Connect with us


God Of War & Fortnite Clean Up Golden Joystick Awards 2018




Golden Joystick Awards 2018

It’s crazy to think that we’re already winding down the 2018 gaming season, with only a handful of notable releases left. However, the awards season is already underway, with the Golden Joystick Awards taking place and announcing their winners for the year.

The Golden Joystick Awards hosted its 36th annual event recently, with the winners being decided by the general UK public. The following is a list of all the winners:

Best Storytelling

God of War (Sony/SIE Santa Monica)

Best Competitive Game

Fortnite (Epic Games)

Best Cooperative Game

Monster Hunter: World (Capcom)

Best Indie Game

Dead Cells (Motion Twin)

Best Visual Design

God of War (Sony/SIE Santa Monica)

Best Audio

God of War (Sony/SIE Santa Monica)

Still Playing Award

World of Tanks (Wargaming)

Best Performance

Bryan Dechart for Detroit: Become Human (Sony/Quantic Dream)

Best VR Game

Skyrim VR (Bethesda)

Mobile Game of the Year

PUBG Mobile (PUBG Corp.)

PC Game of the Year

Subnautica (Unknown Worlds Entertainment)

PlayStation Game of the Year

God of War (Sony/SIE Santa Monica)

Xbox Game of the Year

Forza Horizon 4 (Microsoft/Playground Games)

Nintendo Game of the Year

Octopath Traveler (Nintendo/Square Enix)

Breakthrough Developer Award

Unknown Worlds Entertainment

Most Wanted Game

Cyberpunk 2077 (CD Projekt Red)

Critics’ Choice Award

Red Dead Redemption 2 (Rockstar Games)

Lifetime Achievement Award

Dark Souls director Hidetaka Miyazaki

Outstanding Contribution

Microsoft for the Xbox Adaptive Controller

Esports Games of the Year


Game of the Year


Industry veteran who has published thousands of articles across a variety of websites. I'm here to provide quality content in a timely manner regarding just about any topic you can think of.


Frostpunk 2 offers a thrilling combination of post-apocalyptic survival strategy and intense political maneuvering





Frostpunk 2 is the follow-up to a morally challenging strategy game that has captivated players, and it appears that even more difficult decisions await in the sequel. The game is set to release on PC and Xbox Series X|S on July 25th, with plans for a later release on PS5. Thanks to IGN, we were treated to an in-depth preview of 11 Bit Studios’ dark and gritty survival city builder.

Players are faced with the challenging task of making difficult decisions in order to endure the impending storm. They must carefully navigate through various ideological technology trees to reach their inevitable outcomes. Considering the shortage of manpower, are you planning to employ underage workers to fulfill the demand? What is the most efficient method for controlling a rebellious population: using brute force or employing religious manipulation?

In Frostpunk 2, players are transported to a world 30 years after the catastrophic global weather event that challenged their survival skills in the original game. The world remains frozen, with the most pressing danger now coming from fellow survivors vying for scarce resources and the growing democratic nature of your own people. Take a look at the trailer below to get a taste of what makes the series truly exceptional.

Can you handle the challenging decisions necessary for your survival? Are there any boundaries you refuse to cross? Feel free to share your thoughts in the comments section below.

Continue Reading


Baldur’s Gate 3 had a more manageable development process compared to Larian Studios’ previous RPGs





According to Swen Vincke, the founder and CEO of Larian Studios, the level of crunch on Baldur’s Gate 3 was lower compared to their previous games like Divinity: Original Sin 2. Crunch, also known as “crunch culture”, refers to the overtime that many developers are often expected to work when production deadlines are approaching.

According to GamesRadar+, Vincke was questioned about the challenges that emerged during the game’s extensive development and whether the studio had to work under intense pressure. Vincke mentioned that they are investing less in BG3 compared to their previous projects. We definitely did. We encountered unforeseen events.

Vincke highlights Larian’s global studio setup as a method through which the developer alleviated the pressure. This structure was established to guarantee round-the-clock coverage, specifically designed to prevent individuals from having to put in additional effort to resolve late-night issues. The Belgian developer has expanded its reach by opening a seventh office in Poland.

According to Vincke, employees who had to work long hours were compensated with overtime pay. He also mentioned that after 8pm, the offices would be nearly empty, and weekend work was a rare occurrence at the studio. Expanding on the topic, he clarifies: “We didn’t excessively push ourselves, but we did have to put in some extra effort.” And I believe, honestly, there will always be a sense of anticipation when you’re working towards completing a project, particularly when there are numerous intricate elements that need to be integrated.

Did you know that the development of Baldur’s Gate 3, with its immense size and scope, involved developers working tirelessly to meet the deadline? Please share your thoughts in the comments section below.

Continue Reading


Mad Max developer responds to comments made by Furioso director George Miller about Kojima





Last Friday, we shared with you the news that George Miller, the director of the Mad Max franchise, mentioned Hideo Kojima as his top choice to develop another video game adaptation during the premiere of his latest film, Furiosa: A Mad Max Saga. By doing so, it appears that he also criticized the previous game with the same name. The founder of Avalanche Software and creator of the Just Cause series, Christofer Sundberg, the developer behind the last Mad Max game, has responded with strong determination.

On Twitter (thanks, Eurogamer), Sundberg expressed his disagreement with Miller’s comments about Avalanche’s Mad Max game not meeting his expectations. The director stated: “I prefer to only engage in activities if they can be executed at the utmost level of excellence.” Sundberg strongly disagreed with Miller’s statements, describing them as baseless and arrogant. He then proceeded to provide insights into the game’s development, revealing some interesting details.

Sundberg believes that Hideo Kojima has the potential to create an incredible Mad Max game, but emphasizes that it would offer a unique and distinct experience. He adds: “The publisher made extensive efforts to transform this game into a strictly linear experience, despite partnering with a developer known for their open world games.” In a subsequent Tweet, Sundberg elaborated on the situation, revealing that after the initial year of development, the higher-ups came to the realization that they had inadvertently steered them towards creating a linear experience instead of the open world game they had originally proposed. He stated: “We wasted an entire year of effort and were informed that ‘players desire independence in the current era’.” Well, obviously…”

Larian Studios’ director of publishing, Michael Douse, expressed his opinion, stating that Avalanche faced challenges in capturing the spirit of the 2015 film due to limited access and legal restrictions on intellectual property. He suggests that there may be a subtle detail that Miller is unaware of.

Mad Max, developed by Avalanche and published by Warner Bros Games, was released in the same year as Miller’s previous Mad Max film, Fury Road. Drawn from the series, it presented a backstory for Max, where players were assigned the mission of collecting components for his legendary Magnum Opus.

What are your thoughts? Were Miller’s comments inappropriate? What are your thoughts on Avalanche’s Mad Max game? Additionally, would you be curious to see how a Kojima-led adaptation would bring a unique perspective to the game? Please share your thoughts in the comments section below.


Continue Reading