Part two of the gaming news:
Jackbox Party Pack 11 is the first to not include sequels to earlier Jackbox games, but there's still plenty of familiar DNA in the all-new offerings
https://www.pcgamer.com/games/strategy/jackbox-party-pack-11-is-the-first-to-not-include-sequels-to-earlier-jackbox-games-but-theres-still-plenty-of-familiar-dna-in-the-all-new-offerings/
Jackbox Games is poised to deliver its 11th Jackbox Party Pack this week, so how are they keeping things fresh after all these years? Well, by literally keeping things fresh: every one of the five games in Jackbox Party Pack 11 is an original.
Brace yourself for yassified Homer Simpson as leaks say an entire Springfield map is headed for Fortnite
https://www.pcgamer.com/games/battle-royale/brace-yourself-for-yassified-homer-simpson-as-leaks-say-an-entire-springfield-map-is-headed-for-fortnite/
(...)
That's per Fortnite Nostradamus/Deepthroat/leaks-person-of-note NotPalo, who wrote that Fortnite would be getting a cel-shaded map with separate sections for areas like the Springfield nuclear power plant. There'll also be Simpsons character skins (with, it's said, their own Lego versions for use in Lego maps), and a Simpsons-themed mini-season.
'The freedom we have with this sci-fi space is a bit terrifying': upcoming FPS Den of Wolves is laid bare in a new studio documentary
https://www.pcgamer.com/games/fps/the-freedom-we-have-with-this-sci-fi-space-is-a-bit-terrifying-upcoming-fps-den-of-wolves-is-laid-bare-in-a-new-studio-documentary/
Don your RGB hockey mask, tool up, and get ready to dive into peoples' very minds in Den of Wolves, the upcoming sci-fi FPS co-op heist game from Payday 1 and 2 veterans. PC Gamer went to Stockholm to chat to the developers at 10 Chambers and get a behind-the-scenes look at what makes Den of Wolves tick.
Starbreeze hands off Payday 2 to another developer as it goes all-in on trying to salvage the beleaguered Payday 3
https://www.pcgamer.com/games/fps/starbreeze-hands-off-payday-2-to-a-another-developer-as-it-goes-all-in-on-trying-to-salvage-the-beleaguered-payday-3/
Things are not going well for Payday 3 but, conversely, Payday 2 has never looked in ruder health. Payday 3 launched in 2023 and has struggled to find anything like the audience of its predecessor: at the time of writing SteamDB shows just over 500 players on 3, while around 27,000 are on its 12 year-old predecessor.
It's an issue for Starbreeze, which has a long history of great and interesting games but for the past decade has been basically a Payday studio. Thing is, Payday 2 is so popular that it's had to continue to support the older game, which now has so much DLC that last month saw the launch of a subscription service (which is actually a pretty good deal, though some groused about it anyway).
Now Starbreeze has announced that Payday 2's maintenance and future content is all being handled by Sidetrack Games, which has previously created several pieces of Payday 2 DLC.
Former Bethesda designer says Starfield fell flat because of its reliance on procgen planets: 'I don't think it's in the same calibre as the other two, Fallout or Skyrim'
https://www.pcgamer.com/games/rpg/former-bethesda-designer-says-starfield-fell-flat-because-of-its-reliance-on-procgen-planets-i-dont-think-its-in-the-same-calibre-as-the-other-two-fallout-or-skyrim/
Since its launch in 2023, Starfield has cemented a reputation as Bethesda's okayest game. While Skyrim has been honored with what felt like 800 re-releases and Fallout's enjoying its time in the TV adaptation spotlight, Starfield hasn't managed to foster the same level of fondness—even with Bethesda leaving sneaky little teasers in its spacefaring RPG's birthday card.
In an interview with FRVR, former Bethesda designer Bruce Nesmith said that while he thinks it's "a good game," Starfield failed to live up to its potential because its reliance on procedurally generated content didn't align with what players expected from a Bethesda RPG.
Former Battlefield 6 campaign boss calls out EA for leaving him and other developers out of the credits after closing his studio in 2024
https://www.pcgamer.com/gaming-industry/former-battlefield-6-campaign-boss-calls-out-ea-for-leaving-him-and-other-developers-out-of-the-credits-after-closing-his-studio-in-2024/
Former Bungie longtimer March Lehto, the art director on the original Halo games among others, launched a new studio at Electronic Arts in 2021 called Ridgeline Games, with the express purpose of developing a "narrative campaign" for the next Battlefield game—the recently-released Battlefield 6, as it turned out. Ah, but it didn't work out: A few years later he left EA, and shortly after that EA laid off the entire team and closed the studio.
Lehto said at the time that he was "incredibly upset and very sad" about the layoffs and closure, adding that he didn't "have anything positive to say about EA" in the wake of his departure. And now, with Battlefield 6 out in the wild, EA has let him down even further.
"I’m disappointed to see that many of my former teammates from Ridgeline Games were not properly credited in the recent release of Battlefield 6," Lehto wrote on LinkedIn (via VGC).
Battlefield 6 officially nerfs XP farming servers into the ground, draining them of nearly all XP
https://www.pcgamer.com/games/fps/battlefield-6-officially-nerfs-xp-farming-servers-into-the-ground-draining-them-of-nearly-all-xp/
Battlefield Studios has followed through on its plan to discourage XP farming servers in Battlefield 6. As of this morning, many servers advertising themselves as "XP farms" or "all bots" have had their XP privileges taken away—you can still play on them, but you'll only earn a pittance of precious experience. Some noticed the XP purge actually began on October 17, the same day BF Studios announced other XP changes, but now it's official.
'Controller players are winning slightly more in close-range engagements': Treyarch throws a live grenade into 'controller vs mouse' debate, says aim assist will be less forgiving in Black Ops 7
https://www.pcgamer.com/games/call-of-duty/controller-players-are-winning-slightly-more-in-close-range-engagements-treyarch-throws-a-live-grenade-into-controller-vs-mouse-debate-says-aim-assist-will-be-less-forgiving-in-black-ops-7/
I don't know who among you asked for it, but you're getting it: Treyarch is looking at making changes to aim assist in Call of Duty: Black Ops 7.
Treyarch touched on a number of adjustments to Black Ops 7 multiplayer being made in the wake of the recent beta, including an increase in footstep volume, decrease in sliding speed and distance, and speeding up mantling. But it's the promise of changes to aim assist that's the real centerpiece.
"We're looking very closely at the data, and the data says that controller players are winning slightly more in close-range engagements, and then keyboard-mouse players are winning slightly more in those long-range engagements," Treyarch design director Matt Scronce said in today's developer update.
This minimalist platformer's mouseclick parkour is singlehandedly curing my 2D platformer phobia
https://www.pcgamer.com/games/this-minimalist-platformers-mouseclick-parkour-is-singlehandedly-curing-my-2d-platformer-phobia/
We all have our blind spots, and mine is 2D platforming—which made diving into Silksong particularly painful for me last month. In the games I was raised on, movement either happened in three dimensions or while watching from a birds-eye view. When I'm expected to run and jump sidescroll-ways, my brain responds like a cornered animal. My hands can't be trusted, and nobody is safe—least of all me.
Today, that's begun to change thanks to This Is No Cave.
It's a minimalist sci-fi platformer, where you play as a charming little yellow-suited astronaut attempting to escape their crash landing on an alien planet by using their boot thrusters and grappling hook to fling their tumbling body through a labyrinth of subterranean tunnels. (Those tunnels, I'm told, are not a cave.)
Palworld studio Pocketpair says its new publishing division won't handle games that use generative AI: 'We don't believe in it'
https://www.pcgamer.com/software/ai/palworld-studio-pocketpair-says-its-new-publishing-division-wont-handle-games-that-use-generative-ai-we-dont-believe-in-it/
Palworld developer Pocketpair kicked off 2025 by launching a publishing division, and was immediately swamped with interest: It received more than 150 pitches for publishing deals in its first week alone. Pocketpair Publishing boss John Buckley said at the time that the new division "will respect the autonomy and vision of developers and work together to make great games for people all over the world," but it turns out that there is one kind of vision the company isn't interested in: The kind that relies on generative AI.
"People are going to say I'm lying, but these are just the hard facts," Buckley said in a new interview with Game Developer. "We don't believe in it. We're very upfront about it. If you're big on AI stuff or your game is Web3 or uses NFTs, there are lots of publishers out there [who'll talk to you], but we're not the right partner for that."