resident-evil-village-has-more-guns-but-fewer-scares

Resident Evil Village has more guns but fewer scares

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4+7=?

Resident Evil has been in a pretty good place of late. After reaching its possible creative nadir with Resident Evil 6, 2017’s Resident Evil 7 represented a welcome return to the series’ horror roots while reinventing itself with a first-person perspective. Since then, Capcom has put out a phenomenally good remake of Resident Evil 2, as well as a solid if less substantial take on its successor.

Now we have Resident Evil Village, which comes with a logo styled in a way to let you know that this is really Resident Evil 8, even if Capcom isn’t explicitly naming it as such. It’s a direct sequel to 7, with the same first-person perspective and bland protagonist Ethan Winters. But while 7 evoked the slow-burning housebound horror of the original game, Village is more like a first-person take on arguably the series’ highest point: Resident Evil 4.

Village picks up a few years after the events of Resident Evil 7. Ethan and his wife Mia have moved to Europe and are raising their baby, but things quickly go south following an intervention from series icon Chris Redfield. Ethan finds himself in a hostile village populated by savage werewolf-adjacent people and sets out to find his daughter.

While Village shares a camera angle and basic controls with 7, the tone is notably different right from the start. Instead of tentatively exploring a creepy, atmospheric environment that gradually reveals the horror within, you’re thrown right into the thick of the action and are left to fend for yourself against warped antagonists — which, you may remember, is exactly how Resident Evil 4 started out.

Village’s similarities to 4 go further than its breakneck opening and rural European setting. It’s a much more action-oriented game than 7, and you’ll often find yourself taking on several enemies at once. Capcom has also made a lot of quality-of-life tweaks that give the game a breezier feel, from a shortcut that lets you break boxes without equipping your knife to an overhauled inventory system that separates crafting materials from everything else, giving you more space and firepower.

I found Village’s shift in tone a little surprising after the broad success of Resident Evil 7. That game was widely lauded for its relatively grounded return to survival horror — at least, about as grounded as you can get when you’re making a game involving horrifically mutated monsters caused by shadowy bioweapon experiments. The setting — mostly centered on a disgusting, fetid house in a Louisiana bayou — was evocative and terrifying, marking the first time in a while that a Resident Evil game would genuinely make you fear what might be around the next corner.

Save for a couple of notable sequences, Village mostly throws that idea away. The village itself is a fairly open space that you explore in the daytime, solving environmental puzzles in order to unlock further areas. It can be a little confusing to navigate at first, but it’s not particularly large, and eventually its main function is to serve as a hub from which you set out to take down four lords in thrall to a mysterious figure known as Mother Miranda. The first and most striking of these locations is Castle Dimitrescu, home to the nine-foot-tall Lady Dimitrescu, who stalks you around the place in a similar fashion to prior Resident Evil villains like Nemesis.

Castle Dimitrescu is classic Resident Evil, and the game settles into a familiar rhythm of locked doors, light puzzles, and little-by-little progression as you uncover more of the map. This loop is as satisfying as it’s ever been, but unlike in Resident Evil 7, I rarely found it to be scary because of the greater focus on action. There’s only so much tension that can build up when you’re using your shotgun this often. And that holds for most of the rest of the game, as you travel to new areas that largely serve as theatrical preludes to showdowns with Miranda’s other followers.

Speaking of those showdowns, the boss fights in Village are one of the more notable improvements over its predecessor. Most of Resident Evil 7’s fights were frustrating and unsatisfying, but Capcom has embraced spectacle to great effect for Village’s biggest battles. They’re not necessarily titanic challenges or complex brain-teasers, but they’re at least memorable, and that’s a good start.

Village has its atmospheric moments, to be sure, but they’re not the main event. There are lengthy sections of the game that are structured more or less like a first-person shooter. The puzzles are mostly straightforward, and you’ll rarely find yourself without the means to fight back against enemies. There’s nothing quite as bombastic as the worst excesses of 5 or 6, and there’s one encounter in particular that leans hard into psychological horror, but Village sometimes feels more like something from the Metro series than any of its own predecessors.

Resident Evil 4 was controversial in its own time, of course, with some longtime series fans bemoaning its similar shift away from survival horror. Now it’s considered one of the most revolutionary action games of all time. But Village doesn’t have that going for it. While it takes heavy inspiration from 4, it’s still mostly an iteration on 7, and the result is just another remixed Resident Evil.

Resident Evil Village is a good game worth playing, and I think it’s very much a solid numbered entry in the series even if Capcom doesn’t want to call it one. But by transparently blending elements of 7 and 4, two of the most dramatic overhauls in series history, it feels less noteworthy than either. As such, the way you feel about it is likely to come down to how you feel about Resident Evil overall.

If you’re in it for the outlandish characters and labyrinthine level design, you’ll probably love Village. If you’d hoped 7 would spark a fresh new direction for the series, though, you might be disappointed.

Resident Evil Village launches on May 7th on the PS4, PS5, Xbox One, Xbox Series X, Steam, and Stadia.

how-to-use-playstation-and-xbox-controllers-with-raspberry-pi

How To Use Playstation and Xbox Controllers With Raspberry Pi

Playing games on your Raspberry Pi is far easier with a good game controller. Many different game controllers can be connected to your Raspberry Pi using USB. Furthermore, some well-known console controllers can also be linked up using Bluetooth.

In theory, all controllers should work with any Raspberry Pi projects. This covers everything from generic USB joypads to the latest Bluetooth devices. So, you can expect to be able to connect an Xbox One controller and a PS4 controller to your Raspberry Pi. Controllers designed for the PlayStation 3 and Xbox 360 will also work, as will Nintendo gamepads. 

Own a PlayStation 5? The new Sony console features a major revision of the much-loved game controller. But despite being fresh out of the box in 2020, the PS5 controller will easily connect to a Raspberry Pi over Bluetooth, just like its predecessor. Meanwhile, Xbox Series S and X controllers are backward compatible, and can be used on an Xbox One console. The new controller design should also work with the Raspberry Pi.

In this tutorial, we’ll look at what you need to do to connect the most widely used game controllers to a Raspberry Pi: those intended for the Xbox One, PS4, Xbox 360 and PS3 consoles.

Connecting the Xbox One Controller Via USB to Raspberry Pi

The Xbox One boasts one of the most popular game controllers available. Also compatible with PC games, this is a well-designed, multi-purpose controller that can be easily connected to a Raspberry Pi, either using USB or Bluetooth.

1. Update and upgrade the software on your Raspberry Pi.

sudo apt update
sudo apt upgrade

2. Connect the controller and launch a game such as Minecraft Pi Edition, which comes preloaded when you install Raspberry Pi OS with all the recommended software. If you can move your character with the controller then everything is ready to go. If not, go to the next step.

3. Install the Xbox One driver and then reboot your Raspberry Pi.

sudo apt install xboxdrv

4. Open your game and test that you can move around.

Connecting the Xbox One / Playstation 4 and 5 Controller Via Bluetooth

Using a wireless Xbox One controller with the Raspberry Pi is a little more complicated. Two types of wireless Xbox One controller have been released. One uses wireless, while the second requires Bluetooth. How can you tell which is which?

If you have the 1697 wireless model, you’ll need to connect the official Microsoft Xbox Wireless Adapter to your Raspberry Pi. This is a standard USB dongle that should work out of the box. Simply hold the pairing buttons on the adapter and the Xbox One controller to sync, then start playing.

To Connect the Xbox One Bluetooth Controller

1. Update and upgrade the software on your Raspberry Pi.

sudo apt update
sudo apt upgrade

2. Install the Xbox One driver.

sudo apt install xboxdrv

3. Disable ERTM (Enhanced Re-Transmission Mode). While enabled, this Bluetooth feature blocks syncing between the Xbox One controller and your Raspberry Pi.

echo ‘options bluetooth disable_ertm=Y’ | sudo tee -a /etc/modprobe.d/bluetooth.conf

4. Reboot your Raspberry Pi.

5. Open a terminal and start the bluetooth control tool.

sudo bluetoothctl

6. At the [Bluetooth]# prompt, enable the agent and set it as default.

agent on
default-agent

7. Power up the Xbox One controller and hold the sync button. At the [Bluetooth]# prompt, scan for devices.

scan on

(Image credit: Tom’s Hardware)

The MAC address should appear, comprising six pairs of letters and numbers followed by “Xbox Wireless Controller.”

8. Use the MAC address to connect the Xbox controller.

connect [YOUR MAC ADDRESS]

9. To save time for future connections, use the trust command to automatically connect.

trust [YOUR MAC ADDRESS]

Connecting an Xbox 360 Controller to Raspberry Pi 

(Image credit: Tom’s Hardware)

If you don’t have more recent controllers (or the budget to buy them), it might be easier for you to grab a controller from an older generation of consoles, such as the Xbox 360, or PS3. 

1. Update and upgrade the software on your Raspberry Pi. 

sudo apt update
sudo apt upgrade

2. Install the Xbox One driver

sudo apt install xboxdrv

3. Connect your controller via USB and it should just work. Wireless controllers will require a dedicated wireless receiver (the type that is developed for PC use). 

Connecting a Playstation 3 Controller to Raspberry Pi 

Connecting a Playstation 3 controller via USB is straightforward, but Bluetooth access requires some compiling.

1. Update and upgrade the software on your Raspberry Pi. 

sudo apt update
sudo apt upgrade

2. Install the libusb-dev software. This ensures the PS3 can communicate with the Raspberry Pi over Bluetooth. 

sudo apt install libusb-dev

3. Create a folder for the sixpair software, switch to that folder, and download the sixpair.c software

mkdir ~/sixpair
cd ~/sixpair
wget http://www.pabr.org/sixlinux/sixpair.c

4. Compile the code with gcc.

gcc -o sixpair sixpair.c -lusb

5. Connect the controller to the Pi using its USB cable and run sixpair to configure the Bluetooth connection.

sudo ~/sixpair/sixpair

6. Take note of the MAC code, then disconnect the PS3 controller.

7. Open a terminal and start the bluetooth control tool.

sudo bluetoothctl

8. At the [Bluetooth]# prompt, enable the agent and set it as default.

agent on
default-agent

9. Power up the Playstation 3 controller and hold the sync button. In the [Bluetooth]# prompt scan for devices.

scan on

10. The MAC address should appear, comprising six pairs of letters and numbers. Look for your Playstation 3 controller’s MAC address. Use the MAC address to connect the controller.

connect [YOUR MAC ADDRESS]

11. To save time for future connections, use the trust command to automatically connect.

trust [YOUR MAC ADDRESS]

For other Bluetooth controllers, meanwhile, generic connections should work. This means that anything – smartphone game controllers, for example – can conceivably be connected using bluetoothctl , but some calibration may be required.

Whatever device you’re using, you may need to test it. To do this, simply use the testing tool in the Linux joystick utility.

sudo apt install joystick

To test your gamepad, ensure that it is connected and run the jstest command to check that each button is registered.

sudo jstest /dev/input/js0

This article originally appeared in an issue of Linux Format magazine.

disco-elysium:-the-final-cut-is-like-an-epic-yet-enigmatic-novel

Disco Elysium: The Final Cut is like an epic yet enigmatic novel

At some point during my time with Disco Elysium: The Final Cut, after I read yet another minutes-long dialogue sequence to try and learn more information about the game’s murder mystery, I realized I felt like I was slowly working my way through a long novel — one that went just a little bit over my head.

In The Final Cut, an enhanced version of the 2019 cult hit role-playing game that made its console debut on PlayStation in March, you play as a cop with amnesia investigating a murder case about a hanged man. You’ll explore a fictional place called Revachol and talk to a huge cast of characters to piece together clues about the hanged man’s killer.

Almost every conversation or interaction has an extensive dialogue tree, allowing you to respond to or direct a conversation in ways that can influence other moments in the game down the line. One time, I convinced somebody to give me the jacket off their back, which I could then wear. With another person, I refused money so that my character wouldn’t feel indebted to him.

A conversation in Disco Elysium.

Occasionally, these interactions can drag on, feeling a bit like a book chapter that just won’t end. But the game’s writing is sharp and often quite funny, which usually made all of the reading worth it.

Disco Elysium takes place in what I imagine as a parallel universe to ours. Characters frequently reference countries, races, and historical figures that don’t exist in our world but who are core to the societal and ideological makeup. While Disco Elysium’s incredible depth of historical detail made Revachol feel like a real place, at times I struggled to keep facts and information straight.

You won’t just be talking to other people, though: any one of 24 different parts of your personality, like your sense of logic, composure, or authority, can butt into conversations to discuss and debate what’s going on, sometimes even with each other. It’s kind of like Pixar’s Inside Out, if it was a murder mystery.

But like the historical details packed into the game, these traits can also have their own inscrutability. During my playthrough, one attribute sometimes relayed short stories about other police officers. Another, as far as I could tell, was something like a sixth sense about Revachol itself. As each one of your personalities jumps in, you’ll have more text to read. Usually, they add useful context, but other times, I wish they wouldn’t have said anything at all so that I could get to the next part of the game sooner.

Your personalities in Disco Elysium.
Image: Studio ZA/UM

You can also level up each of them as “skills” to give you advantages during the game. I put a lot of points into my empathy skill, for example, which meant that Empathy (the character) would often chime in with advice about how to respond empathetically in a situation.

Putting points into skills also helps with “checks,” where the game rolls a virtual dice to determine if you succeed at an important action. (Saying the right thing in a conversation can help with the potential success of a check, too.) You can retry most failed checks by leveling up a specific skill.

Some checks can only be attempted once, though, and I liked those the best — I always held my breath while I waited to see if I had succeeded or failed. They also felt like they had the most impact on the story itself, particularly near the end, where a dice roll can mean the difference between someone living or dying.

A check in Disco Elysium.
Image: Studio ZA/UM

Overall, the game’s systems make for a fun twist on typical role-playing mechanics. Instead of leveling up external skills like magic power or speed, it really feels like you’re building your character’s personality.

Developer Studio ZA/UM added some new features to the original game, which was first released in October 2019, for The Final Cut. Every line is now fully voiced, and the acting is consistently excellent. There are some new quests that let you explore your character’s political ideologies. And The Final Cut marks the game’s first appearance on consoles, hitting PlayStation 4 and PlayStation 5. (It’s coming to Xbox consoles and Nintendo Switch later this year.) The game was a bit buggy for me on PS5, especially at launch, but Studio ZA/UM has released several patches that have fixed the majority of issues I ran into.

Bugs weren’t the only thing that detracted from my experience, though. The game punts you to a short loading screen every time you transition to a new area, which got annoying over the course of the 24 hours I spent with it. Getting to the quests menu takes three button presses. And the text is very small, even on the largest setting.

But if you’re willing to immerse yourself into the world of Revachol and put up with some small annoyances along the way, Disco Elysium tells a satisfying story that I really enjoyed. Like a huge, epic novel, the game can at times be enigmatic, opaque, and a little too long. But as is often the case for those kinds of stories, it’s well worth slogging through the boring stuff to see the game all the way to its fantastic end. I’m glad I read this one all the way through.

Disco Elysium: The Final Cut is available now on PS4, PS5, PC, Mac, and Stadia. It’s set to release on Xbox One, Xbox Series X / S, and Nintendo Switch later this year.

watch-the-tall-vampire-lady-gulp-down-a-bucket-of-blood-in-this-resident-evil-village-puppet-show

Watch the tall vampire lady gulp down a bucket of blood in this Resident Evil Village puppet show

We’re just a week out from the release of Resident Evil Village, and as part of the game’s promotional campaign, Capcom has uploaded an absolute treat to the YouTube channel for Biohazard (which is the name of the Resident Evil series in Japan): an official puppet show starring characters from the game. Yes, everyone’s favorite tall vampire lady, Lady Dimitrescu, is one of the puppets.

The three-minute video is simultaneously adorable and terrifying. The show is entirely in Japanese, so I don’t have any idea what the actual story is — I think all of the puppets are meeting up to paint together, using blood as the ink? But it’s worth watching for some seriously silly puppet antics, like puppet-Lady Dimitrescu gleefully gulping down a bucket of blood. And the video’s title suggests this is just the first episode, according to Kotaku, so it appears there’s more to come.

Resident Evil Village will launch on May 7th for PS4, PS5, Xbox One, Xbox Series X / S, PC, and Stadia. The game’s final demo will unlock in North America tomorrow, May 1st, at 8PM ET, and Capcom recently extended its availability so you can play it through May 9th at 8PM ET. Once you start the demo, though, you only have 60 minutes to play it.

cyberpunk-2077-patch-1.22-brings-further-optimisations-and-fixes

Cyberpunk 2077 Patch 1.22 brings further optimisations and fixes

Home / Software & Gaming / Cyberpunk 2077 Patch 1.22 brings further optimisations and fixes

Matthew Wilson
2 days ago
Software & Gaming

At this point in time, CD Projekt Red has picked up work on upcoming, new content for Cyberpunk 2077 but there is still a team working to squash lingering bugs and improve performance. The latest patch does just that, with some more open world and quest fixes, as well as further optimisations. 

Cyberpunk 2077 Patch 1.22 is now live across all platforms, addressing “the most frequently reported issues”. For quests and open world, we have the following fixes:

  • The Metro: Memorial Park dataterm should now properly count towards the Frequent Flyer achievement.
  • Fixed glitches in Johnny’s appearance occurring after buying the Nomad car from Lana.
  • Fixed an issue in Gig: Until Death Do Us Part where it was not possible to use the elevator.
  • Fixed an issue in Epistrophy where the player could get trapped in the garage if they didn’t follow the drone and ran into the control room instead.
  • Added a retrofix for the issue we fixed in 1.21, where Takemura could get stuck in Japantown Docks in Down on the Street – for players who already experienced it before update 1.21 and continued playing until 1.22, Takemura will now teleport to Wakako’s parlor.
  • Fixed an issue preventing the player from opening the phone in the apartment at the beginning of New Dawn Fades.
  • Fixed an issue where the player could become unable to use weapons and consumables after interacting with a maintenance panel in Riders on the Storm.

This patch will also fix instances of NPC clothing clipping, an issue with subtitles not being properly aligned and memory management improvements for the PC version, which should reduce the number of crashes. On the PC side, further optimisations are now in place for skin and cloth rendering, which should now have less of a performance hit.

For consoles, the Xbox One version gets additional GPU and ESRAM optimisations and memory management has also been improved for the game on PlayStation 5.

Discuss on our Facebook page, HERE.

KitGuru Says: We’ve had several months of bug fixing patches, hopefully soon, CD Projekt Red will be ready to start discussing plans for future Cyberpunk 2077 content. We know new story content is coming thanks to the efforts of dataminers, so it is just a matter of when we’ll start seeing announcements. 

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