Xbox Series X demo, Yakuza: Like A Dragon shows us why the franchise has won the hearts of so many and continues to stand out among its peers,” Higham said. “I’m convinced that the move to a turn-based RPG can pay off, and I’m already invested in our new protagonist Kasuga Ichiban and his friends, because Like a Dragon pulls these things off in ways only Yakuza can.”

The latest Yakuza game will launch alongside the Xbox Series X and Series S on November 10, so check out our preorder guide for all the details on those consoles and the games that will be available on them from day one. Yakuza: Like A Dragon will also be on PS4, Xbox One, and PC on the same day, and will arrive on PS5 early next year. The game supports Xbox Smart Delivery, so you can buy it for Xbox One and upgrade to the Series X/S edition for free later on.

If you feel like celebrating the impending launch of the Yakuza sequel, you can splurge on a $282 USD bowl of ramen that Sega’s Australian distribution partner Five Star Games created to promote the game.

Now Playing: Yakuza: Like a Dragon – Official “Next Generation Of Yakuza” Trailer

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Kojima Productions Confirms It’s Working on a New Game

Kojima Productions has confirmed that it’s working on a new project, and is hiring “best-in-class talent” for its Tokyo studio.

Confirmed on Twitter, the studio explained that, “a new project is in development and is looking to hire the best-in-class talent to work out of our Tokyo studio.”

The game itself is something of a mystery at this point, with only vague clues listed on the Kojima Productions careers page. There are mentions of 3D model production for “weapons, gadgets, vehicles, mechas”, and desired experience with “Event control system[s] in RPG”, but there are very few specifics beyond that.

Developing…

Here’s How The Walking Dead Is Filming Season 10 During COVID-19

The undead shamble forward relentlessly, and so must AMC’s The Walking Dead. The show recently resumed production, filming a set of bonus episodes to fill in the gap between seasons 10 and 11, and are taking measures to keep cast and crew alike from contracting COVID-19 (via EW).

“We wear these little tracers in our clothes that will tell us how long we spend in proximity to one another,” said Norman Reedus in an interview on SirusXM’s EW Live. The crew isn’t stopping there, though.

“There’s tons of rules now,” Reedus said. “Everybody’s masked up or has shields on. I have a big scar on my face so that this mask doesn’t work, so I wear the shield everybody else wears masks.”

Further the crew has their temperature taken when they get on set and everyone is subjected to rapid COVID-19 testing three times a week, Reedus explained.

The new measures will certainly make a difference, but they’re not without side effects. Reedus said that the show has a different vibe with the lack of physical touch. It also means that when an actor shows up to set, they announce the actor.

“And then the people part like Moses and the sea and I’m like, ‘Excuse me, coming through.’ It’s embarrassing,” Reedus said.

Even stunts are requiring some rethinking, Reedus said, citing an instance where one of the stuntment had to stiff-arm him instead of tumble around with him. The proximity required by stunts is exactly why Netflix’s wrestling drama GLOW ended up getting un-greenlit, so it makes sense that the crew would be proactive about keeping things safe.

The Walking Dead’s bonus episodes will air in early 2021; The Walking Dead’s eleventh season is expected to air sometime in the second half of 2021.

Now Playing: The Walking Dead Universe – What’s Next For Morgan, Rick Grimes, Maggie and Negan | NYCC 2020

New Spider-Man: Miles Morales Suits, AOC Among Us Stream, & More Ghost Of Tsushima | Save State

Insomniac Games has revealed more suits for the upcoming PS5 launch game, Spider-Man: Miles Morales. First up is the Crimson Cowl Suit, as well as Miles’ famous T.R.A.C.K. Suit, which is a preorder bonus, but is also unlockable in-game.

Congresswoman Alexandria Ocasio-Cortez streamed Among Us on Twitch with streamers such as Jacksepticeye, Pokimane, and fellow US House Representative Ilhan Omar. It was one of the biggest Twitch streams ever, maxing at 430,000 concurrent viewers on AOC’s page.

Ghost of Tsushima developer Sucker Punch is staffing up. A job listing is looking for a narrative writer with experience in feudal Japan, but it’s unknown if it’s for Ghost of Tsushima DLC or for a sequel. Ghost of Tsushima will be playable on the PS5 via backwards compatibility, and it’ll run at 60 FPS. For more on the PS5, as well as the Xbox Series X|S, make sure to check out Generation Next, GameSpot’s weekly show all about the next generation of consoles.

Roblox Passes $2 Billion On Mobile Alone

The MMO Roblox is performing phenomenally well on mobile. According to Sensor Tower’s estimates, the game has now crossed $2 billion in lifetime revenue globally across iOS and Android.

Like other games, Roblox’s mobile edition saw its microtransaction revenue surge during the COVID-19 pandemic. In particular, May 2020 was the game’s biggest month ever, with $113 million in spending.

The US is by far the biggest market for Roblox, accounting for $1.3 billion in lifetime revenue. The UK is No. 2 with $161 million, while Canada comes in third with $81 million, according to Sensor Tower.

The iOS version of Roblox is much more lucrative than the Android edition, bringing in around $1.5 billion compared to $545 million on Google Play. Apple itself has made $450 million from the iOS edition, while Google has taken $164 million; all of this is due to the 30% cut that each company takes a platform-holder.

Roblox has been downloaded around 437 million times on mobile so far, and the US is No. 1 with 113 million, which represents 26 percent of global downloads.

The owner of Roblox, Roblox Corporation, is reportedly planning to go public with an initial public offering or a direct listing. Roblox is also available on PC and Xbox One, so these numbers only represent a portion of the game’s total playerbase and scale.

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Gears 5 Input Lag Is Dramatically Improved On Xbox Series X

In addition to support for 120fps, Gears 5 on Xbox Series X boasts a dramatic improvement for input latency. The developer announced on Twitter that input latency–which is the amount of time it takes when you trigger an action to when it completes–has been improved by 36% for the campaign and 57% for multiplayer.

According to Microsoft, this results in a “profoundly more responsive experience.” We’ll have to wait until we get our hands on the game to understand what this feels like, but it definitely looks like a nice upgrade.

As you can see in the charts below, Gears 5 multiplayer on Xbox Series X at 120fps has an average input latency of 37 milliseconds, compared to 85 milliseconds for Xbox One X at 60fps.

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For campaign, Gears 5 has an average of 60 milliseconds of input lag on Xbox Series X, compared to 97 milliseconds for Xbox One X. The improvements here are in the range of mere milliseconds, but it still seems like a noteworthy improvement. Check out the charts to get into the nitty-gritty of it all.

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Gears 5’s optimized version for Xbox Series X will be available when the console releases on November 10. It will be joined by another Gears game, Gears Tactics, which makes its console debut as a launch title for the new console.

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Ubisoft Connect Wants To Make Cross-Progression A Standard Moving Forward

Ubisoft is making a big change to its main player services, Uplay and the Ubisoft Club. Going forward, they will live under the Ubisoft Connect umbrella, which is an ambitious platform from the French games publisher that aims to help players stay connected via things like cross-progression and cross-platform support.

Ubisoft Connect will debut on October 29 with the launch of Watch Dogs: Legion. Players who have a Ubisoft account can “play, progress, and stay in touch with friends anywhere.”

Ubisoft said the new Connect service will “make cross-platform features a standard moving forward.” This kicks off with Legion later this month, while games like Assassin’s Creed Valhalla, Immortals Fenyx Rising, and Riders Republic will also support “full cross-progression,” Ubisoft said.

The press release states that this cross-progression will be available on “all platforms and services,” and this includes PC, Xbox One, Xbox Series X/S, PlayStation 4, PlayStation 5, and Nintendo Switch. Additionally, streaming services like Stadia, GeForce Now, and Amazon Luna will feature “some” Ubisoft Connect features this year. The press release did not mention any specifics about what features the cloud gaming/streaming services might be missing.

There is a Ubisoft Connect mobile app as well for iOS and Android. To get started right now, you can download the new Ubisoft Connect client here.

Also of note, the press release mentions “cross-progression” support, but not cross-play. There are only a few big titles that support cross-play right now, including Rocket League, Fortnite, Call of Duty: Modern Warfare, and Ubisoft’s own Brawlhalla.

Similar to how it works now on Uplay and Ubisoft Club, players will be able to take part in cross-game challenges that encourage users to play a lot of Ubisoft games to earn rewards like weapons and outfits.

The new “universal interface” will feature a newsfeed that shows what your friends are up to, while a “Smart Intel” feature will show you tips for specific games. There is also stat-tracking and leaderboards, so players can see how they compare to the global playerbase.

To mark the announcement of Ubisoft Connect, the company is making more than 1,000 Ubisoft Club awards available to all players for free.

“Next-generation gaming goes beyond technological improvements and better graphics. To us, as a creator and publisher, it is about bringing more fluidity and versatility in the experience to have the freedom to play games on whatever device and with whoever you want,” Ubisoft’s Online Services vice president Stephanie Perotti said in a statement. “Ubisoft Connect is our take on a new seamless experience to not only ease the transition between generations and platforms, but also be the starting point for new services that further contribute to new, more player-centric ways of enjoying games.”