The Gigamax crew begin their adventure with The Darwin Project thanks to receiving an Alpha key for Steam. Jumping on the brand new Gigamax Gaming PC, Gigs and Mack were ready to see what this new Battle Royale game had to offer. The crew was not disappointed with what they saw.
The Darwin Project on YouTube | Gigamax Games
A New Take On A Beloved Game Mode
A much smaller and confined experience when compared to other Battle Royale games like PUBG or Fortnite, The Darwin Project is something completely new. 7 players to a map, the game is focused on survival rather than conflict. Players are tasked with staying alive in the harsh, frozen environment. Building a fire is a necessity and upgrading your weapons is a must. Periodically, a hexagonal section of the map will turn red and become uninhabitable. Players will need to work around this obstacle and take refuge in the rapidly shrinking map.
There’s no telling when The Darwin Project will be available to the public. The Gigamax crew will be keeping a close eye on this game as the small, Alpha experience lived up to expectations. Even for an Alpha, there were only a few changes we noticed need to be made. The future looks bright for The Darwin Project.
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An update has just released for the Anti-Gravity FPS Hero Based Multiplayer experience, Lawbreakers, and it’s a big one. As of now the update for Cliff Bleszinski’s new game is available on PS4 and PC. The patch adds a ton of new content, most notably Boss Leagues, a new ranked mode that fans have been anticipating since the game launched.
Even though Boss Leagues is now live, it seems like the first season is a bit of a test. Season 0 is what the studio named this “beta season” and plans on gathering feedback so they can improve future seasons. Currently, there are three game modes in Season 0: Blitzball, Uplink, and Occupy, which don’t allow doubling up on roles, much like the ever popular, Overwatch. The studio also made it easier to find players by extending matchmaking parameters.
The new update also includes a brand new map where players can test their skills in Blitzball. It’s known as Gateway and is located above the streets of San Francisco. “Gateway, the Blitzball stadium, is a such a marvel, as it floats effortlessly in the sky thanks to Hadronium’s anti-gravitational properties,” Boss Key says. The studio updated the Redfalls map to contain a Blood Moon that gives the stage an overall creepier vibe, but in terms of gameplay, this new aesthetic does not do much.
Today’s update will add a bunch of new content players can unlock through the loot box system. In total there are more than 120 new items to collect. Lastly, the update adds a much-needed tutorial mode which was a confusing misstep when the game first launched. The full patch notes for the game are below and Gigamax will be keeping a close eye on Lawbreakers developments, so be sure to check back for more information!
LawBreakers PS4 2.0 Patch Notes:
HEALTH REGEN (ALL ROLES) –
“We’re increasing the out of combat delay so that hopping from engagement to engagement takes more strategy.”
Increased the time it takes out of combat for health regen to start from 3 → 5 seconds.
“With the health adjustments in Patch 1.4, Assassins aren’t as squishy and don’t need as much help sustaining while in Frenzy. We’ve cut down on the healing per hit to address this.”
Arc Blade’s healing per hit, while Frenzy is active, has been decreased from 70 → 55.
Frenzy replenishes all movement charges upon activation (Patch 1.4 missing note)
BATTLE MEDIC –
“We’ve added more charges to Firefly so that Battle Medics can command the battlefield a bit better. Having the same amount of ammo on both weapons should help their swap timing and make them more viable in skirmish modes.”
Firefly’s number of charges increased from 4 → 6.
Increased time between replenishing Firefly charges from 0.2 → 0.25 seconds.
“Enforcers health has been brought down since previous patches have increased his survivability.”
Base health reduced from 500 → 475.
“We’ve added charge multiplier logic to the Omega that increases alongside damage. This should reward high accuracy players and curtail “spam slinger” effectiveness.”
*NEW* Gunslinger’s Omega headshot multiplier will now scale up based upon how long your charge your shots.
Omega’s min headshot multiplier is now 1.1.
Omega’s max charged headshot multiplier is now 1.75.
“Harrier’s kit inherently makes them extremely survivable, so we’ve knocked 25 points off of their Base Health. The Shoc-Croc has been adjusted to deal more damage if you can train your weapon on an enemy’s head. We’ve also shortened the length of Convergence to make it less oppressive.”
Base health reduced from 450 → 425.
Shoc-Croc’s headshot multiplier increased from 1.5 → 1.75.
Laser Tag cooldown visual now changes from red to blue when able to fire.
Convergence beam duration reduced from 6 → 5 seconds.
“Juggernaut needed a bit of help when low on ammo, so Instigator has gotten a reload speed bump. We’re working on some bug fixes to reload issues overall in future patches that will help them out.”
Instigator’s reload speed has been sped up by 10%.
Holo-Deflector can be manually destroyed by pressing the activation button again (Patch 1.4 missing note).
“Titan has gotten some quality of life improvements this patch. They can now perform more actions while in Berserk mode, and we’ve added our version of a much requested range indicator for Hammerhead rockets.”
*NEW* Detonation indicator will now appear when a target is within a rocket’s explosion radius.
Pulverize’s max damage increased from 125 → 175.
Titan can now kick and jump while Berserk is active.
“Vanguard’s Meteor Shells + Pulsar burst potential has been dialed in a bit and we’ve made the shell’s self damage less punishing.”
Pulsar’s damage radius lowered from 200 → 175.
Pulsar’s max damage lowered from 120 → 110.
Hydra’s time it takes to get to full fire rate has been increased by 7.5%.
Updated Hydra’s primary reticle.
Meteor Shells self-damage reduced from 100% → 50%.
“Wraith is getting outdueled and damaged at his intended effective range. We’ve adjusted the reload speed to help them exchange fire and increased the minimum damage from Wasp to match a default kick. Chrono Switch has also seen an adjustment so that hitting targets with it should be more reliable.”
Spektor’s falloff start distance increased from 600 → 750.
Spektor’s reload speed has been sped up by 25%.
Wasp’s minimum stab damage increased from 30 → 75.
Chrono Switch’s slowing rings travel speed has been increased by 30%.
Increased the time between firing Chrono Switch’s slowing rings by 10%.
*NEW* Multi-region Queue has been added to place players with acceptable latency in matches from all around the country and/or world.
*NEW* First Win of the Day XP Bonus has been added for getting your first win in any mode.
*NEW* Progression UI Widget has been added to the bottom right to show current Account / Boss Leagues progression, as well as a current creds total.
*NEW* Customizable reticle options in the Settings menu now include a Simple Dot, Simple Circle, and Simple Crosshair plus color options.
Increased the amount of XP awarded in all modes for time played. This means quicker account progression for everyone.
Added in text for score amount awarded on scoring events.
Added in major text announcements for carriers picking up the objective object in Blitzball, Overcharge, and Uplink.
Crosshairs now draw on top of all HUD elements.
Made it so that text chat does not switch sides during death cam.
General Spectator improvements to overall visuals, clarity, and bug fixes.
Added in a ton of stat tracking for different weapons, abilities, and scoring events for roles that are displayed on the statistics page of the player profile.
Improved hit registration by speeding up smoothing on replicas to make positions more accurate.
Added latency compensation logic to improve Arc Blade grapple hit detection.
Titan rocket air detonation has latency compensation (so if you detonate it when you see it near somebody, it should deal damage, even at higher pings)
Redesigned the “Play” mode selection screen.
Added bonus XP when backfilling into and completing a match that was missing players.
Don’t count a match as a loss for a player that joined late and filled in a missing player’s spot.
Visual improvements for full-screen effects like Distortion Field and Chrono Switch’s slowing effect.
Fixed framerate drop issues in the main menu.
Fixed issues related to Blitzball carrier’s status not updating for people who just joined a match in progress.
Fixed an issue where a teammate’s name would sometimes appear red when you first see them.
Fixed a host of in-game scoreboard alignment issues dealing with Twitch status, icons, and text placement.
Fixed multiple issues during the end of match podium not rendering appropriately on 21:9 aspect ratio monitors.
Fixed a bug where being stabbed and killed by TAC knife would cause death cam to break.
Fixed overtime text announcement not showing in Blitzball.
Fixed multiple match history issues related to missing player names and stats for matches played.
Fixed error sound not playing issue when attempting to equip a locked account portrait.
Fixed an issue where shooting the Alpha while blindfiring Omega would interrupt Omega’s animation.
Fixed issues that improve the transition from sprint super jumping into blindfire,
Fixed wall jump occasionally triggering on stairs and other unintended surfaces.
Tiebreaker overtime rules in Turf War fixed, so you have to capture 2 zones to win.
Fixed crashes occurring directly after killing an objective carrier with a kick.
Fixed an issue where players could potentially cycle to a new match and see a black screen during character select, they would not be able to play without restarting.
Fixed an issue where not all assist based scoring events were tracking for achievements.
Fixed a bug where holding left d-pad and left stick would cause settings to adjust twice as fast.
The independent developers, Studio MDHR have brought the world, Cuphead. This indie game offers a host of unique features that made it truly stand out. Hand-drawn, it looks like something straight out of the 1930’s and this is not the only aspect of the game that caught people’s attention. Cuphead is one of the most challenging platformers the Gigamax crew has had the chance to play.
Warning: Hard More
Even though it’s incredibly difficult, the unique art style and exciting gameplay makes it easy to keep on playing. In the beginning, it opens with the player walking through a tutorial to get them comfortable with the controls. After this brief introduction to the game, it sends the gamers off on an adventure. Cuphead is tasked with fending off the sentient vegetables and other whacky creatures around the world. Navigating the overworld allows the player to freely choose missions and bonus levels. Shops and other locations are scattered around this overworld and it adds another level of adventure to Cupheads’ quest.
Overall, the game delivers an incredible experience through and through. From the amazing art and graphics to the challenging platforming along with the difficult 2D shooting mechanics, Cuphead earns its spot as one of the best Indie Spotlights this year.
Cuphead: Indie Spotlight on YouTube
Thank you so much for taking the time to watch! More Cuphead episodes will be coming soon. This game is unlike anything else out right now and it absolutely deserves a playthrough. Because of how challenging this indie game actually is, it will take some time to make it to the end. Come offer some support with a Like or Comment!
Layoffs Hit The Chinese Room as Studio Plans to Go Dark
Unfortunate news from The Chinese Room has reached media outlets today. According to a blog post from founder Dan Pinchbeck, the studio laid off most of its staff and has plans to go dark. The independent games creator is most famously known for works like Dear Esther, the Amnesia series, and Everybody’s Gone to the Rapture. Now the company is facing an uncertain future but there is still hope for this small studio.
Pinchbeck detailed in his post that he had suffered from a non-life-threatening health condition back in June, which gave him and his team time to reflect on the condition of the company. This was following the development of their latest game, So Let Us Melt, and negotiation meetings for the next project the team was planning.
The Bottom Line
“To cut a long story short, the situation–between financial pressures, trying to keep the lights on for the employed team, the stress of end-of-development, health issues–just wasn’t a tenable thing anymore. It was time to take a break, recharge, recover, and have a good think about the future,” Pinchbeck said in the blog post.
Ultimately, this led to the decision to lay off the development team. “So we let our team go,” Pinchbeck continues “Layoffs are never pleasant, particularly when you’re all trying to wrap a game. We did our best to try and help the team secure new positions, and then we all–the whole team–threw everything we had at wrapping the game. It didn’t feel fair to anyone, least of all people who had spent a year working on a project, to have its completion and release overshadowed by news about the studio closing, so we’ve held off on the announcement until we felt we were clear of all of that.” (http://bit.ly/2ftvjFo)
Time To Reflect and Recover
The developer also detailed that he was not the end of The Chinese Room, merely a small break to recollect their thoughts and goals. As of now the games currently released will stay on sale as well as merch and the fantastic soundtracks that accompany their projects. Currently, the studio has been downsized to just three people, they are working on a game known as the 13th Interior and will bring on a bigger team when the time is right. As for the future, Pinchbeck said the studio has secured funding for a follow-up game called Little Orpheus and is expected for prototyping by the end of 2017.
Pinchbeck finished the post with “Is it the end of The Chinese Room? No, I don’t think so. But it’s the end of a chapter, and we hope you can all be patient with us whilst we figure out what happens next.” Hopefully, this statement rings true because this studio is one of the most talented and has created some of the most beautiful stories in gaming. It is never easy for a studio to downsize like this but unfortunately that is the nature of the industry. An official media meeting is expected to take place later this week so keep your eyes peeled for more information.
Uppercut Games was generous enough to offer the Gigamax crew a beta key to try out their latest Rogue-Like game, City of Brass. This Indiana Jones meets Bioshock adventure was something special from the very beginning. The environments and simplistic gameplay mixed with sneaky traps and dangerous enemies kept things interesting every step of the way. City of Brass may be simple at heart but the level design is spectacular.
It begins with the character spawning in and it’s all on from there. With no quests or missions, the goal is to make it to the end of the level and advance to the next stage. Each stage is riddled with booby traps, skeleton enemies, and treasures beyond your wildest dreams. The treasure is used to purchase upgrades from the genies located throughout the map. Players have an objective arrow that will guide them to the end of the level, they’re also timed so it’s important to keep moving.
City of Brass Is A Hidden Gem
This hidden gem of a game didn’t get much attention by the media. This is surprising considering it was developed with the help of ex-Bioshock developers. Overall the game came out great and the Gigamax crew is excited to keep on working their way through the unique levels and fight the bosses along the way. There’s no telling what other secrets are hidden throughout the City of Brass. As any fan of Rogue-like games knows, there is always a new, exciting experience to be had.
Be sure to stick around as the Gigamax Crew continues adding to this exciting games playlist. Both Gigs and Mack can’t wait to jump back in and see what else the City of Brass has to offer.
Thank you so much for taking the time to watch and for visiting GigamaxGames.com. It really does mean the world to us. If you can think of any way we can improve the content, please let us know at GigamaxGames@gmail.com. Also, if you have a game you want to watch us play, just reach out and we’ll jump right on it!
It has been a little over a week since Hellblade: Senua’s Sacrifice was released and the developers are already patching a variety of bugs that have been plaguing players. While the independently developed game was praised as one of the best games to come out this year, it certainly had its issues. That’s why the developer, Ninja Theory, rushed to get this patch out detailed here on their blog.
There were bugs that would break the game or stop character progression entirely and these were the first to be addressed. They also fix a variety of collision issues that would send the player out of the game world and make it impossible to proceed. PC players will also be happy to hear that an issue involving the menu not loading has been patched.
There’s No Stopping Ninja Theory
Ninja Theory doesn’t plan on stopping either. The blog post also detailed that they’re still hard at work looking into bug reports so expect more updates in the near future. One patch, in particular, is the performance issues that PC players with AMD GPUs have experienced.
Below we have a full list of the patch notes that you can also find on Ninja Theory’s blog. While releasing broken games should never be acceptable, it’s hard for a small development team to take care of all the issues right at launch, sometimes it takes time for the community to find the problems and aid in pointing out where they are. Hellblade was an excellent game that should be in every gamers library especially after the patch. Gigamax managed to beat the game while only encountering one game breaking bug. If you’ve had issues make sure you report it to email@example.com.
-Fixed a crash that could happen if two Keep Guard enemies are standing close to each other and one dies.
-Russian subtitles for the Hellblade feature have been added.
-Fixed an issue where the audio would be out of sync with the Hellblade feature if it has been paused for an extended period of time.
-Fixed an issue where the Baldr Masks in the Tower Shard level are white on the inside.
-Fixed scenarios resulting in unlit geometry after reloading from checkpoint.
-Fixed a potential progression stopping bug in the Fenrir Cave by the ‘M’ rune door puzzle.
-Fixed potential progression stopping bug in Fenrir Cave due to check pointing after skipping a lit region.
-Fixed potential progression stopping bug in Fenrir Cave if player fails to collect floor rune after combat and subsequently dies.
-Fixed collision issues that could allow players to unintentionally exit the game world.
-Fixed audio cut-out issues.
-Added audio cues for hidden faces.
-Fixed audio hard cut at the end of various cut scenes.
-Fixes for audio lip sync issues.
-Audio balancing fixes.
-Various subtitle localisation fixes across a number of languages.
-Adjusted automatic difficulty enemy health scaling and Senua’s damage taken/given modifiers.
-Increased damage value of certain combo finisher attacks.
-Adjusted rate of combat focus resource build-up in Hard difficulty mode or higher.
-Fixed issue with stinger animated cameras popping if the same attack was repeated.
-Warriors now have an increased chance of evading certain heavy attacks.
-Fixed missing sound effects on certain reactions.
-Health values have been lowered.
-Will now remain vulnerable for longer after his shield guard has been broken.
Keep Guard Enemy
-Fixed a potential crash bug if Keep Guard enemies are standing close together and one of them dies.
-Tweaked rotation rate during certain attack windups.
-Fixed missing sound effects on certain attacks.
-Fixed an issue where Surtr was able to throw Senua outside of the arena.
-Fixed an issue where Valravn could not be damaged while in Focus for certain combos.
-Parried projectiles will now remove shadow state on hit.
-Health values have been adjusted.
-Fixed issue where certain attack were not dealing damage correctly to Fenrir.
-Adjusted slide properties for certain attacks.
-Adjusted cooldown for parry and evade defensive actions.
-Parried projectiles will now remove shadow state on hit.
-Fixed an issue where motion blur is applied to object incorrectly during Photo Mode.
-Removed the second slider that did nothing when cycling through the Effects tab.
PC Only fixes
-Fixed an issue where altering master volume would cause no audio to be played during the intro.
-Fixed the lack of vibration with the Steam Controller for the Blindness level
-Fixed an issue where key bindings and run toggle were not being saved between game sessions
-Fixed an issue where looking around with the mouse during the boat intro was not working.
-Fixed an issue where Focus was not able to be assigned to another key.
-Fixed an issue where tabbing out during cut scenes would cause audio to go out of sync.
-Fixed an issue where the menu would not load on start up.
The independent first-person shooter, Verdun is an excellent and action packed look into the World War I French trenches. Weaponry is more historically accurate than the World War I AAA shooter, Battlefield 1 which has an incredible impact on the overall pace of the action. Bolt action rifles, chunky machine guns and two battle lines separated by no man’s land, Verdun does a fantastic job immersing the player in the action.
World War I – Gritty Trench Warfare
Developed by M2H Game Studio and BlackMill Game, Gigamax Games was excited to see what these developers have to offer. Come take a look as Gigs and Mack try out the multiplayer mode, Frontlines. This game-type involves two teams at each side of no man’s land. One team is tasked with defending their trench as the attacking team charges across no man’s land trying to capture the front line. After the attack is successful, the defending team will need to retreat back to another trench. If the attacking team fails to gain a foothold, they need to retreat back and prepare for a counter attack. This action packed shooter is definitely one to pick up if you’re looking for something a little bit different.
Verdun on Tutube with Gigamax Games
Below you can find the first episode of Verdun by Gigamax Games. From beginning to end, see what a match of Frontline looks like and some of the different classes and factions included. Be sure to check back soon for a look at the single player. Verdun’s single-player isn’t extensive but brings with it some interesting gameplay.
Thank you so much for taking the time to watch! Hope you enjoy. Let us know in the comments if you want to see more of Verdun. Also, tell us what your favorite shooter is and we’ll be sure to include some footage soon!
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Indie developer Uppercut Games, a team comprised of former Bioshock developers, has announced their latest adventure ‘City of Brass’. This upcoming first person rouguelite adventure puts an Arabian Nights twist on the genre that’s a welcomed change from the typical dungeon delves. The City of Brass is an extremely dangerous place for wary adventurers but can prove rewarding for those who take on what lies beneath the sand. Players can expect to take on a variety of dangerous spirits and be forced to avoid deadly traps on their quest to achieve wealth beyond their wildest dreams.
The player will take the role of a determined and cunning thief armed only with a trusty scimitar and a whip which can be used to disarm, trip, or stun enemies. Gameplay sounds very much like the Prince of Persia series, requiring the hero to swing across gaps, climb up objects, and destroy barricades in his journey to lay claim to the countless treasures. Traps will also be littered throughout the procedurally generated map including sharp blades to slide under, spears that must be dodged, and the stereotypical arrows coming out of holes in the wall. Players will also have to avoid crumbling ledges and poison gas traps, but all of these obstacles can be used to gain an advantage over enemies, if approached tactically.
The team behind the game sounds incredibly passionate about the project with the lead designer, Ed Orman offering more insight into the game, “Developing a game with multiple, interacting systems that players can freely combine feels like a return to our roots, drawing on our experiences working on BioShock and many of our other favorites. Players must learn how to use the traps to kill their foes, and even turn enemies against each other. You’ll perish in the City of Brass – often, and quite horribly – but as your skills improve and you discover new ways to cheat death, you’ll return to fight another day.”
This adventure is expected to release this fall and we here at Gigamax can’t wait to start our journey through the desert. It is always exciting to see a passionate group of indie developers take on a dream project, and that’s exactly what this game sounds like it will be. This title is sure to impress so be sure to keeping check back for more information on City of Brass!
If you can’t get enough of gritty, realistic and explosive first-person shooters, Escape from Tarkov might just make your day. Developed by the independent Battlestate Games studio, those interested will soon have a chance to join in on the closed beta. Beginning in July, Battlestate Games will be hosting a closed beta, only available to those that pre-ordered Escape from Tarkov at any point in time. So if this is the first time you’ve heard of it and the gameplay footage below caught your eye, there’s still time to jump at the opportunity.
According to the official Escape from Tarkov website, it’s currently being developed for PC and Mac. When asked about a release on consoles in 2016, Nikita Buyanov – COO and Lead Designer at Battlestate Games had some interesting words to say. “While we are interested in bringing the game to consoles, PC version is going to be uncompromisingly feature-rich, and console versions will be adapted ports, not the other way around.” http://bit.ly/2seZfdi
Play on your own through a story-driven scenario based walkthrough or have friends join in to complete raids on large compounds. The maps are expansive, offering a detailed look at the city of Tarkov. Lore will be located around the city, filling the player in, further explaining the world.
Using their unique HECS system, standing for – Hazardous Environment Combat Simulor, Battlestate Games wants to deliver a hyper-realistic experience through and through. Weapons are unprecedentedly customizable and players need to keep in mind “real-life ballistics and projectile hit physics.”
They will need to manage their character in a way that’s nearly unheard of in a multiplayer fps. Gamers will be able to monitor their character’s health which consists of hydration, energy, blood pressure, blood loss, fractures, contusions, intoxication, exhaustion tremors and more. All need to be maintained and will have a direct impact on the character’s ability to eliminate their enemies.
More Than Just A Shooter
There is also a great deal of non-combat activities. There will be NPC merchants that will only sell you items once trust is built. A shared economy will react in real-time depending on other players actions and events. You can even become a trader and open up your own store.
It seems like this game has much more to offer than just being another shooter on your hard drive. Escape from Tarkov looks like a welcomed, unique, gritty shooter. If you’re interested in learning more about the game or even want to jump on the closed beta, you can find more on their official website.
The independent studio, Forge Reply just announced that they will be releasing a new PSVR game this summer. The small studio is taking a cinematic approach to VR in their upcoming game, Theseus. This game is built completely for virtual reality, Forge Reply is building a new action adventure game that will make the player feel completely immersed in this new and amazing world.
A Modern Take on The Classics
Theseus is a new and modern take on the classic Minotaur and the Labyrinth myth from ancient Greece. To introduce the game Forge Reply has released an announcement trailer that gives players an intense look into what their game is all about. Check out the reveal trailer below to get a good look into what this upcoming virtual reality experience is all about.
In Theseus, the player wakes up alone in a new and terrifying location with only the voice of a mysterious woman to guide them. The protagonist will wander the halls and alleys of the ancient Labyrinth looking for a way out or meet their demise in the giant maze. Unfortunately they are not alone in the stone hallways, the Minotaur is there and not terribly happy that someone has invaded his home.
This new independently developed virtual reality game looks like an intense experience and we can’t wait to get our hands on it. It’s great to see the new and exciting ways developers are approaching the VR medium. With PSVR being the first consumer level experience for this tech, it is a smart move for Forge Reply to make it the first system to receive Theseus. Expect a lot more information as we get closer to the release date along with gameplay videos to get an even better look into the game. Make sure to keep checking back with Gigamax for more on this interesting VR game!