Fallout 4’s latest patch fixes numerous issues with quests and perks
It’s like a stimpak for the game Fallout 4 developer Bethesda Game Studios is releasing a new patch for the game this week, an update that includes fixes for bugs of all kinds — both annoying and beneficial ones, the company announced today.
The patch, which brings Fallout 4 to version 1.3, is now available for the Windows PC version of the game and will be available on PlayStation 4 and Xbox One later this week.
Update 1.3 delivers a few PC-only features, such as a new ambient occlusion setting known as HBAO+, but the bulk of the patch consists of bug fixes. If you’ve been bringing MacCready to firefights just because of his game-breakingly good Killshot perk, well, you’ll have to find a better justification for keeping him around — he’ll no longer provide a guaranteed 95 percent chance of nailing headshots. Companions also won’t get stuck in a down state, or in a state of perpetual radiation poisoning, anymore.
An entire section of the patch notes for update 1.3 is dedicated to quest fixes, some of which solve issues that had prevented players from being able to complete quests. Such quests include “Underground Undercover," "Human Error" and "Tactical Thinking." Other fixes involve companions, like Preston Garvey and Dogmeat. The final section of the patch notes addresses the workshop, which now allows players to see provided power and build workbenches in their Diamond City house.
Check out Bethesda.net for the full patch notes. You can read our Fallout 4 review for more on the game.
Assassin’s Creed Identity finally sneaks out stateside
Franchise’s first ARPG leaves Oceania Ubisoft has launched Assassin’s Creed Identity for iOS, the company announced in a press release. Developed by Ubisoft studio Blue Byte, the mobile game is available on the App Store for $4.99. You can see it in action above.
Assassin’s Creed Identity stands as the franchise’s first action-based role-playing game, in which customizable assassins take on missions throughout Renaissance-era Rome. Players can control their characters by tapping the touchscreen, with a virtual set of analog sticks or using an external gamepad.
Ubisoft soft-launched Identity in Australia and New Zealand back in the fall of 2014, a release that coincided with the announcement of a future worldwide launch. During this initial release period, the game was available as a free download with microtransactions.
Ubisoft confirmed on the Assassin’s Creed Identity Twitter account that an Android version was in the works, but no release date has been given for that version of the game. A post on the game’s Facebook page suggests the development team ran into unexpected roadblocks while working on the title, but confirms it remains in development. The Twitter also shows a steady stream of updates since the game’s soft launch, although it has remained mum on the game’s planned international release.
The Suicide Squad trailer, recreated in the DC Animated Universe
Worst of the worst of the worst, sir Suicide Squad has been holding fans riveted since the first footage of it hit the web (or maybe even when the first pictures of Jared Leto as a tattooed Joker hit).
And speaking of tatted-up Joker, part of the reason that Suicide Squad hype has not slowed down in the intervening months is that the production has made some wild choices, in design and tone. For once, it seems like Warner Bros. is producing a DC Comics movie that isn’t retreading tropes and hero arcs we’ve already seen a dozen times in previously released superhero films. But the question remains: Will Suicide Squad ultimately fly at the box office, or will it trip on those wild choices and fall flat on its inked-up face?
Who knows? But with that kind of attention from fans, combining Suicide Squad with footage from Batman: The Animated Series, Justice League Unlimited and other fan-beloved shows in the DC Animated Universe can’t go wrong.
J.K. Rowling reveals international wizarding schools
American Harry Potter fans have a new acceptance letter to look for J.K. Rowling has named three other schools of magic in the Harry Potter canon, following a teaser at Universal Orlando Resort’s Celebration of Harry Potter last weekend. The author shared new writing on the Pottermore website about Ilvermorny, Castelobruxo, Mahoutokoro and Uagadou, each one an institution devoted to educating young wizards around the world.
Rowling has said the least about llvermorny, the North American school, thus far, but she did offer backstories on the other three schools. Castelobruxo is, appropriately, a castle tucked into the Brazilian rainforest; the palatial Mahoutokoro stands on the Japanese island of Minami Iwo Jima; and Uagadou is the largest magical institution across the African continent.
These are just three of what Rowling claims are 11 wizarding schools in total. Uagadou represents the largest of all 11 schools, while Mahoutokoro is the smallest. As to where these other schools are located, Rowling has yet to say, nor is it known whether she’ll ever reveal them.
This news came shortly before a new look at the latest tale in the Harry Potter franchise, Fantastic Beasts and Where to Find Them. A behind-the-scenes featurette, below, is meant to warm fans up for their winter return to the cinematic wizarding world.
As the adaptation of a 2001 side story, the film marks the first in a planned trilogy of movies deepening the Harry Potter lore. It premieres Nov. 18, with the second and third films to follow in 2018 and 2020, respectively.
Crowdfunding Psychonauts 2 was a success, so why doesn’t Double Fine have its money yet?
The first-of-its-kind campaign is still pending approval by the Feds The crowdfunding campaign for Psychonauts 2 successfully reached its $3.3 million goal nearly a month ago, but the team at Double Fine has yet to receive more than $1.8 million dollars in equity investment. That’s because the related filing with the United States Securities and Exchange Commission has yet to be approved.
Double Fine Productions launched the campaign for Psychonauts 2 on the novel new crowdfunding platform called Fig, which allows for traditional rewards-based funding alongside equity investment. The Psychonauts 2 campaign was especially unique in that it allowed anyone, not just high-net-worth individuals, to invest in the game.
Fig tells Polygon that the first-of-its kind campaign raised $1,954,524 in rewards-based money as well as $1,874,500 in equity investment. But while the rewards-based money has been collected, the equity investment portion is still outstanding because of an additional round of clarifications requested by the SEC.
“The SEC filing must be qualified before we can collect the investment reservations placed by unaccredited investors," Fig told Polygon via email. "We received comments back from the SEC on Jan. 17, which was 26 days after we made our filing, and the number of comments we received were low. As a result, we currently expect to be able to complete the unaccredited process in the next 4 to 8 weeks."
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Storystream: Fig is an equity crowdfunding platform built for video games
Fig’s first campaign, for the award-winning space exploration title Outer Wilds, was able to land $75,000 in equity investment on its way to a successful campaign. The campaign served as a proof of concept, and also attracted nearly $1 million in investor interest.
However, Fig’s second campaign — for a free-to-play title by the developers of multi-platform hit Scribblenauts — failed, coming in $400,000 short of its $500,000 goal.
The campaign for Psychonauts 2, unveiled during a December broadcast of The Game Awards, caught many in the industry by surprise. After quickly reaching more than a million dollars in funding, it took the balance of its month-long campaign to cover the $3.3 million ask. The final tally was more than $3.8 million. Fig says that the majority of rewards-based backers contributed an average of $81, while investors were more likely to fall in the $500 to $2,000 range.
"We already emailed all the investors with an update letting them know we’ve received comments back from the SEC and outlining next steps," Fig representatives said. "Once the filing is qualified, they can complete their investment profile, which includes collecting , and sign the final investment documents. Once that’s complete, money is transferred, their shares are qualified and we collect info on where to send their payments."
Double Fine told Polygon that the total budget for Psychonauts 2 was between $10 and $13.5 million, with funding coming from the studio itself, the Fig campaign and an as yet unnamed silent investor.
Are you an investor in Psychonauts 2? I’d like to hear from you, and stay in touch until the expected 2018 release. Send an email to charlie@polygon.com or via Twitter.
Louis C.K. releases surprise series, Horace and Pete
Also stars Steve Buscemi! Louis CK may be taking a break from his award-winning series Louie, but that didn’t stop him from launching a new web series over the weekend.
CK emailed his subscribers over the weekend about Horace and Pete, his new miniseries with Steve Buscemi. Much like Cheers or It’s Always Sunny in Philadelphia, the show follows a group of people at an Irish bar also called Horace and Pete.
The first episode is about 70-minutes long and also stars Alan Alda, Edie Falco, Jessica Lange and many other actors and comedians.
Horace and Pete’s debut episode is available on his site now for $5.
Video game releases for February 2016
Here are some of the big games coming out this month
Here are some of the big video games releases for the month of February 2016. What are you looking forward to playing? Did we miss anything? Let us know in the comments.
Unfortunately not all games being released this month have firm dates so those are not included.
Feb. 2:
Gravity Rush Remastered, (PlayStation 4) – One of the very first PlayStation Vita games is getting remastered for the PlayStation 4 —check out our review of the original. Its sequel was announced at TGS 2015 and is set to come out in 2016. Check out the reveal trailer.
Feb. 5:
XCOM 2, (Linux, Mac and Windows PC) – After a three-month delay, the PC-only sequel to XCOM: Enemy Unknown is just about here. Check out the game in action.
Feb. 9:
Assassin’s Creed Chronicles: Russia, (PlayStation 4, PlayStation Vita, Windows PC and Xbox One) – The final installment of Chronicles is set in 1918 Russia and tells the story of Nikolai Orlov. The Assassin’s Creed Chronicles Trilogy Pack will be released the same day, with the PlayStation Vita version coming April 5. Here’s our review of Assassin’s Creed Chronicles: China.
Dying Light: The Following expansion (PlayStation 4, Windows PC and Xbox One) – Dying Light’s long awaited dune buggy expansion is here, albeit with a price increase.
Firewatch, (Linux, Mac, PlayStation 4 and Windows PC) – Starting with just one painting, Campo Santo’s first game comes to you from veterans of Telltale Games (The Walking Dead) and Klei Entertainment (Mark of the Ninja) who founded the studio.
Unravel, (PlayStation 4, Windows PC and Xbox One) – The adorable demon-cat Yarny stole our hearts at E3 2015. We can unravel Yarny’s adventure on Feb. 9, just remember to call your mom.
Feb. 16:
Street Fighter 5, (PlayStation 4 and Windows PC) Capcom’s deal with Sony is giving us a more cinematic Street Fighter experience along with our multiplayer fix, unfortunately we’ll have to wait until June for the single-player add-on.
Feb. 19:
Fire Emblem Fates, (Nintendo 3DS) The newest release in the strategy RPG series features three different versions of the game, each one containing a unique storyline. With the English version comes a myriad of localization changes, including 100 percent less face rubbing.
Feb. 23:
Far Cry Primal, (PlayStation 4, Windows PC and Xbox One) The new Far Cry allows you to travel 12,000 years into the past to stab prehistoric badgers. Unfortunately PC gamers will have to wait until March 1. Watch us play the first 50 minutes.
Plants vs. Zombies: Garden Warfare 2, (PlayStation 4, Windows PC and Xbox One) – Featuring the ability to be played offline and a new four-player co-op mode, this sequel looks to build on the surprise hit its predecessor was.
10-Minute Barbarian is just the good parts of RTS games
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My favorite moment in any RTS is when I’ve amassed a giant force and I draw a big box around my entire army and smash it into a single enemy. While satisfying, I understand that this is not always the most effective strategy. But in 10-Minute Barbarian from Studio Puffer, it’s the only strategy.
With almost no resource management and a souped-up pace, 10-Minute Barbarian is all about snatching up as many soldiers as you can find and blasting through the opposition. Oh, and with every step you take, you hasten the apocalypse, as I taught Nick Robinson in the video above. The game released on Steam for Mac and PC last week, but you can play a demo in your browser right here.
Superhot launches Feb. 25 on PC, coming later to Xbox One
Super-fast, super-slow FPS delivers a hail of gunfire this month Superhot, the unusual super-fast/super-slow first person shooter that got a lot of attention over the past year, has set Feb. 25 for its launch date on Windows PC, Mac and Linux.
A version also will be coming to Xbox One about a month later, developers Superhot Team said.
A finalist for awards at the Independent Games Festival and SXSW, Superhot is a shooter in which time only moves when the player does. Each level then becomes something of a puzzle where the player has plenty of time to shoot oncoming foes, but not a lot of time to get into position for an accurate shot.
The level plays out like an impossible Jason Bourne-like action sequence, warping between sped-up movement and bullet-time. This video, of beta gameplay, provides a good visual explanation.
Superhot emerged from a 7-Day FPS game jam in 2013, then caught on with a very successful Kickstarter in 2014.
A beta of Superhot released to backers in August. For more, see Polygon’s preview from E3 2015.
Friends’ deception, not strippers, sank Ant Simulator, developer says
Quirky indie project on ice after partnership disintegrates An independent game that captured a lot of attention back in 2014 is likely dead after a falling-out between the developer building it and the business partners managing the fledgling studio.
Eric Tereshinski, 25, said farewell to Ant Simulator and to ETeeski, the venture he cofounded with two childhood friends, in a YouTube message that accused them of misusing development funding. In an interview with Polygon, Tereshinski also charged that ETeeski’s business manager pressured him into selling an early-access beta of the game, and was deceptive about efforts to get a PlayStation 4 software development kit.
“It’s not a problem of being out of money," Tereshinski told Polygon, though other reports have fixated on his allegation that partners Tyler Monce and Devon Staley "secretly spent the overwhelming majority of both our Kickstarter money and the Ant Simulator investment money on liquor … and even strippers."
If those two did misuse ETeeski’s funding, Tereshinski said the most that could have been lost was in the low thousands. ETeeski was begun with seed money from a Kickstarter that raised $4,459, and that was for Tereshinski to produce a series of YouTube tutorials on game development.
Ant Simulator had been a 48-hour game jam idea that rose out of a video promoting the video series, and when it drew a lot of attention in 2014, Tereshinski had to divide his efforts between delivering the tutorial videos and now building out a full game.
ETeeski took a small private investment from another friend, and opened a donation portal on the studio’s website that accepted contributions toward Ant Simulator’s development. But, Tereshinski says, "I think seven people preordered it."
An unusual indie game is caught up in a falling out among childhood friends
More troubling to Tereshinski is the loss of about 10,000 hours worth of development, all of it uncompensated. Tereshinski supported himself off savings and a part-time job as he worked on Ant Simulator, with contractors lending support on some portions of development.
Ant Simulator is owned by ETeeski, not Tereshinski, and as such, that work is on ice unless his former partners relinquish it.
Tereshinski said his decision to leave the studio goes back to October, and that since then he has been in discussions about getting Ant Simulator back, but these seem at an impasse. Whatever the case, Monce and Staley have no development experience, so unless they hire someone to finish Ant Simulator or give it back to Tereshinski, the game is gone.
Polygon reached out to Monce and Staley but did not receive a reply to Tereshinski’s allegations as of publication time. This story will be updated with any reply received later.
Tereshinski accused Monce specifically of being deceptive about his efforts as ETeeski’s director of operations. After a trip to Game Developers Conference 2015 turned up a promising lead with Sony, Tereshinksi says Monce did not follow through on plans to submit the game to the console maker in order to receive a software development kit. Tereshinski said Staley even lied about conversations with Sony, saying the company wanted to see more polish on the game and using that to hustle Tereshinski’s work.
He said Monce and Staley also overspent on setting up an office in the basement of Monce’s mother’s home. The three had worked out of their homes in the 18 or so months ETeeski had been active. Tereshinski said that Staley also pressured him into the early-access release, saying the firm needed to show sales in order to keep its status as a limited liability corporation, for tax-filing purposes.
Tereshinski suggested in the video he would try to find ways to refund money to the few who did back Ant Simulator. But he’s through with his two former friends, whom he has known since middle school.
"The problem is these guys clearly demonstrated to me I should have no part of them" Tereshinski said. "The clearest thing was I should get as far from these guys as possible."
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