Sci-fi colony catastrophe sim RimWorld is finally almost ready to leave early access and launch in full with a shiny version 1.0, creator Tynan Sylvester has said. It’s a game that one could keep adding to forever, he says, but after five years of development he’s ready to draw a line in the sand and call it ready. Sounds fair, really. He still plans to work on it, mind, but it will officially be finished. Additions and tweaks coming with v1.0 include reworking caravans, a water-driven power generator to make rivers useful, and improved loading times for mods.
Sylvester posted in a Reddit thread today, talking about facing endless feature suggestions and demands from a wide spectrum of players.
“My job is to serve RimWorld players as a whole. That includes super hardcore players with 200 mods, who know every detail of the UI and want more ultra-power user options to make everything more automated, faster, fewer clicks, more fluent. It also includes the 76-year old grandmas and 10-year-old kids who email me to thank me for making a game they can actually play. It includes the people who talk on forums, and the great silent majority who never say anything online at all.”
So balancing everything has been quite the task – and one that would not ever be finished. As he said in a follow-up post, RimWorld could be mahoosive but it’s almost done-enough.
“This game can expand endlessly. That’s it’s nature. It’s not a closed story like Portal 2. It’s an open system endlessly moddable, expandable. You can always play longer, more colonists, more wealth, more colonies, more mods, again and again and again. There’s always more to want.
“So faced with an endless treadmill of requests, I must draw the line somewhere. But where?
“Five years. I figure five years is a decent enough place. Five years are enough for $30. Five years are enough to call a game finished.
“(Of course, it’s great to suggest new things beyond that, but to demand a developer work more than five years on one game for one sale is not, in my opinion, reasonable. In truth I think any dev who does two years has earned his keep; five years is getting into ridiculous territory. Not that I’m complaining of course; I’ve always liked working on RimWorld.)
“It won’t be perfect, of course. Nothing ever is. And I won’t even be finished with it. But – it’ll be finished.”
Fair does. RimWorld may be heavily inspired by Dwarf Fortress but I can certainly understand not wanting to follow in the footsteps of Dwarf devs Bay 12 and work on the same game forever – DF is at 16 years and counting.
That second posts also goes into more details on things to expect in version 1.0, so do go read if you’re curious. When will v1.0 arrive? We’ll have to wait to hear that.
To see Yume Nikki appear on Steam feels like the closing of an era. This surreal game is a relic from a bygone age, when the concept of “indie” was still strange and the World Wide Web felt smaller, darker and more mysterious. It’s the stuff dreams are made of, which is fitting, since it revolves entirely around sleeping.
Released in 2004 by Japanese game developer Kikiyama, Yume Nikki (“Dream Diary”) is about a girl exploring bizarre and horrific landscapes every time she falls asleep. Despite being made with the RPG Maker engine it’s not an RPG, but a proto-walking simulator entirely focused on exploration and atmosphere. It was never meant for a Western audience, but someone liked it enough to translate it into English. It became a cult game.
There are many reasons for its popularity; here are a few of them. It features a cute Japanese girl as protagonist, runs on almost any machine and is easy to play. Its dreamy imagery encourages discussion and dissection. This led to the birth of many theories about its story and inspired enthusiastic fans to create similar games.
But most importantly, Yume Nikki had the memetic quality of a creepypasta and it spread much in the same manner, through word of mouth and via imageboards. While not truly a horror game, it does make you feel like the protagonist of a horror story, peeking under the many layers of the game to uncover mysteries you weren’t really supposed to see. Playing it was like listening to that kid in the schoolyard who would tell you about some convoluted procedure to catch Mew in your Pokemon game, totally for real, believe me. Only this time, there really is something underneath that truck.
The best way to approach it for the first time is with your eyes blinkered. Don’t read guides and don’t watch Let’s Plays, lest the assorted secrets of the game become just a bucket list for you to tick off. The game may be old, but it’s still a fascinating experience, albeit a bit rough around the edges.
The first hours are, sadly, the most frustrating, and that can push people away before they fall under the game’s spell. The first worlds you can visit are looping, desolate and huge, and it’s easy to run in circles and get lost (a small hint: there’s a bicycle in one of the starting areas that will speed up your movement). It takes a while to become familiar with the landmarks, and to find the doors that will lead you into deeper, more secluded areas. As you keep exploring, you start collecting “effects”, like the aforementioned bicycle. Some allow you to explore new zones, most are just aesthetic. All are needed to unlock the ending, but there’s no pressure to reach it: the dream ends only when you want it to.
And you might not. There’s a pleasure in getting lost while exploring weirder and weirder places, but also in learning how to retrace your steps so that you can explore even deeper dreams the next night. You’re a lost child, and yet you’re always somewhat in control, free to wake up every time the dream takes a turn you don’t like. Free to wander and look for new landscapes, strange creatures and cryptic imagery.
Yume Nikki doesn’t stand out as much as it once did. That’s not just because RPG Maker games have become a more common sight on storefronts like Steam, but also because when it was first released 14 years ago the idea of an intentionally obscure and surrealist top-down game, with no combat and no real conflict, was much stranger than it is in 2018. Yume Nikki was a forerunner of the walking simulator in its purest form, before games like Proteus popularized the concept. It showed people that RPG Maker could be used to create games of completely different genres, spawning an entire movement of RPG Maker experiments which gave birth to the likes of OFF, Space Funeral, Gingiva and Lisa the Painful. It reminded people who played modern Resident Evil games that you don’t need polygons and hi-res graphics to get scared, inspiring a renaissance of pixel art horror games like Ao Oni and Ib. Without Yume Nikki, the whole indie scene would probably be a bit less weird.
Over the years, it inspired countless fan games, art, animations, an officially licensed manga and a light novel – both made with Kikiyama’s approval, but without their direct involvement. The mysterious countdown on the Yume Nikki website indicates a sequel could possibly be in the works, but it’s too early to know who would develop it. Kikiyama, the the creator of the original, has been difficult to contact, which only adds mystique to the legend.
In a sense, Yume Nikki can be considered the House of Leaves of the videogame world. It’s a story about dark places, both in the physical and in the mental sense, and the discourse surrounding it has become inextricable from the oeuvre itself.
Perhaps Kikiyama may never give us a proper sequel, but the legacy lives on in a fragmented and vaporous form, its seminal influence still visible in modern works like Undertale.
A large dog-like creature had been sniffing around our camp while we slept. The road hadn’t been kind to us and our food supplies were running low. Truth be told, my own altruistic streak was responsible for most of our problems; we’d picked up stragglers and waifs wherever we found them, and had far too many mouths to feed.
But this dog-thing was not joining us, it was trying to steal from us. One of my medics reckoned he knew how to deal with it, no confrontation necessary. To my surprise, he got a group together and simply dragged its bulk away from the camp, and then tipped it into a ravine.
As far as I can tell, it remained passive right up until the moment it hit the floor. Nowhere Prophet is a beautiful game set in a strange and ugly world.
It’s not our world, though much of it is recognisable. Your convoy is made up of people who look human, and their job titles might be familiar. Over there is a scout, that lady is a warrior monk and here are a couple of raiders and hermits. Oh, and that guy with the mask and the gold hanging from his ears? He’s a Shifty Opportunist.
Not a conventional job title, Shifty Opportunist, I’ll grant you that but it takes all sorts in this world gone bad. He’s a useful chap to have around. In combat, he’ll benefit from the misfortune of his allies, boosting his own stats every time one of his companions falls. I assume he’s scavenging armour and weapons from them as they bleed out and, yeah, maybe that’s not very noble, but it makes him pretty formidable when our backs are against the wall.
Forget the opportunist for now though. Ignore his shifty ways. Nowhere Prophet is not, on the whole, a game about taking advantage of others. It’s a game about protecting your people as you try to lead them to safety.
In that sense, it reminds me of The Banner Saga, although it has card battles instead of isometric tactical encounters. But the distinction isn’t that simple because Nowhere Prophet’s cards are people. Or at least some of them are.
Every person in your convoy has a card associated with them. They’re not just a name, an icon on the screen and a mouth to feed, they’re also the forces you draw from your deck and play from your hand during combat. That Shifty Opportunist? He joined us after a random encounter in which I saved his skin.
There are other cards as well, attached to your own player character, the leader of the convoy. Broadly speaking, these are divided into equipment and orders. You might be able to snipe at an enemy card, doing a set amount of damage that either takes it out of the fight for good, or wounds it allowing your own squad to take it out. And all of this is happening on an actual map of sorts.
In truth, those maps are just a couple of columns where you can place cards, but there are obstacles scattered around that your units can use for cover, and it’s a much more vivid depiction of small-scale skirmishing than I expect from a card game. The interface is clean and efficient, and there’s a tactile pleasure in unleashing attacks and dropping cards into combat.
One of the strengths of Nowhere Prophet, informing the combat as well as the rest, is the writing. There’s so much flavour it could be your new favourite cuisine.
What could have been a standard post-disaster blend of Mad Max, Fallout and more Mad Max turns out to be a weird blend of spiritual crises and technology infused with a madness that might be divine or might be infernal. It’s strange and the strangeness is attractive, informing the gorgeous art as well as the words.
The overworld reminds me of FTL. It’s a randomised path of nodes, each representing an encounter and sometimes with clues as to what that encounter might involve. Paths branch and criss-cross, and the further you move from the central route, the more likely you are to stumble across rewarding but difficult encounters. Many of these are mini text adventures with just two or three choices that can lead to rewards, punishments or combat scenarios. Others are settlements with markets, or meetings with teachers, trainers and sages.
As you travel, you need to manage a few resources. Batteries are your currency, food is the fuel that keeps your people moving, and then there are traits such as altruism, measured in numbers.
I think a lot about my altruism rating.
Remember when I said that Nowhere Prophet isn’t a game about taking advantage of others? There’s a possibility I’ve been playing it all wrong.
It’s certainly reasonable to play as a benevolent leader, avoiding conflict where possible but throwing down the gauntlet whenever you encounter raiders or beasts taking advantage of those weaker than themselves. That’s how I play and it feels right. But it isn’t. Not really, because all of my people die before I can get them to safety. I fail them by trying to help everybody else.
Perhaps I need to start thinking more like the Shifty Opportunist, increasing the long-term chances of survival by capitalising on the failures of others. That’s a possibility too.
It’s still in early access, sold through itch.io and coming to Steam later this year, but even though I’ve played for many hours, I’ve only scratched the surface. There are more than a hundred cards still to discover and I’ve not even started to dig through some of the more wicked options.
I was sure Slay The Spire would be my favourite card game of 2018 but Nowhere Prophet is a definite contender. The great thing is, they’re both taking some of the repetition and randomisation of roguelikes, and combining that with deck-building and roleplaying in completely different ways. There’s not just room for both; they both feel essential already.
You can find out more on the official site, or buy into early access through itch.io.
One of the most important steps in FIFA 18 Career Mode is to get a really great scout so you can identify world class players. It’s a must have in-order to get top youth talent for your academy. Here we share a clever glitch that helps you get all three 5 star experience and 5 star judgement scouts for the positions.
You can watch the above video as it explains everything in depth but if you prefer to read then we will explain how to do it in this article. Basically what you have to do is keep hiring and firing scouts until the best possible one shows up. It’s not that simple though! You need to make sure that you always pick the best and most expensive scout each time instead of the lowest which is 17,000 as the glitch will not work otherwise.
There is only one catch to this method and it’s the fact that you’ll need quite a lot of cash. Not shed loads but also not exactly spare change either. Around 50 Million will be more than enough and it can be done with around 27M if you’re lucky. You can always just load your saved data up again and keep on retrying if you have the time.
The best thing about this is that you will have all three of the excellent scouts in your club for life and they will never disappear or be gone. This means that you only have to do this glitch once and not over and over again which is a fantastic relief.
Make sure that you’re subscribed to the official YouTube channel to get the very latest Career Mode tips for FIFA 18 and follow us on social media too for exclusive content.
Moira landed on the Overwatch servers last month, finally bringing an end to the era of Mercy misery. She’s just the hit that the game needed: an interesting, easy to play support character that’s (very almost) as viable in competitive play as Mercy. She’s managed to lure me away from my usual spot as Genji, which is no small feat when cyber-ninjaring is the main reason I keep coming back to Overwatch.
So, what’s in Moira’s bag of tricks?
She’s similar to Ana in that she can play a more offensive role than most supports, though I have to keep reminding myself that my priority should still be protecting and healing my team rather than tearing through my opponents.
Although she doesn’t do much damage with her right click, it has an incredible range and heals you whenever you’re doing damage. It’s like Zarya’s beam in that you can just hold it down without any consequence – even more so in fact, as you don’t have to worry about giving your position away. There’s no need for fine aiming, either – which makes it a doddle to deal with fast characters like Tracer. My only complaint is that it can be a little hard to tell when someone is in range at first, both for her healing and damaging grasp.
Her first ability is a teleport on a short 6 second cooldown, which can be great when you want to chase down a low health character – or if you’re playing more sensibly, to escape a dangerous situation. Play more sensibly still and you can save it for when a distant low-health teammate is in trouble.
As fond as I am of her teleport, and teleporting in general, Moira’s second ability is the real reason behind why I’m having so much fun with her. It’s an orb that can be fired in two forms that ping-pongs across the map, ricocheting around corners and either healing or damaging anyone that comes near it. If you can lure your opponents into a corridor, firing an orb into it is an easy way to turn that area into a death zone. The orb only actually does 200 points of damage before it disappears, though I’ve found groups will often make themselves vulnerable as they try to avoid it anyway.
At times, getting a kill with the orb can feel like landing a trick snooker shot. It travels for an obscenely long 10 seconds: I’ve had a lot of success with firing it through the corridors on the first stage of Route 66.
Her ultimate, coalescence, seems underwhelming until you realise that it’s far better at healing than damaging. It’s a swirling beam that reminds me of a horizontal barber-shop pillar. While it only puts out as much damage as an uncharged Zarya beam, it heals 140 health a second to anyone that stands in it. True, it’s not as impactful as Zenyatta’s Transcendence or Lucio’s Sound Barrier, but it charges much more quickly.
This is a good opportunity for me to tell you about how Blizzard have improved the highlight system. I hadn’t noticed, but last July there was an update that lets you save the last 12 seconds of play by pressing F9, which you can then export as a video clip. I used that to capture this bit of Moira play, where her abilities come together rather neatly.
I’ve only talked about her abilities so far, but I also love Moira’s aesthetic… and her general demeanor. Call the whole ‘life with one hand, death with the other’ gimmick hackneyed if you like, but it works. One hand is a withered evil looking claw, while the other is immaculately groomed and adorned with nail polish.
Her voice lines after respawning are strangely encouraging. “Perhaps a new methodology is required”, she’ll say as I run out of the spawn area after diving too hard into the enemy team. She’s right, and there have been times where I’ve altered my approach based on those cool, reflective lines of dialogue. She’s like a less infuriating Zenyatta.
Plus, you can dress her up like David Bowie.
I’ll tell you what, she’s a right pain for Genji though. The damage from both her right click and biotic orb can’t be deflected, making her a decent counter to him.
Which sucks, because Genji’s the main reason I keep coming back to Overwatch. I love how mobile and tricksy he is – some of my favourite moments from this or any other game have been when I’ve successfully scurried up a wall to evade my pursuers when I’m on a scrap of health. I’d argue that he’s the most unique character in a multiplayer shooter since the spy from TF2.
I love the psychology behind his deflect skill, too – you need to try and get into other players heads and work out when you would attack, then respond with a deflect at just the right moment. Moira might be the most fun I’ve had with a healer, but I still look on in envy when a Gengi gets play of the game.
Maybe I should have written an ode to Genji instead.
Overwatch, aka the shooter you sent roses to but they got lost in the post, you swear, is having another wintry event this year, game director Jeff Kaplan said in a developer update. While the snowball fight from last year returns, there’s also a “different and fun” game mode called Yeti Hunt in which a team of freeze-happy Meis tracks down an angry Winston.
Here’s Kaplan explaining all the upcoming events and changes for this seasonal update.
Like he says, King’s Row and Hanamura maps will both get a winter makeover, like last year, but so does the Black Forest arena map, where Mei’s snowball fight will now be set.
Meanwhile, the Yeti Hunt will be a “boss fight” of sorts, says Kaplan. One team is made up of five Meis, while one player controls a snowy Winston. The ape man needs to run around finding meaty power-ups and avoiding the icy scientists until he has enough food to enter his rage mode. At which point, the Mei’s need to get away from the overpowered monster. To help with this, they get a special “ice trap” ability.
There’ll also be holiday skins for characters Hanzo, Junkrat and Roadhog.
“But when can we play this?” you ask, yearning for my knowledge.
“Well,” I say, turning to smile at the camera. “Not Yeti.”
I wink. Then, my face dropping to a quiet and serious expression, I whisper the final words of my important message.
Arsenal have appointed Barcelona’s outgoing director of football Raul Sanllehi as their new head of football relations.
Sanllehi’s contract with Barcelona runs out on Dec. 1, and he will move to the Premier League club Arsenal to take up his new role in February.
The club announced that Sanllehi would “lead future player negotiations” alongside manager Arsene Wenger, chief executive Ivan Gazidis and contract negotiator Huss Fahmy as well as “represent and support the club with international and domestic governing bodies.”
Gazidis told the club’s official website: “In the past three years we have supplemented our team with more top-class expertise across every aspect of our football operations.
“Raul’s appointment is another important step in developing the infrastructure we need at the club to take everything we do to the next level. Raul has extensive contacts across the football world and has been directly involved in some of the biggest transfers in Europe in recent years. We look forward to him bringing that expertise to Arsenal.”
Sanllehi’s arrival will be another major part in the ongoing reshuffle of Arsenal’s backroom staff, with CEO Ivan Gazidis having also brought in Borussia Dortmund’s chief scout Sven Mislintat earlier this month to head up recruitment operations.
Sanllehi has been credited with playing a key role in Barcelona’s signing of Neymar from Brazilian club Santos and has a reputation as one of Europe’s most respected transfer negotiators.
The backroom shuffle by Gazidis is seen by many as an attempt to prepare Arsenal for life after Wenger, who has kept a number of key staff members on for a large part of his 21-year reign as manager.
Arsenal announced in September that transfer negotiator Dick Law was stepping down, while chief scout Steve Rowley has also taken on a lighter workload since Mislintat’s appointment and is expected to eventually retire.
Mattias is ESPN FC’s Arsenal correspondent. Follow him on Twitter: @MattiasKaren.
Former Liberian international George Weah visits the team at their training camp
Al Jazira set to kick off FIFA Club World Cup UAE 2017 on Wednesday against Auckland City
It might be strange for a club to play its “home” game on the pitch of a local rival. But UAE side Al Jazira will get all the support they need when they contest the opening match of theFIFA Club World Cup UAE 2017 at the Hazza bin Zayed Stadium, the territory of rivals Al Ain.
After completing their training session at the Mohammed bin Zayed Stadium in Abu Dhabi, the Al Jazira players travelled to Al Ain City, where their clash with New Zealand’s Auckland City takes place on Wednesday. Their first training session at Al Ain’s stadium will be open to people with special needs.
With Al Jazira set to participate in the tournament for the first time in their history, they enjoyed great support during Saturday’s training, with former Liberian international George Weah visiting the camp and giving the players a significant morale ahead of their debut.
All UAE football fans are expected to rally behind Al Jazira on its international mission. To that end, fans created a special slogan – “we are all behind the representatives of the country” – along with the hashtag #مع_الفخر_لأجل_الوطن. [#proud_for_the_sake_of_the_country]
The team leaves now to Al Ain city to start the final stage of the preparations for the @FIFAcom #ClubWC#مع_الفخر_لأجل_الوطن pic.twitter.com/R2NlGYJ4vw
Here we have another FIFA 18 Ultimate Team squad builder for you and this time it’s a cheap under 10,000 coins English Premier League team. This squad can be put together for around 7K and is extremely overpowered. Check out the full HD video below that shows the team selection and the match i go into to show the stars in action.
The formation has been chosen so that all the players fit into all available positions on the pitch and can fit any formation. Be aware that this squad will only be good for so long though, as it’ll help you get through the divisions but then once you reach higher divisions like Division 2 or higher then you will have to strengthen dramatically.
This is also the case for FUT Champions as well! There’s no point competing in the most toughest online competitive game mode with an under 10K squad. You will be annihilated just because of the sheer quality of players the opposition will have.
These cheap squad builders are specifically designed to help rise you up the football ladder in online seasons in FUT and then increase the quality in the team when the time is right.
Make sure to subscribe to the official YouTube channel to stay up to date on all things FIFA 18. More squad builders will be revealed on the website soon.
So the first FIFA 18 Ultimate Team FUT Champions Rewards have been rolled out by EA Sports and in this pack opening i open the 3 packs i got for Gold 2 level. Watch the full HD video below to see what i got.
Without a spoiler of what i got in the packs i can say that i did get an in-form and the packs opened are two rare mega packs (55k) and a 25K pack. I will post what i get every week on the official YouTube channel and right here on the website.