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  • Developer Creative Assembly's Alien: Isolation is, of course, a stone-cold horror classic, so it only seems right the movie series it's based on would finally get around to paying it some dues. Which is exactly what Fede Įlvarez, the director of new movie Alien: Romulus, has done by sneaking in a whole bunch of Isolation-inspired phones.


    As fans of the sci-fi horror masterpiece will already know, telephones play a prominent role in Alien: Isolation, serving as save points scattered intermittently throughout the nail-biting, Xenomorph-dodging adventure. "In the game," Įlvarez told Total Film (via VGC), "every time you knew there's a phone you'd go, 'Fuck, I'm about to go into some bad set-piece.'"


    And it's in that spirit Įlvarez, tipping his hat to Alien: Isolation, elected to plaster emergency telephones all over his new movie, sneaking them into frame like an omen of imminent horrors to come. "It's the same thing here," he continued. "You'll see they're planted strategically throughout the film. When you see the phone, it's like: brace for impact... The movie is set up in a way [that] every time something bad is about to happen, you will see a phone."

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    • Cyberpunk platformer Replaced will now launch in 2025, developer Sad Cat Studio announced today.
      The game - which is described as a 2.5D "retro-futuristic sci-fi platformer" and, as I have said before, looks pretty darn good from what I have seen so far - was scheduled to release this year, having been previously delayed due to Russia's invasion of Ukraine.
      In a new post shared on social media this afternoon, Sad Cat said this most recent delay into next year was to ensure Replaced met the "high standards we've set for ourselves and to meet the expectations of our fans".
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      • PC and PlayStation console exclusive live-service shooter Concord launches next week, if you recall, and so today Sony has set out its plans to keep the game fresh for at least three seasons.


        When the game arrives next week, priced £35, you'll find six modes, 12 maps and 16 characters included. This will then be expanded in October when Season 1 arrives, and then again in both January and April 2025 when Season 2 and 3 turn up.


        Season 1's launch in October will add a new map, character, story scenes and more. Season 2 will bring another new map, character and set of story scenes, plus a fresh mode. Season 3 - for now - remains under wraps.

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        • Following the release of The Last of Us Part 2 in 2020, developer Naughty Dog had plans to launch a standalone multiplayer game. Prior to the base game's PS4 debut, the developer confirmed this multiplayer aspect would not be released alongside Part 2, as had been expected.
          Back in 2019, Naughty Dog explained its efforts to evolve The Last of Us Part 1's multiplayer Factions mode for the sequel "grew beyond an additional mode that could be included with our enormous single player campaign" and therefore it would release separately.
          The project then hit a number of stumbling blocks, with Naughty Dog stating more time was required as recently as May 2023. But, despite this, the studio maintained the game was coming up until last December, when The Last of Us' standalone multiplayer project was ultimately cancelled.
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          • Rockstar Games yet-to-be-announced PC version of Red Dead Redemption has been detailed, bizarrely, via the PlayStation Store page for game.
            As shown in the screenshots and video below taken by Eurogamer this morning, the description as it was shortly after 8am UK time today stated players were "now" able to play Red Dead Redemption on PC "for the first time ever".
            In addition, it detailed some PC specific features. "Featuring the complete single-player experiences of both games, including bonus content from the Game of the Year Edition, Red Dead Redemption features all of the 2023 console version upgrades plus PC specific enhancements including support for increased resolutions and framerates, multiple displays, and other accessories, plus spatial surround sound," the sales page read.
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            • Voice actress Rachael Lillis, known to millions as the English voice of Misty and Jessie in the Pokémon anime series, has died aged 55.


              Lillis passed away on Saturday in Los Angeles, The New York Times reported, following a breast cancer diagnosis earlier this year.


              Tributes have poured from fellow voice actors and fans alike, including from her fellow Pokémon co-stars Veronica Taylor, who voiced Ash, and Eric Stuart, who voiced Brock and James.

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              • Shadows of Doubt, the procedurally generated first-person detective sim from developer ColePowered Games, is leaving Steam early access on 26th September, and it's getting a PlayStation 5 and Xbox Series X/S release on the same day.


                Shadows of Doubt entered Steam early access last April, challenging players - in the role of a private investigator - to snoop and sleuth their way around a noir-ish open-world sci-fi city, aiming to complete enough investigations that they're able to hang up their trilby and retire.


                It's the procedural generation at the heart of the game that makes all it so nifty, though; everything - from the simulated city and the daily routines of its citizens to the murders and odd jobs players can tackle - is different each playthrough. And it's coupled with an immersive-sim-like level of freedom that lets players hack, lock-pick, shimmy, snoop, explore, break-and-enter, interrogate, and more in order to solve its unscripted cases.

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                • Amazon has reportedly commissioned a new animated anthology series for its Prime Video streaming service that'll feature new stories set across a variety of existing video game worlds, including Spelunky and Amazon's own New World.


                  That's according to Hollywood news publication Deadline, whose sources say the series - which is reportedly titled Secret Level - is being developed by Tim Miller and his Blur Studio, the creative team behind Netflix's animated sci-fi show Love, Death & Robots.


                  In fact, it sounds like Amazon's new project will follow a similar template to Netflix's anthology series. In a similar fashion to Love, Death & Robots - whose standalone episodes are largely adaptations of existing short stories - Secret Level will reportedly feature original short stories set within the worlds of existing video games.

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                  • Springloaded Software, the developer behind 2021's animal-splicing tycoon game Let's Build a Zoo, has unveiled Let's Build a Dungeon - a new "multi-layered" management sim in which players attempt to run a game development studio while creating their own MMORPG.


                    Let's Build a Dungeon's first layer comes in the form of studio management, with players needing to recruit staff (including artists, programmers, planners, and testers); manage project deadlines, advertising campaigns, and press relationships; negotiate with shareholders, and pitch to publishers, all in the hope of rising from indie start-up to mega-blockbuster studio.


                    But alongside the business stuff, players also need to get creative and build their own fantasy MMO - which could be anything from a creature-catching RPG to a cosy farming sim - filling it with towns, monsters, dungeons, and quests, all tailored to satisfy their virtual playerbase's demands and expand its audience. And it's even possible to jump into your creation at any time to experience it through the eyes of your players.

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                    • Sony has announced August's PlayStation Plus games.
                      Those on the subscription's Extra tier will get the following titles:
                      In addition to the above, those on PS Plus Premium will also get access to the below:
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                      • Activision sure is dragging out its reveal of Call of Duty: Black Ops 6's Zombies mode. But if you're sucker for the undead stuff, there's more where last week's trailer and gameplay reveal came from, with developer Treyarch having now offered a tour of Zombies' Terminus map.


                        Terminus Island is one of two maps that'll be available at launch (the other being the West Virginian town of Liberty Falls), and Treyarch calls it "one of the largest round-based Zombies maps ever created". Black Ops 6's Zombies mode takes place in the early 90s - five years after the events of Black Ops Cold War's Zombies mode - and Terminus Island serves as a prison for some familiar Requiem faces. After their liberation early at the start of the story, players can explore the prison itself before moving out to investigate its tropical island surroundings.


                        There's a secret research facility specialising in "weird science" (in case you were wondering where the zombies might spring up from this time), as well as the ocean, and assorted smaller islands - all of which players will visit as part of Terminus' main quest. It's described as a "living world" full of scripted encounters, ranging from zombies smashing out of vats and prison guards still trying to control the undead threat, to less fortunate souls being chomped on.

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                        • I've been playing Arco on and off for the last few weeks on Switch and PC. I'm loving it - I think Arco's pretty wonderful. But the builds I've been playing on are also rather buggy, and I haven't been able to get to the end, either because of show-stopper bugs or random crashes.
                          What we're going to do in this case is hold back the review until next week, when I'm able to play retail code and know how the final thing runs. Until then, I wanted to give you a brief taste of what this game is like and why I think tactics fans should be excited. Hopefully next week we'll find that the final code is a lot more stable.
                          I'm going to focus pretty tightly on the combat today, which is an absolute gem. Just to set the scene, though, Arco's a Western story of indigenous people and greedy colonisers, and it plays out across a number of acts with the player shifting between different roles in each act. You take on missions and move from one area to another, helping people, fighting, and generally learning the story of this place.
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                          • Eli Roth's recent Borderlands film adaptation hasn't exactly had the best debut. Ahead of release, critics far and wide shared disparaging reviews of the adaptation, with phrases such as "disaster" and "lifeless, unfunny, and visually repulsive dud" being bandied about.
                            And then the film was released and, well, things didn't really get much better. The Cate Blanchette-fronted adaptation generated just $4m on its opening day, a disappointing result that looks set to result in the film becoming a commercial flop.
                            In fact, Borderlands has been such a misfire that now even filmmaker Uwe Boll - who previously directed that Alone in the Dark adaptation, which saw him nominated for not one but two 'Worst Director' awards (one of which he won) - is taking a swipe at it.
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                            • A week ago we looked at the slightly underwhelming AMD Ryzen 9600X and 9700X, which were marked by modest gaming performance increases in some titles, more significantly better content creation grunt and slightly better thermals. Now it's time to look at the second half of AMD's Zen 5 quartet, the £459/$499 Ryzen 9 9900X and £609/$649 Ryzen 9 9950X. These are powerful 12-core and 16-core parts that ought to be more of interest to content creators than gamers, so do they make a better case for Ryzen 9000? And does either one manage to exceed the top-level gaming performance of the 7800X3D?
                              Unfortunately, after four days of frantic benchmarking and troubleshooting, I'm not sure AMD has succeeded on either of these points. Our Ryzen 9900X and 9950X testing has been marked by confusingly poor gaming performance, including performance regressions versus the 7900X and 7950X, alongside a few examples of genuine uplifts that nonetheless don't go far enough to making these CPUs worth recommending.
                              This review does at least mark the debut of two improvements to our benchmarking suite compared to last week's reviews, which itself marked the introduction of an entirely new automated benchmarking system for Digital Foundry - and therefore only included a more limited selection of games than we've offered in the past.
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                              • It began in 2013 with the arrival of Nvidia G-Sync - the first form of variable refresh rate (VRR) display technology. Rather than attempt to synchronise, or not synchronise GPU output with your screen, the host hardware took control - kicking off a new display refresh when the GPU was ready with a new grame. V-sync judder didn't happen, screen-tearing would (by and large!) disappear. FreeSync and HDMI VRR would follow, but essentially they all did the same thing - smoothing off variable performance levels and delivering a superior gameplay experience. But let's be clear: VRR is not a cure-all. It's not a saviour for poor game performance. It has its limits and it's important to understand them and in the process, we'll gain a better understanding of performance more generally - and why frame-rate isn't that important compared to other, more granular metrics.
                                Let's talk about VRR basics. Displays have a native refresh rate - whether it's 60Hz, 120Hz, 165Hz or whatever. Without VRR you have limited options for smooth, consistent play. First of all, there's the idea of matching game frame-rate to the screen's refresh rate. Every display refresh gets a new frame. The most popular example of this is the 'locked 60 frames per second' concept, where a new frame is generated every 16.7ms to match the refresh rate of a 60Hz screen - a truly tricky thing to deliver on consoles while maxing out their capabilities.
                                Secondly, you can ask your hardware to offer a clean divider of the refresh rate - the classic example being a 30fps game running on a 60Hz screen. In this case, every other refresh receives a new frame from the source hardware. There are issues with this, like ghosting, for example, but this is the classic compromise for maintaining consistency when unable to match the refresh rate.
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