Thursday news, part two:
Balatro scoops a BAFTA and Jimbo weirds it up on-stage: 'LocalThunk is really rich now… he has shoes made of gold and he thanks you for making him that way'
https://www.pcgamer.com/games/balatro-scoops-a-bafta-and-jimbo-weirds-it-up-on-stage-localthunk-is-really-rich-now-he-has-shoes-made-of-gold-and-he-thanks-you-for-making-him-that-way/
Last night's BAFTA Gaming Awards saw a range of gongs awarded to some of 2024's standout titles, with the big winners being Team Asobi's Astro Bot (best game) and The Chinese Room's Still Wakes the Deep with three awards. Coming in hot for best debut, however, was our boy Balatro: PCG's 2024 Game of the Year, if you didn't know.
'We are so back': After a month spent strangling itself with monetisation, promising new auto-battler The Bazaar finally makes things right for its players
https://www.pcgamer.com/games/card-games/we-are-so-back-after-a-month-of-spent-strangling-itself-with-monetisation-promising-new-auto-battler-the-bazaar-finally-makes-things-right-for-its-players/
A month ago, The Bazaar launched in open beta. It was a disaster, alienating a faithful community that had been building up steam throughout the game's closed beta period. It wasn't just that players saw the new autobattler's free-to-play monetisation as extreme, drawing pay-to-win accusations, but that the game's creator—former professional Hearthstone player and streamer Reynad—went scorched Earth at the community subreddit.
(…)
Luckily it seems that Reynad—or perhaps cooler heads at studio Tempo—realised that they were not, in fact, on the right track. Last week, a new season of The Bazaar released, and with it a major shakeup of the monetisation systems that, surprisingly, fixed every issue players had with the game.
'I'm still loving this game after 50 hours': Lethal Company solo dev has been inspired by REPO to carry on work, 'My energy level is suddenly very high'
https://www.pcgamer.com/games/horror/im-still-loving-this-game-after-50-hours-lethal-company-solo-dev-has-been-inspired-by-repo-to-carry-on-work-my-energy-level-is-suddenly-very-high/
Work on Lethal Company has slowed down a bit; it's been four months since the last update. This is mostly due to the developer, Zeekerss, focus shifting to a new game and a creativity block. But it seems that playing the new popular co-op horror game REPO has helped them gain some inspiration.
"I'm accepting the fact that Welcome To The Dark Place is taxing to work on for long amounts of time, and I need time to stew over my ideas," Zeekerss says in a Patreon post (via GamesRadar). "Perhaps playing REPO has also inspired me to switch back to Lethal Company. So I've begun work on V70.
'It's the end of an era': Four years after saying the studio would keep its 'identity,' CD Projekt has fully absorbed The Molasses Flood, but it's still working on The Witcher spinoff Project Sirius
https://www.pcgamer.com/gaming-industry/its-the-end-of-an-era-four-years-after-saying-the-studio-would-keep-its-identity-cd-projekt-has-fully-absorbed-the-molasses-flood-but-its-still-working-on-the-witcher-spinoff-project-sirius/
Less than four years after being acquired by CD Projekt, The Molasses Flood is no more—at least as a "separate legal entity." A message posted on the studio's website (via Eurogamer) says that as of April 1, The Molasses Flood has been fully merged with CD Projekt Red.
They can't keep getting away with this: Star Citizen has now raised over $800 million after 13 years, and it's still in alpha
https://www.pcgamer.com/games/mmo/they-cant-keep-getting-away-with-this-star-citizen-has-now-raised-over-usd800-million-after-13-years-and-its-still-in-alpha/
The start of 2025 brought a familiar refrain, with Cloud Imperium CEO Chris Roberts sallying forth to declare that 'we are closer than ever to realizing a dream many have said is impossible' with Star Citizen. Which is to say actually releasing the thing: the holy grail of version 1.0.
Naturally Roberts didn't even put the vaguest of timelines on this. Why bother? Star Citizen, and its singleplayer component Squadron 42, have now passed an almost unbelievable milestone: at the time of writing Cloud Imperium Games has raised $802,165,273 since its first crowdfunding goals were set in 2012. Eight hundred million dollars for a game that's yet to reach a full release.
Xbox Games Showcase returns in June with first-party studios, third-party partners, and a deep dive into The Outer Worlds 2
https://www.pcgamer.com/games/xbox-games-showcase-returns-in-june-with-first-party-studios-third-party-partners-and-a-deep-dive-into-the-outer-worlds-2/
The Xbox Games Showcase is returning in June with a look at new games from first-party studios and third-party partners, and a deeper dive into Obsidian's upcoming sci-fi sequel The Outer Worlds 2.
Creative Assembly is testing a second round of AI improvements for Total War: Warhammer 3: 'We heard you loud and clear'
https://www.pcgamer.com/games/strategy/creative-assembly-is-testing-a-second-round-of-ai-improvements-for-total-war-warhammer-3-we-heard-you-loud-and-clear/
Changes to the campaign AI of Creative Assembly's border-gore simulator Total War: Warhammer 3 were the focus of a recent beta test, which revealed one reason the AI was playing too defensively was a bug that made it overreact to the presence of a single hero. Since that beta a second round of improvements has been outlined, which Creative Assembly has detailed in a recent blog post.
Marvel Rivals is launching an 'experimental feature' to help players deal with the game's awful performance and insatiable appetite for RAM
https://www.pcgamer.com/games/third-person-shooter/marvel-rivals-is-launching-an-experimental-feature-to-help-players-deal-with-the-games-awful-performance-and-insatiable-appetite-for-ram/
The worst part of Marvel Rivals is its optimisation—loading in can take an age, and I've encountered my fair share of stuttering and even some crashes. The fact that I really enjoy playing this game, spitting whole teams off the edge of the map as Jeff, makes all of that even more frustrating. I'm suffering through the awful optimisation just for the love of the game. So I'm really excited to hear that the devs are trying to fix it with something new: "Switch Shader Compilation Mode."
Multibillion-dollar MMO Dungeon Fighter Online is huge in Asia but 'not as well known in the West,' and The First Berserker: Khazan was meant to change that
https://www.pcgamer.com/games/action/multibillion-dollar-mmo-dungeon-fighter-online-is-huge-in-asia-but-not-as-well-known-in-the-west-and-the-first-berserker-khazan-was-meant-to-change-that/
2D MMO Dungeon Fighter Online could quite possibly be the most lucrative game ever made that you've never played. Launched in Korea in 2005 as Dungeon & Fighter, it's since spawned sequels and spin-offs that have earned some $22 billion over the years. Despite being a massive hit in Asia, Dungeon Fighter Online never quite graduated past a cult following in the West. Last month's First Berserker: Khazan could be a back door into helping the series finally get its hooks into more players. That's certainly what developer Neople is hoping for, at least.