Kingdom Come: Deliverance Review in Progress – IGN

Our thoughts at roughly the halfway point of this new realism-focused RPG.

[Editor’s note: Because we didn’t receive Kingdom Come: Deliverance for review until late last week and it’s estimated to be a 50-hour game, our review is still underway. We’re aiming to have it completed and scored by the end of the day on Thursday, February 15. In the interest of hitting that goal, we’re keeping these impressions brief.]

I’ve put around 25 hours into Kingdom Come: Deliverance so far, and I’m finding plenty to be impressed by. The large chunk of wooded, medieval Bohemia across which the bloody and dramatic story takes place shows significant attention to detail and is filled with little historical touches that help it feel like a real place. Towns, farms, and logging camps are all laid out with a strong internal logic and built on a scale that makes sense, as opposed to the standard RPG city in a game like Skyrim that’s designed to feel large, but really isn’t.

Exit Theatre Mode

The “open” world isn’t always as open as I’d like it to be. I’ve run into a number of areas with invisible walls where it looks like I should be able to jump up onto a rock ledge, but am stopped from doing so by an immersion-breaking barrier. There’s also a fairly common tendency to use impassible hedgerows to prevent me from sneaking up on a bandit camp or other objective, though that at least seems consistent within the setting. If you’ve ever been out in the deep woods, you’ll know that getting from A to B as the crow flies isn’t always practical.

Combat has a significant learning curve, but it’s a lot of fun.

Combat has a significant learning curve, but I’ve found it to be a lot of fun the more I’ve gotten the hang of it. Most of the times developers have tried to create a “realistic” first-person melee system, the result has been the next best thing to unusable. But Warhorse’s designers seem to have struck the right balance here: sword fights have a nice tempo and reward technical skill, quick thinking, and most of all patience, but don’t feel cumbersome or incomprehensible. While my character does level up and gains new perks, I feel like the main thing allowing me to take on tougher enemies is that I, the player, am learning new techniques and progressing toward mastery of the mechanics. And in cases where I’ve found myself outclassed, a good majority of quests have a nonviolent solution.

It was a nice bit of levity among the brutal business of medieval life in wartime.

The story up to this point has been gritty, engrossing, and complex, though it tends to fall back on some old-fashioned ideas of medieval historiography in a couple of places. The focus is very small-scale. I find myself solving problems in the margins of a larger conflict involving two half-brothers competing for the throne, which is actually kind of refreshing in the wake of so many fate-of-the-world adventures. The stand-out quest so far has been a Sunday mass in which I had to recite a sermon inspired by contemporary Czech church reformer Jan Hus – an important predecessor to Martin Luther and arguably the real father of the Protestant Reformation – because I’d gone on a drunken bender with the local parish priest the night before and he was too hung over to do it himself. I laughed the whole way through, and it was a nice bit of well-written levity among the often brutal and unpleasant business of medieval life in wartime.

The presentation of the story could definitely stand to be more show than tell, though. During some parts of the main quest chain, I feel like I’ve been playing through wordy dialogue scenes longer than I’ve been doing everything else put together, while I’d rather out be out exploring or stabbing bandits in the face.

Deliverance has been delivering its own share of technical issues, as well. Most noticeably so far is the way that in many dialogue scenes my character has inexplicable missing polygons on his neck, exposing whatever is behind him to the camera.

Exit Theatre Mode

There’s a lot to take in and by my own estimate, I’m only a bit less than halfway through the main story. My overall impression so far is pretty positive. The amount of work that’s gone into the worldbuilding and depictions of medieval society (with a couple exceptions) is downright impressive. Little touches that ground me (like the fact that having dirt on your clothes lowers your persuasiveness when talking to the nobility, forcing you to actually do laundry sometimes) are highly appreciated and help transport me more fully to the era being depicted.

Now if you’ll excuse me, I have a miscarriage of justice to correct. Probably with a sword thrust to one or more faces.

TJ Hafer is a freelacne writer and critic. Find him and ask him about midieval history (seriously) on Twitter.

Sea of Thieves Will Add Microtransactions Around 3 Months After Release

Sea of Thieves will launch without microtransactions, but will add them in its first major content update, planned for around three months after release – but they’ll be for cosmetic rewards only, and won’t feature loot boxes.

During a visit to Rare, executive producer Joe Neate told IGN:

“Our focus at launch

on a great game experience. When we deliver this first major update, that’s when we’ll turn on the ability for players to spend money optionally.

“We thought long and hard about what’s right for our game experience, and the key thing we think is that it has to add to the fun, social nature of the game. So anything in this area will not impact power or progression, and you’ll always know what you’re getting – so that means no loot crates.”

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Sea of Thieves: How It Starts, What You’re Aiming For, and Kraken Attacks

The more we’ve seen of Sea of Thieves, the clearer it’s become that the simple act of playing it will be fun. Its mix of gentle action and almost hardcore seafaring (seriously, you try manning a galleon with three people who don’t know how sails work) is immediately engaging and, more importantly, hilarious.

But what bookends that moment-to-moment play has remained resolutely mysterious since the game’s announcement – how does Sea of Thieves begin, what’s the story, and what are we working towards? After visiting Rare and talking to several of the game’s developers and producers, finally we have some answers.

Let’s begin at the beginning. Sea of Thieves will open with you choosing your pirate. “Choosing” is a deliberate choice of words – this isn’t character customisation. Rare’s made a purposeful decision not to include slider-filled menus. Instead, you begin in a tavern, with eight procedurally-generated pirates to inspect. They’re created based on twenty different parameters – everything from age, to body shape, to overall ‘wonkiness’ (essentially, how asymmetrical they are) – leading to a “practically infinite” number of variations. If you don’t like the 8 you’re shown, you can regenerate another 8 as many times as you like until you find a favourite.

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Sea Of Thieves’ Multiplayer Has Huge Potential, But We Have Some Concerns

Before going to visit Rare, the British studio behind Xbox One‘s first big exclusive of the year, I wasn’t really sure what you do in Sea of Thieves. It’s a pirate game, sure, but what does that mean, exactly? It seems obvious now, but of course the answer is: you act like a pirate. You take on quests to retrieve loot or kill a skeleton captain and then proceed to sail a ship, look out for enemy boats, fix leaks, bail water out, position the sails, lower or raise the anchor, and shoot cannons.

As it turns out, that’s all really fun. Playing in a team of four, I enjoyed swapping between those roles, communicating with my crewmates to navigate the sea or if we spotted an opposition ship in the distance. The entertainment comes from the role-playing, the coordination, and the satisfaction of knowing that skeleton captain’s skull lies on the floor beneath you because your crew attacked his fortress together. You can do whatever you wish, and go in any direction you want, and it’s enjoyable to see what hilarity ensues from those decisions.

For Rare, this sensation of making your own fun was very much intentional. “That happened because we give you a great degree of mechanical freedom,” says Sea of Thieves’ design director, Mike Chapman. “You’ve got a ship that’s not gonna sail itself; it’s just a piece of wood. You are the ship: you are a person on a ship and you must work together to sail it and then you’ve got these tools that you can use in different ways. Like the gunpowder kegs [which can be used to blow up enemy ships, for example], like [randomly] finding a merchant message in a bottle that leads you on a different adventure. All of these things are deliberate in terms of the freedom they give players because when you put multiple players in the same world doing the same thing, you get all these incredible scenarios.”

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Of course, you do have objectives to accomplish in Sea of Thieves–it’s just up to you whether you actually aim for them. Sure, you can go and find that one specific pig and keep it alive on the journey back–one of the game’s three existing factions will task you with retrieving rare creatures and maintaining their health for the duration of your voyage–or you can ignore any quests and just chill out. Simply sailing around the game’s colorful oceans, hanging out with friends, is an equally enjoyable experience, and the world will distract you with emergent mechanics such as the aforementioned messages in bottles or public events on distant islands that draw other players to their shores.

A shared world, public events, and live content all made me, at least, recall Bungie’s Destiny, which has a similar structure–the ability to jump into a squad with friends and explore a beautiful world, engaging in missions if you want to. However, while Destiny and Destiny 2 have strikes, raids, a story campaign, and a combat-focused Crucible, Sea of Thieves appears to contain no extra modes as yet. After the game’s recent beta, some fans were left concerned that the final version would be too light on content to maintain any sort of significant longevity, and it’s a concern I share. Specifically, I wonder whether the game’s weapons and gear will offer enough depth to keep me coming back after more than a few hours. Using in-game currency, you can purchase new guns and clothing–among other items–but there are no stat advantages to be gained from buying more expensive pieces. You can obtain different types of weapon, such as the shotgun or sniper rifle, but within those categories there are no mechanical differences between the first shotgun available to you and the last. “The compass never gets more powerful,” says Chapman. “A compass is just a compass. A pistol is just a pistol. You’ll need to grow as a player as you face these high level challenges.”

Sea Of Thieves PC Requirements And Recommended Specs Announced

Sea of Thieves is often bandied about as an exclusive to Xbox One, but it’s only a console exclusive; the seafaring pirate game is also coming to PC. Following earlier technical tests, official system requirements and recommended specs have been shared, and they truly run the gamut.

Microsoft and developer Rare have shared a wide range of possible specs for running Sea of Thieves on PC. What it describes as the minimum requirements involve running the game at 720p and 30 FPS. Doing so requires an Intel Q9450 or AMD Phenom II X6 and 4 GB of RAM. It also divides up the suggested video cards into “GPU” and “modern GPU” categories; the former calls for a 1 GB GTX 650 or AMD Radeon 7750, while the “modern” cards start with a GTX 1030 or R7 450. Unusually, we also get a hard drive speed suggestion too; you’ll need 60 GB free on a 5,400 RPM drive.

From there, the specs scale up to the recommended level of 1080p and 60 FPS, which requires an i5 4960 or FX 8150, 8 GB of RAM, and a GTX 1060 or RX 470 (for modern GPUs), and a 7,200 RPM hard drive. The highest end provides the necessary specs to run the game at 4K and 60 FPS: an i7 4790 or Ryzen 5 1600, 16 GB of RAM, a GTX 1080 TI or RX Vega 64, and an SSD.

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There are also requirements outlined for a slightly…lesser experience. Rare previously promised Sea of Thieves support for 540p with a 15 FPS lock. In this list of specs, we see the necessary hardware to run the game at 540p and 30 FPS with the minimum graphics setting, which is dubbed “Cursed.” For this, you’ll need an Intel Iris Pro Graphics 6200 or Iris 540, 4 GB of RAM, and integrated graphics. And, like all other specs, 60 GB of hard drive space and DirectX 11 support are still required.

Sea of Thieves launches on March 20 on PC and Xbox One. For those with Xbox Game Pass, Sea of Thieves will be available as part of the subscription program on day one. That gets you access to not just the Xbox One version, but the PC version as well. Special Sea of Thieves-themed Xbox One accessories will also launch alongside the game.

Got a news tip or want to contact us directly? Email [email protected]

Paddington Director in Talks for New Willy Wonka Movie

Paddington director Paul King may helm the new Willy Wonka film for Warner Bros.

Entertainment Weekly reports King is in final talks with the studio to take on the project, which will be a reimagining of Roald Dahl’s classic children’s book Charlie and the Chocolate Factory. Harry Potter and Paddington producer David Heyman is developing the film with Warner Bros. in the hopes of starting a franchise.

King would direct from a script by Simon Rich. The story will be set before the events of Charlie and the Chocolate Factory, following Willy Wonka in his early adventures prior to meeting Charlie.

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How Discovery’s Cliffhanger Fits into the Trek Timeline

This article contains spoilers for the most recent episode of Star Trek: Discovery. It will also have a lot of dates extrapolated from conjecture and from Star Trek ancillary publications. We Trekkies love this stuff.

After 15 episodes, a lot of angst, a good deal of death and violence, some genetic manipulation, and a visit to a parallel universe, Star Trek: Discovery has closed out its first season. And while the season’s final episode wasn’t the first part of a two-part cliffhanger (a long-running Star Trek tradition), it did end with a final and unexpected surprise. As the USS Discovery is heading to Vulcan to pick up its new captain, they are approached by another Starfleet vessel which has issued a distress signal. The makers of the show probably took a great deal of delight in tantalizing the audience with their dramatic reveal; there’s a brief, incomplete close-up of the incoming ship’s call letters: NCC-17_ _.

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Our Picks For The Best Of Aussie And Kiwi Esports This Week!

Australia and New Zealand esports has a huge helping of exciting news this week — as well as some cracking highlights. In the CSGO, Tainted Minds managed to extend their undefeated streak in the ESEA MDL. In League of Legends the OPL finally has a clear leader thanks to a showdown between Order and the Dire Wolves. Elsewhere LPL opened launched their Esports Broadcast Studio in Auckland, and two OCE PUBG teams have secured spots in separate overseas competitions.

Be sure to head over and check out the rest of the esports hub! Remember you can email tips to me [email protected] or you can just click to send me an email. If you want, you can tweet suggestions at me as well, my twitter is down the bottom of this article.

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This Week’s Xbox One Deals With Gold Revealed

Microsoft has rolled out a fresh set of deals on Xbox Live, and there are some solid offers to be had across Xbox One and Xbox 360. Starting with Xbox One, the newest Call of Duty game, Call of Duty: WWII, is on sale for one of the first times since release. Right now, you can get it for $39, which is 35 percent off its normal $60 price.

Some other notable Xbox One offers this week include Rocket League ($12), XCOM 2 ($20), WWE 2K18 ($30), NBA 2K18 ($39), Injustice 2 ($32), Firewatch ($8), Evolve ($7.50), and Destiny 2 ($39). Additionally, Mafia III ($16) and lots of add-on content for Rocket League and Rainbow Six Siege is on sale, with discounts as deep as 50% off.

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On Xbox 360, BioShock 1-2 and Infinite are on sale, alongside Borderlands, Borderlands 2, and Borderlands: The Pre-Sequel. Other 2K games are on sale as well, including Mafia II, Spec Ops: The Line, The Darkness II, and XCOM: Enemy Within.

Go to Major Nelson’s blog to see a full rundown of this week’s Xbox One and Xbox 360 deals, including country-specific price points and more. The offers, some of which require an Xbox Live Gold membership, are good through February 19.

In other news, Xbox Live Gold members can now pick up some of February’s free Games With Gold titles. These include Shadow Warrior on Xbox One and Split/Second for Xbox 360.

Got a news tip or want to contact us directly? Email [email protected]