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The Quiet Man Trailer Is Cryptic And Creepy

The Quiet Man's mix of live action sequences with brutal combat is on full display in the title's new trailer, but the footage also poses other questions.

Clearly the game's story involves more than just the kidnapping of jazz lounge singer Lala, and while the action may take place over a single night, for deadly and deaf protagonist Dane the game's events evoke feelings and memories of an entire lifetime.

The Quiet Man is coming soon to PS4 and PC, and is priced at $14.99.

For more on the game, check out this earlier preview covering 40-minutes of gameplay.

New Battlefield V Trailer Shows Off Rotterdam Map, Gives First Glimpse Of Battle Royale

Right before Gamescom kicks off in Cologne, Germany, EA and DICE have released a new Battlefield V trailer. The two-minute clip gives us a good look at the Rotterdam map, which takes place during another early World War II battle that happened before the Americans joined the fray. Known as the Rotterdam Blitz, in 1940 the German Luftwaffe carried out a devastating aerial bombardment, essentially raising the historic center of the Dutch city. 

You can see the Frostbite engine's impressive destructibility at play here as tanks rip through buildings and bombs drop from above. DICE is clearly a big fan of soldiers performing combat rolls after jumping out of windows, as this is the second trailer to showcase these animations for Battlefield V. I'm not sure why EA chose to use a cover of the classic folk ballad "House of the Rising Sun" for the trailer ? the song is about New Orleans, after all ? but then again I'm not sure why EA marketing makes most of its decisions.

At the 1:38 mark, the trailer transitions to show a closing circle of fire, which we presume is the border DICE plans to use for its version of battle royale. 

Battlefield V is coming to PS4, Xbox One, and PC on October 19. You can read our hands-on impressions of the new Grand Operations mode here, and learn about the 12 biggest changes coming to the game here

New Survival Sim Sends Resource-Gathering To The High Seas

The survival management subgenre generally isn't a cheery place. Recent sims like Frostpunk and This War of Mine drive that home, even with the most effective resource-gathering, some things are simply out of your control.

Flotsam, a new game from developer Pajama Llama, looks to be a lighter take on a still-dire situation. Set on a floating pile of trash, Flotsam tasks players with managing a floating village community as you recycle garbage into new structures, collect fish, and process drinkable water.

The game's colorful art style makes somewhat horrifying concepts ? like fish wrapped in humanity's discarded trash ? cuter than they have any right to be. 

Flotsam won't release until 2019, but the game aims to hit both PC and Mac.

 

Real Stop-Motion Gets Gamified in Vokabulantis

Although games that use a stop-motion art style have been attempted before, they're exceptionally rare. Every minuscule detail of animation has to be posed and captured in real life and then somehow ported into an engine that can mesh those movements with player input. Harold Halibut is one such game, set to release in 2019. Today, we got a peek behind the curtain of another such title: Vokabulantis.

Working through the Danish studio WiredFly, Vokabulantis is a puzzle game in which you control two friends that have been thrown into the "World of the Language," an eerie landscape full of imposing towers and deep shadows. A new video shows off the incredibly labor-intensive process of creating the characters, posing them, and then incorporating them into the game's world. 

Vokabulantis will be a PC release, with potential console port later down the line. No release information is available yet. 

Five Big Changes Coming To NBA 2K19's MyTeam

Card collection modes are one of the most visited destinations across sports games, and it's no different for NBA 2K. The thrill of building a super team out of cards you either earn or purchase has proven strong over the last decade. For NBA 2K19, Visual Concepts has some big changes in store. Here are the most notable new features coming to the game. 

MyTeam Unlimited

To spruce up MyTeam, Visual Concept is retiring modes from past games like Pack & Playoffs and SuperMax. One of the new features filling that vacated space is MyTeam Unlimited. Basically, this mode lets you take your 13 best cards to form a super team to compete online in a seasons style format to borrow parlance from the Madden and FIFA games. 

Each season, you play a block of 12 games with the goal of winning as many games as possible. Lose three games, and you have to start from scratch. Rewards scale upward based on how many wins you can accrue before hitting that daunting third loss. Win all 12, and you can look forward to receiving a Player of the Month card. If you can collect all the POTM cards, you will receive a Galaxy Opal Isiah Thomas card, with Galaxy Opal being the new rarest and most powerful type of card available.

Triple Threat 3v3 Modes

Full squad basketball isn't going anywhere, but given the popularity of 3v3 match-ups in the Neighborhood, Visual Concepts Wants to bring this to MyTeam in the form of Triple Threat, a new mode-within-the mode that features both single-player and competitive components. For the single-player gauntlet, you need to take down all 30 NBA teams. Every time you clean house on an NBA division, you earn one of the new Reward Tokens for use in a special marketplace. After you reign over every NBA team, it opens up a new competition where you have to beat teams featuring the best three players from that franchise. This section of the mode offers a wider variety of prizes.

Online, after each game you play you return to the new prize drop interface, where you drop a ball down a peg board to see what reward you get. If you manage to win 10 games before losing three, you get to drop five balls and collect five prizes. Once you rack up that third L, you start from square one. 

New Heat-Check Cards

New to MyTeam for NBA 2K19, Heat Check cards look and operate exactly like a base collection card ? unless, that is, the player goes on a tear in real life. For instance, if the Greek Freak goes off for 40 points for the Bucks in real life, his Heat Check card will get activated, giving it a 48-hour ratings boost. The level of boost depends on how good of a game the player had. 

Steadier Content Drops

Visual Concepts realizes they had too many content lulls in the schedule last year, and it took too long to start dropping the upper echelon cards. For NBA 2K19, they want to avoid that with a better content cadence that includes five new single-player challenges every week, new multiplayer challenges every week, the return of Moments challenges, daily trials, and a more reliable stream of Locker Codes. 

To drive more interest in the high-end market, you can expect to see Amethysts from day one. Some Diamonds and Pink Diamonds are also going to drop in September. 

A Revamped Interface

For NBA 2K19, Visual Concepts has given MyTeam a dramatic overhaul. You can expect a new packet market, new auction house, redesigned landing page, redesigned collections menu, a new pack opening/card reveal animation, new edit lineups menu, a new card glossary that teaches you about the nuances of each card type, and a notifications system.

To read about more changes coming to MyTeam in NBA 2K19, including throwback collections, the NBA 2K 20th anniversary collection, the return of collector levels, and to get your very first MyTeam Locker Code for NBA 2K19, head to the official blog.

Phantom Doctrine Launch Trailer Shows Gameplay Systems And Cold War Style

Phantom Doctrine, fittingly enough, really snuck up on us. The turn-based strategy game has complex stealth systems, base management, and a good helping of cold war flair. In a recent New Gameplay Today, we did our best to play the game while simultaneously explaining its mechanics ? a task that proved very difficult

Thankfully, developer CreativeForge games just released a launch trailer that does all those things quite efficiently. It features the game's fashion options, sneaky knock-outs, and international intrigue, all set to stylish music.

The game is out now on PS4 and PC, with an Xbox One release on August 24. 

 

New Fallout 76 Teaser Previews The Benefits And Horrors Of Teamwork

Bethesda's Fallout previews, with an old-timey narrator and simple animations, are often both adorable and disturbing. The studio's newest trailer for Fallout 76 exhibits both those traits, and shows off several potential situations for multiplayer parties to get themselves embroiled in.

Earlier this week, Bethesda dropped some details on how players would battle each other, but this sneak peek is focused squarely on tenuous cooperation. Though not gameplay footage, the video shows teams of vault-dwellers doing things that will most likely exist in-game. 

The activities shown include:

  • Battling monsters together (potentially using a team-based V.A.T.S system?)
  • Fending off hordes with automated defenses 
  • Eating and drinking together
  • Accidentally triggering traps
  • Taking your dead friends' loot once you accidentally triggered the traps
  • Getting into fights with rival squads of players

The dark comedy and colorful look of this preview cartoon are unmistakably Fallout; Bethesda is making serious efforts to let players know that, even with the massive changes, this will still be the absurd post-apocalypse they know and love. 

For more on Fallout 76, check out our breakdown of the new class system and our details of the beta

Gris Turns The Personal Into Platforming

Hardship transforms people, and none more so than the protagonist of Nomada Studio's new title Gris. The Switch/PC title coming in December chronicles a young girl's journey through the pains of life, her emotional growth transforming her own abilities and the world around her.

The game's a platformer filled with puzzles and skill-based challenges, but according to the Barcelona-based developer, does not include "danger, frustration, or death." Regardless, the protagonist's journey is also reflected in her dress, which gifts new abilities to her that lets her explore new areas in the world.

Gris will be playable this month at Gamescom and PAX West, so we'll let you know more about the title if we get our hands on it.

What To Expect From Doom Eternal's Campaign, Multiplayer, And More

A day after Doom Eternal's extensive gameplay reveal at QuakeCon, I sat down with id Software's Marty Stratton, who serves as the project's executive producer, and Hugo Martin, creative director, to talk about how the sequel will shake things up for the campaign, combat, multiplayer, and mod scene. Stratton and Martin wouldn't give away every secret, yet but did dive deep into what we can expect from certain aspects of this sequel.

Take me back to the conclusion of Doom. You finished it up and started thinking about the future. What was that aftermath like? What kind of discussions did you have?
Marty Stratton: It was quick. We started planning and pre-production right away. We had post-mortem discussions about what we did right and wrong and what we wanted to do better. There was a lot of research on reviews, YouTube, everything. We took it all in, and tried to figure out where to go from there.

Hugo started with the creative team right away; trying to figure out where we would go next.

Hugo Martin: We also hoped to get the chance to make another one, so the story arc started in 2016. We laid the groundwork for the sequel. There was a ton of work to be done across the board, but in that regard, it was about continuing what we started.

At that point you were showing the world what a new Doom could look like. Now you say you are creating an entire Doom universe. That screams of extensive plans. Can you discuss what we can expect from the Doom universe?
HM: We're so excited. It's what we always wanted. It just means [Doom Eternal] has depth and a lot of substance. That's mostly it ? that it's something that is worth your time.

MS: There's thought and depth behind every decision, visual, level, and weapon. We tried to build a lot of lore into the codex in Doom 2016. A portion of the audience dives into that. Some people don't even know it's there. We think people that do invest in it appreciate it. With Doom Eternal, we want to make sure it's within arm's reach if you want it. It's all there. There are answers to your burning questions.

A lot of people are affected by the game on a visceral level. They love killing the demons. None of that is changing. What is exciting for me are the conversations that happen around this stuff as we build it. They are so amazing and fun. The ideas and lore are thought through by really creative people. We haven't really put [the lore] out there where people can be a part of it. That's what I love about story games, stuff like Elder Scrolls. They put it out there where people can get it at varying levels. We want to bring people into that conversation a little bit more. We think what we have is exciting.

Is that lore mostly going to be off to the side in the codex again?
HM: It's not just lore or backstory. If you want to surf the main game, we have what we call the A story and B story. The A story is the main game, and what the average consumer is going to experience. The B story is context for everything, like who am I talking to, why did that guy interact with me in that way? The key thing when we say "universe" is we want to take the Doom player to places they've never been before. That serves the A story. It's not just about making juicy codex entries, it's about, as you saw with those locations, taking you to new places. As Marty said, Doom is about killing cool bad guys in amazing places with awesome guns. That's it. The amazing places part, and the cool demons part, and the awesome guns part fit into that stuff.

"The ballista is kind of an ancient looking weapon. Where does that come from? Do I get to go to that place?" We just want to make sure that Doom has some fantastic set pieces in it. We're swinging for the fences with this one. We're going to go to some cool places. Doom universe is just about making the game more awesome and fun.

Let's talk about the slayer himself. You guys gave him an upgrade...a few upgrades.
HM: It's the evolution of who he was in Doom 2016. He's still the same guy, but fictionally speaking, he is constantly modifying his armor. Many people call out: If he is this ancient warrior who has been in this eternal struggle between good and evil, why does his armor look modern? There's a good answer for that. He's changing his armor all of the time. He's upgrading it. Superheroes do it. That's a part of that genre. We think of him like a superhero. When he upgrades his stuff, he does it with efficiency in mind. From a gameplay perspective, we always think of that first.

The blade in particular is something we thought a lot about. It's hard for us to glory kill enemies with [the slayer's] bare hands. Some of the demons are the size of elephants. We would talk about the glory kills, and [the development team] would be like "I can't do this." They would put the slayer's hands on the baron's face, and they would look like baby hands. We had to give him a tool. He always had to pull parts off of enemies, which he still does, but now he has a utensil to take out large enemies more efficiently. The first glory kill he does in the demo is faster than any in Doom 2016. [The blade] is faster, it can take out big enemies, it looks cool, and adds variety.

MS: We really tried to maintain the dance, flow, and feel of combat. Everything we've added is centered around that same dance, just giving you new moves to use on the dance floor. That was always important that it was the same dance. We want it to be a tight game loop where the player is thinking of what to do next. The flamethrower, I don't know how much it got noticed, but when you shoot a guy who is on fire, there's a benefit ? you get armor shards. It works a little like the chainsaw. It isn't just cool looking, you get gains from it.

HM: Destructible demons are the same. Is [the destruction] all cosmetic only? No. Some of it can be strategic. For example, you can shoot off the gun turret on the Arachnotron. That's his primary attack, and it can be pretty devastating. If you have good aim, and you want to nerf his abilities ? he still has other attacks, though ? you can take out that gun. As long as something feels like it is promoting the player to be aggressive, it's Doom. All of these things, the doom blade, equipment launcher, it's about being aggressive.

The thing that surprised me the most about the gameplay you showed was how open the spaces were. Are most areas that large?

HM: If the race car gets faster then the race track has to get bigger. That's basically it. Our race car can do a lot of things now, so the track he's on has to be bigger. Talking about our traversal combos, when you double jump to a dash into a monkey bar swing use the meat hook and then wall climb, it makes the ambient spaces more dynamic. Having the tools in place as game designers allows for some really interesting moments, and that includes combat.

MS: The stuff happening around you in these levels is crazy; whether you're experiencing hell on earth on the edge of collapsed buildings or fighting under the BFG 10,000 on Phobos. We're not just taking you to new places. The experiences you're getting in places you've been, like the UAC, you've never seen before in a Doom game. We've really taken that next step. The worlds were great in 2016, but the level of s--- going on around was never at 10. The sky box was never at 10. This time around, when you look around, you're going to see you're in the middle of something big going on.

Can the meat hook latch onto anything?

MS: Just demons.

It has to be made of meat then?

MS: Yup. Exactly.

The meat hook is attached to the super shotgun. Does that mean you need to have that weapon equipped to use the hook?

MS: Yup. The way works is when you have the super shotgun out, you hit the mod button and it shoots it out.

You didn't go into multiplayer, SnapMap, or mods during your presentation. Can you talk to me about your plans for those things? Todd Howard took Escalation Studios, the team that made SnapMap.

MS: Todd takes everyone. (laughs)

I'll start with SnapMap. We decided to move away from it. We loved it and thought it was great, but it didn't scratch the itch we thought maybe it could for people. We touched on the Invasion stuff. That's a whole part of game we think people are going to have fun with. That was a high-level goal for [Doom Eternal]. We're also working on a PvP component. We'll talk about it later. It's also very Doom, as we like to say. It isn't a sidecar experience. We are doing that internally. We've taken all of that in.

HM: (whispers) It's awesome.

MS: [The multiplayer] is new and different. We're also planning for probably the thing that was most requested, which is post-campaign content that we create, not through something like SnapMap.

HM: The campaign, Invasion, PvP, it all feels like Doom this time. There isn't kind of a separation there where you're like "I kind of like the MP, but it doesn't feel like Doom." We were aware of that. We're making it internally now. We're excited about what we have.

We already know Fallout 76 will be an online-oriented game, with a focus on inter-player interactions over branching dialogue trees with NPCs. But what does that mean when it comes to player-on-player confrontations? During today's Fallout 76 panel at Quakecon, project lead Jeff Gardiner, game director Todd Howard, and development director Chris Meyer gave us some elucidating details.

Since Fallout games have been mostly single-player affairs up to this point, multiplayer introduces some interesting problems. At the forefront of the team's mind was the question of how the world would deal with griefers - people who might wander the wasteland looking to ruin other people's games by relentlessly attacking them.

Howard's answer to this question was quick. "We turn ass***** into interesting content."

"We want this element of danger [in Fallout 76] without griefing," Howard said. After hitting level five, you'll begin to encounter other players as you explore the wasteland. One of the ways you can interact with them is to shoot them. Taking into the account the fact that players are likely going to shoot each other on the fly quite often (by accident or otherwise), early potshots won't deal much damage. But if one player is insistent on attacking another, that damage will begin to increase. You can, however, avoid accidental encounters completely by enabling a pacifist flag, which will prevent your bullets from harming other players.

If you do want to fight, the individual levels of each player will matter, but not as much as you might think. Players who've played for a while will obviously be stronger, but that doesn't mean lower-level players are entirely powerless. The power curve is more normalized in PvP than in PvE, making PvP encounters a bit more fair. "The guy in Power Armor with a minigun is obviously going to be harder [to kill], but if you get the drop on him with a knife, it does kind of work," Howard said. 

How the defending player chooses to respond is up to them. If they reciprocate the attack, each player offers a cap reward based on their level, making it tempting to land a kill. VATS returns in Fallout 76, though it's been altered to accommodate the new online nature of the game. Targeting takes place in real time, and you can't target individual body parts at first. Instead you can target the whole body, with a hit chance based on your Perception attribute. You can also use VATS to find sneakier players. Early on VATS may not be as effective as simply shooting your opponent, but invest in Perception and that will likely change.

If you lose a scuffle and die, you'll not only drop your cap reward, but also any junk you might have had on you at the time. Junk is accumulated by searching the world and isn't worthless, either; you need it to build up your camps or craft armor, among other things.

The team didn't want to make death too punitive, but they wanted it to mean something, leading to a system where you do lose something when you die, but it's also not an all-or-nothing affair. So whenever a player encounters what they think might be a tough area or player, they may want to think twice about how much junk they're holding and whether to engage. To circumvent losing junk, you can store it in various stashes hidden around the world, any base camp you might have built up, or in Vault 76.

If someone does end up murdering you, have a chance to get revenge. Once you return to life, you'll be given the chance to seek out that specific player and retaliate. If you manage to win that round, the game will give you double the normal reward for killing them.

But perhaps the most interesting mechanic arises when one player doesn't want to fight. A player who kills someone who didn't fight back becomes a wanted murderer. There's no reward for murdering someone who doesn't fight back other than the brief satisfaction it might give a jerk, and the cost is high; being a wanted murderer marks that player on the map of everyone around them as a red star. That player also carries a new bounty that comes out of their own caps, incentivizing every other player in that instance of the world to kill them. Wanted players won't be able to spot anyone around them on their map, making it difficult for them to see attacking players coming.

Players also have camps they've built to worry about, but losing them won't be as heartbreaking as you might expect. Nukes are a big part of the Fallout experience according to Bethesda, and while getting your carefully-built camp nuked might sting, you can choose to "blueprint" individual structures, letting you recreate them entirely with a simple button press. Of course, you can also use this feature to quickly relocate your camps as well.

Communication is a major part of online games, and Fallout 76 is no different. Along with voice chat for players you join up with, you can also choose to toggle voice chat for nearby strangers on or off, letting you hear them coming or simply make it easier to create ad-hoc roving bands of survivors.

Hopefully, with these various methods of inter-player violence and communication, Fallout 76's decision to foregone bespoke storytelling for more lively player-told stories will pay off.

For more on Fallout 76, check out our write-up on its character progression and creation, as well as how mutations alter your character.

Although we have a general overview of what Fallout 76 is going to be (an online action-RPG where players replace NPCs and become the vehicle for storytelling), it was hard to get a good idea of how we'd be interacting with our characters over the course of several hours. Earlier today at a Fallout 76 panel for Quakecon, Bethesda revealed how character progression, character creations, and mutations work in their new game.

The best way to think about progression in Fallout 76 is by visualizing your character as a deck of Magic: The Gathering-style trading cards that gets stronger as you level. Starting out, you'll have one point invested into each of the seven attributes that make up Fallout's S.P.E.C.I.AL. system. Every perk has a point cost associated with it. An early perk called Gladiator, for example, offers a 10-percent boost to melee damage and costs one point in the Strength attribute to equip. 

You can equip as many perks (which take the form of cards) as you want, provided you have enough points in that attribute to accommodate them. You can also combine copies of the same card into stronger versions of that card, which increase the potency of the card but also its cost. Cards can drop or be fused into each other up to a point cost of five. Bethesda pointed out during the panel that there are "hundreds" of perk cards to experiment with.

Tying into the trading card idea are card packs. When you level up, you can add one additional point into any attribute to let you expand which perk cards you can equip, and you will be able to choose one new perk, but every few levels (every two levels early on, then every five levels), you'll receive card packs, which will give you several cards to experiment with (as well as a joke and chewing gum that will temporarily reduce your hunger when you eat it). Because you start off with one point in every attribute, this allows you to experiment with perks you might otherwise ignore in favor of leveling one specific attribute. Some cool perk cards may drop that cost more points than you might have in a particular attribute, which incentive players to rethink their progression in order to equip a perk outside their expertise. 

Once you reach level 50, you will no longer be able to invest additional points into any attribute, but you will still regularly receive perk cards, which will let you further customize your character.

As you explore the wasteland of West Virginia and level up, you'll likely wind up in some irradiated areas. If you happen to accumulate too many RADs, you'll become susceptible to mutations, which will alter your properties for both better and worse. One mutation Bethesda shared was one that turned the player into a marsupial, increase their jump height dramatically at the cost of reducing your carry potential and strength.

One important aspect of this new system is that, like trading cards you can swap them out any time depending on the situation. There's no cost for swapping out perks, so if you see a combat situation on the horizon, you may want to respec if you've been running a lockpicking "deck" while breaking into people's homes. Of course, with Fallout 76 being a live game, you'll want to swap cards out in safe spot.

The online, multiplayer focus of Fallout 76 may not seem to jive with the Charsima attribute, which in past games was where you could invest points and become a smooth-talking negotiator with NPCs. In Fallout 76, Charisma has been retooled to work as the sort of co-op attribute, allowing players to equip perks that benefit their entire team. Some Charisma perks are oriented towards solo players, but most will emphasize teamwork.

Another social aspect players can expect in Fallout 76 lies in character creation. Character creation is mostly similar to Fallout 4's with a close-up camera of your character within the world. However, this time you also create a snapshot of yourself, using different expressions and poses. You can also use these out in the world, where you can take a selfie at any time. As players take selfies in the world, it'll become populated with curated photos from the community, giving the map a more populated feel.

For more on Fallout 76, check out some of the details on the upcoming beta, your progress in which will carry over to the full game.

The Walking Dead: The Final Season's Launch Trailer Looks Back At The Start Of The Journey

The Walking Dead: The Final Season is out in just a few days, which means the shambling corpses are heading right for you.

Clementine can never forget the lessons Lee taught her about surviving and now she acts as the guardian for AJ as Lee did for her. Check out the trailer below.

The Walking Dead: The Final Season's first episode releases on PlayStation 4, Xbox One, Switch, and PC on August 14.

The Quiet Man Is Three Hours Long And Utterly Nuts In This New Footage

One of the most bizarre announcements at Square Enix's E3 conference was The Quiet Man. In a trailer that blended live action with a few seconds of punching-filled gameplay, the game posed about four thousand questions and answered none of them. But in a surprise reveal, Square Enix showed off more than 40 minutes of the game and blew our cumulative minds. 

The Quiet Man is being developed by Human Head studios, who are best known for 2006's Prey. It looks absolutely absurd. Here's some details we picked up from the demo and producer Kensei Fujinaga's commentary.

Length

The game is roughly three hours long. 

"However you look at it, it will never be an opulent and ornate treasure box, sparking with all the colors of the rainbow," Fujinaga says. "However, if this tiny, tiny stone that represents a frankly disproportionate level of challenge and experimentation from my modest team, can shine brightly like a diamond in the hearts of our players out there, I would safely say that there could be no greater joy for us than that."

It will be priced lower than a full retail release.

Story

The narrative will follow Dane, a deaf young man who's attempting to find a kidnapped dancer. As implied in the reveal trailer, The Quiet Man mixes its gameplay with live-action cutscenes. In one scene, the screen turned blue and an FMV face covered some of the punching action.

Also, a gangster killed Dane's mom. This presumably fits into the story somehow. Most of the characters shown seem to be a Japanese interpretation of America's criminal underbelly, replete with racial stereotypes and over-the-top costuming. 

Gameplay

In deadly silence, Dane martial-arts his way through several rooms of goons. Much of the combat seems to center on finishing moves that defy all laws of physics, such as flipping a dude 180 degrees before punching him in the mouth. In one scene, he seems to die, only to wake up to a real-life woman smiling at him. The checkpoint then reloads; it's incredibly jarring. 

Sections of the game also place Dane in slower situations in which he walks around an environment and looks at objects. 

The Quiet Man's appears to be following in the footsteps of Deadly Premonition; relentlessly weird and more than a little janky, but with an absolutely sincere charm. Although Dane's haircut looks like it wants to speak to a manager and the story embraces the most offputting parts of Quantum Break, the game has all the makings of a true cult classic.

It's currently in development for PS4 and PC.

Doom Eternal First Look: A Bigger, Badder, Bloodier Demon Fest

Id Software?s new vision for Doom debuted at QuakeCon in 2014. As imps and demons were torn to shreds with bullets and chainsaws, the crowd roared in approval, and clearly wanted to see more.

Flash forward four years, and the bloodthirsty cry for more was answered: id once again gave QuakeCon attendees the first look at Doom Eternal, the next chapter in the studio's flagship series.

Id's Marty Stratton and Hugo Martin took to the stage with heavy metal blaring as loudly as the crowd's screams. Stratton was taken aback by the crowd's enthusiasm, giving them a, "F--- yeah. You guys are unbelievable. It's awesome to be back here."

The Doom Eternal presentation began with concept art that showed the Doom slayer?s new look, which includes armor tweaks and new tools. Stratton said id's focus was making this interpretation of the slayer the most powerful hero the studio has ever created.

As you can see, the slayer boasts modified armor with extendable blade, spikes on the gloves, an over-the-shoulder attachment (which can equip flamethrowers, missiles, and grenade launchers), and just as much green as he's always worn. His boots also grant him the ability to perform a new omnidirectional dash maneuver to give him a little burst of speed when he needs it.

While he looks like a formidable killing machine with nothing in his hands, id has developed plenty of new and updated weapons for him to wield. The return of the Super Shotgun was greeted with a cheer, which now has a Meat Hook below its barrels. The Meat Hook isn't just used to stab enemies in the face; it functions like a grapple that allows players to latch onto something at a great distance and pull the slayer closer to it. The momentum of that pull can propel him in different directions, allowing for vast amounts of space to be gained in the air.

Other new armaments include a handheld ballista, a redesigned rocket launcher, a plasma rifle, and something called the Crucible Sword. What will the Doom slayer use them against? Martin says this sequel boasts twice as many enemies as the previous game. Along with a host of demons we've never seen before, id is bringing back the Pain Elemental, Arachnotron, and Archvile, to name a few. One of the new beasts is named the Marauder, and Martin teased that he looks like the Doom slayer for a reason. The level of detail in each of these creatures is impressive, as are their death animations, which now unfold through new technology id calls "Destructible Demons." In a series of stills, we could see how taking bullets incrementally affects a demon's limbs, skin, and organs.

 

The new gameplay demo begins on a familiar note: With the slayer putting on his helmet. We then see him test out his blade by extending it for a second before retracting it. As he moves forward, it becomes quickly apparent we aren't in hell anymore. The fires are now on Earth tearing apart one of its cities. Skyscrapers lay in ruin, and demons are everywhere, even descending from the skies.

The first few minutes of action play out like a greatest hits reel from the previous game, showing the slayer unloading clips into slow-moving demons, and periodically rushing in to decapitate one or feed it its own heart as a meal. The fluidity of play is impressive, holding true to the 60 frames per second that id achieved in the original. The environment is wide open and vertical, allowing for the Meat Hook to be used to reach higher areas and stretch across fiery pits. We even see the slayer launch into the air, grab onto a yellow pipe for a split-second, and swing to another area. The gunplay seems rote at this point, but the slayer's range of mobility impresses, and he can even make new paths for himself by punching through walls or scurrying up them with his new gloves.

While the gunplay looks fun, the most interesting elements that occur during it are the little things, like the periodic flamethrower burst from his shoulder attachment, which stuns a couple of enemies, allowing for ammo to be sprayed at them safely. The glory kills are as violent as always, but none of the executions were radically different than stuff we saw in the last game. Heads go flying, bodies are split in two in a variety of ways, and a stern punch can splatter brains. The most interesting glory kills incorporated the slayer's new blade, which in one instance doubled as a skewer for a heart. You also don't seem to be rewarded with as much ammo or health for performing glory kills; the only pinata like effect we saw happened when the slayer ripped through an enemy with his chainsaw.

As fast-paced as the action was, id revealed that it was being played on a controller, and then showed what that same area and combat could look like when turned up a notch while being played on a keyboard and mouse. The heavy metal intensified and the bodies hit the floor at an almost hilarious speed.

 

This second playthrough also teased something new in an "Invasion" alert that appeared on the screen. Invasions allow you to enter another player's game as a demon. You can even invite a few of your friends to enter someone else's game together as a slayer hunting party.

Stratton said that the game won't just be set on Earth and Hell, and teased much more. "We're not just making a Doom game anymore. We're making a Doom universe," he said. One of these new destinations is Phobos, a technologically advanced place that houses a giant skyscraper-sized version of the BFG called the BFG 10,000.

When the slayer arrives on Phobos, the people running the station are in awe of him. They back away, murmuring how he shouldn't be there, and one guy is so speechless that he doesn't say anything when the slayer grabs the red keycard from around his neck and drags him in his wheeled chair to open a door. The slayer also silently takes a weapon out of the hands of a soldier. He apparently has quite the reputation here.

The Phobos area delivered more of the frenzied combat Doom is known for. The demonstration ends with a tease of a boss battle and the promise of a new weapon being used to tear this foe wide open ? the Crucible Blade.

Doom Eternal doesn't have a release date or window yet, but is in development for PlayStation 4, Xbox One, PC, and Switch. Let's hope this means the Switch version will launch alongside the others this time.

The crowd at QuakeCon ate up the violence again, but the cheers weren't as loud as in 2014. The shock factor just isn't there: id isn't reinventing the formula again. The roar of approval had more of a tone of "I can't wait to get my hands bloody in this world again,? and that's exactly what id is inviting players to do.
 

Frantic New Rage 2 Gameplay Emerges From QuakeCon

During today's QuakeCon 2018 keynote, Avalanche and Bethesda showed off fresh gameplay for the upcoming first-person shooter Rage 2.

Set 30 years after the events of the first game, Earth is beginning to return to its previous state, springing back to life after the cataclysmic events that preceded the initial title. While the weapons, abilities, and wingsticks steal the show in the new gameplay trailer, we also get a look at the new Goon Squad faction, as well as our first glimpse of an intense convoy takedown. You can see the new gameplay for yourself below.

Rage 2 launches PlayStation 4, Xbox One, and PC in spring 2019. For our recent hands-on impressions of Rage 2 from E3, watch our discussion here.