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  • Hearth & Home – Valheim’s Long Voyage Through Early Access

    Valheim took the gaming world by storm when it hit early access in February this year. A complex survival game crafted by the (then) five-person strong Iron Gate Studio out of Sweden, the launch nabbed a 9/10 review and by March had more than one million players per team member.

    Seven months later, and it’s streaking back up the player count charts on Steam again thanks to the release of “Hearth and Home”, Valheim’s first major update. The content drop brings with it an array of changes for all facets of the game — new building possibilities, new items to find (particularly in the Mountains), new food to cook and more.

    For some, seven months is a long time to wait between drinks, though veterans of other survival games like Subnautica and The Forest will probably think nothing of it. And for Iron Gate Studio, it was a question of priorities.

    “Basically, the amount of people playing made it really important for us to fix a lot of bugs pretty immediately after launch,” says Henrik Tonqvist, co-founder of Iron Gate Studio. “No one anticipated that Valheim would become as popular as it did became pretty much right off our launch. So that was a pretty daunting task, making sure that everyone can play our game.”

    “I think we had internally said that we wanted to start working on Hearth and Home two weeks after the early access [launch] — that was the plan, at least,” adds Robin Eyre, Lead Artist at Iron Gate. “But I still think we did it the right way, because we need a good foundation to stand on. And we need people to be able to play the game, to not just push out content for a broken game. And even though we still have issues now I think it was the right choice. And also, it was like a blessing in disguise as well, because all the players that did come to the game allowed us to actually find all the [bugs] we didn’t find during beta.”

    Which is why, if you head back to the launch of Valheim, you’ll see the team had grand plans for what they’d put out before the end of 2021.

    “We had a roadmap at launch,” Henrik explains. “We had a lot of updates planned, but we made the decision to scrap that and just go with a more of a dynamic plan for the game. I mean, we obviously have the large picture planned out, with the new biomes and such, but we found out that having a roadmap wasn’t really tenable for us, since we develop the game in such a way that there’s always new stuff that we think about and we didn’t want to be shackled by [those things].”

    “And also, the thing is, I think [milestones on] the roadmap seemed a little bit bigger than they actually were meant to be,” Robin continues. “Like with ship customisation and the Cult of the Wolf that was on the roadmap, they sound bigger than they actually are. So it doesn’t mean that they’re out of the roadmap entirely, it’s just, when we have time we’re gonna push that stuff out in between the bigger content patches instead. Not try to hype it up or advertise it in a [major] way, just push it out to the people so they can test it and play with it.

    “Instead of where Mistlands is the next big thing that we’re working on, it wouldn’t make sense to push that out as a little small update, where you get one enemy one week, and then next week, you get another enemy. That doesn’t really make sense.”

    “We just want to do it in a more organic way,” Henrik says, finishing the thought.

    In a lot of ways, it’s as if Valheim is mimicking the general survival game experience. Developing Valheim, it seems, is a lot like playing Valheim, where you put together these grand plans, you set out on your mission and then you find yourself doing something wildly different along the way. And over time you will wind up completing your project, but those detours you took also add immensely to the experience.

    That experience has allowed the Iron Gate team to respond quickly to issues. Over the weekend, it quickly became apparent the new food system didn’t work as intended. Hearth and Home added a load of new recipes and rebalanced what food does for those eating it, categorising each meal into one of three areas; Health, Stamina, and both.

    Eating Health or Stamina food boosts its respective stat to a huge degree, while the third category of foods boost both, but less-so. It was coupled with a rebalancing of the combat in general, narrowing in on a more focused role-based system of fighting. Health players could focus on tanking while Stamina players could deal sustained damage — and because roles can be switched by simply eating a different meal, players aren’t railroaded into forever playing tank or DPS.

    It was tuned a little aggressively, however, and solo players in particular had a rough time with it — no longer able to wear damage they once had or engage in combat for as long, people who played alone found themselves struggling with content they’d previously dominated.

    Iron Gate responded quickly though, pushing out a balance patch before the weekend was over, adding health to Stamina foods, stamina to Health foods and a little of both to the in-between. Some people are still struggling, however.

    “Because of how the food system now works, we were a little bit worried that it might be too harsh on some people,” Robin explains. “Especially people who go into late game, who don’t start from the beginning again. If you just go in late game, when you’re at plains and so on, and you just eat some random food [you find there], you’re probably going to die.”

    “The balance patch… most people seem to be pretty pleased with it,” Henrik explains. “But that being said, we’re watching closely what people are saying all the time.”

    That’s the attitude that drives Iron Gate. The team pays close attention to what the community is saying, and it informs — not drives — how they continue to develop the game. It’s a constant balancing act. Items like the Cartography table, which lets players share their map with one another, and the Obliterator, which destroys items, so you no longer need to create a landfill when you can’t use something any longer — these were both suggestions from the community.

    But other things the fans have been crying out for remain absent. The inventory system, for example, is nail-bitingly restrictive. You’ve got limited space in your backpack, you’ve got an encumbrance system to deal with — inventory management is the real final boss of Valheim. Deciding what to bring and what to leave behind is sometimes as important to your success as eating the right food, or not aggroing that Lox with a murderous gleam in its eye.

    But the inventory system is all part of that same balancing act — managing what the players want against the game Iron Gate wants to make.

    “So basically, when playing a survival game, I think one of the big choices you make is what do you take and what do you leave behind?” Robin says. “So if you ask me, I would struggle a little bit to try to give more inventory space because I think that the choices you make make it more interesting. But obviously there is a limit somewhere. And when we feel that we have reached that limit at Iron Gate, I think a lot of players will have already reached that limit. But when we reach that limit, maybe we can have another look at it.”

    “This is a prime example of one of the issues where what we want from Valheim and what our fans want is something we have to handle,” Henrik adds, chuckling. “Let’s not fool ourselves, it’s obvious that people want more inventory space. And it’s something we’re discussing.”

    My pitch? With Hearth and Home you can put saddles on your tame Loxen — why not saddlebags too? Then you can load your giant wooly bison onto a ship, and sail across the ocean with those bags filled to the brim — only to have a sea serpent show up, destroy the boat and send everything you ever owned to the bottom of the ocean.

    “Perfect,” Robin says.

    “No comment,” adds Henrik.

    From here, Iron Gate charts its path towards Mistlands — a brand new biome, with all new elements to explore. They’re keeping details close to their chest, but what we do know is that it will give players more of what they love about Valheim while remaining true to the Swedish team’s grand viking vision.

    Joab Gilroy is an Australian freelancer that specialises in competitive online games. You can tweet at him here.

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    Halo Infinite’s Full Technical Preview Schedule Revealed By 343 Industries

    343 Industries has revealed the full schedule for the latest Halo Infinite Multiplayer Technical Preview for the weekends of September 23 – 26 and September 30 – October 4. Continue reading →

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    The Initiative Is Teaming Up With Crystal Dynamics to Develop the New Perfect Dark Game

    The Initiative has announced that it will be partnering with Marvel’s Avengers and Tomb Raider’s Crystal Dynamics to develop the upcoming reboot of Perfect Dark. Continue reading →

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    Castlevania Advance Collection Out Today on Switch, PlayStation, Xbox and PC

    The long rumoured Castlevania Advance Collection has been revealed, bringing four classic Castlevania games to Nintendo Switch, PlayStation, Xbox and PC. And it’s out today. Continue reading →

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    Valve Index is Out in Australia – Here Are the Games IGN AU Loves

    The Valve Index is finally available in Australia, and still represents one of the best VR solutions money can buy. I’ve spent several weeks playing with the hardware* and testing a wide variety of games, and have come away impressed by the quality of the system’s tracking, its controllers, the built-in speakers and the resolution and refresh rate of its display. Almost all the points made in IGN’s full Valve Index review absolutely still stand, but a couple of things have changed since then.

    Firstly, we now have local pricing. The complete Valve Index kit will set you back AUD $1899.95 and comes with the headset, two Index controllers and two base stations. Those components are also sold separately, so if you already have compatible Vive base stations, for instance, you could stick with those and buy everything else.

    Secondly, there are way more games that take advantage of the Index controllers now, including the incredible Half-Life: Alyx, so you can really make a call about whether you want to get an Index based on a more rounded software lineup. That said, while this feature will include games that take advantage of the Index controllers specifically, it’s more of a broad set of recommendations. If you’re thinking about picking up an Index, these are the games I’ve been most impressed by to date. There’s a lot more out there, obviously, but consider this a good starting point.

    Must-Play

    Half-Life: Alyx

    Oh Half-Life, how I missed you. This prequel to Half-Life 2 places players in the shoes of Alyx Vance, on a desperate mission to rescue her father from the clutches of the Combine. City 17 has never been so striking. There’s a whole new sense of scale when seeing Striders stalk about the city, for instance, while combat has a tension all its own driven by the physicality of the experience. Sure, you’re teleporting to move around, but you’re physically ducking down to take cover from Combine soldiers, and you’re aiming down the sight of your pistol to snipe Headcrabs off zombies. Getting caught with an empty clip mid firefight means frantically pulling a new one out of your backpack, slotting it into place and cocking the gun, all of which takes time and ratchets up the tension.

    The pacing is spot on, with some great puzzle design breaking up the action, plenty of secrets and collectibles to uncover, and frequent shifts in mood. One minute Alyx is joking around over voice comms with Russell – voiced hilariously by Rhys Darby – the next the game goes full survival horror, with Alyx inching through a pitch black, squalid facility, her torch the only source of light. I love the inventive little touches too, whether that’s being able to target things in the environment with the Gravity Gloves and flick them to yourself, or holding a holographic globe with one hand while tracing a path on it to solve a puzzle with the Multi-tool in the other. Half-Life: Alyx is a killer app for VR.

    Superhot VR

    While the premise of Superhot VR is the same as it was for Superhot – time moves when you move, this is transformed by the physicality of room-scale VR. As you’re whisked from short vignette to short vignette you’re in the thick of the action, thinking on your feet as enemies come at you from all sides. You might jab a fist to clock the nearest foe in the head before picking up a bottle to fling at another which sends his gun arcing through the air. You catch it before ducking down behind cover and take out the enemies firing on your position by reaching up and out of cover with the pistol.

    Gameplay comes in blocks, with which means you may need to run through a sequence of vignettes several times before beating the scene and moving on. This repetition works in Superhot VR’s favour, as you can blaze through scenarios you’ve already done a few times without thinking about it – a choreographed dance of death. Few games make smoothly dispatching enemies – or discarding used firearms – feel this effortlessly cool. After all, you’re in control of time, which means that time only moves when you have purpose. You are the protagonist of every moment and that’s an empowering thing… when you get it right.

    Pistol Whip

    I resisted the urge to compare Superhot VR to John Wick so I could instead use that comparison here. Pistol Whip is another game driven by ultra-stylish violence, but here it’s all set to a rhythm-action beat. Every track is a shooting gallery – the player moving on a straight path through it, using a single pistol to dispatch enemies in time with the music. While I didn’t love all the music on offer here, that tracks that really work had me bouncing on my heels with the rhythm; the crack of each shot giving extra punch to the percussion. And when enemies get shots off you’re ducking or weaving out of the way as the bullet slowly moving towards you (the positional audio sounds amazing as it zings by your head too) while still firing off shots as more enemies pop up.

    The reason Pistol Whip is so great is that it’s less interested in clinical accuracy and more interested in empowering the player to have a great time stringing together shot after shot. I felt like a complete bad-ass firing off shots from the hip while bopping along to the music. And if accuracy – and shooting on the beat – is your thing, the end of level stats are there to show you how you went. And, of course, the difficulty scales as you would expect too.

    Beat Saber

    Beat Saber is a similarly revelatory rhythm action experience, and where Pistol Whip and Superhot VR are both John Wick-esque action hero simulators, Beat Saber dives into the fantasy of being deadly with a lightsaber. Or, in this case, two. Slashing away in time with the music really is satisfying, and the Index’s high refresh rate options, incredible motion tracking and excellent display all help elevate this experience.

    Of course, your mileage with any rhythm action game will vary based on your taste in music, and to be honest, a lot of what Beat Saber has on offer left me pretty cold, which was disappointing given just how much fun I had with the tracks that were more to my taste. For a game this successful I’m surprised there isn’t more to choose from on the official store, too, as the options that were there didn’t really do it for me. All that said, the game does have an active mod scene, so I can always dive into that in search of more compelling grooves.

    Thumper

    Yet another rhythm action game, but Thumper is kind of the odd one out. It can be played without VR and is very much a seated experience, as opposed to room scale. It is, however, a masterpiece, and while playing in VR isn’t necessary, it greatly adds to the experience. And what is that experience? Careening along a ribbon-like path that stretches into the distance, “thumping” and banking around turns in time with the booming drums and otherworldly synths of its incredible score. The visual design is striking – the action is all clean lines and chrome, the backdrop otherworldly. Thumper is a true reinvention of this genre – yes, its gameplay demands precision and skill, but it is a game defined by its rich atmosphere and malevolent mood, in which players face off against Lovecraftian horrors in an unknowable void.

    Worth a Look

    Trover Saves the Universe

    How much you’ll enjoy Trover Saves the Universe is very much predicated on how much you like Justin Roiland, because this game is all about his comedic voice. Sure, there’s basic platforming and combat, but Trover Saves the Universe is driven by its personality and its quest to make you laugh. Personally, I really enjoyed its twisted Rick & Morty-esque scenarios, its self-aware dialogue and its stuttering ad-libs. It’s a shame it doesn’t do more with its gameplay, but there are some fun moments, like smashing through a locked door instead of completing an entirely arbitrary set of (non-)puzzles. I also enjoyed the fact that it’s a seated VR game that actually has fun with that fact, casting the player as a Chairopian – “a race of humanoid aliens confined to chairs” – which means you follow Trover around in your hover chair and direct him, instead of doing things yourself.

    Along the same lines as Trover Saves the Universe, Rick and Morty: Virtual Rick-ality is also worth checking out, as is Accounting+.

    Job Simulator

    The year is 2050 and robots now do all the jobs. How to experience what it was like to actually work in the before times? Through a job simulator of course! This amusing premise sets up the foundation for Job Simulator, which is rooted in absurdism, with a side order of physical comedy as you toss stuff around and generally see what’s possible in each of the four scenarios – office worker, gourmet chef, automotive mechanic and convenience store clerk. Whether you’re cooking the books or putting together a Powerpoint presentation as an office worker, or constructing truly inedible food as a chef, Job Simulator very successfully walks the line between developer-led humour and comedic player-driven moments. It also cleverly utilises 360 degree play spaces that are dense with things to interact with.

    I also really enjoyed Vacation Simulator, which saw developer Owlchemy Labs deliver a much more expansive concept – set in 2060 this time – in which you’re actually exploring a host of vacation locations – beach, forest and mountain. It very much picks up where Job Simulator left off in terms of gameplay and sense of humour, and also comes highly recommended.

    Gorn

    Gorn is at once one of the most brutally violent games I’ve ever played AND one of the most comical. The gameplay is physics-driven gladiatorial combat, in which you face off against waves of semi-naked, impossibly-proportioned, muscle-bound warriors while a bizarrely cartoonish king and crowd of disembodied heads watch on. You can hold a weapon or shield in each hand, so perhaps one fight might start with a mace and sword, or a shield and bat, or a simple bow with arrows. Enemies enter the ring and you pull yourself, hand over hand, towards them, before bludgeoning them repeatedly in the head or slicing them into pieces. It’s incredibly graphic and intense, yet this is softened by the visual style and by the hilarious animations and physics – enemies swing their arms around like soft noodles, while your melee weapons bend and wobble like they’re made of rubber.

    At first I didn’t like the fact that I had to physically reach out and pull myself to move around (as opposed to teleporting or another common VR solution), but it actually gives movement a gratifyingly visceral element. There’s a mad bloodlust in frenetically dragging myself towards an enemy as quickly as I can, so I can stave his head in or send him flying into a wall of spikes, before moving on to a fresh target. And there’s also something darkly grim about having to acknowledge the crowd before each stage of a fight begins. You’re simply a blood-crazed puppet trapped in a brutal theatre.

    Budget Cuts

    Can I find a way to get out of this damn office? It’s a question many of us have asked ourselves, but in the case of Budget Cuts it’s a life or death question. In this office complex all the human workers are disappearing, and weaponised robot sentries have started patrolling the hallways. Budget Cuts brings stealth gameplay into the VR mix, with a cool teleport-based movement system that can let you get up into the crawl space above rooms or through tiny vents and into concrete serviceways. Each level has a bunch of options for moving around without being seen, although I found the cat and mouse game of taking out guards using throwing knives pretty compelling. Budget Cuts also has a sequel – Budget Cuts: Mission Insolvency.

    Of course, all of the above are just the tip of the iceberg, but will give you some good options to get started. It’s also worth trying out the many solid – and free – tech demos, such as Aperture Hand Lab (an introduction to finger tracking with a great sense of humour), The Lab (a collection of mini-games and experiences – the archery in particular is a favourite) Google Earth VR (a bit rough around the edges but it’s pretty incredible interacting with the Earth in VR) and Tilt Brush… which actually isn’t free but is pretty affordable for immersive room-scale art creation software.

    *IGN AU was sent an Index by Valve for testing purposes.

    Cam Shea has worked at IGN since the before times, and has played more Breath of the Wild than just about any other game. He’s barely on Twitter.

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