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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

New PS5 Patch Introduces Rare 40FPS Mode for Avatar Game

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Avatar: Frontiers of Pandora has received an exciting update that introduces a new graphical mode, elevating the game’s visual experience. With a smooth frame rate of 40 frames per second and enhanced resolutions, players can now immerse themselves in even more stunning and detailed environments. Now downloadable on PS5 with the latest patch 3.2, this mode is compatible with 4K TVs that can handle up to 120 Hz. Before this update, Avatar PS5 only offered quality and performance modes. However, with this new option, players can now enjoy the benefits of both modes after downloading the 2.4GB update.

Throughout the PS5 era, 40fps modes have been a rarity, much to the disappointment of the hardcore community. Insomniac Games first introduced them in Marvel’s Spider-Man: Miles Morales and later added the feature to Ratchet & Clank: Rift Apart. They also included it in Marvel’s Spider-Man 2. Other PS5 titles, such as Hogwarts Legacy, Lies of P, and God of War Ragnarok, also offer 40fps modes.

In addition to that, Patch 3.2 for Avatar: Frontiers of Pandora brings along the following:

Worldwide:

  • Research Station Alpha now features a convenient Fast Travel option
  • The issue of controller re-mapping and resetting on game restart has been resolved
  • Addressed multiple instances of crashes
  • I corrected a few spelling errors
  • Addressed the issue of voice lines overlapping during dialogue

Primary Objectives & Optional Objectives:

  • [Main Quest: Shadows of the Past] This main quest is an intriguing journey into the depths of history. Addressed a bug that previously hindered quest progression in co-op mode

More bug fixes have been implemented.

  • [Available on all platforms] The rescued human characters no longer return to the Resistance HQ wearing masks
  • Available on all platforms. There is a noticeable improvement in the visibility of NPCs when they are at the edge of the Player’s vision

 

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Exciting news for gamers! The highly anticipated PS5 game Star Wars Jedi: Survivor will be joining EA Play on Thursday

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Update: It seems that the PS Store may have acted prematurely, as it has now been officially confirmed that Star Wars Jedi: Survivor will be added to EA Play on Thursday, April 25th, 2024. Once the active members are in, they’ll have the opportunity to download and play the complete game.

Original Story: Star Wars Jedi: Survivor, released in 2023, has been added to the EA Play subscription service. This exciting action-adventure game is now available for download and play at no additional cost for active members. While EA has yet to provide any official updates, you can head over to the PS Store and find it listed as “included with EA Play.”

Adding to the mix is the recent announcement of a forthcoming price hike for the subscription, affecting both monthly and yearly payment plans. Starting on May 10th, 2024, the monthly subscription fee will be increased from £3.99 / $4.99 to £5.99 / $5.99. For those who choose the 12-month commitment, the price will be £34.99 / $39.99, which is a £15 / $10 increase.

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In April 2023, the highly anticipated Star Wars Jedi: Survivor made its debut on the PS5. After thoroughly evaluating the game, we are pleased to announce that it has earned an impressive 9/10 rating in our review. We praised the game for its ability to build upon the first installment’s foundations and improve upon every aspect. “The combat is highly enjoyable and provides a plethora of options, while the exploration reaches new heights. The incorporation of Metroidvania elements adds an extra layer of depth, resulting in captivating puzzles and rewarding experiences.”

Click the link to access a comprehensive list of all EA Play games available on PS5 and PS4. Are you planning to give Star Wars Jedi: Survivor a try on the service? We would greatly appreciate your feedback in the comments section.

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Rest assured, the highly anticipated PS5 exclusive, Stellar Blade, will be available in its original, uncensored form across all regions

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Fear not; for those worried about potential censorship issues with the PS5-exclusive Stellar Blade, set to release on April 26th, Sony has got you covered. ShiftUp, the developer, proudly assures players that the game will maintain its uncensored content across all regions, including Japan.

We have to admit, we didn’t anticipate this as a potential issue or a potential selling point. The main character, Eve, and her revealing costumes have been heavily showcased in the game’s pre-release marketing. Nevertheless, it is pleasing to witness ShiftUp’s evident enthusiasm as their vision prepares to reach the hands of a vast number of players.

Regarding Stellar Blade, Yoko Taro believes it surpasses NieR: Automata, and we were pleased to learn that the game will be considerate of your PS5 storage capacity. The demo is now available for you to try, and it has nearly doubled the daily active users of Final Fantasy 7 Rebirth. This is quite impressive, especially considering it is the game’s first console showing.

Will you be there to experience Stellar Blade on its release day? It’s certainly a relief to witness the game remaining uncensored until the last moment. Feel free to share your thoughts in the comments section below.

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