Happy New Year, everyone! We’re back working hard on Sea of Thieves after the holidays and a December chock-full of announcements. We revealed March 20 as our launch date and made a star of an unsuspecting chicken with a swashbuckling trailer, kicked off pre-orders, revealed how you progress through the world of Sea of Thieves, and showed off our haunting Limited Edition controller. All that and we hosted our biggest ever Technical Alpha play session last month.
All hands are now back on deck here at Rare as we sail toward launch. We’ll have plenty to share, show off and celebrate before then, but we’re beginning 2018 with the announcement of our upcoming Closed Beta dates.
The Sea of Thieves Closed Beta will run from 12 p.m. GMT on January 24 to 8 a.m. GMT on January 29 (4 a.m. PST on January 24 to 12 a.m. PST on January 29), which gives pirates a full five days of sailing, shanties and shenanigans. We’ve crafted a bespoke experience for Closed Beta players that offers a true taste of the pirate life and a great chance to get your sea legs ahead of March 20! We won’t be testing the full game during this Closed Beta phase: we want to keep a good selection of things up our sleeves for players to discover at launch. So get your calendars out and get those dates pencilled in!
The Sea of Thieves Closed Beta will be accessible to anyone who joined the Sea of Thieves Insider Programme before December 1, 2017, and anyone who pre-orders the game. If you’ve already pre-ordered the game and want to find out how to download the Closed Beta client, visit our website.
One final thing: the Closed Beta will not be covered by an NDA, so players can stream, create videos, share clips, take screenshots or do anything else that their wonderful minds can come up with. Some of our favourites will no doubt be shared on Sea of Thieves’ social channels and website. I know a lot of players will be excited by this announcement – I am too! If you missed out on the Insider Programme, pre-order now to ensure access to the Closed Beta!
GoldenEye 007 With Mario Characters Is The Crossover We Never Knew We Wanted
Official development for Nintendo 64 may have ended over 15 years ago, but that hasn’t stopped the impassioned modding community from keeping its library of memorable 64-bit hits alive with new updates and improvements. Rare’s influential shooter, GoldenEye 007, remains a huge fan favourite, so of course one talented user has created a mod that turns its Bond-based cast into Mario, Luigi and the rest of the Nintendo gang.
StupidMarioBros1Fan from GoldenEye Vault put this brilliant little mashup together, which enables you to play through both the single-player story and local multiplayer with all your favourtie characters from the Mushroom Kingdom. Ever wanted to run around Archives with dual PP7s while dressed as Mario? It’s time to turn that dream into a reality.
You can play it right now too, as long as you’ve got an EverDrive 64 flashcart. Just download the patch from here onto your cart, plug it in and Mario multiplayer with mines and slaps is yours. What do you guys make of this amazing mod? We’re already hankering for some retro splitscreen action…
Nintendo’s French Boss Says We Should Expect More Switch Announcements From EA
Nintendo France’s Managing Director Philippe Lavoué has taken part in an extensive interview with Les Numériques regarding topics such as the console’s performance in that region and the degree of third-party support for the machine.
On the latter topic, Lavoué reveals that third-party games accounted for 26 percent of total Switch software sales in France during 2017, with Mario + Rabbids Kingdom Battle performing best with 150,000 copies sold.
In comparison, FIFA 18 sold 73,000 physical copies in France but Lavoué insists that it was simply a “test case” for the publisher and that we should expect “more announcements on the Switch” in the future. Lavoué says that EA is expected to “double down” this year thanks to the 2018 World Cup, and the Switch’s portability will be instrumental in pushing the FIFA brand.
While many of us will have been anticipating at least one more FIFA on Switch – if not a yearly release for the lifespan of the console – it will be interesting to see which other titles the publisher plans to bring to the machine. The robust sales of Switch won’t have been lost on EA, nor will the fact that some of its rivals are profiting handsomely for supporting Nintendo’s machine early.
What EA games would you like to see come to Switch? Let us know with a comment.
Sword Art Online: Fatal Bullet is Now Available for Pre-Purchase on Steam!* Pre-purchase now to help unlock additional pre-purchase rewards, including packs of in-game items and the final reward tier of a free copy of SWORD ART ONLINE RE: HOLLOW FRAGMENT. Check out the store page for more details.
In Sword Art Online: Fatal Bullet, experience an original story where you are the protagonist in the world of Gun Gale Online. Create your own avatar and explore devastated lands while experiencing exciting third person shooting in this action RPG.
Hey, everyone. At the end of last year, I made a promise that I would update you on our plans for Destiny 2. The team has been hard at work and we’re ready to share where we are headed. We used to wait to talk about game updates until we were certain we could meet our deadlines to avoid letting players down if we changed our plans. No longer. We’re not just listening, we are doing. Please keep in mind that the further out we make promises, the more they are subject to change. With that caveat, here are our plans.
Destiny Content Categories
One thing we want is to set clearer expectations for is which categories of content are available to everyone each Season, and which are exclusive to Destiny 2 Expansions:
Expansions are purchasable updates that typically add new Story, Destinations, and Gear, as well as new Crucible, Strike, and Raid Lair content.
Seasons introduce content that is made available to all players of Destiny 2, at no additional cost.
Iron Banner, Faction Rallies, and their rewards will be available to everyone as part of Season 2. Additionally, going forward we are making a change that new Seasonal rewards from Crucible, Strikes, and Trials of the Nine will be available to all players.
Faction Rallies returns on January 16 and Iron Banner will be back in the rotation on January 30.
Eververse
We recognize that the scales are tipped too far towards Tess at the moment, and Eververse was never intended to be a substitute for end game content and rewards. So, we’ll be making three changes for upcoming Seasons:
We’re shifting the balance of new content in favor of activity rewards over Bright Engrams. This includes adding Ghosts, Sparrows, and ships (to date found only in Bright Engrams) to achievement reward pools.
We’ll provide a gameplay path to earn Bright Engrams and all contained rewards (including Event Engrams).
We’ll give players more direct purchase options and make adjustments to Bright Engrams to allow players to get the items they want more often.
We’ve begun implementing these changes for the Crimson Days event beginning February 13 (with even more changes on the way in Season 3):
Completing Nightfall, Raid, and Crimson Days milestones during Crimson Days will reward you an exclusive Legendary Emote, Weapon Skin, and Exotic Sparrow, respectively.
Players will earn double engrams at level-up: one Crimson Engram and one Illuminated Engram for the duration of the event.
Crimson Engrams can also drop from completing the Crimson Days match and from completing the Crimson Days milestone on each character.
Each Crimson Engram is very strongly weighted to new rewards when decrypted until all new event items have been obtained.
XP Rates
We are still investigating changes to XP earn rates. Our goal with any updates to XP are transparency and consistent XP gain regardless of your preferred activity. Right now, it’s too slow in general and lopsided towards grinding specific activities (which is not a fun grind) and we want to fix that without making those activities low value to players who aren’t grinding them (fairness is cool). Our first attempt turned out to be unworkably buggy so we’re having to investigate other angles. We will continue to update you as we move forward.
Feature Roadmap
There are three releases that we want to put on your radar right now. Later releases will get more specific dates as they get closer.
The following content and features will be available to all D2 players, regardless of expansion ownership.
January 30 Update
Masterwork Armor
We are expanding the Masterwork system to include armor.
Masterwork Armor provides increased damage reduction while using your Super.
You can reroll the armor stat type on Masterwork Armor, and similar to Masterwork weapons, you can upgrade a piece of armor to Masterwork by spending Masterwork Cores and Legendary Shards.
Raid Reward Rework
We are updating Raid rewards to make them more unique and interesting. They will now feature mods with Raid-specific perks, and we are adjusting the rewards to ensure a Raid item drops from each major encounter. The Raid vendor will also directly sell Leviathan and Eater of Worlds armor and weapons for purchase with Raid tokens and Legendary Shards.
We are also adding a new Ghost with Raid-specific perks that has a chance to drop from the Leviathan and Eater of Worlds final encounters. We intend to return to creating more Raid and other activity-unique rewards in the future.
February Update
Strike Scoring + High Score Tracking
Strike Scoring is coming to Nightfall and replacing the current time limit mechanic. The scoring is similar to the Destiny 1 system but with adjustments to emphasize competitive execution of Strike objectives and support for player selectable score modifiers. In February, Nightfall High Scores will be exposed in-game via new emblems and will unlock rewards. We also have plans for Clan and Community High Scores in the works.
Mods 2.0
Work is underway on a full rework of armor and weapon mods. This will focus on reducing redundant mods, more unique theming, and greatly increasing their impact on your power. We are aiming for a February release, but the scope of the rework could push parts or all of it out to early spring. We will be evaluating how Mods play into the Bright Engram economy as a result, because we’re sensitive to pay-to-win outcomes.
Quickplay Improvements
We are adjusting game mode rules to increase the pace of gameplay and power ammo acquisition in Quickplay.
PC Tower Chat
We are adding text chat to the Tower for the PC version of the game.
Exotic Repetition Reduction
This will prevent players from receiving the same Exotic twice in a row. You may still receive duplicates, just not consecutively.
Fireteam Members on Destination Map
You will finally be able to see the other members of your fireteam on the destination map. No more having to ask your fireteam where they went when they fast travel to another landing zone.
Spring 2018
We’re taking the time we need in development of Expansion 2 that will allow us to react to player feedback from Curse of Osiris. In the coming months, we’ll talk to you more about what you can expect to find in Destiny 2’s next story. The team is eager to show you what they’ve been working on.
Independent of Expansion 2, the team will deliver a number of new features that will be released before or during Season 3. Every player of Destiny 2 will receive new content in the following categories…
Crucible
We want to give players new reasons to play, more variety, and balance improvements. Spring will bring a number of exciting and long awaited features to the Crucible.
Crucible Rank
Beginning with Season 3 we will introduce Seasonal Crucible Ranks. There will be two different ranks for players to pursue:
Valor – A progression rank that goes up as you complete matches. Winning helps you move up faster, but there are no loss penalties.
Glory – A progression rank that goes up when you win and down when you lose. Performance is how you move up here.
Private Matches
Private Matches are coming to all players of Destiny 2. Players will be able to invite their friends to play on the map and mode of their choosing.
6v6 Playlist
We’re bringing 6v6 PvP to Destiny 2 in addition to the current 4v4 game modes.
Mayhem Event
Mayhem will return as a limited-time event during Season 3 and going forward.
Additional Fixes
We are making some changes to make quitting less common and behind-the-scenes security improvements to help improve the overall Crucible experience.
Additional Highlights
Weapon and Ability Balance Pass
Sandbox adjustments based on player feedback and data from the live game. The Sandbox team will share specific changes as we lead up to Season 3.
Exotic Weapon and Armor Balance Pass
Exotic weapons and armor are receiving a comprehensive design pass to ensure they stand out from the rest of the gear and offer new, exciting, powerful ways to play.
Seasonal Reputation
Specific vendors will now display a Seasonal ranking. Earning reputation will unlock unique Seasonal rewards and will reset each Season.
Improved Iron Banner and Faction Rallies
In addition to the changes that you will see when Iron Banner and Faction Rallies return this month, we will continue iterating on these to make them unique, exciting experiences that you all look forward to.
Playlist Repetition Reduction
This feature solves the problem of experiencing the same playlist entry multiple times in consecutive or frequent succession for both Crucible and Strikes.
End Game Player Pursuits
We agree with your feedback on the imbalance between Achievement and Bright Engram rewards, and we will be making adjustments to shift more rewards into specific endgame pursuits instead of generic XP grinding for Bright Engrams. We are excited to share the details as soon as we have them worked out.
Multi-Emote
When multi-emote launches, you will be able to choose which emote you have equipped to each of your four emote slots.
Vault space
We are targeting an additional 50 slots to player vaults. We don’t believe just adding more space is a complete solution and are actively working on other changes to reduce load on your vault space.
We are adding an Exotic accessory tab to Vault collections so you will no longer need to spend Vault space on Exotic Ships, Sparrows, and Ghosts.
PC Clan Chat
In addition to the Tower chat that is targeted for February, we are adding clan chat to the PC version of the game.
Heroic Strike Changes
We’ll be introducing modifiers to add more gameplay variety to the experience.
Fall 2018 (or sooner)
We are working on a lot more that we’re not quite ready to discuss. Expect more on this small sample of items in the future:
Item Collections and Records
Weapon Slot and Archetype Improvements
Additional Crucible Playlists (e.g. Rumble)
Better Clan Rewards
Masterwork Exotics
Pinnacle Weapon and Gear Improvements
Trials of the Nine improvements
Shaders and dismantling
The Future of Guided Games
Address Solo Vs Fireteam matching
One Final Note
Expect to hear more from us via Bungie.net, Twitch, and social media. We’ll be talking to you more directly, and more often, as promised. We want to thank our community for all the passionate and detailed feedback you provide. It’s critical to our ability to continually improve Destiny, so thank you!
Accounting returns to its roots with Accounting+, a nightmare adventure comedy made by Crows Crows Crows and designed with Squanch Games. It?s got the guy who voiced Rick and Morty ? for real this time.
Xenon Valkyrie is a rogue-lite platformer game with RPG elements in which you must fight to the deepest part of a moon and halt the plans of a wicked witch.
Now Available on Steam Early Access – Next Up Hero
Next Up Hero is Now Available on Steam Early Access!
The Ceaseless Dirge has attacked! Fight as Legendary Heroes against tough-as-nails mechs and monsters. Every time you die, you leave behind an Echo who can be raised by the next player. The more heroes who die, the stronger we all become, until we win together. Are you a Hero? Good. You’re up next.
Save 50% on Undertale as part of this week’s Weekend Deal*!
Welcome to UNDERTALE. In this RPG, you control a human who falls underground into the world of monsters. Now you must find your way out… or stay trapped forever.
Whether it’s a daydreaming doodle in a school textbook or a sneaky sketch during a work meeting, we’ve all probably spent a little too much time making up crudely-drawn stickmen over the years. It’s one of those instantly familiar forms of childhood storytelling, and it’s a conceit that helps bring the cute world of Draw A Stickman: EPIC 2 to life with an affable sense of charm and creativity.
Things start out innocently enough. First, you draw your own hero (using either the touchscreen or ZL/ZR and the analog sticks) before sketching out a fellow, stick-based friend. It’s a relatively basic drawing suite, but with a few colours and sizes to choose from there’s the option to create a relatively detailed new character a classic stick-based chap. However, the good times soon make way for doom and gloom as a spilled bottle of ink turns your friendly chum into a dastardly nemesis.
Before you know it, your newly-inked foe jumps into a storytelling book, rips up its pages and causes all sorts of villainous trouble within. So it’s up to you and your sketched avatar to leap after them and pen a plan to save the day. At its core, DAS:E2 is basically a simplified action-RPG that combines exploration, environmental puzzle solving and combat into a cute package that boasts some pleasingly deep mechanics within its seemingly simple concept.
As shocking as it sounds for a game with the word ‘draw’ in the title, flexing your artistic muscles really is the key to success. Its creative setup might not be as grand as, say Scribblenauts Unlimited, but it’s still a fun mechanic to mess around with. You can even sketch your own tools and weapons; in fact, there’s something quite satisfying about seeing your avatar – however convincing or laughably bad they might look – carrying around one of your own poor attempts to draw a pickaxe. Each tool enables you to perform a new task, such as destroying rocks and boulders to reach new areas or attacking certain enemies, although they do feel a little redundant compared to the more versatile pencils unlocked throughout the story.
With these you can draw leaves on dead trees (which protect you from the inked monsters that roam the over-inked pages of the storybook), or sketch sheets of ice to freeze rivers so you can reach further sections of the map. There’s a rewarding systemic balance to the rate at which these powers are revealed, as well as the way in which each one interacts with one another. Rain clouds, for instance, can make your newly revitalised trees expand, increasing their effect and dispelling pools of nasty ink to reveal seemingly inaccessible collectibles.
These trinkets also feed into the rest of the game by expanding your creative repertoire. Colour Buddies are one such collectible item, with each one unlocking more colourful shades for use when drawing tools. These might seem a little pointless, but when you consider tools such as keys correspond to locks of a certain colour, you realise there’s a practical necessity to returning to previously completed levels to seek out items that were once tantalisingly out of reach.
However, not every ability-toting pencil feels as inherently creative as the next. The power to draw eggs, for instance, only has a limited use across the main game’s eight levels, making it somewhat limited by comparison. On the flipside, the power to draw colour-coded wires serves as the most dynamic of the entire set, requiring a mixture of creative thinking and careful placement to link batteries and switches that swap colours.
Unfortunately, this particular power – along with the drawing suite itself – does reveal how clunky sketching can be. Using the shoulder buttons and the analog sticks is incredibly unintuitive, effectively forcing you to use the touchscreen for all freeform creations. It doesn’t break the game by any stretch of the imagination, but it’s a shame to see one part of an otherwise excellent game feel partially unsuited to the platform.
The main game’s story does feel a little short by the time the credits roll (although there is some replay value to be found in seeking out those missing collectibles), but when you factor in the entire Down Below expansion (which strips away your power-related pencils and forces you to track them down with a series of progressively tougher puzzles) bundled in on top, DAS:E2 becomes of one of the most rewarding and charming ports on Nintendo Switch to date.
Conclusion
Despite a few niggles with the implementation of its drawing mechanics on a button-based handheld, Draw A Stickman: EPIC 2 remains one of the most creative genre mashups we’ve played on Switch. With a splash of RPG, a sprinkling of puzzle solving and a generous dollop of creativity, you end up with a recipe for family friendly entertainment that feels fresh and new on Nintendo’s hybrid console (even if it has been out on PC for over two years already). Add in the Down Below DLC as standard and it’s not hard to draw your own conclusions on this little gem.