Gaming Archives - VICE https://www.vice.com/nl/category/gaming/ Fri, 24 Jan 2025 04:02:41 +0000 en-US hourly 1 https://wordpress.org/?v=6.7.1 https://www.vice.com/wp-content/uploads/sites/2/2024/06/cropped-site-icon-1.png?w=32 Gaming Archives - VICE https://www.vice.com/nl/category/gaming/ 32 32 233712258 ‘Don’t Get Got’ Mixes ‘Among Us’ With Jumpscare Horror for a Game I Won’t Soon Forget (Hands-on Impressions) https://www.vice.com/en/article/dont-get-got-mixes-among-us-with-jumpscare-horror-for-a-game-i-wont-soon-forget-hands-on-impressions/ Fri, 24 Jan 2025 10:00:00 +0000 https://www.vice.com/en/?p=1843467 The social deduction genre continues to evolve, pushing boundaries further and further. It started with Among Us, a simple game where you needed to find out, simply, “whodunnit?” Lockdown Protocol pushed things even further, making the social deduction elements more pronounced and profound, and offering plenty of goofy moments. Now, it’s time for Don’t Get […]

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The social deduction genre continues to evolve, pushing boundaries further and further. It started with Among Us, a simple game where you needed to find out, simply, “whodunnit?” Lockdown Protocol pushed things even further, making the social deduction elements more pronounced and profound, and offering plenty of goofy moments. Now, it’s time for Don’t Get Got to shine; combining these social deduction elements with a jumpscare simulator sounded confusing at first, but after some matches, it gels together into an excellent package.

Looking at one of the creepy dolls in 'Don't Get Got'
Screenshot: Shaun Cichacki

No Matter What Happens in ‘Don’t Get Got’, Just Keep Moving

After setting up a private lobby, I was dropped onto a basketball court. Scribbled around me were a few notes, pointing to how to play the game. Beyond this, I was forced to figure things out on my own. “Check the Maps”, “Get the Codes”, and a few other notes littered the ground before me. I awaited another member of the crew to join, and we jumped right in. Armed with nothing more than a flashlight and a scanner, we set off on an adventure to find… well, anything we could.

We spawned at different points on the map, and our first goal was to try and find one another. Since it was just me and one other person for these initial rounds, the challenge was more difficult than we could have imagined. As I crept through the halls of this decrepit school, I suddenly heard the rapidly approaching pitter-patter of feet. I quickly swung around and was greeted by horrors beyond my comprehension. A small girl, positioned on the floor like a spider, face as white as snow. Smeared makeup adorned her plastic face, with a disturbing smile taking up a large portion of it. I jumped out of my seat a little, and may or may not have yelled.

Thankfully, Don’t Get Got has proximity chat. I could use this to my advantage, as my partner in crime was also just as terrified as I was. Using our shouts to guide each other, we finally found the only other humans in this two-story building. Unfortunately for us, however, we weren’t aware of how quickly our sanity could go down the drain. The first run came to an unceremonious close, with both of us getting got rather quickly.

A music box in 'Don't Get Got', which allows players to regain their sanity
Screenshot: Shaun Cichacki

While Avoiding Getting Got, I Had To Make Plenty of Quick Decisions That Could Make or Break Me

Once we found ourselves back on the Basketball Court, we readied up and went back in. Armed with a small crumb of knowledge we obtained from our previous run, we got to work looking for keys. I used a scanner pointing me in the general direction of one of three keycards. The main goal of the game is to try and survive. It doesn’t matter who you screw over on the way to the top — as long as you escape.

That’s right, it’s half horror and half social deduction. As we quickly learned when our lobby filled up, you can spot other players on the map by using your scanner. If they’ve picked up keys, you’ll find a specific color signature depending on which ones they’ve already found. Do you try to help out your friends and then sabotage them at the last moment by letting the Dolls get them, or do you work and try to find the keys on your own? That’s what made this more interesting than I could have originally imagined.

During our play session, one member of the crew was lucky enough to find all of the keycards. A vibrant spike appeared on my scanner, and I had to go see what was going on. Well, after coming into the hallway and finding their dead body on the ground, I finally understood what was happening. I walked over to them, picked up the keycard numbers, and tried to find the exit.

Was I lucky enough to make it out? Of course not; I got grabbed by one of these ghastly girlies and lost my life. But knowing what I could do in the future to win was my little secret and one that I planned on using to my full advantage.

Keycards in 'Don't Get Got' are scattered throughout the map, making each round unpredictable
Screenshot: Shaun Cichacki

Trying To Survive While Getting Keycards in ‘Don’t Get Got’ Is Not Easy by Any Means

After playing for roughly 3 hours straight, me and my crew didn’t take home a single win. Nobody ever escaped, but there were times when we got incredibly close. Between balancing Sanity, avoiding demon children, and learning the rules of the game, it was difficult. One could say it’s the Dark Souls of horror games if we want to use phrasing like that. But for real, Don’t Get Got is not an easy game.

Hiding in a corner can do you well for a while, but sooner than later? You’re going to get caught. Moving around through the school is one of the only ways to survive, and there are several ways that I could keep myself alive. The first was using the Music Boxes. These single-use items would play a lovely tune, helping to restore my Sanity to a respectable level. After using them, there was a chance that they would stick around, but more often than not? They would shatter and become useless.

Secondly, Decoys were spread throughout the map. Looking like an old Radio, I could toss one of these in the opposite direction (or at an unsuspecting survivor in the school), and the Dolls would chase after the static rather than myself. There’s a surprising amount of strategy that goes into a run, and no two rounds were ever the same. In some matches, we would be dead as quickly as under a minute. Other matches could last roughly 10 minutes.

It’s a great mix of multiplayer shenanigans and genuine terror. Sure, it’s jumpscares, but there’s nothing quite like hearing that one skittish friend scream like a baby when a ghoulie grabs them.

Screenshot: Shaun Cichacki

You Get a Lot of Value for $4.99, and I Know This One Is Going To Be a Keeper.

Seeing as we were playing a pre-release build, there were a few issues we encountered during our session. One of the main ones was that we could still hear the voices of the departed on Proximity Chat, but I’m unaware if this is a feature or a bug just yet. There’s also not a lot of information given to you at the start, so it was a lot of figuring things out as we went.

It was also unclear as to what would make the Safe Room door finally open, but after contacting the developers, I discovered that it was a timed event after obtaining all of the keys. They’re also aware that the game needs a bit more signposting, or initialization to help players understand where to go next and how to play the game properly.

But for $4.99, it’s an incredibly polished game. It’s also a ton of fun, and one of those games I know I’ll be coming back to for quite some time. As long as more content arrives throughout Early Access, I can’t think of a better value that you can get for the money in the multiplayer space right now. It’s gorgeous, moody, and most importantly, terrifying. If you want to hear your friends scream and cry while murderous dolls chase them? You can’t find anything better than this.


Don’t Get Got is available now on Steam. Codes were provided for the sake of initial impressions and playtesting. Played on PC.

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1843467 Spooky Doll Don’t Get Got Screenshot: Shaun Cichacki Regaining Sanity Don’t Get Got Screenshot: Shaun Cichacki Getting Keycards Don’t Get Got Screenshot: Shaun Cichacki Don’t Get Got Scanner Image Screenshot: Shaun Cichacki
The Xbox Developer Direct Proves Microsoft Still Has Gas in the Tank, and They’re Coming Out Swinging https://www.vice.com/en/article/the-xbox-developer-direct-proves-that-microsoft-still-has-gas-in-the-tank-and-theyre-coming-out-swinging/ Thu, 23 Jan 2025 20:02:16 +0000 https://www.vice.com/en/?p=1843428 Microsoft has been in some hot water as of late. Between games like Redfall failing miserably, to studio shutdowns, fans haven’t been exactly excited for the future of the company. It looks like they’re trying to turn themselves around, however, if the Xbox Developer_Direct has anything to say about it. Even with four (technically five) […]

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Microsoft has been in some hot water as of late. Between games like Redfall failing miserably, to studio shutdowns, fans haven’t been exactly excited for the future of the company. It looks like they’re trying to turn themselves around, however, if the Xbox Developer_Direct has anything to say about it. Even with four (technically five) announcements today, I’m feeling more optimistic about Xbox than I have in a very long time. Maybe we’re so back? It may be too early to tell just yet, but I’m feeling like we are.

The Ninja Gaiden 4 logo showcased at the Xbox Developer_Showcase 2025
Screenshot: Team Ninja/Platinum Games

A New ‘Ninja Gaiden’ Game Is in the Works, Alongside a Shadow Drop of a Certified Classic

Words can’t fully parse how I feel about Ninja Gaiden finally coming back. Oh wait, yes they can. But to start the Developer_Direct with this big of an announcement takes some serious guts. Most companies would have waited until the end to finally show something of this caliber. But Xbox and Microsoft knew something we didn’t — that they were packing straight heat through the rest of this conference.

Video via Xbox on YouTube

But not only did Microsoft start this conference off by announcing a new Ninja Gaiden. No, that would be too easy, and it would have only given me one heart attack. They also shadow-dropped a full remake of Ninja Gaiden 2, titled Ninja Gaiden 2 Black. Remade with Unreal Engine 5, it looks absolutely stunning, and I can’t wait to dive into it. Oh yeah, and both of these are on Game Pass on Day One. WILD.

'South of Midnight' Will Silence All the Xbox Detractors microsoft
Screenshot: Xbox Game Studios

‘South of Midnight’ Gets An Extended xbox Gameplay Segment, and an April 8, 2025 Release Date

South of Midnight is one of the most aesthetically pleasing games Microsoft has ever shown off, and it looks even better in motion. During the Developer_Direct, we got a closer look at gameplay, combat, and general exploration. It’s looking damn good and seems to have some incredibly solid meat on its bones. Some of the older gameplay videos had me thinking twice about giving this one a try, but they knocked it out of the park today.

Video via Xbox on YouTube

Looking online, folks had been trying to compare it to Crash Bandicoot. You know, a series that people love but also love to compare other platformers to? But honestly, at this point, South of Midnight has solidified its personality, its style, and everything in between. Plus, that stop-motion animation? Silky smooth. I can’t wait to jump in on April 8th.

Gustav from Clair Obscur: Expedition 33 microsoft
Screenshot: Sandfall Interactive

‘Clair Obscur: Expedition 33’ Gets an Awesome xbox Showcase, Alongside an April 24, 2025 Release Date

While I may still need to Google how to properly spell Clair Obscur: Expedition 33 for the foreseeable future, it’s looking visually stunning. Beyond that, we also got an even better look at how the game is going to play. It’s looking more like The Legend of Dragoon than Final Fantasy, and I can absolutely live with that fact. These environments are looking clean, and the combat is looking even better with every showing, as well.

Video via Xbox on YouTube

It would be one thing if this game was just visually gorgeous (which it already is). But it’s looking to bring back classic features from the older-generation turn-based RPGs, and that’s striking a chord deep in my heart. The overworld map? Perfection. Literally everything else from the character designs to the enemies? Astonishingly cool. I may not know how to spell your name just yet, but you’re on my radar for certain.

DOOM The Dark Ages Cybernetic Dragon
Screenshot: id Software

‘Doom: The Dark Ages’ Rides Into Battle on May 15, 2025 and Looks Better Than Ever

I have to say something controversial: I wasn’t a huge fan of Doom: Eternal. Sure, it was a great game through and through, but I just couldn’t ever get over the verticality of things. Doom: The Dark Ages is taking us back to what made Doom 2016 one of the most beloved shooters of all time while adding new features to make it stand out even further. I was sold by the Skull Crossbow, but knowing that we have Kaiju battles and Dragons? This is going to be massive.

Video via Xbox on YouTube

Parrying in a Doom game? What is this all about? Melee combat becoming better, alongside new ways to Glory Kill? I didn’t know if they were going to be able to pull this one off. But it looks like Doom: The Dark Ages is shaping up to be an amazing return to what made Doom the iconic series it was and still is.

And guess what? Almost all of these games are also available on PlayStation 5. I guess Microsoft isn’t giving up on their publishing plans just yet. But even still, this is an extremely solid first-party lineup, and they look to be trying to reclaim some lost ground.

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1843428 The Xbox Developer Direct Proves Microsoft Still Has Gas in the Tank, and They’re Coming Out Swinging The Xbox Developer_Direct showed that Microsoft is still ready to kick ass and take names, and they're swinging for the fences here. Waypoint,Xbox Ninja Gaiden 4 Logo Screenshot: Team Ninja/Platinum Games ‘South of Midnight’ Will Silence All the Xbox Detractors Screenshot: Xbox Game Studios Clair Obscur Expedition 33 Screenshot Screenshot: Sandfall Interactive doom-dark-ages-cybernetic-dragon-ride-waypoint Screenshot: id Software
Epic Games Store Has a New Free Weekly Game, and This One Is Artsy and Wholesome as Hell https://www.vice.com/en/article/epic-games-store-has-a-new-free-weekly-game-and-this-one-is-artsy-and-wholesome-as-hell/ Thu, 23 Jan 2025 19:16:19 +0000 https://www.vice.com/en/?p=1843422 It’s Thursday, gamer friends. Which means it’s time for another Epic Games Store free game! Today, everyone will have the opportunity to download and play Behind the Frame: The Finest Scenery. This one, admittedly, is more Dwayne-coded than I’d like to admit. An artsy, wholesome game about painting where I’ll have a chance to peacefully […]

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It’s Thursday, gamer friends. Which means it’s time for another Epic Games Store free game! Today, everyone will have the opportunity to download and play Behind the Frame: The Finest Scenery. This one, admittedly, is more Dwayne-coded than I’d like to admit. An artsy, wholesome game about painting where I’ll have a chance to peacefully reflect on life and the human condition? Sign me up!

Behind the Frame is a vivid, interactive fiction about an aspiring artist on the cusp of finishing the final piece of her gallery submission. A relaxing, eloquent experience you can play at any pace. Become immersed in a panoramic world filled with resplendent colors, beautiful hand-animated visuals, and a smooth, easy-listening soundtrack,” the Epic Games Store page states!

“As a passionate artist, seek the missing colors that will bring your paintings to life — all while remembering to take the occasional coffee and breakfast breaks that keep you going. There is more than what meets the eye, for every painting has a story to tell.” So, it’s not a high-octane action or strategy game. But, come on! The Epic Games Store put out a wonderful game for us all to enjoy! Up your art game!

waypoint-epic-games-store free painting
Screenshot: Akupara Games

give me all the cool, relaxing painting games, epic games store

Fine, if you need further convincing to validate this Epic Games Store pickup, here. Indeed, over on Steam, Behind the Frame is a critical darling among users! “Behind the Frame: The Finest Scenery is not just a game. It’s an experience, a gentle escape that soothes the soul and wraps you in its warm, painterly embrace. From the moment you step into its vibrant world, you are surrounded by soft, hand-painted visuals that feel like stepping into a living watercolor painting. Every frame exudes a sense of calm, as if each brushstroke were designed to slow the tempo of your mind and ease the weight of the day.” …One Steam reviewer was on it when talking about how good Behind the Frame is!

Give it a chance! You can have your free ShootyGun McGee Epic Games Store joint next week with Undying. …Wait, it’s a narrative-focused game with roguelike and crafting elements? …Oh.

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1843422 waypoint-epic-games-store_7521cc Screenshot: Akupara Games
As if Doomguy Wasn’t Strong Enough, ‘DOOM: The Dark Ages’ Turns the Power Fantasy up to 666 https://www.vice.com/en/article/as-if-doomguy-wasnt-strong-enough-doom-the-dark-ages-turns-the-power-fantasy-up-to-666/ Thu, 23 Jan 2025 19:00:00 +0000 https://www.vice.com/en/?p=1843187 It’s been almost five years since we’ve skewered, stomped, and blown demons to bits in the boots of our favorite UAC Marine. While DOOM (2016) and DOOM Eternal blew our faces off with a modernized take at a legendary FPS franchise? id Software’s upcoming prequel is, somehow, kicking it up a notch or ten. DOOM: […]

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It’s been almost five years since we’ve skewered, stomped, and blown demons to bits in the boots of our favorite UAC Marine. While DOOM (2016) and DOOM Eternal blew our faces off with a modernized take at a legendary FPS franchise? id Software’s upcoming prequel is, somehow, kicking it up a notch or ten. DOOM: The Dark Ages is id Software’s most ambitious game yet. And it may be the most bonkers we’ve seen the Doomguy as the unstoppable killing machine he is.

back to basics: ‘DOOM: The Dark Ages’ is kickin’ it old school

DOOM: The Dark Ages is the Doom Slayer’s origin story, so to speak. Taking place before the events of DOOM (2016), we’ll witness the Slayer’s rise to power in a sci-fi fantasy dimension of ancient powers and elder Gods. Departing from Eternal‘s zippy zappy jump-and-shoot gameplay, DOOM: The Dark Ages grounds the Slayer in a more methodical return to form reminiscent of the classics that started it all.

“In DOOM Eternal, you felt like a fighter jet. In DOOM: The Dark Ages, you’ll be an iron tank,” says id Software game director Hugo Martin. Emphasizing power and poise over acrobatics, the Doom Slayer will be up close and personal to Hell’s Legion with an arsenal that promotes parrying, strafing, and chunky melee combat. Mr. Doomguy isn’t just bringing his trusty double-barrelled around this time. He has an assortment of medieval arms that will change how we play DOOM.

DOOM The Dark Ages Hulking Monster
Screenshot: id Software

The Shield Saw, quite literally a shield with sawblades, can parry demons’ attacks and open them up for a meaty flail to the skull. When a projectile launches your way, it can be reflected back to its sender. Flying enemies aren’t safe, either. The Shield Saw can be flung like a frisbee, slicing anything in its path before returning to the Slayer.

The Doom Slayer is equipped with three melee options that complement The Dark Ages‘ combat system. You receive an iron flail, an electrified gauntlet, and a spiked mace. All three weapons, combined with the Shield Saw, give Doomguy brand new ways to take advantage of the newly designed open-ended glory kill system.

expanding on eternal lessons

Environments in DOOM: The Dark Ages are bigger than ever. Some areas are essentially sandboxes that the Slayer can explore. This is Hell, after all. We’re no longer restricted to the confines of space station corridors and collapsed skyscrapers on Earth. The Dark Ages, while sticking to the linear formula we know well, introduces vast hellscapes to wander, complete with secrets, collectibles, and power-ups to find.

DOOM The Dark Ages Hellscape
Screenshot: id Software

In a Q&A session with Hugo Martin and id Software executive producer Marty Stratton, the pair had much to say about DOOM: The Dark Ages. Regarding the combat in The Dark Ages versus DOOM Eternal, Hugo mentions, “…In 2016, it was that it was too repetitive. And in Eternal, it’s an interesting comment, some people said it was too hard. I actually think it’s too complex.” Martin explains the goal is designing an “ergonomic control scheme” so players focus on fighting demons rather than their controls. The Dark Ages has a streamlined approach to combat, placing all of the Shield Saw’s various capabilities, for instance, onto the same button.

‘DOOM: The Dark Ages’ is Doomguy’s wildest adventure

If demons can jump into cybernetic power armor, why can’t Doomguy? DOOM: The Dark Ages will see the Doom Slayer in ways that only the most ridiculous fanfics could drum up. If you thought Doomguy with a shield was wacky, wait ’til you see him in a Megazord from Hell. Atlan, a literal 30-story mech, will be playable on some levels. Allowing the Slayer to square up with giant demons over hellish cityscapes. On other levels, he’ll mount a cybernetic dragon with Gatling guns, sprinkling some Panzer Dragoon-style dogfights to The Dark Ages‘ already eclectic mix of gameplay.

DOOM The Dark Ages Cybernetic Dragon
Screenshot: id Software

DOOM: The Dark Ages is the most extraordinary chapter of the DOOM franchise yet. Marty Stratton explains, “… it’s an epic, epic adventure for the Slayer. From the worlds that he ventures to, to piloting an Atlan, to taking control of a mecha dragon. It’s truly like nothing that players have had their hands on before in a DOOM game.”

DOOM: The Dark Ages is releasing on May 15, 2025, on Steam, PlayStation 5, Xbox Series X|S, and Game Pass. A Collector’s Bundle is up for pre-order as well, offering players a DOOM-style replica key card, a Doom Slayer statue, and future content planned for the game.

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1843187 doom-dark-ages-hulking-monster-waypoint Screenshot: id Software doom-dark-ages-hellscape-waypoint Screenshot: id Software doom-dark-ages-cybernetic-dragon-ride-waypoint Screenshot: id Software
‘Cyberpunk 2077’ Popped up With a Major Update, Including Many Game-Changing Additions and Fixes https://www.vice.com/en/article/cyberpunk-2077-popped-up-with-a-major-update-including-many-game-changing-additions-and-fixes/ Thu, 23 Jan 2025 18:36:32 +0000 https://www.vice.com/en/?p=1843387 Ah, Cyberpunk 2077. One of gaming’s greatest comebacks. From critical disaster to undeniable master, CD Projekt‘s futuristic techno masterclass still has plenty left in the tank! Indeed, the beloved RPG has released a fresh update. “Patch 2.21” aims to correct even more of Cyberpunk 2077‘s minor flaws. It adds many adjustments to the game’s photo […]

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Ah, Cyberpunk 2077. One of gaming’s greatest comebacks. From critical disaster to undeniable master, CD Projekt‘s futuristic techno masterclass still has plenty left in the tank! Indeed, the beloved RPG has released a fresh update. “Patch 2.21” aims to correct even more of Cyberpunk 2077‘s minor flaws. It adds many adjustments to the game’s photo mode and character customization — among other tweaks. Let’s see what CD Projekt has cookin’!

‘cyberpunk 2077’ patch 2.21 update details

‘Cyberpunk 2077’ Photo Mode Updates

  • Nibbles and Adam Smasher can now spawn while V is in the air or in water.
  • Fixed the Facial Expression option for Adam Smasher.
  • Fixed an issue where Adam Smasher’s glowing chest cyberware was missing.
  • Fixed an issue where, if you enable Johnny’s Alternate Appearance, both options to spawn him (default and alternate) resulted in the alternate look.
  • Characters spawned while V is in the air or in water will no longer snap to the ground.
  • Characters will now be properly saved in presets.
  • Spawned characters will now be visible after adding a background.
  • V’s rotation and position will now be properly saved in presets.
  • Fixed an issue where adjusting the Up/Down slider for V wouldn’t change their position between certain values.
  • NPCs that turn invisible after disabling the Surrounding NPCs option will no longer have collision.
  • Fixed an issue where loading a preset could cause additional light sources to appear even when disabled, or spawn them in incorrect positions.
  • Fixed an issue where the camera could get stuck on walls after setting Full Collision to ON.
  • Fixed an issue where camera settings would only apply after loading a saved preset twice.
  • Enabling a background will no longer change camera position.

Photo Mode (2)

  • Rotating the camera will now work properly with a background enabled.
  • Fixed an issue where the prompts for Move Camera and Rotate Camera appear when the camera cannot move (e.g. when using the First-Person Perspective camera).
  • Fixed an issue where it wasn’t possible to move the camera after spawning a character while highlighting the Edit Character option.
  • Disabling Chromatic Aberration in the Cyberpunk 2077 Graphics settings will no longer affect the ability to adjust it.
  • Fixed an issue where some items in scenes disappeared after setting the Surrounding NPCs option to OFF.
  • Fixed an issue where enabling PhysX Cloth would unfreeze NCPD vehicles.
  • The rule of thirds grid will now properly adapt to the selected aspect ratio.
  • Fixed an issue where the image in a SmartFrame wouldn’t be visible if accessed while V was not facing it.
  • Fixed an issue where opening Photo Mode simultaneously with Wardrobe or Stash caused the game to become unresponsive.
  • Fixed an issue where it was possible to access Photo Mode before a save file fully loaded, causing it to open without UI and block any further action.
  • Fixed other minor Photo Mode issues related to spawned characters, camera movement, controls, and more.
  • Fixed various UI issues in Photo Mode, SmartFrames and Gallery menus. Including slider inconsistencies, localization errors, missing sound effects, incorrect behavior when interacting with certain features, and more.

‘Cyberpunk 2077’ Vehicle Color Customization

  • Fixed several texture and color inconsistencies for vehicles that have CrystalCoat applied.
  • Fixed an issue where the explanation of the spray paint icon was missing in the Autofixer tutorial pop-up after a vehicle contract was complete.
  • Fixed several minor UI issues in the CrystalCoat and TwinTone menus.

Character Creation

  • Randomizer settings in Character Creation will now preserve after advancing to the Customize Attributes step.
  • Fixed an issue where the Piercing Color option would not be available in Character Creation after enabling piercings if V initially had none.
  • Fixed other minor issues in Character Creation, including appearance options not applying correctly, visual clipping, inconsistent UI behavior, functionality issues after using the randomizer, and more.
waypoint-cyberpunk
Screenshot: CD Projekt

‘Cyberpunk 2077’ Miscellaneous

  • Run This Town – Fixed an issue where, under certain circumstances, it wasn’t possible to deactivate the Aguilar imprint after meeting with Bennett.
  • Fixed several instances where Johnny could appear duplicated in the passenger seat during some quests when he was already present in the scene.
  • Fixed an issue where Johnny did not appear as a passenger often enough.
  • Introduced several fixes to NPC and vehicle behavior for various small events throughout Night City.
  • Fixed an issue where some vendors were not interactable as intended.
  • Fixed an issue where voiceovers on TV news channels could be missing or too quiet.
  • Fixed an issue where the Quadra Turbo-R V-Tech used a description of Quadra Turbo-R 740 instead of its own unique one.
  • Fixed the missing 2.2 “check what’s new” pop-up in the main menu.

Console-specific Updates

  • Fixed an issue where Cyberpunk 2077 screenshots appear as blank in the Gallery on Xbox if they are taken with HDR10.
  • Added a pop-up in the Gallery to notify players when access to screenshots is blocked by the console’s privacy settings on Xbox.
  • Screenshots you delete on Xbox outside the Gallery UI will now correctly appear in the Gallery. And will disappear from occupied slots after reopening the Gallery.
  • Fixed an issue where the Graphics Mode on Xbox Series S could be set to Quality instead of Performance by default.

PC-specific Updates

  • Added support for DLSS 4 with Multi Frame Generation for GeForce RTX 50 Series graphics cards. Which boosts FPS by using AI to generate up to three times per traditionally rendered frame – enabled with GeForce RTX 50 Series on January 30th. DLSS 4 also introduces faster single Frame Generation in Cyberpunk 2077 with reduced memory usage for RTX 50 and 40 Series. Additionally, you can now choose between the CNN model or the new Transformer model for DLSS Ray Reconstruction, DLSS Super Resolution, and DLAA on all GeForce RTX graphics cards today. The new Transformer model enhances stability, lighting, and detail in motion.
  • Fixed artifacts and smudging on in-game screens when using DLSS Ray Reconstruction.
  • The Frame Generation field in Graphics settings will now properly reset after switching Resolution Scaling to OFF.

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1843387 waypoint-cyberpunk Screenshot: CD Projekt
Team Ninja and Platinum Games Are Teaming Up for ‘Ninja Gaiden 4,’ and I’m Going To Vomit (And a Shadow Drop of ‘Ninja Gaiden 2 Black’? Pinch Me) https://www.vice.com/en/article/team-ninja-and-platinum-games-are-teaming-up-for-ninja-gaiden-4-and-im-going-to-vomit-and-a-shadow-drop-of-ninja-gaiden-2-black-pinch-me/ Thu, 23 Jan 2025 18:32:32 +0000 https://www.vice.com/en/?p=1843396 What a world we live in. I can’t even process my feelings right now. Not only are we getting a new side-scrolling Ninja Gaiden game, but a new mainline entry in the series? Ninja Gaiden 4 has officially been revealed during the Xbox Developer_Direct 2025 showcase, and I can’t contain my excitement. I feel like […]

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What a world we live in. I can’t even process my feelings right now. Not only are we getting a new side-scrolling Ninja Gaiden game, but a new mainline entry in the series? Ninja Gaiden 4 has officially been revealed during the Xbox Developer_Direct 2025 showcase, and I can’t contain my excitement. I feel like I’m going to throw up. The immense joy I’m experiencing from seeing my boy Ryu back in the spotlight is something I can’t explain. And they’re partnering with Platinum Games to make this happen? Pinch me, I have to be dreaming.

Ryu in Ninja Gaiden 4
Screenshot: Team Ninja/Platinum Games

Okay, so this developer Direct Has Started Off On The Right Foot, AnD Somehow Got Even Better?

Starting the Developer_Direct on the right foot, Ninja Gaiden 4 is preparing to blow our minds. Swapping between series veteran Ryu Hayabusa and newcomer “Raven”/Yakumo, I’m already foaming at the mouth to see what Platinum Games and Team Ninja can do together. Games like NieR: Automata and Bayonetta are certified action game classics, and Ninja Gaiden laid the groundwork. These teams coming together to make something of this caliber is bound to be historic.

Pair this with the announcement of Ragebound, and we’re eating better than ever this year. We’re eating like Kings and Queens. As I write this, I can’t even deny that I’ve got a pit in my stomach from pure excitement. I’m already Googling places that can put me into Cryosleep until Fall 2025 when Ninja Gaiden 4 comes out. But I could have never prepared for the second half of this announcement.

Ninja Gaiden 2 Black Screenshot
Screenshot: Team Ninja

An Unreal Engine 5 Remake of ‘Ninja Gaiden 2’? What the Hell Is Going On at Microsoft Right Now?

The fact that we’re getting a new Ninja Gaiden is more than enough. But the fact that we’re getting a shadow-dropped UE5 remake of Ninja Gaiden 2 is even more insane. As one of the most iconic action games of all time, seeing it in UE5 is surreal. Characters look more beautiful than ever. The environments look absolutely stunning. And it’s available to play TODAY!? Okay, I’m very glad that everything is an Xbox right now.

The original Ninja Gaiden is why I bought an Xbox. If I didn’t have one already, Ninja Gaiden 4 would be the reason why I’d be buying an Xbox Series X. This is a surreal day for certain — and one I’m glad to experience. I can’t wait for Fall 2025 to come around. We’re so back.

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1843396 Ryu Ninja Gaiden 4 Screenshot: Team Ninja/Platinum Games Ninja Gaiden 2 Black Screenshot: Team Ninja
Capcom Has Been on a Hot Streak, but Their Generative AI Plans May Quickly Extinguish That https://www.vice.com/en/article/capcom-has-been-on-a-hot-streak-but-their-generative-ai-plans-may-quickly-extinguish-that/ Thu, 23 Jan 2025 17:57:06 +0000 https://www.vice.com/en/?p=1843353 It’s easy to remember the good times. Capcom has been on fire lately, releasing what seems to be banger after banger. Games like Dragons Dogma 2 and Monster Hunter Wilds have kept the company propelling forward. But unfortunately, for every piece of good news, there’s bound to be something nasty going on behind the scenes. […]

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It’s easy to remember the good times. Capcom has been on fire lately, releasing what seems to be banger after banger. Games like Dragons Dogma 2 and Monster Hunter Wilds have kept the company propelling forward. But unfortunately, for every piece of good news, there’s bound to be something nasty going on behind the scenes. It seems that even one of the biggest and brightest companies in the world is considering taking the next step toward Generative AI tactics in upcoming games, and I’m not exactly happy about that.

I Shouldn't Believe Them, but These 'Resident Evil 9' Rumors Have Me Hyped AI Capcom
Screenshot: Capcom

Capcom Proves That Maybe The Residents Weren’t So Evil After All…

Originally reported on by AUTOMATON WEST, it appears that Capcom is gearing up to start experimenting with Generative AI in upcoming games. Kazuki Abe, in a recent interview with Google Cloud Japan, mentioned that one of the most difficult parts of creating new games is coming up with “hundreds of thousands of unique ideas” for environmental details. So, while it seems we won’t be seeing an AI-generated Leon S. Kennedy any time soon, certain parts of the environment may have been created without human assistance.

On one side of the coin, I can imagine that designing environmental assets has to grow tedious after some time. I can’t even fathom how much time went into crafting the Willamette Mall in Dead Rising. But, it has those human touches we’ve all grown to love and recognize. I don’t think an AI-generated Dead Rising would hit as hard as the original games, but maybe I’m overthinking things. I just don’t like the thought of human beings losing their jobs, even for environmental art.

If Capcom does decide to implement Generative AI into games, they wouldn’t be the first to do so. Games like EA Sports College Football 25 have already employed the use of this technology to help create character likenesses. So, I guess this is at least one step lower on the rung of the “Everything is Awful” ladder, but I’m still not exactly a fan of the idea. Let’s just hope that if this becomes a new thing, it’s used minimally.

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1843353 I Shouldn’t Believe Them, but These ‘Resident Evil 9’ Rumors Have Me Hyped Screenshot: Capcom
Former Rare Superstar, Grant Kirkhope, Has Horrifically Hurt My Feelings by Saying Players Don’t Want a New ‘Banjo Kazooie’ https://www.vice.com/en/article/former-rare-superstar-grant-kirkhope-has-horrifically-hurt-my-feelings-by-saying-players-dont-want-a-new-banjo-kazooie/ Thu, 23 Jan 2025 17:31:01 +0000 https://www.vice.com/en/?p=1843300 Few people want another entry into the Banjo-Kazooie franchise more than me. And Anthony! Every time the Xbox has any showcase where games will be revealed, I hold out hope to hear that familiar “GUH-HUH!” followed by a surprise reveal of a new Banjo-Kazooie game. Every. Time. So, when legendary Rare composer (and voice actor), […]

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Few people want another entry into the Banjo-Kazooie franchise more than me. And Anthony! Every time the Xbox has any showcase where games will be revealed, I hold out hope to hear that familiar “GUH-HUH!” followed by a surprise reveal of a new Banjo-Kazooie game. Every. Time. So, when legendary Rare composer (and voice actor), Grant Kirkhope, says nobody wants a new Bear and Bird adventure, it kills me inside.

No, Grant. I cried when Banjo and Kazooie were confirmed to be in Smash. I’d be completely inconsolable if Banjo-Kazooie received another game. Hell, as of this writing, the Xbox Developer Direct is happening in under an hour from now. And even though nothing is pointing toward a BK revival, I’m still holding out hope, dammit!

Yes, some idiots online would hate it. But, pragmatically, there’s never been a better time for another Banjo-Kazooie! Astro Bot won multiple Game of the Year awards. Psychonauts 2 and It Takes Two, two platformers, were, respectively, runner-up and winner of a major game award! I don’t want to hear “Oh, there’s no audience for platformers” because it isn’t true!

Retro Runback 'Banjo-Kazooie'
Screenshot: Nintendo

grant kirkhope, you’ll never deter me from believing I’ll see ‘banjo-kazooie’ again

As if I haven’t suffered enough as a Banjo-Kazooie mark, in 2023, Kirkhope joined a dev roundtable conversation celebrating the game’s 25th anniversary. He iterates, of course, that he doesn’t see a pathway forward for the franchise.

“I think Rare would be open to somebody if they found the right team, but I don’t feel like that team exists. Also, I’m not convinced the audience is there either.”

I’ll stop believing in the great Banjo-Kazooie dream when I’m dead, Kirkhope. Those first two games (regardless of the general consensus around Tooie) shaped my adoration for 3D platformers. The characters are charming, the environments are varied and fun to navigate, and the puzzles are an absolute joy to figure out. Even if the devs themselves don’t think it’d work, I’ll fly the BK colors my damn self until the duo graces our screens with another grand adventure.

Prove that nobody wants it. A poll. A Kickstarter. Something. Because often, gamers don’t know what they want until it’s right in front of them. And Banjo-Kazooie deserves the opportunity to dazzle the gaming masses once again.

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1843300 Retro Runback ‘Banjo-Kazooie’ Screenshot: Nintendo
I Played ‘Assassin’s Creed Shadows’ Because I Wanted Ubisoft To Make Me Care About the Franchise Again, and It Shattered My Expectations (Hands-on Preview) https://www.vice.com/en/article/i-played-assassins-creed-shadows-because-i-wanted-ubisoft-to-make-me-care-about-the-franchise-again-and-it-shattered-my-expectations-hands-on-preview/ Thu, 23 Jan 2025 17:00:00 +0000 https://www.vice.com/en/?p=1843175 Let’s talk about Assassin’s Creed Shadows. I remember the initial hype I felt when Assassin’s Creed was revealed. Seeing Altaïr Ibn-La’Ahad on the screen for the first time. His gaze, darkened by the shadow of his hood. This haunting visage is something that has stuck with me for years. And my hype for the original […]

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Let’s talk about Assassin’s Creed Shadows. I remember the initial hype I felt when Assassin’s Creed was revealed. Seeing Altaïr Ibn-La’Ahad on the screen for the first time. His gaze, darkened by the shadow of his hood. This haunting visage is something that has stuck with me for years. And my hype for the original game was unreal. While Assassin’s Creed 1 had its flaws, it was one of the most refreshing games I had ever played.

Fast forward to when Assassin’s Creed II dropped, bringing Ezio Auditore da Firenze to the forefront. His arrival harkened to a new era for the franchise, spawning numerous sequels and being loved by everyone. But somewhere along the line, the paths got further blurred. Assassin’s Creed started to stray from its roots. It quickly became another action game Ubisoft could add to its arsenal. Yearly releases tarnished the quality. Long-time fans of the series slowly started to back away from the franchise they once loved. That’s why, when I was offered a chance to go hands-on in a remote preview session with Assassin’s Creed Shadows, I needed to see if the franchise I once loved was back.

Yasuke and Nobunga in Assassin's Creed Shadows on Horseback
Screenshot: Ubisoft

Yasuke and Naoe Cater Equally to New and Old Fans — Something I Can Appreciate

While I may have initially been critical about Assassin’s Creed Shadows, it was purely from a gameplay/design perspective. As someone who had tried to immerse myself in Origins and Odyssey, while completely disregarding Valhalla, I just couldn’t get into the new-age ebb and flow the franchise slowly shifted toward. While I cannot compare it directly to Valhalla, I am glad to say that the action in Assassin’s Creed Shadows feels more refined than the previous two Action-RPG versions I had played.

I had equal time spent between Yasuke and Naoe, with each character catering toward a particular play style. Naoe felt much more familiar to me. I had spent countless hours roaming the streets of the authentic Assassin’s Creed Trilogy. Yasuke, on the other hand, played similarly to the “non-Assassin” characters of the more action-focused games of recent memory. He’s big, bold, and powerful, whereas Naoe is small, nimble, and acrobatic. At any point during my playtime, I could swap between them to ensure that a mission was carried out correctly. Yasuke was my go-to when I needed to bust some heads. Whereas Naoe was perfect for a carefully planned excursion into a base.

Both characters control extremely well, and the variation between the two is immediately apparent. Naoe, while still deadly, is nowhere near as resilient as Yasuke. On the other side of the coin, Yasuke is a big man; he’s very easily spotted and requires the brawn to back up his frame.

Naoe receiving the hidden blade during the prologue
Screenshot: Ubisoft

The Story in ‘Assassin’s Creed Shadows’ Flows Well and Kept Me Interested

During my session, I was allowed to play through the Prologue, as well as through a lengthy mission. In this starting sequence, we’re introduced to both Yasuke and Naoe. Much as was told through historical texts and Historical Institutions such as the Smithsonian, Yasuke was brought to Japan by Portuguese slavers. Fascinated by the color of his skin, Oda Nobunaga took claim to Yasuke, giving him his name, alongside his rank.

Naoe, on the other hand, was a victim of the raid upon her village by Nobunaga and Yasuke. While Naoe may be the fictionalized daughter of the historical Shinobi Fujibayashi Nagato, her introduction is equal parts emotional and traumatic. Without going into detail, she is easily one of the most trauma-stricken protagonists of the Assassin’s Creed franchise.

This isn’t the first game in the series to feature dual protagonists, as Assassin’s Creed Brotherhood was the first to take that claim to fame. However, being able to swap between Naoe and Yasuke at any time was a welcome treat and helped keep things feeling fair and balanced. When switching between the two characters, a brief loading screen would appear. I could then continue the adventure with whomever I chose.

I wasn’t able to swap between these characters during combat scenarios for obvious reasons. Naoe, while skilled at sneaking, is still dangerous in combat. Her health, and ability to take hits for that matter, pales in comparison to Yasuke. Trying to challenge large groups with Naoe was exciting, fluid, and frantic in a way I hadn’t expected, but I still would take Yasuke into these massive battles any day of the week.

Naoe being stealthy
Screenshot: Ubisoft

Trying To Nail Timing During a Remote Play Session Was a Bit More Difficult Than I Would Like To Admit

Getting to go hands-on with Assassin’s Creed Shadows from home was a treat, but my session was conducted via Cloud Streaming. Likely to avoid any files from being downloaded onto my PC, or any PC for that matter, there were the typical woes of any Cloud-based platform. I have Spectrum Internet, with a respectable download and upload speed, and there were times when it felt like the action on the screen would lag behind any input that I pressed.

When things were performing right, however? I was genuinely shocked to find myself enjoying Assassin’s Creed Shadows as much as I did. The action felt smooth, and swapping between the two characters made things feel much more varied than in previous entries. Naoe’s stealth sections, for example, felt much better than Mirage. Utilizing light and shadows to my advantage had me feeling like I was playing something from Ubisoft’s golden years, and not a product from 2025.

Yasuke, on the other hand, feels like an improved version of previous Ubisoft attempts at an action hero. His movements are fluid, weighty, and full of power. Any time I hit an enemy with Yasuke, or barreled through a door, I could feel the power behind his movements. While I sometimes did meet my end due to Streaming issues, it was overall smoother than I would have expected for an Ubisoft event.

Erasing grunts from this alternate reality world was easy work, and bosses required genuine thought when facing off against them. Parries, dodges, multiple weapons, tools, and more are utilized quite well here. It was genuinely shocking playing Assassin’s Creed Shadows, as it feels like something another company would have made. And I mean that in the most positive way possible.

Assassins-Creed-Shadows-Attacking-Waypoint
Screenshot: Ubisoft

The Delays Have Brought a Noticeable Level of Improvement to ‘Assassin’s Creed Shadows’

While seeing a game delayed is never a good thing, I can genuinely say that it was in Assassin’s Creed Shadows’ best interest that it was. Ubisoft knows how to make a gorgeous game, the lack of polish is inevitably their downfall. I did encounter a few expected glitches, but Shadows did feel genuinely better to play, control, and experience than most pre-release games. That can be chalked up to the number of delays the game has seen. Ubisoft knew that they couldn’t ship it in the shape it was back in November 2024.

Everything has been refined significantly. New features have seemingly been added. When I wasn’t engaging enemies in combat, I could roam the world recording wildlife in journals. I could craft a hideout for myself and my army of minions to hang around in. There’s a lot of content here, but it doesn’t feel like a quantity-over-quality situation. Everything just feels… well, like it’s higher quality than most people would have expected.

I have no shame to admit that before going hands-on with Assassin’s Creed Shadows, I had very little interest in the game. In my younger years, I always hoped for an Assassin’s Creed game set in Japan, but that was back during the Xbox 360/PS3 era of games. And I had little to no hope that a new-age AC game could be any good. I’m happy to be wrong, honestly. I was completely wrong about this one, and it feels surprisingly good to admit that fact.

Video: Shaun Cichacki

Honestly, ‘Assassin’s Creed Shadows’ Is Great, if You Don’t Have Someone Whispering in Your Ear That It Isn’t

At this point, I’m willing to eat crow and say that I was wrong about Assassin’s Creed Shadows. There’s a quality product here, and one that feels much nicer than I would have ever imagined. Gorgeous vistas, varied playstyles, and less handholding. It doesn’t even feel like a Ubisoft game. The quantity matches the quality, rather than it being just about running between lookout towers and unlocking more random things to do.

Even at the end of my session, my presenter asked if I had any questions. I asked if I could sneak back in for another session because I wanted to keep playing. Truthfully, I can’t remember the last time I enjoyed playing an Assassin’s Creed game as much as I did here.

As someone who has been cynical of AC and Ubisoft for years at this point, I can really only say this; keep your eyes on this one. It has the makings to be something special, and I don’t say that lightly. I’ll be beyond thrilled if one of my old favorite franchises finally hits the highs it once used to, rather than the lows I feel it has suffered from over the years.

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1843175 I Played ‘Assassin’s Creed Shadows’ Because I Wanted Ubisoft To Make Me Care About the Franchise Again, and It Shattered My Expectations (Hands-on Preview) I had a chance to go hands-on with 'Assassin's Creed Shadows,' and I learned over 3 hours that it was much better than I had given it credit. Waypoint,Assassin's Creed Yasuke and Nobunga in Assassin’s Creed Shadows Screenshot: Ubisoft Naoe Receives the Hidden Blade Assassin’s Creed Shadows Screenshot: Ubisoft Naoe Apporaching Stealthy Assassins Creed Shadows Screenshot: Ubisoft Assassin’s Creed Shadows Attacking Waypoint Screenshot: Ubisoft
‘inKONBINI’ Is a Chill Simulator Where You Run a Convenience Store in the ‘90s, and the Vibes Are Immaculate https://www.vice.com/en/article/inkonbini-is-a-chill-simulator-where-you-run-a-convenience-store-in-the-90s-and-the-vibes-are-immaculate/ Thu, 23 Jan 2025 16:22:10 +0000 https://www.vice.com/en/?p=1843298 I’d consider myself a cozy-game connoisseur if you haven’t noticed by now. Jumping into a peaceful world after slashing through endless hordes of creeps in Warhammer 40K: Space Marine 2 is such a tonal shift that I’ll never get over. But, it’s sometimes necessary. And what better way to chill out than stocking shelves in […]

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I’d consider myself a cozy-game connoisseur if you haven’t noticed by now. Jumping into a peaceful world after slashing through endless hordes of creeps in Warhammer 40K: Space Marine 2 is such a tonal shift that I’ll never get over. But, it’s sometimes necessary. And what better way to chill out than stocking shelves in a Japanese konbini in the ’90s? That’s what inKONBINI is all about, and I’m ready to clock in for my shift.

A Bento Box from 'inKONBINI'
Screenshot: Nagai Industries

‘inKONBINI’ Looks Certifiably Lo-Fi and Chill — Something We All Need Right About Now.

The combination of the blissful visual style and the musical overtones makes inKONBINI feel like something out of a pleasant dream. As someone who spent many days of their teenage life stocking shelves in a family-owned grocery store, I never thought I’d have any interest in playing a game about that same menial task. But something about inKONBINI is plucking my interest. Maybe it’s the dreamy aesthetic or the lo-fi soundtrack. It could also be the idea of having my very own store and learning more about the folks who come and visit.

Video via Nagai Industries INC. on YouTube

One half simulator and another half narrative-driven adventure, inKONBINI put us in the shoes of Makoto Hayakawa. She’s helping out her Aunt while she’s out of the building. It’s up to us to keep things running smoothly. It just looks so calming, and like a great way to escape into a digital world after a stressful day. If I’ve learned anything about myself over the past few years? Simulator games offer much more of an escape than I could have ever given them credit for originally.

Games like inKONBINI are slowly making the gaming world a better place. Slow-paced, light on action, and just a great way to relax. While its style may have drawn me in, the premise is what’s getting me to stick around. I’m already more than eager to see what the citizens of this town have to say, and what kind of people we’re bound to run into. I just hope that, unlike real life, these customers don’t yell at us over things we have no control over.

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1843298 ‘inKONBINI’ Is a Chill Simulator Where You Run a Convenience Store in the ‘90s, and the Vibes Are Immaculate If you've been looking to run the store of your dreams, 'inKONBINI' may be the game you've been searching for. It looks so dreamy. Waypoint,inKONBINI Konbini Bento inKONBINI Screenshot: Nagai Industries