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TOP 20 BEST Indie Games of EGX London 2019

October 17, 2019 | Articles, Blog | 26 Comments

TOP 20 BEST Indie Games of EGX London 2019

hey there and welcome to get indie
gaming and to this showcase of the top twenty best-looking indie games you can
play at egx London 2019 PGX is the UK’s biggest gaming event of the year taking
place this October 17 until the 20th with it showing everything from triple-a
blockbusters to hundreds of incredible indie games and much much more so
without further delay let’s get cracking with this egx 2019 rundown coming in at
number 20 and found on the main show floor we have hollow knight silk song
which most of you will already know is the sequel to the much-loved and multi
award-winning hollow Knight as before you play as the lethal Hunter Hornet
we’re here you’ll discover new lands new powers and multiple hordes of beasts and
secrets linked to your past hollow Knight will come to steam and the
switch in 2020 up next and squashing their grapes within the ever wonderful
left-field collective which is usually my highlight area of any egx hundred
days as a winemaking management sim where every decision from the grapes you
grow to the time of harvesting and everything else within the winemaking
process all influences the quality of the vino you produce rapt in nostalgia
and tradition this looks like a fine way to unwind after a long hard day at the
office it’s coming to steam some point soon at
number 18 and another one from the main show floor no straight road brings what
the developers are calling the harmony of music and video games without using a
rhythm game mechanic here they’re talking about an action game with
similar methods to devil may cry and near automata
I really have no idea how this’ll all pan out although I intend to find out
much more as soon as I can but now at Number 17 tracks the Train Set game
comes to steam this November 14th it certainly reminds me of my Brio trains
that’s when I was a boy and it comes with a variety of game modes and free
play where there’s plenty of things to keep any model railway fan happy for a
long time at number 16 and next that we have yes your grace
here is a kingdom management RPG where your decisions as king have profound
effects on your subjects everything you do and decide impacts those of your
kingdom and remember not everybody has your or your kingdoms best wishes at
heart heading on back to the left-field collective at number 15 we have Reiki
this is a minimalistic isometric puzzler which is out now on iOS here you move a
rubber ball around the level from beginning to exit while navigating logic
puzzles to progress it’s one of the better puzzle games out on mobile of
late and comes without adverts or any of the usual trash normally associated with
mobile gaming that number 14 kung fu Jesus or is it hath loosed is labeled as
a genre busting action-adventure fighting game unlike any other coming
from folks who worked on disco Elysium janila clue and crossing souls it’ll
offer an intense martial arts led experience and is set to come to home
PCs via steam at some point next year now fans of the channel will know I love
my couch co-op game and at number 13 we have moving out which can be found
within the rezzed arena reminding me something similar to overcooked here you
get involved in all manner of house moves and relocations with it coming to
steam and the switch in 2020 this all looks proper bonkers and might be one of
the show’s hidden highlights at number 12 were headed back to the main show
floor with we Gaea the work of a single developer with it coming soon to steam
and all of the major consoles this 2d pixel art game sees you pull off
devastating combos Heena it combats in a strange and mysterious
environment coming up now at number 11 across the grooves is an interactive
graphic novel here you play as Alice within an unremarkable life until one
day her ex-lover comes back into it by way of an old vinyl record when Alice
takes it for a spin on her turntable she’s taken back into her past and
forced to go over and relive old events when arriving back in the present her
reality has changed it’s a journey of self-discovery and adventure and can be
found within the left-field collective that number-10 a ton of feathers is
something I first saw back in April at the rezzed event in London I’m keen to
see more essentially you play through multiple novellas with it examining
creativity and loss and the medium of games themselves it’s the first and only
VR game to feature in this countdown and comes from the legendary bendlin Otto in
what’s being called his last planned solo project at number 9 welcome to elf
comes to steam next year where you play as Frigg a young and carpenter
travelling to the island of elk to undergo an apprenticeship she’s used to
the hectic life of a city to how she will cope in the tranquil surroundings
of the island with few young people and no internet well that’s what we’re going
to find out everyone you meet has a story to tell in what at times are dark
and harrowing experiences full of mature adult content but don’t let that put you
off I’m thinking welcome to ELQ could turn out to be something rather special
at number 8 in eldest Souls we have in what the developers themselves are
calling a pixel art Souls like RPG where the player explores our vast forgotten
Citadel in search with the imprisoned old gods stuffed full with NPCs quests
and mysteries to uncover with a fast and deadly
combat success is said to come to those favoring a bold and aggressive playstyle
at number six bird of passage is essentially a ghost story that sees you
travel around Tokyo after sunset or with indifferent taxi cabs it’s essentially a
narrative game with beautiful art style and elements of Japanese history all
written together with clever and conversational dialogue at number seven
and one of the visually most striking games on display at this year’s egx
recompile as a Metroidvania inspired hacking battle adventure where you take
control of an AI program and try to escape its deletion I got to see this at
Gamescom and found it a fun if and little frantic game in places however it
should appeal to many with its shooting on to steam next year in 2020 going into
the last five we begin with Paradise killeth which is a free-form open world
first-person exploration game you’re here to investigate the mass murder of
the island’s ruling council by assembling the evidence in any order you
wish paradise killer also comes with a fully
interactive story and features plenty of cryptic puzzles including an alien long
dead language which you need to learn sounds interesting I can’t wait to play
at number 4 in row key we have an adventure game inspired by Scandinavian
folklore with it being a dark fairy tale underpinned by a touching narrative with
an alluring art style that seems to create a feeling of menace and yet
provides enough of an atmosphere to underpin the overall exploration
you play as Tova she goes on a journey to save her family all in within a world
steeped with creatures that shouldn’t exist this comes at TBA on to home PCs
and the Nintendo switch at number three al Euler has me really
rather transfixed it’s a stargazing gardening game with
the central tenant about knowing what it means to be alone in the universe it
uses constellation based puzzles and sees you growing plants and you’ll also
be able to decorate your island into a wholesome and lush space you’ll also be
able to join a digital communist and connect your creations with others in
space and time this year’s egx best looking indie game runner up is
skatebird which comes to steam in 2020 and yes that’s right here we have a cute
looking bird in there skateboard you’ll explore plenty of bird sized skate parks
while using the simple and familiar control system while it’s clearly
nothing too serious I really love just pretty much everything about it it looks
so wonderfully silly and very perfect for playing in moments where you just
want to have some fun without having to think too deeply at number one in what
really is my most anticipated game of the show circuits superstars as a
top-down physics driven racing game out next year on Steam and all of the
console circuit superstars will offer a huge variety in motorsport antics from
60s era single-seaters to modern GT powerhouses even if you haven’t played
these type of games before as I suspect many of you will have done so this
really should be on your list to go and see at the show and if you’re not there
be sure to check out the links for this game and everything you see in this
video down in the description so that’s it for my rundown of the top 20 games
I’m looking forward to playing and seeing it this year’s egx
I’d be hugely interested to see which ones you liked and whether you’re going
to the show if you do well I might just see you there in any case let me know
down in the comments where I read everything you wonderful people post
until next time please click that like button and subscribe if you haven’t and
I’ll see you all again here soon for more in
game videos

FLASHOUT 2 – MAKING OF VIDEO – Futuristic anti-gravity racing game by Jujubee!

FLASHOUT 2 is very much different from its precedessor. Tracks are more curvy and offer a lot of variety, with many sharp corners, twists, bends, loops, racing upside-down, blood freezing speed jumps and so on, so in general the game is not only faster but also extremely exciting. FLASHOUT 2 is a much bigger game. There are more circuits, licensed music tunes, more leagues, there’s also an animated story, 11 different languages are supported and of course the highly-anticipated multiplayer mode is also there. Moreover we’ve made many changes to the Career Mode which is now much more exciting thanks to new racing modes, such as Elimination or for example the Destruction Mode, which is a bit similar to a deathmatch because your goal is to destroy as many enemies as possible, so there’s a lot more going on. We’re very happy that Apple made the decision to support game controllers and thanks to our cooperation with Moga FLASHOUT 2 features full controllers support on both iOS and Android devices, and I must say the feeling and the overall experience is simply amazing, the game is very responsive and makes you feel like you’re playing on a portable console. In such games as FLASHOUT 2 you want to get the best and flawless experience, so we put a lot of effort to get as much as 60fps on high-end devices such as the iPhone 5s and iPad Air. As result the gamplay is amazingly smooth and thanks to geometry streaming and heavy code optimization FLASHOUT 2 is still able to offer console-quality graphics and spectacular visual effects, even on older devices! In reviews and comments players asked us for an online multiplayer mode and we are happy to confirm that the game will launch with this exciting new feature. You will be able to challenge your friends or compete against random players from all around the world and we are sure that you will love the online experience in FLASHOUT 2! There’s no doubt that FLASHOUT 3D was a success for Jujubee, and we knew from the very beginning that we want to go further with this franchise and that the second game will be even better. In the case of FLASHOUT 2 we had more time to polish every little detail and we could take profit of all the great feedback we got from players and fans. As result, FLASHOUT 2 is a completely different game, made 100% from scratch and it offers you a console-like gaming experience like never before. FLASHOUT 2 – Coming Q1 2014 Android, Windows Phone, PC and Mac versions will be out at a later date.

BROKE vs PRO: Gaming PC Edition

October 13, 2019 | Articles, Blog | 100 Comments

BROKE vs PRO: Gaming PC Edition

– Hey guys, this is Austin and welcome back to Broke Vs. Pro Gaming. You guys really seemed to
enjoy the last episode, so this time we’re taking
it to the gaming PC realm. – [Ken] I got you. – What?
– [Ken] Here, hold the camera. – What?
– Let’s go, let’s go. – What are you doing, Ken? – Let’s go. – Okay, so we are here at Micro Center to build the Pro Vs. Broke gaming PCs. What is the budget this time? – So this is a better time
than ever to point out that this video is brought
to you by Micro Center. Specifically my part of the video where I get to buy all the stuff with an unlimited budget Thanks to our sponsor of today’s video– – [Austin] Are you serious–
– Micro Center! – [Austin] right now? You’re a sellout now. I’m fine, but you’re the sellout. – Look I’m not a sellout, I’m just here to let you know that this is one of Micro
Center’s 25 locations – [Austin] Oh my God. – We’re here in Tustin, California, and if you want a link to any of the items that I bought today,
– Of course. – They’ll be in the description or feel free to visit
your local Micro Center. – You know, it’s exactly like Ken to get a secret sponsor and not tell me and of course that sponsor
benefits him and not me. I mean, I shouldn’t be surprised. I feel like he has a lot of sponsors in Mystery Tech I’m just not aware of. What are you–
– This video is brought to you by Micro Center. Go to Micro Center for
all of your PC needs. Okay so all good PC builds, especially ones that
have unlimited budget, start with the PC case, of course. Because this is the
thing that everyone sees and it’s the thing that
signifies that you are pro. – [Austin] Because you
care about aesthetics, – I do.
– [Austin] not performance. Oh wait, this is a standing
desk with a PC in it. – [Austin] We’re not trying
to fit this in the office. No. No. No. No! – Oh my God, what is this? – [Austin] What is that? – Oh my God, like it has the
water cooling in the front. – [Austin] Are you really just gonna buy a pre-built right now? – I mean, it’s not
against the rules, right? I’m gonna go see if there’s someone that can help us here…
– [Austin] Really, how many water-cooled computers
can Micro Center have? – Wait… (laughs) – [Austin] Oh no. – (laughs) Oh. – [Austin] Dude, are
you serious right now? – I’ve always wanted a
crazy RGB water-cooled PC. And that, that’s pretty crazy RGB. – [Austin] That’s a Maingear? – That is a Maingear PC, actually. Cool. – [Austin] Oh no. Oh, there’s a remote for it? – So it has Core i9-9900K, 16 gigs of RAM, one terabyte SSD, and 2080 TI, with– – [Austin] 2080 TI? – Yeah, 11 gigs of VRAM. (laughs) And this PC is
running the best operating system for gaming, Windows 10, which is available in the link in the description
below at MicroCenter.com. – This thing looks awesome. I have to do literally no work. I’m also paying for labor. But that’s okay, I don’t
have to pay for it myself. Because the gracious sponsor
of today’s video, Micro Center, is doing it for me. I will be taking this one, because it doesn’t look like it is here. – [Austin] Are you just gonna take the display model right now? – I will take the display model. – [Austin] You’re–
– It’s cheaper. It’s cheaper. I know you like that. I know you like that. – [Micro Center Rep] I
can actually tell you how expensive it’ll be. – Ooh. – [Austin] Are you getting a discount literally as we speak right now? – Thank you Micro Center. – [Micro Center Rep] He also looks cooler. Did you see his shirt? – [Austin] Did you just
say he looks cooler? – (laughs) I love Micro
Center even more now. Their employees know what’s up. – [Micro Center Rep] By the
way Austin, the Apple section is over there. (all laughing) – We couldn’t make that
up, even if we wanted to. – So while Ken might decide to go and buy some pre-built,
water-cooled computer, I am going to do it the old-fashioned way and build it myself. I mean, I’m working with less than 10% of what Ken has, right? I mean, he has more money
in his water-cooling than I have for my entire setup. So one of my thoughts is, “I can go with, like, integrated
graphics, go super cheap, “Or, I could cut all the corners and try to squeeze the cheapest
graphics card I can.” Hey, dude. – Just wanna say hi. – Aw, thanks man, I
appreciate it. (laughs) Yeah, we’re just shooting
a video right now. As you can probably see.
– Yeah. – (laughs) Awesome. Hey, have a good one. – All righty, Austin.
– Oh. Because you said budget,
I went ahead and grabbed– – Why would you do– (laughs) what are you doing to me, man? – It’s an open box. – It’s an open box for what– It’s $700. – You’re right, you’re right. So let’s scale it down a little bit. – (groans) This guy, this guy right here. One of the legit advantages of going to a store like Micro Center is that it’s not as straightforward as, “Oh, I’m just gonna order
this brand new part,” right? I’m trying to take advantage of open box. I’m trying to take
advantage of bundle deals. I’m trying to take advantage
of the dusty thing they’ve got in the back that they
totally forgot about. Like, whatever I can do
to save a few dollars and make my system remotely game-able… (stutters) game-ified, game-alicious… game… …atastrophe. I need to game on a very small budget. – [Ken] This is a very
explosive value, might one say. Right, Austin? – Look, usually it’s a good idea to get a very nice power supply that will work for
years and years to come, and give you excellent reliability. And sometimes, I’m trying to beat Ken and I need a 400-watt power supply. Look, sometimes in life, you do as I say, not as I do. That’s it my friend. Thank you so much, I would
shake your hand but– – That’s all right, I’ll
give you an elbow bump. – I’m gonna do it very carefully. Okay. We’re gonna do this. Thank you for the help.
– Of course. – I am going to go and be
victorious in my gaming exploits. (clears throat) All right, so it is time to
build my Micro Center PC. Now I see that you’re already set up here. – [Ken] I am. – Like, how much work that took you. – [Ken] It was very laborious. – Oh, yeah. It was so hard
to plug in the power cable, press the RGB button. – [Ken] Dude, this thing
is not light at all. – Oh, boo-hoo. You had to
pick up your $3,000 PC. – [Ken] No, Matt had to, but that’s fine. – (laughs) You didn’t even do it yourself. – So a bunch of y’all complained last time that I didn’t have a mousepad. And the sponsor of today’s
video, Micro Center, just so happened to pay for everything, and they also let me get a HyperX FURY S… – [Austin] Did that come out of my budget? – Probably. – [Austin] It’s on my receipt. – Yeah. We’re done. – [Austin] (scoffs) That’s…
yep. Pro gamer right here, ladies and gentlemen. – [Ken] What are you doing? – Building my GPU Mining case. There’s a lot of components in here. – [Ken] Wow. That looks like a lot of work. – [Austin] So, my graphics card should go something like here, – [Ken] Yes. – However, my motherboard… down here. Because I believe as a mining card, this is meant to be used with risers. Something that I did
not think ahead about. – [Ken] Hmm… Team poverty
not looking great today. So, I’m just gonna take this, I’m just gonna put it– no, I… – Mine. No. – [Ken] Okay, well– – [Austin] I need a power supply, Ken. If you’re not gonna put it
next to the fire extinguisher, then I’m gonna take the
fire extinguisher to you. – Look, it’s fine. Don’t worry about it. – Look, I’m just trying
to be a good friend. It’s happened once
before, I’m out for him. Like, I know it’s kind of a competition, but I’ve gotta keep it friendly, and I care about his business. And I need to make sure
that fires don’t happen on my watch. (laughs) Look, I wasn’t hired back
then, so, I mean. (laughs) – [Austin] Ken, with all
the fun you’ve been making of my PC, you missed the best part: my power cable. There we go, see? Power cable. That’s my
power button right there, – Or as I like to call it, a detonator. – No, my power cable–
All right, you know what? So I think my broke setup is about done. As you can see, we have
our processor, our memory, motherboard, graphics
card, SSD, power supply, as well as our case. All set up, nicely
cable managed, and ready for some gaming action. Hey, it works! I don’t know what– – [Ken] (groans) Here, all
right, take this, take this, take this, take this. – My graphics card is
spinning, my CPU is spinning. – [Ken] Oh, Jesus. (laughs) – It’s all right. Look. Once that this
works, I will actually try to clean some cables. My power supply is power supplying, and have I POSTed? Nope, I want DVI, I want DVI, give me DVI. (groans) Okay. I’m gonna
need to do some testing. But hey, this is a good sign. There’s signs of life,
my fans are spinning, my USB peripherals are USB-ing, I’m sure I can figure this out. By tomorrow when we do
the actual test-off. (playful music) – [Ken] We’ve been here for,
like, an hour and a half. – No, we’re doing it tomorrow, it’s fine. – [Ken] Okay. – So, after some minor
alterations to my computer, it is fully functional, with
some wonderful LTT store– Oh wait sorry, no (clears
throat) wrong channel. Some generic brand cable ties to make sure that it is all perfectly
functional, perfectly wonderful, look. It’s–
– It’s very less bomb-like. – Look, it’s fine! Don’t mind the thin gauge wiring, don’t mind the fact that
I don’t have enough space to install games, so I
might be using external– What are you doing? That’s–
You just turned off my– – It’s on my side of the table, so… – I just had all the games
set up, I was all ready. You’re a (beep). (laughs) – (laughs) I mean, there’s a power button. How could I not press it? (slaps button) (slaps button) – Last episode, we took a
look at the peripherals. So, monitor, mouse, keyboard, headset, and I pretty much showed the
world that you don’t need to be Ken Bolido and spend
a giant pile of money on all your accessories. So I think it only seems fair that because we are doing the
gaming PC edition this time, we’re gonna use all of
those same peripherals. Except that Ken forgot
to bring his headset and I have already used my
monitor for something else, so I’m seeing a downgrade
and he’s seeing an upgrade. Again, story of my life. Ken cheats, I get the
worst end of it, it’s fine. We have a full group of easy bots, I’m not cheating, my group’s
not better or anything. Now, let’s play, shall we? So in my great need of a graphics card, I picked up whatever I could. And it is doing great for games. What it is not doing
well for is recording. Which is why, even though I’m getting a very smooth, incredibly
buttery frame rate, the recording’s, like, 10 fps. That’s fine. He’s got a graphics card with, like, Shadow Play and all this kind of stuff. I’m doing the old-fashioned
way, using OBS. So, you know, CPU encoding is great, AKA, my footage looks better in real life. Don’t mind this terrible recording. – [Ken] All right, here we go. Here we go. – You have no chance,
my friend, no chance. – [Ken] No chance, eh? (gunshots in video game) Bye, Austin. (laughs) (Austin groans) – [Austin] (beep) Run faster, run faster. – [Ken] Yeah.
– [Austin] No. – [Ken] Look at all those kills. (laughs) (Austin groans) – Hey guys, this is Austin. Hey guys, I’m running away from Ken. (Austin mumbles) (laughs)
– [Austin] What? – (laughs) Couldn’t run away fast enough. – This is bad, I don’t
like this at all. Oh, no. – All right, let’s go play the objective. Yeah. – [Austin] There we go, got one, got one. – [Ken] Oh God. (laughs) I’m
almost dead. I’m almost dead. (Austin laughs) Not if he can find me, though, but. – [Austin] Look at that
excellent objective defense. What a great amount of teamwork
from me and my AI buddies. Where are you? – [Ken] Oh, God, I’m not telling you. – [Austin] Oh, I see you,
I see you, I see you. (both exclaim) – (laughs) What was that? – [Ken] Oh man, so much
is happening right now. – This is such a mess
with all these easy AIs, like everyone, literally everyone, sucks. – [Ken] All right. Road hog,
road hog, road hog next. Road hog next. Yeah. – Damn it. Come on. Come on, go. (Ken groaning repeatedly) – Lucio, Lucio! The (beep) was that? Bastion. The (beep) Bastion. You mother– (groans) – (laughs) You raging over there, Ken? – [Ken] (groans) No. No. Nooo! I was so close! – Victory for team Austin
and the cheap setup. (laughs) (groans) – Played the game though.
– [Austin] Whatever. (mocking) Played the game, my name’s Ken, I can play the game. – My bot team was awful. I carried everyone. – Care to 1v1 in CS:GO? – Oh, yeah, yeah, totally. – I am running at a super
smooth 78 frames per second right now, at 1080p. – [Ken] Okay. Oh God. Oh. – (laughs) Already. Already.
– [Ken] This is bad. This is bad, I don’t like this. – [Austin] Ha ha ha, I’m
just gonna stay here. – [Ken] There we go. (both exclaim) Oh, RIP. – [Austin] Oh, God.
– [Ken] RIP, three. – [Austin] I don’t like this.
– [Ken] It was a three-piece! – [Ken] Oh my God,
this terrible display. This terrible display- – [Ken] Oh God. No. No. No.
– [Austin] (yelling) Yes, yes! – No, no, no, no, no! – Yes!
– I was not ready! I was not ready! – I mean, it took me 30 shots to get you, but it’s fine, it counts. – [Ken] Oh, man. – [Austin] Someone’s about to spawn in, I’m literally gonna shoot
him in the back of the face. Oh (laughs) Okay.
– [Ken] Oh, Jesus Christ. – [Austin] Not the case. Are you gonna get swept right now? Am I gonna beat you in
both games right now? Is that what, that kinda seems what… Oh. – [Ken] One.
– [Austin] Okay. – [Ken] Oh, that was a two piece. Cool, I did not even realize. No, That is Austin! That is Austin! – [Austin] No!
– [Ken] That is Austin! – No! – [Ken] It’s now a problem of, I’m trying to compete for kills with my… – [Austin] With your teammates? – [Ken] Yeah. Oh my– – [Austin] It’s okay,
they’re bots, they’re fine. – [Ken] There we go. – [Austin] Oh hi, it me. – Oh my God, my bots are just too good. The robots are taking over
the world, sure, whatever, but what the (beep),
don’t steal my kills, man. Why? – I’m almost in last place right now. This is not good. I’ve died a lot of times in a row. – [Ken] One. Two. All right, yep.
(Austin laughs) Back in first place, what is up? (Austin sighs) – So what have we learned today? – Nobody won. – Thank you very much for watching this episode of Pro vs. Broke Gaming, and let me know in the comm– No… (groans) You’re gonna break your headphones. My computer will chew
them up and spit them out. Thank you very much for watching this episode
of Pro vs. Broke Gaming. And of course, let us know
who won in the comments below? Is it Ken and his
ridiculous overkill system? Or is it me? With the every man, practical system that anyone could build. (wire rattling against computer) (both laugh) – Just having a little
fun, sorry. (laughs) – We’ll see you guys next time.

20 Upcoming PC Space Games in 2020 & 2021 ► New Sci-fi, Open-world, Trading, Combat, Simulators!

It’s time to go to one place that hasn’t
been corrupted… SPACE! Hello my name’s GamerZakh and welcome
to my list of 20 upcoming PC space games in 2020 and 2021. It’s important to note
that these aren’t games that just have a space setting, as a strategy game set in
space would be in the Strategy list. This is more about the experience of living
in that final frontier. Now, this tends to be a genre of
rough-looking indie gems to never before seen massive endeavours and we should
have something for everyone today. There’s also a whole bunch of bonus
games after the main list, so watch all the way through. If you appreciate what you see here please do like, subscribe, and share the video with other space
enthusiasts,as it really does keep this channel flying and these videos being
made. Alright, now let’s get started! First up we’ve got “SpaceBourne” by Burak
Dabak. This is an open space exploration game with RPG elements in a
world that consists of warring factions. You choose a side and get ready for
combat, and we can expect the genre staples of mining, trading, bounty hunting,
pirating, salvaging, and customisation of ships as you go through the story. Your
character can develop their active and passive traits, and besides the main
story, space is procedurally generated. It looks pretty decent, although a little
unrefined at first glance, and being in early access on Steam since late-2018
it’s gotten few but mostly positive reviews. It had the ambitious goal of fully releasing by early 2019 but obviously it
missed that, so if we’re lucky, the delay is going to make a much more solid
spacefaring experience for SpaceBourne. Then we have “Underspace” by Pastaspace
Interactive. Bbattle storms, chase monsters, trade, mine, and explore the galaxy in a
handcrafted open-world. You’ll be able to customise your ship and shoot your way
to world eating serpents, ancient star cities, possessed battleships, and various
other adventures, puzzles, and dangers. This is a smaller project, raising just
over 12,000 dollars on Kickstarter, with plans of single-player and multiplayer game modes, both with their own unique campaigns and content, plus modding tools are going to be released. It all sounds pretty exciting but whether they can
pull it off with that budget remains to be seen. Now, the original release window is set for the very end of 2019 but this video
was made a little before that and there’s already some talk of it being
delayed, so I wouldn’t be surprised if it got pushed into 2020, but either way we
can hope the timing is managed well enough for “Underspace” to actually be
finished when it’s released, since there’s no plan for early access. And then for probably one of the prettiest games on this list, it’s “Everspace 2” by
ROCKFISH Games. The original game was a beautiful looking single-player roguelike action space shooter that was difficult but very satisfying to play.
The sequel seems to be shifting towards an open-world RPG with a story and
universe to explore and plenty of thrills, loot, secrets, and perils along
your way to amass wealth and progress through the narrative. From the trailer,
we can see scenes flying down on planets, so it’s not totally in the void of
space, which is cool. This looks even more gorgeous than the first game and if it
can just be the same but a little bit better in every way it should satisfy
fans of space shooters and those looking for a bit more of an RPG experience.
Though hopefully it’s not too samey with the last one either. Blasting its way
towards a 2021 release, it’ll be a bit longer before we see “Everspace 2” in
action. And then for a game that we’ve been looking at for a couple years now,
it’s “Infinity: Battlescape” by I-Novae Studios. Multiplayer space combat
with up to hundreds of players on a single server, join a corporate faction
and battle it out in a true-to-scale procedural solar system including
planets you can fly down to. There’s no single-player content besides sandbox, so if you’re looking for an epic campaign or storyline to follow, you won’t really
find that here, but if you’re into space combat and dogfighting then this should
be right up your alley. It looks pretty good and combat plus graphics are
continuing to be updated, so this should end up delivering on its promises. Having
launched into early access in 2019 with very positive receptions on Steam, it’s
looking like “Infinity: Battlescape” is off to a good start with a target for full
release in 2020. What used to be called “Starfighter Inc.”, it’s now called “In The Black” by Impeller Studios. Nuclear-powered space combat inspired by
X-wing and TIE fighter, this one calls itself a hardcore PvP team-based
multiplayer space shooter. Realism is a focus here, so if they do it right you
can expect accurate simulations on how space combat should actually function, so
no fantasy based propulsion, colourful lasers, inaccurate gravity, or magical
shields. That could be what some people appreciate but it’s also a risk in terms
of keeping the game engaging and not making it frustrating to play. The
sophisticated interface, plausible world building, and player progression are
supposed to make sure things still play smoothly and keep things interesting.
Meanwhile, game modes include arena, career, simulator for challenges, and
co-op, all while trying to keep things skill-based. For monetisation, it says
free-to-play but not pay-to-win, so we can hope things are managed properly
here as “In The Black” goes into beta in late-2019 for a later on release. And then for a space game that likes to mix some genres, its “Interstellar Prime” by
Dreamcatcher Studio. Trying to merge RPG. RTS. and space simulation elements
together. this is a game set 150 years in the future where you’ll command a starship, navigate and travel through the solar system, jump
into smaller craft for space dogfights, and also walk around, build a base on
Mars, and have real-time strategy like top-down warfare. That sounds like a
lot of things put together and this doesn’t have a huge budget either, so
it’s a concern whether all the elements can be good or whether it’s just too
much on one plate. After raising just a hair over its Kickstarter goal of
$30,000, it’s kicking off with an early access release on Steam at the end of
2019 and we can expect up to two years of development before “Interstellar Prime”
gets a full release. Next up we’ve got “Between The Stars” by
Isolated Games. Captain an interstellar cruiser and cross the galaxy to save
The Republic. Develop your captain along your adventures as you make important
decisions, upgrade and customise your ships, manage your crew, and engage in
intense space combat. The sectors you traverse are procedurally generated, so
no two playthroughs will be the same and overall gameplay looks solid. Events and
questing can be heavy on the text though, so if you’re not into that it might be a
bit much, plus there’s still some bugs right now. After entering early access
early-2019. it’s been fixing things up with mostly positive reviews on Steam.
with release roughly scheduled for maybe after over a year, so 2020 is when “Between The Stars” should be bridging all the gaps. And then we have some 2D space
games, starting with “Ostronauts” by Blue Bottle Games. Said to be a noir space
lifestyle sim set in the NEO Scavenger universe, this one is all about living on
a spaceship in a chaotic universe. Create your captain, build and customise, your
ship, and keep the resources coming to stay alive as lots of things are trying
to kill you – sometimes environment; sometimes debt collectors. The physical
and emotional needs of your crew might also pose a problem amongst all this.
The aesthetic of the game seems pretty well thought-out and the gameplay looks
to have depth to it, plus modding support is planned too, so
the game could have a ton of content if the community actually enjoys it enough
to stick around. Looking at an early access release at the end of 2019, we can
hope it gets a good enough start and build on top of that through 2020,
otherwise “Ostronauts” risks floating away into the darkness. And then we have a game that’s a little hard to Google, it’s “Delta-V: Rings of Saturn” by Kodera Software. Resources were discovered in the rings
of Saturn causing a space-age gold rush in this hard sci-fi top-down mining and
excavation space simulator. Science and physics are important to this one, trying
to be realistic with how your ship and the things around it will behave, and
you’ll also be upgrading you ship, hiring crew, and turning a profit. If you’re
unsure, there’s a demo, so go ahead and check it out
yourself. This one entered early access on Steam towards the end of 2019 with an
ambitious goal of full release within the same year but my intuition says it
won’t be fully released until 2020. If we’re lucky, I’m wrong and it’ll
actually release soon after this video but better to be late and good for
“Delta-V”. Next, we have “Cosmoteer” by Walternate Reality. Design and build small
fighters to giant battleships based on individual modules, weapons, shields,
engines, and passages for your crew to efficiently move between stations. The
physics and combat simulations are pretty epic even in 2D since all the
parts of a ship are destructible, even breaking apart into multiple pieces in
your quest as a bounty hunter exploring the galaxy and making riches. Multiplayer
is also available, allowing you to pit your ship against your friends with up
to 8 players. Mod support is also a consideration. It’s free-to-play now as a
demo since it’s going through an alpha of sorts, getting about one or two
updates a month, but will eventually come to steam early access. There’s no fixed
release window yet though, so it could be some time longer before we see “Cosmoteer” reach its destination. For one more 2D game, it’s “Nimbatus” by Stray Fawn Studio. The space drone constructor, an interesting, almost puzzle game of trying to mine through things while facing unique challenges. The design of your
drone will need to adapt along with your play style to counter each obstacle you
come across as there won’t be a one-size-fits-all solution. A full story
mode campaign is planned for the full release but there’s also a demo you can
play on the official site if you’re looking for a taste. After an early
access release towards the end of 2018, it’s been a while and development has
been continuing with regular updates and improvements, earning it mostly positive
reviews on Steam. It’s supposed to be in early access for, quote, “a year or longer”,
so it would be reasonable to expect a 2020 completion date for “Nimbatus”,
though nothing’s confirmed. Returning to the third dimension, we now
have a “Avorion” by Boxelware. A procedural sandbox where you build your
own ship out of scalable blocks, fight epic space battles, explore, mine, trade,
and build your own empire with fleets of ships in an attempt to save the galaxy
from a mysterious threat. There’s also a dynamic trade system including smuggling
along with mod support and co-op multiplayer. Now, this has been on Steam
early access since 2017 with very positive reviews,
so people are liking it but working its way to being feature complete has been a
bit of a struggle despite the frequent updates. Hopefully this is the last time
I’ll be listing “Avorion” because release was scheduled for 2019 but they
changed it and it’s now set for 2020. Next we’ve got “Skywanderers” by Francois
Duret. Building of spaceships and wandering amongst the procedural stars,
build anything from small star fighters to massive capital ships. Inspirations
for this game is a bit of “Elite” mixed with “Minecraft”, so the blocky style might
appeal to you or put you off. Besides the building, there’s mining, trading, and
factions where you’ll be able to be a pirate warlord or bounty hunter with
your NPC crew or friends in multiplayer. However, there was a massive delay in
production of the game, basically pushing its early access launch on Steam to an
unknown timeframe. Constant updates on its development give a bit of confidence
that “Skywanderers” might be able to get back on track and reach a more playable
state soon. And now for a few games that focus on base construction, starting with
“Starbase” by Frozen Byte. A hybrid voxel vertex-based building game where you
design and construct starships and space stations while exploring an infinitely
expanding universe. You can expect the usual resource collection, crafting,
trading, and combat but the fully destructible environment is something
that looks pretty impressive at first glance and sets it apart. It’s also kind
of an MMO, so you’re not going to be alone on this one. It’s all a very lofty
and grand goal for a game which can be very exciting when looking forward to it
but I’d still be cautiously optimistic with this one. Early access is meant to
start in 2019 with a further one to two years development time but we’re all too
familiar with delays, especially on ambitious projects. Once it’s in early
access, we’ll know for sure the state of “Starbase” and see if it’s something we
want to get building in immediately or if it needs a little room to grow first. And then we have “Stationeers” by RocketWerkz. Said to be designed for hardcore
players that want a game that’s system- oriented and lots of complexity, you can
expect detailed construction, atmospheric systems, dynamic physics, dangerous
environments, deformable voxel terrain, livestock and farming, factory production
chains, and programmable circuitry, which you can all do by yourself or in
multiplayer. That’s a lot of stuff really. It’s been an early access since the end
of 2017 and people are still enjoying it with very positive reviews on Steam,
however this is going to be the last time I list this game even if it’s still
in early access next year because they’re already releasing DLC for it… An
unfinished game and they’re selling DLC… so I’m gonna have to start treating it
as released. There’s no telling when “Stationeers” will get an official
completion date but you can get a good look at it right now anyway if you like
what you see. Next up we’ve got “Hellion” by Zero Gravity. After a century in cryosleep, you find yourself stranded in humanity’s first interstellar colony.
Survive by scavenging derelict ships for resources, explore the galaxy, and pillage
what you need from other survivors in this first-person multiplayer space game.
Having been in early access since 2017, it’s been a few years now and
development is noticeably slow, causing mixed reviews, but a few things have been
completed now. For example, points on the realistic physics system, salvaging, and
resource gathering, but some key features are still not implemented.
What’s completed or not is listed on the Steam page, so you can have a look there.
This could eventually become a finished product but I tend to not hold my breath
when it comes to developments like “Hellion”. Back into some space adventuring,
we’ve got “Starpoint Gemini 3” by Little Green Men. Stepping into the shoes of a laid-back captain, explore an open-world of unique
characters, trading, mining, crafting, questing, and dogfighting, all while
customising your ship, making money, and getting famous.
It’s got RPG elements like skills, factions, and separate quest lines to go
down but right now the game has had a bit of a rocky start.
It entered early access in 2019 to middling reviews on Steam, mainly to do
with poor writing, acting, and generally the uninspired story, which is a little
disappointing but it does say that it’s far from finished. Of course there is a
road map, so you can have a closer inspection on what the upcoming features
are meant to be and if there are things that would entice you. Planning at
minimum a year in early access, we could see “Starpoint Gemini 3” complete by 2020
but I would expect it to go into 2021 because it might need a bit more time to
be properly done. Alright I know this next entry is gonna cause some mixed
feelings but it’s “Squadron 42” by Cloud Imperium Games. Now I know just a mention of this is going to upset a lot of people. I read your comments every year
hating on this game and anything to do with it on the other hand people think I
hate RSI because of me trying to be neutral, so let me be clear about it in a
purely informational way. It’s a space adventure where you go on missions and
do spacey things like you would expect to do in a spacey game. It’s reportedly
still on track for a 2020 alpha and beta according to the developers, which means
a 2021 release is feasible. This is not “Star Citizen” as a reminder, which is
probably even further down the road but is currently playable in alpha. Will
squadron 42 actually become publicly playable in 2020?
Maybe, but we’ll find out together and then we can call it what it actually is
or if it gets delayed again I won’t list it again until it’s actually playable
for reals. It might be great. It might not. Either way, you’re probably
going to leave a hate comment down below just because this entry is here, so while
you’re at it let me know what you think I should do to reduce the number of
comments complaining. If I don’t mention it, the other half will
complain, so that’s not a solution either. Quickly moving on, it’s “Dual Universe” by
Novaquark. The civilisation building MMO in a
universe sandbox where you can explore, build, trade, and conquer. The big selling
point of this life in space is that everything is running on a single shard,
meaning every player that joins will be on the same server and everyone can meet
each other and build together. Customisation in building is also meant
to be super flexible using voxels, allowing you to construct anything from
single-seater jets to giant space stations and the intention is that
pretty much anything human is going to be built by the players including things
like politics, warfare, and maybe even entire cities. There’s a lot of pressure
on the players to make this game work and that’s always a huge risk, though
they have been showing off player creations recently and it does look
pretty impressive and they have been making some developments over the last
couple years, so it could turn out to be something amazing. Personally, I would
expect that there would be a long way to go before this game is actually
completed as it kind of looks like the next massive technological endeavor for
space games but they’re planning for beta and a completed release date in
2020, though I wouldn’t be surprised if there were delays into 2021. And for the final main entry (not including bonus games), it’s “Beyond Good and Evil 2” by
Ubisoft Montpellier. The sequel to the 2003 game, it’s been a long time coming.
There’s a lot to unpack here but generally this game has a huge open world that includes locations on planets, stations, and just in space where you’ll
be able to customise your equipment, gear, and ships throughout your journey and
story. Gameplay looks pretty diverse, anything from exploring locales to
getting into shootouts to space dogfights. You can play the game solo and
just recruit people from in-game but there’s also multiplayer if you choose
where you can have others join you on your space adventures and missions. I
know many have been looking forward to it for a while now and the hype is huge.
I can only caution that things can always go wrong and there’s no fixed
release window at the time of making this video, but it’s reasonable to expect Beyond Good and Evil 2 by 2021. Alright, now for the
bonus mentions but if you’ve made it this far you probably enjoyed your time
here and it would be greatly appreciated if you could like, subscribe, share this
video, and ring that bell as it really does help keep this channel running. Also,
if you really like me, you can support more directly by using the Humble Bundle
referral link, perusing my gaming merch store where I design my own products, or
checking out the Patreon, all linked below along with the Discord community, Twitch livestreams, and social media accounts
where I create even more content like drawings, photos, and written articles. But
now here are 15 bonus games in case you think something was missing from the
list, starting with a reminder that a space setting alone doesn’t mean a game
will be listed here, so for example “Kerbal Space Program 2” is in the
Simulation list and “Homeworld 3” you’ll find in the Strategy list. And then we
have three games which I listed last year and they still say they’re meant to
release in 2019, so I’m gonna take their word for it, it’s “Astrox Imperium”,
“Executive Assault 2”, and “Redout: Space Assault”. And then for some longer
developments, we’ve got “Interstellar Rift” that’s been an early access since 2015.
“Starmade”, early access since 2014. “Starsector”, it’s been in development for many,
many years. “Wayward Terran Frontier: Zero Falls”, early
access since 2016. Pulsar Lost Colony, early access 2015. “Empyrion: Galactic
Survival”, early access 2015 and still in alpha. “Osiris: New Dawn”, it’s been in early
access since 2016 and slow development has led to mostly negative reviews.
“Angels Fall First”, it’s been a standalone development since 2009. And then one on
the horizon, “Stars End”, it’s in early access now with a goal for a 2022
release. And do you really need me to mention “Star Citizen”? It was kick-started
in 2012 and now playable in alpha. And that’s it, 20-plus upcoming space games
that should be releasing through 2020 and some into 2021 depending on their
development. Which ones are you most excited about? Also, here’s something I’d
like to know: What do you think is the greatest space game of all time? Many of
these are inspired by old classics or still-running legends,
but if you had to choose one, which would it be and why? I’d love to know so I can
look for more games like those in the future for you. Now, if you’d like to see
more upcoming games, check out the other list on the channel sorted by genre
shown at the top of the video for many more upcoming PC games or my Gamer
Encounters series where I take a much more extensive gameplay look at specific
games. Alright, that’s all for now, thank you so much for watching, hope you
enjoyed it and found it useful, and I’ll see you in the next video.

Battlefield V – Multiplayer Review

October 11, 2019 | Articles, Blog | 3 Comments

Battlefield V – Multiplayer Review

– [James] Hello Battlefield fans. This year we’re splitting
up the Battlefield V review into its single and multiplayer components with a full review to follow. This video covers the multiplayer only. Be sure to check out the single player and overall reviews in
the video description. (“Legacy” by Johan
Soderqvist and Patrik Andren) (soldier speaking in foreign language) With all the development muscle behind EA Dice’s massive
shooter, I didn’t expect going in that playing Battlefield V’s multiplayer would feel so much like discovering a very promising early access game. There’s a sizeable number
of modes and bug fixes still to be delivered
and it feels as though the good will of free future
DLC has led to the release of a less complete product now. To its credit, a cavalcade
of clever gameplay changes succeeds in changing the series standard 64-player warfare in a
more tactical direction, but the execution simply feels rushed. Still, there’s plenty of
dynamic FPS fun to be had in the Battlefield V today
and I could see it becoming one of the best in the series history after some substantial updates. (soft violin music) Across all of its current
multiplayer modes, Battlefield V’s default mechanic takes a bold step towards the hardcore. Health regeneration is limited, the time to kill is reduced
and the spotting system is almost entirely removed. But the revisions are more thoughtful than simply adopting all
of the hardcore rules. For example, while time to
kill is generally faster, sniper rifles deal less
damage than ever before, letting a snappier feeling to gunplay without excessively disrupting the class’s balance and power. And in lieu of the entire
removal of 3D spotting, only a handful of gadgets
and certain combat traits can now place that infamous
red circle over enemy’s heads. These changes aim to emphasize team play, satisfy gunplay and immersion and all of them find their marks. The incentives for coordinating with your four-person squad are so strong they’re borderline coercive. The scarcity of vital health
and ammunition resources collectively dubbed the attrition system succeeded in making me go out of my way to work with my squad and
strengthen class identity, but felt a little heavy handed at times. Retreating in search of a
friendly medic or a supply station rarely led to any interesting moments. Being able to scavenge from
enemy corpses on the other hand encouraged me to take a lot of fun risks. The ability for anyone
to revive a squadmate regardless of class is
another welcome incentive to stick together, glitching
and awkward it may be. (suspenseful music) Across the board, the 37 firearms of Battlefield V feel fantastic. Pronounced and predictable recoil replaces the random-feeling spray of Battlefield 1. Each class has access to an
assortment of seven to eight primaries, that with the
exception of the medic, who can only wield SMGs, present a variety of playstyle options. The support class possesses
the greatest variance with access to shotguns,
LMGs, devastating MMGs that must be deployed to aim, and the FG42 which in Battlefield V anyway, behaves like an assault rifle. And it’s fun to unlock
flashy but period-appropriate weapon skins that flaunt
your achievements. Battlefield V introduces
a specialization system which in theory allows you
to further tailor a weapon to your preferred playstyle,
but most choices are uninteresting stat tweaks that ironically diminish the effects of Battlefield V’s brand new recoil system. Vehicle specializations are
generally much more alluring, offering more meaningful
and visual alterations. Each infantry class can now
choose from two combat roles that with the exception of
the sniper and pathfinder, feel like a total afterthought. Battlefield V boasts 26
era-appropriate vehicles, a number that absolutely
dwarfs its predecessor’s paltry eight at launch. And yet part of me
misses the rampant chaos caused by the admittedly
overtuned elite units, cavalry and behemoths of Battlefield 1. Tanks can be fun and
whizzing around in a spitfire is neat, but I can’t help but
feel that the relationship between vehicles and infantry in Battlefield V is overly binary. I’ve never enjoyed hate
picking the assault class to destroy enemy armor, but
since Battlefield V tanks are much more difficult to
avoid than their BF1 ancestors, that’s exactly what I found myself doing. Similarly, you will be bombed. When you are, you will either
choose to bring your current objective to a grinding halt
to track down an anti-aircraft gun or tank or just keep going and accept that bombing’s a part of life. (dramatic violin music) Eight maps are available in Battlefield V as of launch and while I’m
not a fan of the extensive labyrinth of identical unfurnished
apartments in Rotterdam, I felt the other seven
maps to be quite enjoyable. Fjell 652 takes place on a high
altitude Norwegian mountain overlooking the entirety Norwich map and is objected to intense
and atmospheric snow storms. Twisted steel is built
around a massive bridge that serves as both a spectacular landmark and a functional mechanism
to add a linear lane to the map’s familiar
open environment speckled with rural villages. Fortifications can be
constructed on any map and are situationally useful. And that’s all I have
to say about building. Unfortunately, even the good
maps don’t always stand up to the test of being ported
to seven different modes. It’s spread across three playlists. The modes themselves
are all over the place, especially in the
infantry-focused playlist where Frontline lasts many times longer than Team Deathmatch or Domination. There’s a particularly
messy portion in Frontlines on Twisted Steel where the defending team has a clear vantage directly
into the attacker’s bomb spawn. On more than one occasion on the Frontlines version of Narwich. I spawned outside of the boundaries, at one point resulting
in an unavoidable death due to desertion and that’s
part of a disappointing trend because Battlefield V is
frankly littered with bugs. Some are of the superficial
and even comical variety, but quite a few others have a major, at times, game breaking impact. In total, I had to exit a
match or relaunch Battlefield V more than a dozen times in
my 60 hours because of menus getting stuck open with no way to close or match timers and
objectives bugging out. Also the all-too-frequent
appearance of my glitches and sticky geometry conveys
a general lack of polish. (soft violin music) the feeling of getting
in on the ground floor is something that will
inevitably be much better mere months now is unavoidable while playing Battlefield V’s multiplayer. Squad play and infantry combat in general is taken in a very worthwhile direction with smart tweaks to guns and resources. But the same care hasn’t
been applied throughout. Rampant bugs, wildly varying
mode times in similar playlists and how big features like
combat roles take their toll. The good news is that patches
are already rolling out and with a year or more of
free maps and modes on the way, Battlefield V can only
get better from here. For more on Battlefield
V, watch our review of the single player campaign
plus the first 15 minutes of gameplay and standby
for the full review. If you enjoyed the video,
shoot me a follow on Twitter @ThuggnDuggn and for everything
else, stick with IGN.

Watch Dogs 2 Trailer: Online Multiplayer (Co-Op & PVP) – GamesCom 2016 | Ubisoft [NA]

2, you are Marcus Holloway, a young, brilliant hacker
that is part of a hacking group called DedSec. As you explore the Bay Area
and help DedSec grow in power, you’re put in a seamless
connected world that offer single and multiplayer
opportunities without lobbies or loading screens. [PUNCHING SOUND] [POLICE SIREN] As long as you’re
online, there’s always a chance to meet other players. Follow your way and
keep playing solo, or easily form a co-op team
and explore the world together. Cruise around the Bay
and discover new areas. Have a ride in the back country,
and many other activities. Through your smartphone,
take on an endless series of co-op missions. Try to get the best
score, and show who’s the best hacker in town. [GRENADE PIN CLICKING] [SOUND OF EXPLOSION] Holy fuck, this is awesome! NARRATOR 1: With
online invasions, fight off other
players trying to hack into your DedSec systems. Use all your new hacking
tools to locate invaders and take them down. [PUNCHING SOUND] Yeah! Yeah, baby! NARRATOR 1: Now it’s your
turn to seamlessly invade other players’
session and hack them while remaining undetected. [ENGINE REVVING] If you create too much
chaos, such as killing innocent civilians, you could
end up with a bounty hunter contract on your head. This means up to
three other players can seamlessly invade your game
and hunt you down for a reward. However, you can turn
the tables and hunt down those who are tracking you
for a even bigger reward. [SOUND OF CAR CRASHING] Everything you do
online in “Watch Dogs 2” is optional, but will
always contribute to your overall
progression in the game, giving you access to improved
hacking tools and gear. [MOTORCYCLE REVVING] This is the online
setting of “Watch Dogs 2.” What you do with
it is up to you. NARRATOR 2: Click here to
watch more game videos. Subscribe to our
YouTube channel, and be the first
to see new trailers and behind-the-scenes action.

Games That Embarrass The “AAA” Industry (The Jimquisition)

(stuttering) – Markets. (applause) (upbeat music) ♪ Born different ♪ ♪ Born innocent ♪ ♪ Born perfect, I’m not like you ♪ ♪ I’m a born lover ♪ – Today, we’re going to
talk about some good games that do good things. Can you believe it? Oh my, yes. These are games in or around
the so-called Triple A space that do not behave like
so-called Triple A games. And in exhibiting distinctly
non-Triple A behavior they absolutely shame,
humiliate, and embarrass big budget’s mainstream
so-called Triple A games. Some of them do it by
offering complete experiences, some of them do it with
a wealth of content, some of them do it with cosmetics. Oh, and speaking of cosmetics. (arcade game music) Oh that’s much better. That is much, much better. ♪ Don’t you wish your
girlfriend was hot like me ♪ (claps) ♪ Don’t you wish your
girlfriend wore a hat like me ♪ (claps) – Playing Borderlands 3 was
something of a revelation, not because it’s particularly
remarkable or brilliant as a game. It’s fine in general. It’s more Borderlands, with a
few extra gimmicks tacked on and that’s totally acceptable. No, no, no, no, no The revelation comes from
how it rewards the player not with gambling mechanics, not with the chance to pay
more money to earn more stuff No, Borderlands 3 does something
practically revolutionary in the modern Triple A gaming space. It actually rewards you for playing it! For just playing it! Borderlands 3 constantly
showers players with loot and riches to encourage them to play more. It is one of several games
that have come out recently that downright embarrass
the mainstream game industry by reminding us of what
games used to be like and what they could be again
if most publishers weren’t such grasping, money-hungry parasites. If you’ve played a Borderlands game, you know loot is a big
part of the experience. There are thousands and
thousands of guns with different rarity rankings, stat
changes, and unique features. Basically, a dungeon crawling
“loot-em-up” like Diablo but guns instead of swords. You can already imagine how this makes it ripe for exploitation by
unscrupulous publishers. Many of which have their
own Looter/Shooters, but really drab, repetitive,
awful takes on the idea. Trash like Anthem or The
Division where you just get incrementally better
pistols or assault rifles, really boring stuff, and anyone who wants a splash of color or
variety in their experience has to buy into the micro-transactions. Despite Borderlands being
published by one of the greediest corporate wank-barons out there, Borderlands 3 has managed
to remain a Looter/Shooter without loot boxes. A game primed for live service bullshit, but none of the monetary trappings. More than that, however, Borderlands 3 mixes in cosmetic rewards, actual fucking cosmetics
with its loot drops Yes, unlike most modern games,
where you can be expected to pay real money for a
new hat or color scheme, you can find skins for
your characters and guns, by just playing the damn
game and it feels awesome! Unlocking a new hairstyle or
skin is rare in Borderlands 3 but every time it happens, it
feels special, extra rewarding because you got something
unique and unexpected and cool among the usual avalanche of gumdrops. Borderlands 3 is inherently
more rewarding because go figure, it features
such a variety of rewards. Even though the game
itself is as a Shooter is not all that remarkable, the sense of reward absolutely stands out. Unlike with most Triple A (gibberish) video games, in Borderlands
3 I can take a character and make them look exactly like Scare Glow, the evil ghost of Skeletor, which was a ghost that
worked for Skeletor, it wasn’t Skeletor’s ghost that was eventually cleared up but look, here’s Scare Glow,
the evil ghost of Skeletor. Compare to Borderlands 3 to Overwatch, a game many would say is
objectively a better game but it’s a game where your
potential unlocks are found in a loot box system littered
with disappointing items and duplicates that exist to
try and frustrate the player. In Overwatch, you’re drip fed
the occasional free loot box as a prize for leveling up, but so many of the loot box
openings are deliberate letdowns robbing you of your sense of reward, in the hopes that you’ll spend money and chase the high you were denied. The high that you are
entitled to with someone who just leveled up, but didn’t
really get a reward for it. The free-to-play game Apex
Legends does this as well, it drip feeds the occasional loot box, but overtime it dishes out
these rewards less and less, and the loot boxes are, like Overwatch, filled to the brim with crap. Many games do this and it’s
something I’ve termed the Unreward System, a devious
scheme that does what video games are not suppose to do, disappoint the very
people playing the game. These days disappointment is a commodity, letting the player down, frustrating them, willfully cheating them
out of a reward that they have earned by playing, is
all part and parcel of the manipulative micro-transaction economy: exasperate and frustrate the player, get them chasing their
sense of achievement, their sense of, as EA calls
it, “Pride and Accomplishment”. In Borderlands 3, you can just, you know get stuff as you play
constantly and consistently. Even if a loot drop doesn’t
give you anything good, there’ll be another loot drop
literally around the corner and the in-game currency, all
of it actual in-game currency, rather than premium Monopoly
money, is given at such a rate that any item you want from
in-game storefronts is pretty affordable and only requires
more gameplay to achieve. Folks say that micro-transactions
for skins and costumes are fine because they’re just cosmetic. But Borderlands 3 demonstrates
what bullshit that excuse is. People claim cosmetic
mirco-transactions are fine because they don’t affect
gameplay, but they do. The affect cosmetic rewards
have on Borderlands 3 and ones’ enjoyment of it is tangible. No, it doesn’t make
you better at the game, but that’s only one way we judge gameplay and acting like its the only metric is being willfully blinkered. Unlocking cosmetics in Borderlands
3 always feels special. It feels like a unique treat. That is gameplay being affected because that positive experience
inherently impacts how I feel while playing the game. In short, it feels good to
unlock a cosmetic reward by playing it, which is
how it felt in many games before cosmetics were portioned off and placed squarely behind a pay-wall. Nowadays, cosmetics are used, not to give players a positive feeling, but to taunt and tease them
from behind said pay-wall. This is important to note. It’s important to contrast
the positive feeling one gets from Borderlands 3’s
expansive and varied loophole against the average
Ubisoft or ActiVision game. Other games have deliberately
elected to take a genuinely positive experience out of their game, in order to sell it back
to you for quick cash. Mainstream game studios
decided to make their games inherently less special,
less rewarding, less fun. They took out the concept
of finding rewards via self, of being
surprised and delighted, by a random drop or cool unlock. Now, you just buy the
shit you want outright in a grubby little transaction. No actual reward. Just another purchase in a
game you already purchased. No cool surprise for the
player, unless that surprise is squirreled away inside
a fucking loot box. Where Borderlands 3
constantly showers the player with rewards both mechanically
and cosmetically , most games in the mainstream
space now reserve their best items for their premium storefronts. Borderlands 3 exposes
how downright withholding modern Triple A video games have become. Just look at how soulless and tacky Ubisoft’s Ghost Recon Breakpoint is. Barely any aspect of the
games hasn’t been monetized: weapon upgrades, in-game cash
vehicles, crafting materials and a massive range of cosmetic items have all been price-tagged and sold to the player at a premium in a boring, sloth of a game that sells time savers to make the interminable
grind more bearable. It was even selling skill
points, outright skill points to just buy your character’s
progression until the backslash forced Ubisoft to do a
u-turn on that one element. Christ, Ghost Recon Breakpoint is shit. I never once felt the need for
time savers in Borderlands 3 because the experience
of playing and shooting and getting rewards was compelling enough that it didn’t feel like a grind. And call me old fashioned, but isn’t that how games are
supposed to fucking feel? They’re not meant to feel like a grind, like a goddamn chore. This is the difference
between a game designed to sell micro-transactions
and a game designed to just sell a good honest fun experience. One’s a job, one’s fun. And I’d rather pay for
fun than to do a job. Ghost Recon Breakpoint is fucking shit. Anyway, I didn’t want to
focus on shit games this week. We’re going to talk about good
games, games that do good. So, here we go again. Another game that’s made waves recently for its cosmetically
rewarding nature is Code Vein, an anime flavored Souls-alike
from Namco Bandai. Not being a Looter/Shooter, or any kind of loot-based game really, one doesn’t actually find cosmetic rewards while playing the game. Instead, players are given
an absolutely incredible character creator up front,
which allows them to make the anime bishounen or waifu
of their dreams and boy oh boy, did I make me a very pretty
boy with some pretty makeup and tight, tight pants. Very tight pants! And I made his clothes all pink and purple from a color palette that has
more range than Mariah Carey. The sheer depth of
creativity one can indulge in when making a character for Code Vein mirrors the scope of a
character creation system in another Namco property, Soulcalibur. While you can’t get quite as
wacky as you can in that game, Code Vein, nonetheless, gives you an overwhelming amount of flexibility. You can take accessories
and put them anywhere on your body you choose,
from all manner of gloves, glasses, cat ears, headphones. I wasted over an hour in the
character creation because there was just so much
to tinker around with and I wanted my beautiful
boy to look just right. Carefully applying my lipstick,
cycling through hair options with giddy indecision,
turning up the dial on the flamboyant coloration to find the right amount of eye-searing gaudiness. But this was all a mere
hors d’oeuvre, mere prologue when I found the goddamn hat. And if there’s one thing that this video should make abundantly clear, it’s that I am a bugger for a hat. I was blown away when I
realized that I could put a big fuck-off Carmen San Diego
hat on my character’s head. A big old hat with shades of Alucard, like something you’d find in Bloodborne, but massive and customizable
and gloriously absurd. Once I found the big hat, it was over. All other headwear was
null and void for me. And you want to know what’s sad? You want to know what’s pathetic? I was shocked and grateful for it. Thankful that the game
allowed my character to wear such an audacious hat without
charging me money for it. Me! Grateful! For a fucking hat. I mean, hats are some of the easiest micro-transactions fodder out there. It’s relatively simple and
unobtrusive for a developer to stick a hat on a character’s head and hats are always rather eye-catching. So, they’re tempting properties. Hats were hugely popular as
random drops in Team Fortress 2. And the game industry realized
pretty soon after that: “Hey, you can make money
selling these things.” If you want more than
a shitty little helmet in The Division 2, you are
expected to engage with its fully stocked premium store. But here I was, gazing upon
the majesty and splendor of my massive fucking anime
hat and my appreciation was off the bloody charts. Yet again there was a tangible
impact on gameplay here. No, it didn’t make my
character faster or stronger. I didn’t deal more damage, my
health bar wasn’t expanded, my massive pink hat didn’t
make me a better player. Lord knows it didn’t. But it made me a more enthusiastic player, a more contented player,
a more satisfied player because I had made my
character, in my color scheme, wearing my idea of tastefully
tasteless headwear. I felt intrinsically
more invested in the game because I was able to
invest my time into crafting a sublimely splendiferous pretty boy, whose vibrant colors and
nonsense hat would leave a mark, a deep scarring mark on any co-op players
I happen to encounter. Throughout my time with Code Vein, I would constantly stop to
admire my extravagant work, made even better by the
fact that you can return to a home-base area and
further tweak your design at literally any time. Code Vein happens to be a very
enjoyable game on top of that though, it certainly not
got a super wide appeal and it’s something of an acquired taste. It’s a complete experience without aggressive or predatory monetization, giving players outright
tools to visually alter their appearance on a whim, while
providing a surprisingly deep and complex approach to Souls-like combat. It has its issues. It’s relies on cheap tricks
like ambushes and ridiculous enemy tracking and pitfalls a bit too much and its cut scenes can be
irritatingly pointless. But it’s a game that, like Borderlands 3, offers a comprehensive amount
of content and somehow looks generous just for being a full
product, sold at full price. And it looks generous because
we’re being trained steadily to believe that it’s acceptable
for games to not be that. To no be feature complete. To not offer the full
suite of available content, yet still ask for the
same amount of money. I made a point a long time
ago and it’s worth repeating. It’s not like us to repeat
points on The Jimquisition, but here’s a point worth repeating: If cosmetics didn’t matter, Fashion Souls wouldn’t be a thing. People wouldn’t flock to the internet, flock to online communities to show off how they’ve used armor
pieces and gear pieces in Dark Souls to make fashion statements. People wouldn’t parade around in Dark Souls’ own online
modes, showing off. There are people that would do Fashion Souls processions in-game. They will enter someone
else’s game, wearing whatever fancy clothes and armor
pieces they’ve found, and just parade about the place. And that’s fun, and that is gameplay! That is a special form of
gameplay, is making a character you love the look of and
sharing that look elsewhere. How is that not gameplay? How does that not affect gameplay? The way you play and enjoy a game. It’s important. Cosmetics are important. Video game publishers
know they’re important, know they can slap a monetary value on it, and therefore, take all that
fun out make an inherently worse game, and sell you back what used to be in these
games as standards. Cosmetics matter! Matter! See, they matter. Goggles on this are making clacky noises. I have to fix that. Meanwhile, and I’m going
to take a diversion from the cosmetic here. You can take a look at the recent output of publisher Focus Home Interactive. Focus’ library these past
few years has been doing a tremendous job of keeping the idea of the mid-tier game alive. Games that don’t boast the
massive budget of a major Triple A game, but aren’t
small indie experiences either. Last generation and
generations before were stuffed full of these mid-tier experiences. Offering all sorts of
curious ideas and particular sometimes niche adventures. Most mainstream publishers
having adopted an all-or-nothing approach where they want
every game release to make all the money in the world
rather than just some money, have starved their audiences
of mid-tier level games. But Focus Home Interactive’s
roster of inventive studios has filled that hole with
enthusiastic thrusting. While BioWare was wasting
its and everyone else’s time with their live service garbage of Anthem, Don’t Nod Entertainment
and Spiders were giving us two rock solid BioWare flavored
RPGs in Vampyr and GreedFall Games with creative premises
and all the weird storytelling leveling up and hitting stuff
that you could hope for. Do you want an exquisite story
driven stealth action game with fantastic character development and an incredible foreboding atmosphere? I give you A Plague Tale:
Innocence, one of the best examples of such a game
I’ve ever friggin played. One of the best games
I’ve ever played, period. How about Call of Cthulhu? It’s not brilliant but
it’s a fun and moody little game about investigation. It’s a solid 7 out of 10, making it as good as Breath of the Wild. Focus even has its own
Souls-like series in The Surge, a Sci-Fi take on the subgenre, and The Surge 2 is fucking excellent. I didn’t even care that
much for the first one, but the sequel is, in my
opinion, utterly amazing! Even when most of the textures don’t load in the fucking thing,
it’s still incredible! The developers making Focus’
games are so damn creative and they offer complete games that last hours and hours and hours. They’re not as pretty
looking as mainstream games. They don’t boast massive
budgets and they are often a touch on the janky or buggy
side, and yet, they still feel more finished than most big budget games, offering a robust wealth of content and often at a cheaper
price than some of the underbaked, overly monetized
live service crap from an arrogantly self styled
Triple A publisher. The existence of Borderlands 3, Code Vein, and Focus Home Interactive’s
library should be a fucking embarrassment for
the mainstream industry. Anyone who’s worked on a grinding,
unrewarding, unfulfilling sliver of shallow trash from
EA, ActiVision, or UbiSoft should look at these games
and feel downright humiliated that they can’t produce
something so gratifying and worthwhile without first
charging even more money for a shallow facimily of satisfaction. There are games proving that
it’s viable and possible to make games that simply
sell themselves and provide exhilarating and encouraging
gameplay in exchange for that one time purchase. They show how restricted,
stripped down, and undermining modern games have become. And as game publishers work
overtime to scrub our memories of these sorts of productions,
it’s worth remembering they’re still out there. Games used to feel like
Borderlands 3, Code Vein, like Vampyr. All the time! It’s how they’re suppose to
feel and that is why these games I’ve talked about today put
the entire Triple A industry to fucking shame. Now I would like this video
to be a lot more positive than it is but unfortunately
there are caveats attached to some of the games we talked about. Borderlands 3, of course, I
don’t think we need to go too far into it, GearBox’s software history. The history of its CEO Randy Pitchford are a matter of public record. This show has talked about the
behavior of Randy Pitchford and the publisher 2K Games many
many times before, but it is how they, ya know, Randy
has been credibly accused of physically assaulting an
employee in a hotel lobby. He’s an asshole on
Twitter and he’s a liar, and 2K Games basically loves
to swing its legal dick around bullies people, he’s incredibly greedy, has turned NBA 2K as a
series into little more than a glorified free-to-play
mobile game except it charges a full premium game price tag. So that’s a bit of a sad thing. And then there’s Focus Home Interactive, I would have liked to
have done an entire video praising Focus to high heaven,
but there’s a reason why I talked specifically about its
developers more than it as a publisher because it as
a publisher has been, well, a bit of an asshole of late. Frogwares, the studio known
most famously for the weird janky, to be honest,
Sherlock Holmes games and the wonderfully awful, amusingly, entertainingly shite The Sinking City, basically
had any of their games that Focus published removed from storefronts and Focus will not give them
the rights to sell the game. Even though Frogwares owns the IP to their games, Focus doesn’t. The distribution agreement
has ended, but Focus said its got some new policy in
place now where it won’t allow developers to sell
games they literally own. I have a video on this
on the channel elsewhere. Do check it out. Although I do erroneously
say that Focus published The Sinking City, it did not. That was another publisher whose name I’ve now completely forgotten. So, this is useless information. But anyway. Do sort that out Focus, because
I’ve said many times before I love your output. I love what your studios are making. I think they are important games in an industry so infested, so ruined by a lot of modern development, concessions that have been made
in the name of monetization. I’m just incredibly
disappointed that you’re doing one of your studios dirty like this. Or at least one of the studios
you work with, that you treat them like that,
because without your studios, without the likes of Frogwares,
the like of Spiders, Cyanide Don’t Nod, you’d be nothing. Ultimately, you’d be nothing. So, sort it out, yeah? Don’t keep disappointing us and if you find some time
in your busy schedule, Focus you can join the rest of the nation and thank God for me. (funky alternative jazz) (funky alternative jazz) ♪Everybody’s thinkin’ ’bout me! ♪ (funky saxophone scale)

Order of War review

October 7, 2019 | Articles, Blog | 100 Comments

Order of War review

Order of War for the PC review Here’s something you don’t see every day, Square Enix making a World War II strategy game which covers real historical events and not a role playing game which involves pointy eared characters in some fantasy land. Order of War focuses on the end of World War II and is set in the 40s as you push back the German Axis from France or play as the German army trying to repel the Red Army from the East. A couple of years back Company of Heroes did a good job of telling this story so how does this RTS shape up? Well it turns out that Square Enix seem to have made a rather good game. In typical RTS style you point and click your way around the map, swooping round the objectives as you command your soldiers, tanks and artillery to push forward and hold ground. You can also call in air strikes and bombing runs when the situation allows it and of course have to play to the strengths of the resources you’ve been given. For example, foot soldiers can launch surprise attacks on artillery by moving through the trees or can entrench themselves for better protection. I’m not very good at RTS games but it’s good to see the game also caters for players like me. In the early stages each level is divided up into smaller objectives and you’re shown exactly what to do. Your commander even sends in more troops if you’re running low. And if you need some thinking time you can pause the game and still give orders to your troops to get the upper hand. You can watch the action from above or zoom right in, and at the touch of a button the game goes into cinematic mode where you can see the fight in great detail. A nice touch indeed. The music is also excellent although the accents of your commanders can be a little over-the-top at times. With the single player campaigns and online and skirmish modes, there’s plenty to keep you occupied. If you’re a World War II boffin and you like your strategy games, then this one’s definitely worth a look. Order of War gets an excellent 8 out of 10. You’ve been watching a review from Gamesweasel If you want to get the show each week which includes video game reviews, news, previews, competitions and special features head over to gamesweasel.com for our video podcast Gamesweasel TV –

Soundtrack Significance in the Life is Strange Games

Life is Strange has become synonymous
with an exceptional soundtrack enchanting players with a charmingly
curated collection of gentle acoustic guitar, punchy indie rock, and emotional ballads. In today’s video, we’re going on a musical
journey with the Life is Strange series and discussing just why the soundtracks are so significant to the experience. Spoilers ahead for all Life is Strange games.
You have been warned. The music, score and tracks are supervised by the
Co-Director, Raoul Barbet. As the music supervisor, he’s in charge of choosing all the licensed tracks of the games he’s directed: Life is Strange, The Awesome Adventures of
Captain Spirit, and Life is Strange 2. Max: “Life is… weird.” Let’s return to the teenage, high school life of
Blackwell Academy with Life is Strange. In the first game, the accompanying
music became something of legend, with gamers praising the ability to
emotionally connect with the scenes, and evoke feelings of reminiscence. DontNod knew from the start that they wanted to have a combination of an original score,
paired with licensed tracks. The former was composed by Jonathan Morali from Syd Matters, providing the core feel for the game. The gentle, reflective mood of acoustic
guitars and soft piano guides Max through the seemingly
sleepy town of Arcadia Bay as she becomes entwined further
and further into its mystery. Acoustic guitars are a focal instrument in the OST and the indie-folk feel reverberates
throughout the entire game. You can even find an acoustic guitar in
Max’s dormitory room which you can pick up and play whenever you fancy letting your musical juices flow. But given that Life is Strange is centered around the location of a high school, licensed music is used in a digetic manner in the same way it would in real life. Dana blasts it out from a stereo in her room as she dances on her bed with glee. Max: “I’ve never seen Dana this bouncy and happy without a pot of coffee.” The Vortex Club party blares electronic
tracks like ‘Got Well Soon’ by Breton, just like any typical high school party would. The songs feel real – implanted in the world of Life is Strange just as they would be in a genuine setting. Even today, the original Life is Strange soundtrack is a firm favourite in my music library, as I’m sure it is for many of you. Reserved for moments such as a long train ride or lonesome walks where I can reflect on
my own thoughts. As though I’m Chloe or Max listening
to the stereo in their room. It’s simply one of those
soundtracks that transcends the years and implements itself firmly into the
hearts of gamers and music lovers alike. Chloe: “Welcome home, Max.” Music makes a major comeback in the
second instalment in the Life is Strange series, ‘Before the Storm’, from developers Deck Nine Games. It takes a step back from the
high variety of tracks and artists, as UK indie band Daughter wrote a majority of the game’s soundtrack – instrumental pieces and all. Vocalist, guitarist and bassist, Elena Tonra,
had this to say: “I think the script influenced the music and the lyrics.” “The lyrics were written with Chloe’s
point of view very much in mind,” “trying to see the world through her perspective.” “That was definitely new for me and I’d say
the music was influenced by the script as well.” The lyrics mirror the journey of Chloe Price, Before the Storm’s main protagonist who is desperately trying to
deal with the loss of her father. When composing the game, Daughter took inspiration from Chloe’s multifaceted personality. Chloe: “No way. I’d rather have my
eyes gouged out with rusted forks.” “On one hand, she’s very aggressive” Tonra said. “And on the other, she’s incredibly funny and also very caring and emotionally intelligent.” Chloe: “Sometimes when you meet someone who’s going to change your life,” “you just, know it. I guess…” Elena Tonra: “She has very many things that we could then portray through sound.” Chloe: “You’re welcome.” Daughter took the approach to utilise different instruments to reflect Chloe’s moods. Solemn and slow piano highlights her isolation. Chloe: “Come on.” Whilst reverberating electric guitar
shows her anger and rebellion. They were even so meticulous to represent her
connection with Rachel Amber through melody. Rachel: “Your eye looks fabulous.
Where’d you get it done?” Tonra explained that they use a lot of vocal layers. “Two vocal parts in harmony to get the feeling of that – a meeting of two women.” While the main theme of the
soundtrack is undoubtedly grief… Joyce: “Sometimes we need to make more
room in our hearts for new people.” Chloe: “And sometimes, when we’re incredibly desperate and lonely” “we choose the absolute wrong kind of people to let
into our hearts… Mom.” It fluctuates with the different scenes of hope, friendship and happiness, reflecting Chloe’s, and many of our,
journey through the struggles of life. Chloe: “You’re so dead.” Rachel: “Yeah? How dead?” Chloe: “Hella dead.” Life is Strange 2 continues the tradition of a subtle yet striking soundtrack which accompanies the trials that Sean and Daniel have to go through whilst on the run. Interestingly, the music evolves as the game goes on, which wasn’t done in Life is Strange 1. Each episode has its own distinct feel that reflects the characters, moods and emotions. Speaking of evolution, the manner in which characters interact with the music in Life is Strange 2 is also advanced. For example, as Sean gets prepped for
the Halloween party in Episode 1, he turns on the stereo in his room and sings along to the lyrics of ‘A Flip of a Coin’ by The Streets. Sean [singing]: “Somewhere a blue-eyed girl in the world is just waiting for a boy.” He drums on his thighs, copying the beat. It embeds the track even more naturally into the story as this is exactly what a teenager getting
ready for a party would be doing. And much like the earlier games, each song
complements their scenes in perfect tandem. Sean: “That’s amazing!” Episode 1’s night drive with Brody is seamlessly accompanied by Whitney’s ‘No Woman’, with lyrics that reflect the boys journey
almost word-for-word. A brief moment of respite for the boys
comes at the end of Episode 1. Daniel: “Remember that song?! Come on! Dance!” If you choose to join Daniel in an epic bed
jumping dance-off, as the player, you can interact with the scene by causing the camera to zoom in
and out and shake up and down: the complete antithesis to a ‘Moment of Calm’! ‘Banquet’ by Bloc Party thumps
through their motel room TV and, although the upbeat drums and guitar
make for a great rock-out song, the words fit the situation in that it’s
all about the fall of innocence. It also fits the wolf motif and
includes themes of Esteban’s death. [Banquet – Bloc Party plays] [Red – Mt. Wolf plays] The ambient and introspective ‘Red’ by
Mt. Wolf plays as we see a montage of the brothers hiking through the snow to
reach Beaver Creek in Episode 2. Electronic beats and echoey reverb
gives the track and almost ethereal sound, and once more the lyrics complement
the situation in unity. [Red by Mt. Wolf plays] Just like the characters’ bedrooms, the soundtrack of each game is a reflection of the protagonist. Max was calming, acoustic indie folk. Chloe was a clash of piano with hard drums and guitar. And Sean has more of an electronic vibe. They’re all very different people, so it makes sense to have music that reflects their personality. [D.A.N.C.E by Justice plays] If any of you out there are only
watching the series on YouTube, you’re massively missing out on a
lot of the emotional depth. Because the soundtracks have to
be muted to avoid copyright strikes. The game and musical impact can only truly be experienced if you’re playing it yourself. So, pick it up, pop on some headphones and get lost in a world of incredible music. [‘I Found A Way’ by First Aid Kit (Cassidy’s cover) plays] Do you have any stories about how the Life is Strange music has affected your life? Which track from the games do you listen to on repeat? Tell us your Life is Strange soundtrack stories in the comments. We would love to read them. And be sure to check out our official Spotify at ‘officiallifeisstrange’ where we’ve collated all the licensed music
together, so you can listen to them anytime. Take it from me, these playlists
are perfect for a train journey. Find the link in the description. This week’s comment shout outs were taken from our Cassidy Character Profile video. Keep commenting and you might just
be in the next shout out section. Adam says that “Life is Strange as a whole is an amazing game.” “Actually it’s more than a game, it’s
a life-changing experience.” “I’m really looking forward to see what happens next in Life is Strange 2.” “Keep up the awesome work and stay awesome.” Mike says “God, I LOVE Cassidy!
Such a good character.” Andy says “Thank you so much for making such beautiful, remarkable and relatable gaming goodness.” “This franchise will forever be in my heart.” Panzacker says “I want to thank you all so much for creating one of the best experiences I ever had in a video game!” “I absolutely love the atmosphere and through the awesome soundtrack” “I even discovered my passion for the acoustic guitar :)” Thank you for watching. Please subscribe for more videos like this in the future and I’ll see you next time.