Dead by Daylight has become something of an unexpected horror game crossover with various different horror icons coming to be part of the game. We reported earlier that the latest would be Ghostface, from the popular and influential Scream franchise. Well, today is the day of reckoning as he’s live with the newest update.
The game’s newest update, 1.63, is live now and it comes with the masked villain himself. Along with the update came a video detailing how the character works, which you can see below. They play up the stalker aspect of Ghostface, with abilities that allow him to stalk and sense the auras of survivors, including becoming obsessed with a single survivor that will yield various bonuses and advantages. The update also has various bug and gameplay fixes. You can check out a partial list below or the full thing at the game’s forums here.
Dead by Daylight is available now for PlayStation 4, Xbox One and PC. The Ghostface update is live across all platforms now. A Switch version will also launch September 24th.
Dead by Daylight | Ghost Face | Spotlight - YouTube
FEATURES & CONTENT
Feature – Added the ability to rotate characters in the lobby.
Feature – Added new menu and lobby music.
Content – Added a new Killer (The Ghost Face).
All Killer swing animations have been modified to match the distance at which they can hit a survivor. This was done to help mitigate situations where a Killer would hit a survivor but their weapon/ hand would not look like it was reaching the Survivor.
In addition to Killer swing animations matching their hit distance we have also added swing VFX to mitigate when hits looked like they should have missed targets when in fact they found a target and hit. (There will be more work done to make hits look better when they connect)
Added stun VFX for Killers when hit by pallets.
Survivors will now turn their heads where their camera is looking. This happens when a Survivor interacts with an object in the environment and when they are not downed or incapacitated.
Adjusted fast vault conditions: Players can no longer trigger fast vaults when beside windows or in contact with the wall.
Adjusted certain darker cosmetics that gave players an advantage to be lighter.
Re-worked some characters hair.
Adjusted Killer Instinct VFX to remove red fill effect, increase frequency of pulse, add an offset to where symbol is displayed, modified the scaling of the symbol to stay more consistent. These changes also affect the Killer power, Feral Frenzy, of The Legion.
Adjusted the chase volume for Survivors.
Removed the RNG factor from the window setups in the rooms of Lery’s Memorial Institute; each small room now spawns with the same window configuration.
Edge Object repopulation pass in The MacMillan Estate maps, there are more obstacles in between the map tiles now.
Introduced new maze tiles for the Yamaoka Estate theme.
Survivor Emblem changes:
Added events for Lightbringer emblem scoring:
20 points for cleansing a dull totem.
5 points if a dull totem is cleansed while you are in a chase.
10 points if a Hex totem is cleansed while you are in a chase.
1/3 point for each 1% of a generator repaired while you are in a chase (Capped to a maximum of 33.3 scored for each generator).
Added event for Benevolent emblem scoring:
10 points for sabotaging a hook within 10 meters of a Killer carrying a Survivor, if the carried Survivor then wiggles free.
Added event for Evader emblem scoring:
50 points for stunning the Killer with a pallet.
Survivor perk changes:
Streetwise: Increased efficiency values to 15%/20%/25% up from 10%/12%/15%.
Windows of Opportunity: Reduced cooldown values to 30/25/20 seconds down from 60/50/40.
Mettle of Man: We have changed the condition for getting tokens. It is no longer for being hit by a Killer’s basic attack. Instead earn tokens by taking “Protection Hits”. It still requires 3 tokens to activate. Survivors will still need to be injured in order to trigger the Endurance effect and avoid being put into the dying state. This means that Mettle of Man will require more work from the Survivor to trigger Mettle of Man’s Endurance status effect.
Unbreakable: Increased recovery speed to 25%/30%/35% up from 15%/20%/25%.
Killer perk changes:
Pop Goes The Weasel: Changed Regression values from 15%/20%/25% to a flat 25% across all tiers. Changed window of activation from 30 seconds to 40/50/60 seconds.
Territorial Imperative: Reduced cooldown to 30/25/20 seconds down from 60/45/30.
Enduring: Updated Enduring to a flat reduction in pallet stun duration of 40/45/50% rather than an increase to stun recovery speed of 55/65/75%. Enduring will now only affect pallet stuns.
That remake, as it turns out, is not being developed in-house by Nintendo. In a recent interview with Kotaku, series producer Eiji Aonuma confirmed that Link’s Awakening for the Switch is being developed by Japanese developer Grezzo, while his own team works on the Breath of the Wild sequel.
In case you don’t know, Grezzo do have experience with working on Zelda titles- especially remakes. The 3DS versions of Ocarina of Time and Majora’s Mask were both handled by Grezzo. The developer has also worked on other games such as Tri Force Heroes, Ever Oasis, and the 3DS version of Luigi’s Mansion, released last year.
Samurai Shodown is inching ever closer, and SNK is doing everything it can to make sure people know what the game is all about. That includes a very extensive look at the game’s cast, as well as a demo that gave a good sampling of what to expect. Well, they weren’t happy with just one, as the game will get another demo soon.
SNK announced that a second demo will drop for the PS4 version of the game on June 21st and will be available until July 7th. This time around Genjuro Kibagami, Ukyo Tachibana and Charlotte will be playable along with Training, VS and Tutorial modes. Not only that, it will not require PlayStation Plus to download unlike the first demo. A Xbox One version is also planned but no dates are set yet. Unfortunately, just like the first demo, this will be restricted to the Japanese region. You will need to have or create an Asian based account to access it.
Samurai Shodown will release on June 25th on PlayStation 4 and Xbox One, Q4 for Switch and PC, and launch in November with Stadia. Follow all the news on the previous and upcoming news on the game here.
We don’t often see Nintendo doing direct narrative sequels for Zelda games, but even among those, the recently announced The Legend of Zelda: Breath of the Wild sequel is a unique case. It’s using a lot of the same assets (as, for instance, Majora’s Mask did), but it’s also going to be revisiting the same Hyrule we saw in the first game.
Cynics might call it Breath of the Wild 1.5- as it turns out, the game actually started life as DLC. In an interview with Kotaku, series producer Eiji Aonuma revealed that after working on the Champion’s Ballad expansion for Breath of the Wild, the development team realized adding to the game with more DLCs was something they wanted to continue doing. However, ultimately they just had so many ideas to put into the game as DLC, they just decided to make a fully fledged sequel instead.
“When we released the DLC for Breath of the Wild, we realized that this is a great way to add more elements to the same world,” said Aonuma. “But when it comes down to technical things, DLC is pretty much data—you’re adding data to a preexisting title. And so when we wanted to add bigger changes, DLC is not enough, and that’s why we thought maybe a sequel would be a good fit.”
“Initially we were thinking of just DLC ideas,” Aonuma added when asked if the sequel was initially envision as DLC for Breath of the Wild. “But then we had a lot of ideas and we said, This is too many ideas, let’s just make one new game and start from scratch.'”
The Legend of Zelda: Breath of the Wild’s sequel is currently in development, but when it launches is among the many, many things we don’t know about it. We do know, however, that it’s going to be a much darker game than its predecessor.
The wasteland shooter, RAGE 2, finally came out last month and it’s proven to be a wild run through the post-apocalypse (see our take on the game here). Now it’s got its first major update since release, and it brings a lot with it including new cheats, some gameplay improvements and a lot more.
The update, 1.03, brings various amount of fixes to the UI, fixes some blurriness in certain areas and some issues with the game’s photo mode. Along with those come some gameplay changes, specifically new cheat codes that you can access through the Wasteland Wizard menu, such as Low Gravity and Bloody Mess, as well as making bandit camps replayable finally so you can put those powers and great shooting mechanics to use. You can see the patch notes below or go to the game’s website here.
RAGE 2 is available now for PlayStation 4, Xbox One and PC. The update is live now across all versions.
FEATURES AND IMPROVEMENTS
Bandit Camps are now replayable! Open your map and select any previously cleared bandit camp to replay them as much as you’d like — and get rewarded.
New Wasteland Wizard Cheat Codes: Low Gravity, Bloody Mess, Phoenix Rejector Seat, Klegg Support. Find Cheat Codes from the Wasteland Wizard and activate the new cheats in the ‘settings’ menu.
New Voice Packs added! Ozzy Man Reviews “You Call That a Wingstick?” and German “TV Fatal”. Activate the new voice packs in the ‘settings’ menu.
Wasteland Wizard now only travels to 3 different locations instead of 15.
Menu optimization improved to address slowdown issues.
Crate Improvements! Improved melee hit detection and increased visibility at night.
Improved sharpness on high-res screens to reduce “blurriness”.
Adjusted the day/night cycle. (Previously, the day time moved too slow, night time lasted too long).
Digital Deluxe Upgrade now available in the in-game Store.
Bethesda.net Friend Leaderboards now available for Mutant Bash TV.
Fixed issue where linked Bethesda.net accounts appear as unlinked after re-establishing network connection.
PERFORMANCE AND STABILITY
Fixed an issue where weapons, armor, and abilities disappeared after loading a save.
Fixed an issue where the PS4 version of the game would hang on the legal screens when attempting to boot the title without a network connection.
Fixed an issue where PC players could not access friends, statistics, or the store.
Fixed a PC crash that could occur when exiting to the desktop.
Fixed a crash that occurred when the player hovered their mouse over a location icon in the map.
Fixed a crash that occurred when the player was using the Icarus.
Fixed an issue where the title crashed when launching the game using minimum spec hardware.
Fixed a crash that occurred when skipping Prowley’s cutscenes.
Fixed an issue where debug text and symbols were visible in the Settings menu.
Fixed an issue where debug text was visible in Reticle Style settings.
Fixed an issue where multiple UI elements were in slow motion.
Fixed an issue where magazine weapon upgrades text will remain showing on incorrect weapons and after closing menu.
AUDIO & LOCALIZATION
Fixed an issue where character voice lines may infrequently fail to play.
Fixed an issue where dialogue lines occasionally do not play any VO or cut off early.
Fixed an issue where battle music no longer played after the completion of Blackout.
Fixed an issue where music was missing at Winner’s Lounge.
Fixed an issue where no SFX played when unlocking ability levels or ability perks in the Nanotrites menu.
Fixed an issue where skipping the intro cutscene early may stop VO lines in character selection to stop playing.
Sound effects are now heard when a motorcycle falls over.
Resolved an issue where two separate countdown audio queues played out of sync at the start of race.
Sound for “New log entry” HUD no longer missing.
Fixed an issue where audio feedback was not heard when the player takes damage from the lasers in Goliath Plant Control Room.
Player no longer repeats Hurt VO when touching a Electricity Drop, but isn’t damaged.
Sound effects for opening the hatches covering the reactor now plays properly at Shrouded Sub Station Alpha.
Grenade VFX no longer appear misaligned when user cooks a grenade while moving
Smart Rocket Launcher no longer missing VFX when firing in Overdrive
Fixed an issue where “Intel Collected” displays debug text when playing in any localized language.
Fixed the Japanese date and time localization on Save and Load screens.
Fixed the Russian localization for Golden Pistol.
All Languages – Log – Description of Polite request to BLOW UP GAZCATRAZ! intel is affected by inconsistency issues.
Fixed authority sentry VO distortion in JP SKU.
Resolved several localization issues including overlapping text for PTBR, zhTW, zhCN and KO.
Resolved broken “Help” hyperlinks in Polish or Brazilian Portuguese.
GAMEPLAY BUG FIXES
Now possible to change key bindings for the Defibrillation mini-game (previously, it defaulted to WASD).
Fixed an issue where Dr. Kvasir’s dialogue prompt did not work from certain angles
Fixed several portions of ChazCar where some areas of the course do not teleport the player back to track
Fixed an issue where the Nicholas Raine armor would always be seen on the player
Fixed an issue where signing out after resuming from a suspended state would allow the player to stay in the game, which would corrupt all saves.
Fixed an issue where Photo Mode options were missing upon reentering the mode.
Fixed an issue where Crushers would get stuck after their intro animation.
Fixed an issue where Walker would become invincible by dying and then using slam in the MBTV “The Ranger” challenge.
Fixed an issue where Gazcatraz may not be completed after killing all enemies.
Fixed an issue where it was not possible to steer right with motorcycles if you changed the keybinding to any key except the default key.
Fixed a crash that occurred when fighting an Authority Sentry north of Lagooney
Fixed an issue where creating a new save and quitting to the main menu during Gulo’s speech would cause Marshall not to radio the player, blocking progression.
Fixed an issue where some story locations with no collectibles could not be marked as completed.
Fixed an issue where the Phoenix did not respawn when coming within reach of it (around 200m) on Xbox One.
Fixed an issue where the Annihilator did not fit correctly inside the location.
Fixed an issue with the Wingstick Lock-on control description button icon.
Fixed an issue where a player’s friends list on Steam was failing to show added friends for some players.
Fixed an issue where the vehicle, bikes, and helicopter keybindings conflicted with each other.
Fixed an issue where changing the minimum resolution scale after switching window mode would result in graphical corruption.
Fixed an issue where touching the barrier when encountering General Cross would result in the player becoming stuck on the wall.
Fixed an issue where the wall near the “Cult of the Death God” cave entrance and exit door may pull and clip the player through the wall.
Fixed an issue where the Charged Pulse Cannon would appear invisible when opening the Ark.
Fixed an issue where engaging the mutant worshipers from the grate overlooking the shrine caused them to become stuck running into wall
Fixed an issue where the player would be unable to Fast Travel or spawn vehicles upon completion of Authority Bunker section of The Signal
Fixed an issue where the player could activate Focus oriented objects at an awkward angle and/or without looking directly at them
Fixed an issue where the player was able to trigger purchase confirmation prompts on previously bought items
Fixed an issue where the Charged Pulse Cannon model was missing when it was revealed to the player for pick up.
Fixed a Bethesda.net issue where the player could become control locked by opening the manage account modal and starting a new game simultaneously
Fixed an issue where the player could become stuck if they progress to the exit door before completing the Ark at Quake Hill.
Fixed an issue where the player was unable to change menu navigation keys leading to conflicts when rebinding keys.
Fixed an issue where the Dash ability did not make a sound when used
Fixed an issue where loading an autosave made after completing an ark causes objective to not complete and rewards not to be given
Fixed an issue where winning ChazCar derby mission registered as a loss and blocked progression
Fixed an issue where the Abadon Crusher would “morph” into a ball when transitioning from one animation to another when the player approaches.
Fixed an issue that automatically cancelled error messages when failing to log in.
Fixed an issue where hitting the Phoenix with a vehicle near the city entrances causes vehicle to disappear before being stored.
Resolved flickering shadows that occurred inside building at D and D’s Hood.
Fixed an issue where the title would freeze if player attempts to delete or overwrite saves
Entering Eden Space Center at night no longer makes rooms incredibly dark
Fixed an issue where abandoning Project Dagger and restarting it with another car prevents the player from entering the Xerxes.
Convoy Locator no longer always shows Convoys on Compass including when Capture and Control are hidden on map.
Fixed an issue where when exiting a location where the sun is disabled, there is a pop in lighting
Fixed an issue where if a player is signing into a linked account with expired legal agreements, they will be blocked from accessing the Bethesda.net module.
Player will now receive an error message if they try to connect to a Bethesda.net account that is already linked.
Player will no longer appear unlinked to Bethesda.net after constraining or suspending multiple times.
Fixed an issue where location tracking UI text wouldn’t update when selecting or deselecting Track Location
Fixed an issue where the camera angle transition was too harsh when operating vehicles
Fixed an issue where if the player runs out of the elevator as it ascends in the secret bunker, it leaves them stuck
Shadow flickering no longer present on light transitions on PlayStation 4
Fixed an issue where non-standard game modes in MBTV showed player without Ranger Armor
Fixed missing controller vibration with the Phoenix Blast upgrade
Fixed an issue where the Combat Shotgun ammo display was inconsistent between Scattershot and Slug Shot modes.
Fixed a UI issue with the incorrect display of a Reward Popup.
Camera no longer shakes violently when grabbing on to tall ledges.
Player can no longer go out of the world using Grav Jump and Vortex during MBTV.
Fixed an issue where the Predator Tank is almost destroyed after player loads back in from dying in it
Fixed an issue where hovering over EASY with the mouse, the player can’t use arrow keys to select another difficulty option
Fixed an issue where opponent vehicles sometimes get teleported ahead of the player
Navigation Tool for the Map no longer breaks after completing a race
Fixed an issue where Firestorm Revolver bullets would not stick to props
Fixed an issue where Doomsayer Peak may not be completed after killing all enemies
Fixed an issue where sometimes the player is unable to finish “Yeoman Growery” location due to the fact that not all enemies spawn.
Another violent side-scroller from Devolver Digital is out now with DeadToast Entertainment’s My Friend Pedro. There are a few key differences though – for one, it’s in 2.5D and features an assassin cutting down all that stand in his way at the behest of a talking banana. Check out the new animated trailer below to see how far the rabbit hole goes.
My Friend Pedro’s stylish combat is made possible by allowing players to control their weapons and body at the same time. So it’s possible to twist through the air in a ballet-like fashion while shooting up foes. Ricochet shots, bullet-time and much more help keep the action tense.
There’s a bit of puzzle-solving as well but My Friend Pedro is pretty much all violence, all the time. It even has a GIF generator to let you share some stylish kills immediately with your friends. The title is out now for Nintendo Switch and PC with a 15 percent pre-purchase discount on Steam till tomorrow.
Developer Dead Mage has announced a free demo for its its upcoming rogue-lite Children of Morta. The demo is currently live on Steam for PC users but there’s a catch – it’s only available till June 22nd. Head on over to Steam to download it now.
If you appreciate the demo, then the full game can be pre-ordered with a 10 percent discount and receive the soundtrack for free. Children of Morta should interest fans of rogue-lites and retro titles – it has an impressive pixel art style and offers six different playable characters. Each has their own skills and play-style.
You can also expect random environments in each playthrough thanks to the Corruption spreading through the land. Different passive and active items will affect your abilities throughout as you explore different dungeons across various environments. Children of Morta is also coming to Xbox One, PS4 and Nintendo Switch this Summer but stay tuned for a release date announcement.
Children of Morta - Play now for free! | Time-limited Event Trailer - YouTube
Along with revealing that NetherRealm’s Mortal Kombat 11 had topped software sales charts for not just May 2019 but the year-to-date, The NPD Group also announced that Nintendo Switch as the top-selling console again (as per ZhugeEX on ResetEra). Hardware spending made up $149 million of the total $641 million spending for the month with accessories consisting of $230 million. Compared to May 2018’s $186 million, hardware spending is down by a staggering 20 percent this year.
So while the Nintendo Switch saw sales growth, it was offset by the overall decline of sales across other platforms. Nevertheless, the console has managed to top May 2019’s hardware chart along with year-to-date charts in unit and dollar sales. The best-selling accessory for the month was the PS4’s DualShock 4 Black Wireless Controller, which is also the best-selling accessory this year so far.
Numantian Games’ They Are Billions has exited Steam Early Access on PC, releasing in its version 1.0 state at last. It adds a campaign “The New Empire” which promises over 60 hours of gameplay over 48 missions. Since the game has been in early access for years, this is a momentous occasion for the development team.
The campaign won’t just offer different missions where you build colonies and battle waves of the undead. You also experiment with over 90 technologies, venture into old fortresses with heroes and even find out how the outbreak occurred. Survival Mode players will also be getting some new content, namely two new maps – Deep Forest and The Caustic Lands, the latter being the toughest map thus far.
The developer has also made a number of fixes to the game, resolving numerous issues in the process and offering better performance. It also stated that it would be “ready to quickly fix any bugs or solve any problem after the launch” with the campaign. They Are Billions is currently available only on PC but it will be coming to Xbox One and PS4 on July 1st.
Announced at Microsoft’s E3 briefing this year, FromSoftware’s newest game, Elden Ring, has taken the internet by storm. Though the trailer itself was powerful and captivating, it arouses more curiosity than answers. What kind of game is Elden Ring? What is it about? We don’t know much about Elden Ring yet, but thankfully, some of the biggest and most important questions surrounding the game have been shared, even if that doesn’t help the wait go by any faster.
Miyazaki is Back
Hidetaka Miyazaki is essentially synonymous with FromSoftware and the last decade of their fantasy RPGs. Coming to the rescue of the developer during troubled times in the Demon’s Souls development cycle, he quickly rose in the company to become its beloved president. He’s the visionary behind Dark Souls, Bloodborne, and Sekiro, games that have now spawned dozens of similarly-designed games known as Soulslikes.
Miyazaki’s unique and foreboding artistic choices, cleverly looping world design, and penchant for narrative ambiguity has crowned him one of gaming’s most respected figures, so Elden Ring is almost sure to join the ranks of his previous work and impress gamers of all kinds with his meticulous attention to detail.
George R. R. Martin Joins the Team
Joining Miyazaki to help craft its detailed mythos is famed writer George R. R. Martin. Most of us know him as the writer of the A Song of Ice and Fire books that were later lovingly brought to life in HBO’s Game of Thrones series. Martin is no stranger to crafting insanely detailed worlds and histories spanning multiple generations, and his unique brand of emotionally-resonating character development is both widely appreciated and affecting to his readers.
Most of FromSoftware’s fantasy RPGs have relied on a mixture of cryptic dialogue and ambiguous item descriptions to help players piece together an intriguing but vague history of the game world, but the addition of Martin to the writing team hints that we might can expect a more fleshed-out experience in Elden Ring. We don’t know yet whether what he’s crafting will serve mostly to expand on the game’s lore or if he will be helping to write a more straightforward and deliberate narrative. Either way, having someone as talented and detailed as Martin working alongside Miyazaki is guaranteed to yield an exciting outcome for fans of both talented men.
It’s Not the Ring You’re Thinking
After watching Elden Ring’s debut trailer and examining its themes and name, it would be very easy to assume the game’s story will revolve around a physical ring, perhaps like Lord of the Rings before it. Miyazaki, however, has been quick to put that idea to rest, confirming that the ring in question is a concept, not a tangible item. As pointed out in the trailer, this seemingly sacred ring has been shattered, and it’s likely to leave our playable character somehow tasked with dealing with whatever terrors that brings. Whether we will be working to reform the connection or simply suffer the consequences of its shattering is yet to be seen, but it’s exciting to imagine what lore and story Martin and Miyazaki have in store for us with this concept.
It’s As Dark As You’d Expect
Elden Ring is very clearly set in a dark fantasy world. From the opening moments of the game’s debut trailer we’re greeted to beautifully ominous music and visuals, with a seemingly broken and defeated king or prince character being sustained by a multitude of hands. We soon see a character with a crack in his back slaving away over a forge or anvil before collapsing, and other imagery shows red skies, characters wearing medieval-era armor and weaponry, and a large and sinister-looking character becoming engulfed in flames. “Look up at the sky,” says an unsettling narrator with a powerful voice. “It burns.”
All of these elements are par for the course with FromSoftware games, with Dark Souls offering an eerie medieval setting, Bloodborne showcasing a Lovecraftian nightmare, and Sekiro exploring an often morbid side of feudal Japan. Miyazaki has spoken up to say that Elden Ring and its world will be very foreboding, and with Martin’s writing at the forefront of the experience, it’s likely to be a grim and chilling tale from beginning to end… Just how fans like it.
It’s Open World
Dark Souls and FromSoftware’s other Soulslike experiences take place in what might be referred to as pseudo-open worlds. Large underground caverns, maze-like forests, and majestic towers all typically loop back to one another in realistic ways, creating a true feeling of connectivity and exploration. The “aha!” moment that comes from finding a shortcut connecting back to a previous area is very rewarding, and moving between them lends a sense of freedom to the gameplay even if the game isn’t technically open world.
According to Miyazaki, Elden Ring seems poised to break the mold with a more traditional open world approach. He has confirmed that we’ll absolutely explore and discover individual areas, of course, including underground areas and castles. However, we’ll be granted much more freedom in how we get there as we explore a game that will dwarf previous titles in terms of volume. It will be an undeniable joy to see how FromSoftware translates its core mechanics into an open world design, and it’s hard to imagine them doing anything less than a stellar job.
It’s Still Very Souls-like
Like the other games in their catalogue, FromSoftware is building Elden Ring as a challenging third-person action RPG with all the expected (and surely some unexpected) gameplay elements that come with it. Miyazaki has confirmed that we’ll get both magic and melee attacks to use against difficult and demanding enemies, alleging that Elden Ring aligns closer to the RPG focus of Dark Souls than the more lightning-fast action of Sekiro. This design philosophy grants significantly more options for us to build characters the way we want to play them with an assortment of weapons, armor, and spells to choose from. How all of these elements tie together remains to be seen, but this return to its roots is sure to put this Soulslike game on the radar of old and new fans alike.
Bosses Are Here to Stay
Soulslike games are designed to challenge players constantly, but no bigger roadblock exists than the genre’s memorable collection of boss battles. Often the breaking point for less patient players, these bosses typically require an immense amount of patience, skill, and willpower to overcome but yield an unmatched feeling of reward when that final blow attaches and victory is yours.
Luckily, Miyazaki has confirmed bosses will be making a triumphant return in Elden Ring, going so far as to call some of them “horrifying”. Given some of the uniquely unsettling creatures we’ve fought across the genre so far, it’s always good to hear that the developers are showing no signs of slowing down on that front.
Character Customization is Returning
Sekiro, while an immensely satisfying game, lacked FromSoftware’s usual addition of character customization employed in games like Dark Souls and Bloodborne. It has been confirmed to return in Elden Ring, however, so we can expect the developer’s normal range of options for gender, face, and body types. There has been no confirmation of whether concepts like gifts or specific starting builds will return, but we’re sure to see and hear more on those elements when gameplay surfaces in the coming months.
It’s Already Two Years Deep in Development
Development on Elden Ring began at the end of the creation of The Ringed City, Dark Souls 3’s excellent and final DLC, and ran parallel to the development of Sekiro until that game’s release in March of this year. Given that Elden Ring has been in development for two years and the team is now freed up to assumedly focus their attention exclusively on it, it’s not unfair to hope that things are fairly far along. It’s likely we’ll hear more about the game by the end of 2019, as FromSoftware generally announces their games less than a year before release.
Everyone Gets to Play… Almost
While FromSoftware has sometimes paired up with Sony for exclusive game releases like Demon’s Souls and Bloodborne. Elden Ring will be reaching gamers across most major platforms. It’s highly unlikely to see a release on the Switch, but players will have the option of playing the game on PS4, Xbox One, or PC when it releases at an unconfirmed date.