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Dauntless Closed Beta Review: Less Daunting Than Anticipated *Updated*

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Last Friday, I finally received my invitation to participate in the Dauntless closed beta. While the beta actually started earlier this month, it was mostly for people who helped fund the game (i.e., paid money for early access). Since few gamers are ever invited into closed betas, I consider myself lucky. Still, I spent my weekend playing Dauntless and finally wrote this review/preview. But, before I continue, I should give the following disclaimer: I am going to compare Dauntless to Monster Hunter  — a lot. After all, Dauntless was originally designed to give western Monster Hunter fans the PC monster hunting experience they richly deserve, well before Capcom announced Monster Hunter World. Still, since I am a Monster Hunter fan, I’m contractually obligated (no not really) to compare Dauntless to Monster Hunter, which is why I’m going to judge Dauntless on its own merits and as a replacement for Monster Hunter. So, on with the review.

The hallmark of a good art style in a video game is that it doesn’t look like any other video game, and Dauntless’ art style is nothing if not unique; the game uses semi-cartoonish, cell-shaded graphics that give every character sharp cheeks and a big chin — think Wildstar but less Saturday morning cartoonish. The monsters…sorry, behemoths…however, look a bit off to me. While I don’t want to call the behemoths generic, after getting up close and personal with them, I think Phoenix Labs’ designers tried too hard to make the behemoths look unique and somehow circled back into genericness, not unlike how unmarked black vans are more noticeable than a regular cars. Sure, most of the behemoth designs are cool, especially the Gnasher and the Pangar, but most gamers have probably seem similar designs before. Except for the Shrike, because it’s just a flying owlbear, which is about as generic as you can get when it comes to monster designs. Although, I do have to credit the designers for some special little touches they added to the behemoths, such making them look more ragged and beaten the more players damage them. Oh, and I have to give kudos to the character creator, because it provides players with a novel, if superfluous, option to make their characters look like the descendant of two pre-made characters. And it comes with a heterochromia option. That’s cool.

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If I were to describe Dauntless‘s gameplay, I would say it’s a streamlined (or stripped down) version of Monster Hunter. Players can chose a mission from the mission board, either select to hunt in a team or solo, and start hunting their quarry on a floating island. These islands are rather small, which makes the behemoths easier to hunt, but the islands don’t offer any unique locales; players can only hunt behemoths in either a generic floating forest or a generic floating tundra. Furthermore, Dauntless‘ missions are currently limited to “kill X behemoth,” whereas Monster Hunter offers a wider variety of missions, including searching for crafting items and capturing monsters instead of killing them. However, some of Dauntless’ missions task players with hunting rogue behemoths: smaller, weaker, and slower versions of behemoths that let players practice on what is essentially easy-mode before hunting the full-strength version. I actually want this kind of mission in Monster Hunter World. Still, Dauntless is only in beta, so players might see new mission types in the near future.

Combat in Dauntless revolves around effective use of weapons, tools, and stamina. Right now, the game only has four weapons with more on the way: the Sword (a two-handed weapon that acts as the game’s de facto balanced weapon), the Axe (a slow weapon that is most effective when players charge up attacks), the Chain Blades (two kamas players swing around like Kratos’ iconic Blades of Chaos/Athena/Exile), and the Hammer (a rocket-powered war hammer that can be used as a makeshift shotgun). Each of these weapons has primary attacks, secondary attacks, and special attacks that players can string together, albeit in extremely limited combinations. Monster Hunter veterans will quickly see that several Dauntless weapon mechanics are almost identical to some Monster Hunter weapon mechanics (e.g., the Axe’s special attack temporarily increases attack damage like the Long Sword, and the Hammer needs to be reloaded every so often like the Gunlance). However, Dauntless‘ weapons are different enough from Monster Hunter‘s weapons and are not wholesale clones. Moreover, players can pack as many tools as their inventory allows in Monster Hunter, but Dauntless intentionally limits players to five: a stack of healing potions, several offence potions (usually a stamina regeneration potion or an attack-increase potion), a totem that revives players and teammates, an unlimited use flare, and an airdrop (usually some free healing items or the ability to locate gatherable resources). Also, Dauntless lets players equip a lantern that can buff/heal allies or locate behemoths. However, once players start a mission, they are limited to their selected items and equipment until the mission is over, especially since crafting items is only possible in the main hub. Weapons and items are neither better nor worse in Dauntless, just different. But stamina is objectively worse in Dauntless. In Monster Hunter, running out of stamina is a death sentence, as it forces the player to stop for several seconds and catch his or her breath, which nobody should ever do when fighting an angry dragon. However, running out of stamina in Dauntless is nowhere near as much of a punishment as it should be. Aside from panting heavily and moving slightly more sluggishly, I noticed no significant difference between a character with full stamina and a character with zero stamina. Maybe I missed something, but this is not how stamina should work in a video game: characters who are out of stamina should not be able to move. Then again, maybe Phoenix Labs is planning to add in proper punishments for running out of stamina in future patches, or perhaps I encountered a glitch and didn’t realize it. This is just the beta build of the game, after all; everything I nitpick is subject to change.

Since Dauntless is in a beta, it includes several bugs and glitches, including body parts that clip through armor, river water that doesn’t splash, and Dauntless‘ take on Overwatch‘s “Play of the Game” screen not properly displaying. Even though Dauntless can be played with either a controller or a mouse and keyboard, sometimes the game bugs out and forgets to show the proper controller prompt, and certain in-game menus even refuse to acknowledge any controller input. However, not all problems are bugs or glitches. Voice acting in Dauntless is rough at best, and some text is nearly impossible to read. Moreover, the main hub requires a serious redesign (it’s just too big and empty), and the devs really should find a way to let players use emotes and plant banners with the controller. However, the biggest problem I witnessed in the closed beta was an optimization issue. I ran Dauntless on an MSI GT72 2QD Dominator laptop with an i7-4720HQ CPU, an NVIDIA GTX 970M GPU, and 12GB of RAM. It’s not the most advanced gaming laptop available, but it can play DOOM on high settings at over 30 FPS. However, Dauntless had trouble maintaining a steady framerate at even medium settings. And yes, I checked the system requirements; they aren’t that much different from DOOM‘s requirements. Here’s hoping the devs at Phoenix Labs can fix these problems, especially the optimization one.

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So, how does Dauntless generally stack up against Monster Hunter? Currently, Dauntless lacks a lot of the smaller details that help make Monster Hunter popular. For example, players can’t set up traps, lay down poisoned meat, or throw exploding barrels. Mechanics such as weapon sharpness and character temperature are dropped completely, and elemental weaknesses don’t seem to play any part in the game. Some players might be happy they don’t have to worry about these problems, so they can just focus on the hunt, but others will argue these tiny mechanics make the hunt more exciting. These gamers believe Monster Hunter is great because it actively encourages preparing for each hunt, since it’s easy for a fight to go sideways, and all that stands between victory and defeat can be one solitary item. Without those mechanics, Monster Hunter just becomes a slower, more methodical hack-and-slash game. And that’s what Dauntless feels like: a slower, more methodical hack-and-slash game. That doesn’t make it a bad game, just not as in-depth as Monster Hunter. Then again, maybe that’s what Dauntless should be: a game more friendly to newcomers than Monster Hunter.

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All in all, Dauntless is a decent experience and a good first attempt at a Monster Hunter-esque game. It’s fun despite its flaws and bugs, and while most gamers will enjoy DauntlessMonster Hunter veterans will find the game lacking and bare-bones. Dauntless gets rid of all the busywork of sharpening weapons, searching numerous zones for monsters, and carefully laying down pitfall traps and barrel bombs. This streamlining will attract players who think Monster Hunter is a little too complicated, but many, including me, enjoy the busywork and feel it elevates the game and makes it unique. While I can easily recommend Dauntless to most gamers (when it releases, that is), Monster Hunter fans might be better off just playing Monster Hunter World. Of course, I look forward to Phoenix Labs proving me wrong and improving Dauntless.

*Update*

Big thanks to username Necrochild for pointing out the game has elements and elemental weaknesses.  I completely missed this in my playthrough due to a lack of in-game explanation.

All you have to do to get my attention is talk about video games, technology, anime, and/or Dungeons & Dragons - also people in spandex fighting rubber suited monsters.

Gaming

Will Stellar Blade be available for PC?

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It’s quite possible. Fans all over the world are interested in Shift Up’s highly anticipated action-adventure game, Stellar Blade. With its captivating post-apocalyptic setting reminiscent of Nier and a compelling protagonist named Eve, it’s no wonder the game has generated such widespread attention.

The game consistently impresses with its stunning visuals and high-octane action, leaving players in awe with each new trailer.

Yet, just like other noteworthy second-party and third-party game releases, fans are pondering: Will Stellar Blade be available on PC?

In this article, we delve into the details to determine the platform availability of the highly anticipated title.

Will Stellar Blade be available on PC? Allow me to provide you with the answer.

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Unfortunately, Stellar Blade will not be available on PC, at least not initially. Currently, the game is only available on PlayStation 5 starting on April 26, 2024.

Regrettably, it appears that there is no indication of a potential PC release for Stellar Blade in the future. In most cases, trailers for PlayStation timed-exclusive titles conclude with a disclaimer that specifies the duration of their exclusivity.

In the Final Fantasy 7 Rebirth launch trailer, it is explicitly stated that the game will only be accessible on other platforms starting on May 29, 2024.

Regrettably, when it comes to the stellar blade, there is no indication of such.

It’s important to note that Sony Entertainment Interactive published Stellar Blade, unlike Final Fantasy 7 Rebirth. This means that the chances of it being released on PC or other platforms in the near future are even slimmer.

However, it is worth noting that there is a chance the game might be released on PC in the future, given PlayStation’s track record of bringing their exclusive titles to the platform. However, it could be a while before this comes to fruition.

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A Review of Fallout 4

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After nearly ten years since its initial release, Bethesda has brought Fallout 4 to the PS5, offering enhanced technical performance that one would anticipate from a leap to a new generation. Does the open-world RPG still hold up in 2024?

Answering that question is quite challenging, I must say. While opinions may vary, it’s worth noting that Fallout 4 has its fair share of critics. However, one cannot deny the allure of its captivating gameplay loop, which keeps players hooked with its constant exploration, mutant battles, and character progression. The loop in question has undoubtedly stood the test of time, and Fallout 4 continues to captivate players with its addictive character development mechanics. From acquiring loot to distributing perk points, the game offers a truly engaging experience.

Fallout 4’s post-apocalyptic Boston is yet another example of Bethesda’s talent for creating immersive worlds that captivate and divert your attention from your intended path. This map is incredibly dense, providing adventure at every corner. This open world is incredibly immersive, captivating players for hours on end. The various character progression systems add depth and complexity to the experience.

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However, this is where the game begins to show some weaknesses, especially when compared to more contemporary standards. Technical limitations that were already dubious when Fallout 4’s release in 2015 hinder the gameplay experience. It’s quite disappointing to encounter a loading screen every time you enter or exit an interior location, which feels incredibly outdated, even with the significantly improved load times of the PS5 version.

Additionally, comparable restrictions limit the game’s overall scope. Now, it’s clear that one wouldn’t anticipate a radiation-soaked wasteland to be bustling with life, but Boston can’t help but come across as lacking ambition. As you journey through different locations, you’ll notice a noticeable lack of action. Even well-known settlements such as Diamond City and Goodneighbor, which are supposed to be bustling hubs of activity and trade, feel disappointingly empty with a population of only around 30 NPCs.

This illusion may have been somewhat passable back in 2015, but after almost a decade, it’s clear that the game’s outdated engine is to blame for many of its glaring flaws. It’s undeniable that some aspects of Fallout 4’s design haven’t aged well, especially considering how much the open-world genre has evolved in the past decade. While it’s not fair to expect a complete remake in the 2024 re-release, there are certain aspects that could have been improved upon.

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Fallout 4 undeniably possesses an alluring atmosphere, capturing that eerie sense of wonder that has become synonymous with the series. There is a unique experience in scaling the remnants of a decrepit skyscraper and surveying the desolate landscape, immersing oneself in the inherent solitude while the game’s subtly captivating music softly plays in the distance.

When it comes to immersion, let’s delve into Fallout 4’s take on role-playing. Upon its release, numerous dedicated Fallout fans expressed their dissatisfaction with the game’s decision to introduce a fully voiced protagonist, along with the limited dialogue choices that accompanied this change. Truly, the absence of morally ambiguous decisions in this game is quite noticeable, especially when comparing it to titles such as Fallout: New Vegas or even Fallout 3. The side quests often guide you towards two predictable options, where you can either embody a beacon of hope or a deranged maniac, and the latter option never truly feels authentic, given the protagonist’s predetermined, almost heroic role in the story.

Emerging from a two-century cryogenic sleep, the protagonist must navigate the treacherous landscape of post-apocalyptic America to save their kidnapped infant son, who was taken from the very same cryogenic facility. In this particular situation, deviating from the main questline may not contribute to the overall narrative coherence. However, it must be acknowledged that the story presents significant opportunities for making impactful decisions that can greatly influence the game world, especially when aligning oneself with pivotal factions.

Once again, it’s worth noting that there is limited opportunity to delve into your character’s personality and motivations in Fallout 4. As a result, the game can be seen as a regression compared to its predecessors. Furthermore, the side quests tend to be quite forgettable. The main plot of Fallout 3 had its fair share of issues, but it managed to find balance by incorporating some wild and unpredictable misadventures. The sequel, on the other hand, lacks personality, featuring one-dimensional characters and unremarkable dialogue. It heavily relies on self-referential storytelling, which can be immersion-breaking.

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If you’re interested in seeing faction plotlines come to a conclusion, you’ll have to go through a plethora of ‘radiant’ filler quests. These are the types of games that provide little context and simply place a procedurally generated objective marker on your map, instructing you to “go here, do something.” While the prospect of embarking on an adventure and uncovering hidden treasures is certainly enticing, the overall experience feels somewhat lacking in depth and emotion. It’s hard to ignore the excessive filler content that hinders your progress towards important narrative milestones.

However, it is worth mentioning that the gameplay loop of Fallout 4 is incredibly captivating, and combat plays a vital role in this experience. While it may not boast the most polished shooting mechanics compared to other games on the market, it undeniably stands out as the most enjoyable Fallout installment to date. The action in the game is filled with a satisfying and almost comical bloodlust. Whether you’re sniping super mutants with precision or hacking raiders to bits with modified chainsaws, the result is a spectacle of skulls popping and limbs flying.

The standout feature of the game is undoubtedly V.A.T.S., which grants you the power to manipulate time and execute visually stunning attacks on specific body parts. Even after nearly ten years, there is still no other system quite like it. The version of V.A.T.S. in Fallout 4 truly stands out, offering moments of pure chaos and excitement. Experiencing the exhilarating thrill of a deathclaw’s head exploding mere moments before its talons make contact with your face; being rendered speechless as a mini nuke hurtles directly towards you; obliterating grotesquely mutated wildlife with your beloved energy weapon, all captured in flawless slow motion. This is an exceptional experience.

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Regrettably, not everything that Fallout 4 does is met with universal acclaim. Despite being largely overlooked, the game’s settlement system continues to be a topic of heated debate. During your adventure, you’ll stumble upon small communities that you can nurture by collecting various items and utilizing specific materials to construct a wide range of structures. These include essential defenses like walls and gates, as well as intricate computer networks and ingenious mechanical contraptions.

The system itself is undeniably impressive, providing an immense amount of depth for players who truly want to immerse themselves in the experience. If you’re looking for a classic Fallout experience, settlements might come across as unnecessary baggage, adding unnecessary weight to an already content-packed game that can sometimes feel like busywork. It’s quite frustrating how settlements don’t immediately prove their value. The initial phase involves the monotonous task of collecting a vast amount of resources, and that’s just for the basic needs such as shelter, food, and water.

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While certain aspects of Fallout 4 may not have stood the test of time, it’s worth noting that the PS5 port does indeed deliver on its commitment to enhancing the game’s technical performance. The game’s performance mode, running at 60 frames per second, is impressively smooth overall, with only occasional minor hitches lasting for a fraction of a second in crowded areas. The smooth frame rate greatly enhances the gunplay, which can sometimes feel a bit twitchy. Additionally, the dynamic 4K resolution significantly improves the overall visual experience, making everything look better than ever.

From an artistic standpoint, this video game can be visually unappealing. It’s safe to say that the visuals were less than impressive back in 2015, and unfortunately, they haven’t aged well. The human character models leave much to be desired, with their lackluster facial features and lifeless expressions. The lip-syncing and facial animations are particularly disappointing.

In summary

The core gameplay loop of Fallout 4 remains strong, despite the fact that the surrounding adventure is starting to show its age, nearly ten years after its initial release. The addition of a smooth 60-fps performance mode will surely please many returning players. Roaming through post-apocalyptic Boston can still provide some enjoyment, especially with the reliable V.A.T.S. system at your disposal. However, it is undeniable that open-world games have made significant progress since the release of Fallout 4, which some may argue already felt outdated even at its launch in 2015.

Pros:

  • The open-world design is both dense and engaging
  • Engaging progression systems that keep you hooked
  • V.A.T.S. continues to impress
  • The performance on PS5 is impressively smooth
  • Significantly decreased loading times
  • Several poignant narrative moments
  • The soundtrack creates a captivating atmosphere

Cons:

  • Shows signs of significant deterioration in various aspects
  • Unremarkable side quests and forgettable characters
  • Lacking depth in the realm of role-playing
  • An abundance of mundane tasks
  • The character models are visually unappealing

Good 7/10

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Gran Turismo 7 Update 1.46 introduces an exciting addition to the roster of exclusive cars available in the PS5 and PS4 racing game

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Gran Turismo 7 has just received an exciting update to version 1.46 on both PS5 and PS4. This latest update introduces a unique addition to the game: the Škoda Vision Gran Turismo, a car that you won’t come across in any other game. Škoda makes its debut in the franchise with a visionary study of a single-seater, all-electric racing concept car, designed exclusively for the Polyphony Digital racer.

Once you’ve downloaded update 1.46, you’ll have the opportunity to test drive not one but two additional cars: the AFEELA Prototype 2024 and the iconic Chevrolet Chevelle SS 454 Sport Coupe ’70. Get ready for an exhilarating ride! Watch as they take to the track in the video above.

Additionally, the update introduces a new menu for players to tackle in the GT Café. At Collector Level 38, players have the opportunity to delve into the fascinating world of Ferrari 12-cylinder engines, gaining knowledge and expanding their collection. In World Circuits, players can look forward to exciting new events such as the Japanese Clubman Cup 550, the American FR Challenge 550, and the Vision Gran Turismo Trophy. For all the avid fans of Photo Mode, there’s an exciting opportunity to explore the captivating city of San Diego in a brand new Scape.

What are your thoughts on the latest update for Gran Turismo 7? Feel free to leave your thoughts in the comments section.

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