Often it's difficult to sink the required amount of time into certain games for in-depth review coverage, but it's even harder when said game is developed by one Media Molecule outfit, but our very own Toby Berger put in the creative yards and has delivered a deep and sweeping review of the full Dreams experience.
Here's a snippet:
Whether you want to create a short video of two larrikins playing music together or conjure up an in-depth space soap opera with fully voiced dialogue options, the tools are there to create whatever your heart desires.
Much like LittleBigPlanet’s brilliant creation mode, I found myself well out of my depth during the first few hours in Dreams’ create mode (dubbed Dream Shaping). The game gives you a quick rigamoroll of the basics before setting you off to make the next big thing, though the sheer amount of tools at my disposal had me struggling to get much of a grasp on it all.
That said, your own dedicated homespace in Dreams is the perfect blank canvas to get a basic understanding of how creating works. The tutorials set out have you moving and cloning shapes, adding in objects and tinkering with lighting and sound, which really does set you up for success -- it celebrates the small victories, and you feel like you’re crafting something quite neat.
And that will come across as a harsh headline, but it recently came to light that an Aliens game in the design shadow of the heavily failed Evolve was canned. (Which isn't to say Evolve couldn't have succeeded and planted itself as a benchmark for asymmetrical multiplayer shooters, but I digress.) At any rate, after Disney's FOX buyout, it turns out a PVE MP Aliens game was in the pipeline but, really, would it have worked?
The reason for the seemingly negative reporting on this finding? Well, it comes from a bit of Twitter twitterage that sounds sourgrapes-ish, but equally lands where it needs to - big company with bigger plans comes in, decides to axe projects it has no faith in, pulls out of them.
We're all for smaller-mid-and-even-large studios tackling IPs, and we don't want any devs losing work - make no mistake - but we're at the mercy of, in an industry as rich as ours, richer controlling bodies doing what they do. The model they're proposing is still unproven and we've seen it die on distant hills already.
I'm as weary of conglomerates as the rest of you, but sometimes the bottom line in those spaces is just that. I'd take another Isolation over a cancelled PvE Aliens: Hadley's Hope any day of the week. At least I'd know what I was getting...
And the team at Mediatonic knows what they might have tapped into here. For the young 'uns, in the late 80s there was a show (we stole from the UK, likely stolen elsewhere as well) called It's a Knockout!, and this game takes that concept through to the modern age...
But that concept also still exists whether it's forced pranks like those from Jackass or Takeshi's Castle through to, well... YouTube (vomit). At any rate, their upcoming game Fall Guys embraces party games on a whole new level, while also servicing a broader online community than other party games. Here's the stinger:
The chronically unstable team of Mediatonic and Devolver Digital invite bumbling fans around the world to the launch of the official Fall Guys website! To celebrate, the first episode of Behind The Stumbles, a new video series following Fall Guys’ development, is now available, with further instalments toppling online monthly.
But that’s not all! In desperate need of free labour, Mediatonic is delighted to announce the ‘Make a Fall Guy’ contest; a monthly opportunity for members of their beloved community to flex their creativity and design their very own Fall Guys! If online design contests have taught us anything, it’s that the video games community has impeccable taste.
The best entries will be flaunted on social media, with one lucky winner each month having their original Fall Guy added to the game. FOREVER. So maybe take a beat and come up with something truly inspired.
Gamers can enter via the official Fall Guys website
.While our supplied link to the Aussie "It's a Knockout! exists within the OP, please find embedded below a video of the new game.
A while back our tech specialist (and all-round gaming specialist), Kosta Andreadis came up with a crazy, but good idea -- a limited edition Nvidia RTX '2077' graphics card as part of the announced partnership between Nvidia and CD Projekt RED for Cyberpunk 2077, and now there's a chance this *could* actually happen.
Drives designed for NAS (Network Attached Storage) devices not only come in large sizes but also sit next to each other to create massive amounts of storage potential. From 2, 4, 6, all the way up to 16TB in a single drive that when multiplied means you can effectively become your own Netflix or Steam. Or simply, you know, be able to store everything (including games) in a single location.
As per our full review of the Seagate IronWolf NAS Hard Drive range.
With the spindle speed of 7,200 RPM using CrystalDiskMark to measure the overall speeds of the Seagate IronWolf drives in our possession we were pleased to see the advertised speeds of 210MB/s be a little conservative with results closer to the 225MB/s mark. This handily beats the larger capacity BarraCuda drives from Seagate – though of course, going IronWolf carries with it a larger cost. With decent speeds for a non-SSD unit, being able to add something in the range of 20TB of extra storage to your rig or home network is, well, amazing. Not exactly a thing most people would want, but if you run a Plex media server or access a huge Steam of GOG library across a few devices there’s a reason to NAS it up.
They've been around the block, or two, but Poland-based People Can Fly is a studio that knows its strengths, and has consistently delivered excellent experience in various shootery forms over the years. Now they have a new IP they're sharing with the world in Outriders, and we've already played it.
Here's a snippet from our time with the game over in Warsaw recently:
When we land on Enoch the place is bliss; green pastures, seemingly bountiful food and everything we could need to start over again. Unironically, the landing party is driving space trucks (that’s what we’ll call them from now on), through trees and native faunae with little regard for the damage being done to our new home. We are now interplanetary squatters, and it’s already showing why we had to leave our last squat. But I digress.
While you can name your character, from here on out you’re only known as “Boss”, though you’re hardly the boss. We won’t spoil how it all plays out here suffice to say you’ll be running in a straight line here, back to there, and then back again until the ‘event’ happens. Your only option is to get back to your giant landing pod and pop yourself back into cryo-sleep so that everything can settle and when more eggheads come down and work out what went wrong, we can start to set things right, right?
In realm of the ultra-lightweight gaming mouse the honeycomb design is one that has led to hardware makers being able to keep the weight down to an absolute minimum. The Xtrfy M4 follows this approach but does so in a robust, sturdy, and excellent build that feels great for competitive gaming.
When it comes to gaming mice designed for use in the competitive esports scene we’re currently in a bit of a hardware space race. With the goal being to get weight down to an absolute minimum without sacrificing performance and overall feel. The Xtrfy M4 RGB falls into this new ultra-lightweight category of gaming mice that we’ve seen crop up lately, and it does so via that age-old Simpsons way to obtain a competitive edge – speed holes.
Which, in the case of the M4, is a honeycomb like look that results in less material required to create the shell. And less material, well, that leads to less weight. From Swedish company Xtrfy, a team comprised of people passionate about esports, the M4 RGB also manages to excel in areas unrelated to the shedding of excess grams. From its excellent Pixart sensor to the flexi-cable that reduces drag to the ergonomic and very-unique shape of its build – the Xtrfy M4 is a great choice for those looking for a competitive edge.
As we lean more and more on connecting our homes and devices, while equally using such setups to facilitate mood, or expand upon our entertainment, the more we see innovation in the colourful space. In today's example, we've taken the recent partnering of LIFX lights and Razer's Chrom Connect to both lighting and gaming task.
Specifically, we used LIFX HomeKit to deck out three main living areas of our house, all of which are related to gaming and other forms of entertainment. Here's a snippet:
You can control every light in the house as a full group, within their own groups or individually. When my boy goes to bed, we tend to set his light to the preset Dream theme setting and diffuse the bulb to 30% of a possible 175% brightness. Other presets include things like Soothing, Relaxing, Peaceful, Proud, Cheerful and even Sports, which I tend to use a lot (it creates a warm green hue that just really works with the energy of live sports). Beyond basic themes built into the LIFX app, you can also play with effects such as having the lights fade through warm pastel colours or respond to music playing (which utilises your phone’s microphone). And it’s surprisingly responsive.
Numerous other apps and applets also work with LIFX. I use IFTTT to have the lights flash when I get tagged on Facebook, for example. Another friend who put me onto it (and who publishes content with our friends over at Press Start) set his up to flash whenever he gets an Uber if he’s out late, so his partner knows he’s on his way home. If he gets home really late and full of a few cordials, the lights come on as soon as his Uber ride has ended. But they don’t turn on aggressively, rather they light up slowly and with his own preset softness, so as not to wake his kid, or partner. And all of this is largely customisable. And the above are just examples of the potential here.