Prison Architect 2 is delayed indefinitely

Prison Architect 2, the sequel to the 2015 cult hit, isn't coming out this year as its creators had planned. The prison construction simulator's publisher, Paradox Interactive, has announced that its release has been delayed indefinitely. In its post, Paradox has admitted that its internal reviews and beta testing feedbacks surfaced the areas that need more attention, mainly the game's performance and content. "We need to raise the quality a bit more to meet the standards we'd like to achieve with this sequel," it wrote. 

This latest development comes after a series of delays. Prison Architect 2 was supposed to come out on March 26, but it was pushed back a couple of times so that its developers at Double Eleven and Kokku could resolve issues concerning memory usage and minimum spec configuration. This time, Paradox decided not to set a new release date. It says it will announce a new one once the Prison Architect 2 teams are done reworking the game's scope. 

Earlier this year, Paradox Interactive also had to deal with the overwhelmingly negative reception for Cities: Skylines 2's Beach Properties asset pack. Players weren't happy with the $10 DLC's contents, especially since they're still waiting for patches for the main game that was riddled with visual and mechanical bugs when it was released in 2023. Prison Architect 2's delay could prevent a repeat of what happened to Cities: Skylines.

Paradox explained that improving the game will take time, because it has "deep systems that all interact with each other." If one area is fixed, other parts of the game need to be fixed or adjusted, as well. For now, the publisher and the developers will refund all pre-orders. Those who purchased from Paradox directly will automatically be reimbursed, but those who purchased from the Xbox, PlayStation or Steam stores will have to go through those platforms to get their refund. Paradox will remove the option to pre-order the game entirely and will add the supposed pre-order bonus to the base game instead.

This article originally appeared on Engadget at https://www.engadget.com/prison-architect-2-is-delayed-indefinitely-160038125.html?src=rss

Valorant is now out of beta on PlayStation 5 and Xbox Series X/S

After a couple of months of beta testing on consoles to iron out some bugs, Valorant is now properly available on PlayStation 5 and Xbox Series X/S in some regions. You can dive into the free-to-play tactical shooter on the consoles if you're in the US, Canada, Europe, Japan or Brazil. Riot plans to open up the game to console players in other regions down the line.

Riot says it optimized the gameplay for consoles, which included the addition of a new Focus shooting mode that's a bit like hipfire, but with lower sensitivity for greater precision. There won't be any support for crossplay between PC and consoles so as to maintain competitive integrity, but you will have access to all your purchased or earned cosmetics and there will be shared progression across all platforms. Riot also notes that there will be parity between all platforms in terms of balance changes and added agents, maps, premium content and other features.

"We believe there are millions of players that would love to play Valorant, but currently can’t, and we hope to change that with bringing Valorant to consoles," Valorant production designer Arnar Gylfason said in a statement. "We aim to provide them the joy of the Valorant experience and all it entails: a core tactical shooter gameplay focused on mastery and player expression, a team-based competitive environment where match quality and fairness comes first, our amazing ecosystem with a unique style, high-quality cosmetics and a thriving community that values personal and competitive identity."

This is a significant step for Riot as Valorant is its first live-service game on console — the likes of League of Legends and Teamfight Tactics remain PC-only. However, the publisher plans to bring its upcoming LoL-based fighting game 2XKO to PlayStation and Xbox as well.

This article originally appeared on Engadget at https://www.engadget.com/valorant-is-now-out-of-beta-on-playstation-5-and-xbox-series-xs-160016521.html?src=rss

The Cybertruck caused Fortnite players to get Cyberstuck

Admit it. You kind of knew this was coming. Late last month, a new DLC pack called the Summer Road Trip bundle offered players a chance to drive the Tesla Cybertruck in games like Fortnite and Rocket League. Now a week later, several Fortnite players have posted videos of a glitch that occured when they used the Cybertruck during a match.

Posts about the Cybertruck glitch appeared on Reddit and YouTube. The glitch happens when you morph a truck into Elon Musk’s boxy behemoth. On exiting the vehicle, a bug rendered your Nitro Fists, the melee weapon that’s pretty much exactly how it sounds, completely useless.

YouTube creator Tabor Hill tested out the glitch when he morphed a truck into the Cybertruck and drove it around for a few seconds. Instead of gently gliding forward into an opponent’s soft face with the Nitro Fists, the gelignite gauntlets caused his character to go into a loud, repetitive twitch.

Of course, this glitch wouldn’t be deliciously ironic if Tesla’s real world Cybertruck didn’t have more glitches than a Max Headroom monologue. Right now, Tesla’s truck is under its latest recall because of issues with a windshield wiper that could reduce the driver’s visibility. That’s on top of the infamous stuck accelerator pedal recall that happened back in April.

We reached out to an Epic Games representative by email for a chance to comment, and they informed us that the bug was identified and fixed at around 1PM ET today.

Update, July 31, 7:28PM ET: This story and its headline was updated after publish to include information from Epic Games about the fix that was pushed out earlier today.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-cybertruck-is-causing-fortnite-players-to-get-cyberstuck-224015466.html?src=rss

The Cybertruck caused Fortnite players to get Cyberstuck

Admit it. You kind of knew this was coming. Late last month, a new DLC pack called the Summer Road Trip bundle offered players a chance to drive the Tesla Cybertruck in games like Fortnite and Rocket League. Now a week later, several Fortnite players have posted videos of a glitch that occured when they used the Cybertruck during a match.

Posts about the Cybertruck glitch appeared on Reddit and YouTube. The glitch happens when you morph a truck into Elon Musk’s boxy behemoth. On exiting the vehicle, a bug rendered your Nitro Fists, the melee weapon that’s pretty much exactly how it sounds, completely useless.

YouTube creator Tabor Hill tested out the glitch when he morphed a truck into the Cybertruck and drove it around for a few seconds. Instead of gently gliding forward into an opponent’s soft face with the Nitro Fists, the gelignite gauntlets caused his character to go into a loud, repetitive twitch.

Of course, this glitch wouldn’t be deliciously ironic if Tesla’s real world Cybertruck didn’t have more glitches than a Max Headroom monologue. Right now, Tesla’s truck is under its latest recall because of issues with a windshield wiper that could reduce the driver’s visibility. That’s on top of the infamous stuck accelerator pedal recall that happened back in April.

We reached out to an Epic Games representative by email for a chance to comment, and they informed us that the bug was identified and fixed at around 1PM ET today.

Update, July 31, 7:28PM ET: This story and its headline was updated after publish to include information from Epic Games about the fix that was pushed out earlier today.

This article originally appeared on Engadget at https://www.engadget.com/gaming/the-cybertruck-is-causing-fortnite-players-to-get-cyberstuck-224015466.html?src=rss

Bungie is laying off 220 employees

The gaming industry has been plagued with rounds of layoffs and studio closures and it’s not showing any signs of stopping anytime soon. The latest round of layoffs comes from Sony-owned Bungie, best known at this point for Destiny 2.

Pete Parsons, the chief executive officer for Bungie, announced on its official website that it will eliminate 220 roles “representing roughly 17 percent of its workforce.” Executive and senior leader roles are the ones most affected by this round of layoffs but he also noted “these actions will affect every level of the company.”

Parsons blamed the need for layoffs on several factors including the “rising costs of development,” “industry shifts” and “enduring economic conditions.” He also noted the studio will focus its development efforts “entirely on Destiny and Marathon.”

Bungie and Sony seem to have been butting heads over economic concerns. Sony Interactive Entertainment chairman Hiroki Totoki noted during a February earnings call that he wanted to see more “accountability” with budgets and schedules from Bungie’s leaders. Destiny 2 alone has seen a noticeable dip in player numbers and revenues that fell 45 percent below its projections, according to PC Gamer.

Last year in October, Bloomberg reported that Bungie had to lay off an undetermined number of staffers that caused noticeable delays for its next game Marathon and an expansion for Destiny 2. A month later, Bungie announced it had to push back the release date for The Final Shape expansion for Destiny 2 from February to June.

Sony’s various game studios have also seen scores of layoffs in the last few months. Sony announced in February it had to eliminate around 900 positions from its PlayStation division as well as its Technology, Creative and Support teams. The cuts also affected studios like Insomniac, Naughty Dog and Guerilla that produced some of the PlayStation 5’s biggest titles like Marvel’s Spider-Man 2, The Last of Us and Horizon Forbidden West. Sony also shut down its London studio after more than 20 years in operation that was right in the middle of working on a new fantasy co-op multiplayer game for the PS5.

This article originally appeared on Engadget at https://www.engadget.com/bungie-is-laying-off-220-employees-200242815.html?src=rss

I really want to like Star Wars Outlaws

When I attended the first hands-off briefing for Star Wars Outlaws at Summer Game Fest 2023, I left Ubisoft’s demo room on a high, thinking this could be the piece of media that finally pulls me into the Star Wars universe. I loved the focus on a solo protagonist, Kay Vess, and her cute merqaal pet, Nix. I adored the fact that developers said the game would tell a cohesive, linear story, rather than throwing players into an unfocused open world and calling it AAA. I was eager to get my hands on it.

Since then, I’ve been fortunate enough to access two different previews of Star Wars Outlaws, and my initial excitement has been tempered. It’s not completely extinguished, but the slices that I’ve played have reinforced a bloaty vibe underpinned by unclear navigation and generic combat. I still think Star Wars Outlaws is a pretty game with interesting character designs and environments, but I’m now less hopeful about everything else it’s offering — you know, the elements that haven’t been plucked directly out of the existing Star Wars universe.

Star Wars Outlaws
Ubisoft

The sections I’ve played of Star Wars Outlaws span cosmic dogfights, parkour levels in metal-lined space stations and military bases, and stealth missions against roaming Stormtroopers and interstellar criminal factions. I also hopped on a speeder and had a great time flying over the dunes of Toshara with Nix on the back of my bike; one thing I’m definitely looking forward to in the full game is entering hovercraft races.

As for the bits I actually played, I would describe the overall theme as confusing. I encountered a head-scratching moment in the first minutes of my initial preview at Summer Game Fest 2024 in June: I crawled through a busted, rocky base and found myself at the mouth of a cliffside cave, the mountain too steep to climb down and the ground too far away for a leap of faith. I stood there and searched for an indication of where to go next, scanning the scenery from side to side and top to bottom, but nothing jumped out. So, I jumped. 

This was the incorrect move, and I died and reset. After searching the edge of the cave for a few more minutes and second-guessing whether I was in the proper location, a Ubisoft spokesperson pointed out a strip of coiled metal high above my head — literally as far up as Kay’s field of view would go and blended in with the foliage. An inconspicuous white label identified it as an interactable object, but the entire thing was incredibly easy to miss. I pushed R3 on the controller and hooked onto it with my grappling gun, feeling incredibly dumb. Unfortunately, this was a repeated experience (and feeling) throughout the preview levels.

Star Wars Outlaws
Engadget

One of the selling points of Star Wars Outlaws is its parkour-style mechanics, where Kay climbs metal grids, slides along shallow ledges by her fingertips and uses her grappling hook to swing across gaps. However, these mechanics are hit-or-miss, draining the flow from any attempted parkour action. The climbable grids are highlighted in a dull yellow that doesn’t exactly stand out against rusted metal walls, and even when Kay jumps directly to them, she sometimes fails to connect. This happened to me during both previews, in different sections of the game, and the second instance led me to think the grid wasn’t actually climbable at all. I wasted a good chunk of time farting around the affected area before considering another jump to the grid. It worked, but the loop left me frustrated. 

I don’t mind some enmeshed, not-obvious traversal points in my games, but Star Wars Outlaws seems to take this idea too far.

Navigating the environments was also weirdly challenging. I got lost in multiple areas in my previews, even with a responsive HUD and highlighted objective markers on the screen the whole time. The little yellow indicator was difficult to follow through maze-like settlements filled with similar-looking stalls, stairwells and hallways, and tracking objectives only got harder once blaster fights broke out. I never want to wonder where the hell I’m supposed to be going in the middle of intense combat, but Star Wars Outlaws served up this situation multiple times.

Star Wars Outlaws
Ubisoft

I enjoyed some sections of the game just fine, particularly the final mission that I played. On the icy planet Kijimi, I snuck into a protected, two-story ballroom on a mission to steal an object in the center of the space. Nix is always by Kay’s side and he can be instructed to collect shinies, flip switches, and distract or attack enemies, and I made him do all of these things during this mission. The stealth mechanics in Star Wars Outlaws are straightforward — crouch to be sneaky — and enemies are generally oblivious unless you’re directly in their line of sight. In rooms with two enemies, it’s best to send Nix after one guard while silently taking down the other, and then finish off the attacked, disoriented foe as Nix scurries away. I employed this tactic to great success, and even once a blaster battle broke out anyway, I had a good time lobbing grenades and landing headshots in this level.

My time on Kijimi gives me hope that maybe I just need a few uninterrupted hours with Star Wars Outlaws for the game to really click. I’m intrigued by its reputation system, where players can track their standing with various interstellar criminal networks, altering the level of access Kay will have with the associated areas and characters. Hacking doors and safes involves a screwdriver and a little rhythm game, and the process is satisfying every time. The speeder controls well and I’m stoked to try out some actual races once I practice a little more. Space battles are dizzying and perfectly serviceable. Nix is adorable in every situation. There’s plenty to look forward to here, but I can’t forget the frustration that’s seemingly built into the climbing mechanics, grappling hook and nav system.

Star Wars Outlaws
Ubisoft

I’m concerned that Star Wars Outlaws has fallen victim to classic AAA bloat, offering a big universe of mediocre experiences, some of them half-functional and the rest lacking depth or innovation. In the game’s previews, there are hints that this is the case. As always though, I’m prepared to be surprised.

If I had advice for anyone interested in Star Wars Outlaws — and this still includes me, just barely — it would be this: Look up. Like way up.

Star Wars Outlaws will hit PC, PlayStation 5 and Xbox Series X/S on August 30.

This article originally appeared on Engadget at https://www.engadget.com/i-really-want-to-like-star-wars-outlaws-160032476.html?src=rss

Gran Turismo 7’s more realistic physics update is launching cars into orbit

Yesterday's Gran Turismo 7 game update 1.49 introduced all-new physics that have added extra realism and generally improved gameplay. However, the change is also causing some bizarre problems in specific situations, making cars bounce violently or just get hurled into the air.

The physics updates are generally positive, adding "more natural cornering physics and acceleration/deceleration stability levels," according to the developer. Similar changes to tire physics and steering allow a more challenging and rewarding driving experience overall. 

However, some bugs appear to have crept in as well, according to gtplanet and posts on Reddit's r/granturismo. High-horsepower vehicles, often with engine swaps and extreme suspension settings, are literally flying, bouncing or intersecting with the ground, according to multiple (hilarious) videos. 

The problem appears to happen when cars try to accelerate from low speeds, and mostly affects cars under AI control. It also happens during dynamic "Scapes Movies" scenes designed to show off landscapes from cars operated at slow speeds by AI. It's even been seen in GT Auto's garages.

It's clearly a weird z-axis programming bug, but Gran Turismo's team is aware of the issue and working on it. "We are now aware of the following issue in the 1.49 Update released on July 25: Car Physics Simulation — Unintended vehicle behavior is produced when a particular car setting is set within Car Settings," devs said in a post on X. A fix should be ready soon, so enjoy the comedy while it lasts. 

This article originally appeared on Engadget at https://www.engadget.com/gran-tourismo-7s-more-realistic-physics-update-is-launching-cars-into-orbit-120045578.html?src=rss

Stalker 2 has been delayed (again) until November 20

The long-anticipated Stalker 2: Heart of Chornobyl has been delayed yet again, this time until November 20. It was supposed to come out on September 5. This is just the latest delay in a development cycle that stretches all the way back to 2010. That’s 14 years. The longest delay in gaming history is Duke Nukem Forever, at 15 years.

What’s taking so long? At first, it was funding issues. Developer GSC Game World nearly shut down, but managed to weather the storm. Next, the makers spent a whole lot of time perfecting various mechanics and features, including a new way to render human teeth.

Real world events intervened to continue the delay. Russia invaded Ukraine and GSC was based in Kyiv. The game was put on hold as the staff relocated to Prague, eventually picking back up on development in 2022. After that, the game was supposed to (finally) release in December of last year.

However, there were some kinks to work out, so the launch was pushed to September 5, 2024. It looks like the bugs are still popping up, because now it’s set for November.

“We know you might be tired of waiting, and we truly appreciate your patience. These two additional months will give us the chance to fix more ‘unexpected anomalies’ (or simply ‘bugs’ as you call them),” wrote Yevhen Grygorovych, Game Director at GSC Game World, in a press release. “We’re just as eager as you are to finally release the game and for you to experience it for yourself.”

Who knows if it’ll actually come out this November, but it’s looking more and more likely. GSC also announced the pending release of a deep-dive video that will offer “the most comprehensive look yet into the game," with a premiere date of August 12. This video will include developer interviews, new in-game footage and a full walkthrough of a story quest.

For the uninitiated, Stalker 2: Heart of Chornobyl is a sequel to the hit 2007 FPS. The forthcoming follow-up brings some survival horror mechanics into the mix, which should be fun. There are plenty of trailers to check out which, you know, tends to happen when a game has been in development for 14 years.

This article originally appeared on Engadget at https://www.engadget.com/stalker-2-has-been-delayed-again-until-november-20-173259981.html?src=rss

World of Warcraft workers unlock ‘form a union’ achievement

World of Warcraft (WoW) artists, designers, engineers, producers, quality assurance (QA) testers and other game developers have unionized. The staff of more than 500 workers voted to unionize the Blizzard Entertainment studio with the Communications Workers of America (CWA) creating the World of Warcraft Gamemakers Guild, according to an X post from the union’s official account.

The Blizzard studio is the latest major game studio to form a union during uncertain times of layoffs and studio closures across the gaming industry. Bethesda Game Studios, the studio behind the Fallout and Elder Scrolls franchises, formed its union with the help of CWA last weekend that includes 241 workers.

“What we’ve accomplished at World of Warcraft is just the beginning,” said Eric Lanham, a test analyst and Wow Gamemakers Guild member, in a statement released by the CWA. “My colleagues and I are embarking on a quest to secure better pay, benefits, and job security through a strong union contract. We know that when workers have a protected voice, it’s a win-win for employee standards, the studio, and World of Warcraft fans looking for the best gaming experience.”

The World of Warcraft Gamemakers Guild is the largest wall-to-wall union currently under Microsoft’s umbrella. Activision unionized around 600 QA workers with the CWA in March. ZeniMax Studios also voted to unionize around 300 staffers back in January.

Microsoft also made an agreement with Activision Blizzard two years ago to respect the right of its workers to form a union. The agreement was part of Microsoft’s deal to takeover Activision Blizzard.

The CWA cites the start of the WoW Gamemakers Guild formation to a protest conducted by Activision Blizzard workers in 2021. The crew staged a walkout at its Irvine, California headquarters over a lawsuit filed by the state’s Civil Rights Department (CRD) alleging the company was a “breeding ground for harassment and discrimination against women.” The CRD later withdrew all allegations of systemic sexual harassment, and Activision Blizzard reached a settlement of $54.8 million relating to pay and promotion disparities. The WoW studio also agreed to remove “references that are not appropriate for [its] world” from the game.

“What seemed impossible six years ago is now a reality, and this is just the beginning,” said CWA’s Senior Director of Organizing Tom Smith in a written statement. “Together, workers are redefining their industry.”

This article originally appeared on Engadget at https://www.engadget.com/world-of-warcraft-workers-unlock-form-a-union-achievement-220148151.html?src=rss

Respawn is walking back its unpopular changes to the Apex Legends battle pass

Respawn Entertainment is bringing back the option to buy Apex Legends battle passes with in-game currency. "You've spoken, and we've listened," the company said. The developer drew player outrage and a sweep of review-bombing earlier this month after it announced a new approach to the game's reward system.

The original announcement was convoluted, but the gist of what frustrated the Apex community was that players would no longer be able to use in-game currency to access an upgraded version of the battle pass. People earn Apex Coins by playing, and under the original model, serious fans could easily earn enough over the course of one battle pass to pay for the next season's.

Today, Respawn said it would return the option to pay 950 Apex Coins (about $10) to unlock the Premium battle pass tier. And with 1,300 Apex Coins available at that tier, this segment of the battle pass experience has mostly reverted to the old model. Players will be able to unlock the premium version by completing some "simple in-game challenges" at the start of Season 22, Split 1 on August 6. After that, beginning on September 17 with the season's Split 2, the new/old model will take effect.

However, other parts of the original announcement are still in place. New battle passes will drop at the start and halfway point of a season. Apex Legends will have a free battle pass with minimal perks, the Premium version with more rewards and unlocked by in-game currency, an Ultimate version for $10 with all the Premium content and a handful of additional instant unlocks, and finally, an Ultimate+ version for $20 with two legendary skin variants and access to all of the game's playable heroes for that split.

Battle passes have become de rigueur for the games-as-a-service industry. It's proven to be one of the most successful options for generating the revenue to fund creating more content while still offering players value. But once an approach has been laid out, studios may have a hard time convincing players to adapt to changes. In fact, this isn't the first time the Apex Legends battle pass has been changed, then re-changed. But the trend toward game communities tanking review scores or directly harassing devs and creators to air their grievances at any changes means that the financial situation for many of these ongoing titles can still feel precarious.

This article originally appeared on Engadget at https://www.engadget.com/respawn-is-walking-back-its-unpopular-changes-to-the-apex-legends-battle-pass-215117879.html?src=rss