Dark Souls 3’s final DLC, The Ringed City, is coming in March

Dark Souls 3’s second and final DLC expansion is called The Ringed City and it’s due 28th March on all platforms.

This add-on tasks players with following Slave Knight Gael to the edge of the world, searching for the Soul of Humanity. Players may remember Slave Knight Gael from Dark Souls 3’s first DLC, Ashes of Ariandel, where he offered players entry into the Painted World of Ariandel then showed up again outside of the add-on’s final boss.

You can catch a glimpse at The Ringed City in the trailer below. Spoiler alert: there be bosses!

The Neko Atsume live-action movie trailer is purfect

Back in November we reported that popular cat-collecting mobile hit Neko Atsume would be and now there’s a trailer for said movie.

Called Neko Atsume No Ie (which Google delightfully translates into Cat Thick House), the film follows the exploits of a reclusive author (Atsushi Itô, of Battlefield Baseball fame) who moves into a house, meets a cat that inspires him, then loses said feline and does everything in his power to lure his beloved companion back to him.

The Neko Atsume movie is being directed by Masatoshi Kurakata, who was a writer on Shenmue 2 and an assistant director on Resident Evil 0 and Clock Tower 3.

Xbox One’s upcoming copilot feature will let two players share one controller online

We’ve written about the Xbox One’s , which will make the shortcut Guide menu appear with a single tap of a button. This brings you to a mini-menu on the left frame that offers shortcuts to the home screen, your library, the Xbox marketplace, recently played games, background music and pins. What we hadn’t seen until now is a new copilot feature, which will allow two users to share one controller.

As seen in the following video, copilot lets players use two controllers wherein they each control the same inputs. That way folks with disabilities who need someone else to handle certain action can turn what would be a cumbersome task into a co-op experience of sorts.

“Imagine that someone needs to control their gameplay with a hand, or chin, or foot, or they need a little bit of extra help from someone else,” explained Scott Henson from the Xbox engineering team.

Deus Ex: Mankind Divided’s second expansion, A Criminal Past, is due next month

Deus Ex: Mankind Divided’s second story DLC, A Criminal Past, is due 23rd February on all platforms, publisher Square Enix has announced.

Set prior to the events of Mankind Divided, A Criminal Past follows Jensen’s first mission for TF29. The expansion transpires in an all-aug high-security prison, where ungrateful cyborg Adam Jensen has to pose as an inmate to track down an undercover agent.

A Criminal Past is included in Mankind Divided’s Season Pass and will be the game’s first add-on in five months since System Rift launched in September.

Guillermo del Toro is not creatively involved “at all” with Death Stranding

We were all very excited to see Hellboy and Pan’s Labyrinth director Guillermo del Toro appear in the for Hideo Kojima’s highly anticipated, highly mysterious game, Death Stranding, suggesting that maybe the storied director would be heavily involved in its creative process, just as he allegedly was with the cancelled Silent Hills project. But it looks like that’s not the case this time around.

“He’s discussed his ideas so I could understand the character, but other than that I’m not involved, creatively, at all,” del Toro told of his role in Death Stranding.

“This is entirely Kojima-san’s game. I think it’s gonna be a fantastic game, 100 per cent. But this is him and his ideas. I’m just a puppet in his hands,” the Pacific Rim director added in a metaphor a little on the nose given the marionette-like soldiers on cables emanating from Mads Mikkelsen’s character in the trailer.

Resident Evil modder re-imagines the classic game in first-person

With Resident Evil 7 launching today, series superfan and modder has reenvisioned the original adventure as a modern first-person affair in the following video:

Using the mansion and character models from the Resident Evil: Umbrella Chronicles on the Wii, Lima recreated the opening few rooms from Capcom’s seminal survival horror affair with the camera planted firmly in Jill’s eyeholes.

It doesn’t look nearly as creepy as Resi 7, but that mostly comes down to the garish lighting. The actual cramped corridors still seem proper scary to be maneuvering around zombies in. Clearly Capcom was really onto something when it decided to opt for this new perspective.

Resident Evil 7: Biohazard review

Two decades since players first stepped over the threshold of the Spencer mansion, Resident Evil has rediscovered the peculiar thrill of opening a door. Among the original game’s most distinctive flourishes are its unearthly, cutaway room transitions: doors gliding through darkness, their jaws creaking open to engulf you. Resident Evil 7 draws on vastly different design traditions – many of which it sadly struggles to build on in any significant sense – but at least to begin with, its doors give off a comparably eerie vibe.

You’ll nose against them tentatively, feeling for the chink of a lock, the pickled paintwork glistening under your flashlight in a way series creator Shinji Mikami could only have dreamed of back in 1996. You’ll nudge them ajar and pause, ears pricked for a reaction, eye trained on a sliver of mantelpiece or desktop. If you’re making use of the game’s slightly ramshackle but quite impressive PlayStation VR support, you might physically crane your neck around the frame. Then – after checking your ammunition and, perhaps, reshuffling the weapons you have mapped to the D-pad – you’ll sag forward into the room, angling to place your back to a wall as you scan its invariably grim contents: the fizz of a CRT screen in a corner, flyblown pans of meat, the frayed aurora of a bloodstain. Encountering nobody, you’ll spin on your heel to appraise the corridor you’ve just left. Nope, no obvious signs of malicious intent. Returning your attention to the room, you’ll take another few steps forward and slowly breathe out. Then the door will swing shut behind you with the gentlest of clicks, and you’ll throw the controller at the ceiling.

Resident Evil 7 is, in its way, as much a grab-bag of influences and themes as the would-be series capstone, Resident Evil 6, a game that set out to merge every form Resident Evil has taken over the years into one, ungainly whole. The first-person perspective and lumbering character movement evoke F.E.A.R. and Condemned (narrative designer Richard Pearsey’s credits include two of the former’s expansion packs), while the dreadfully greasy and emaciated art direction calls to mind the Amnesia series and Resi’s ancient rival, Silent Hill. Resident Evil 4’s crowded encounters are a distant memory, but there are shades of its frenzied risk management in combat – you can target the limbs of certain enemies to stall their attacks, or aim for the head (or whatever most resembles a head) in the hope of a swift, ammunition-conserving finish.

Tekken 7 delayed to June

Tekken 7 has been delayed to 2nd June 2017. It had been due out early 2017.

2nd June is the release date for the fighting game on PC, PlayStation 4 and Xbox One.

Tekken 7 has Street Fighter’s Akuma as a guest character, complete with his Shoto-style moveset. He even has an EX Meter, which lets him do his EX and super moves.

Watch us play Torment: Tides of Numenera on PS4

Funny to think a brand new Torment game is nearly here. Four and a half years ago it was a dream, an exciting idea, but on 28th February, Torment: Tides of Numenera lands.

I went to London last week to play the finished game but on PlayStation 4 rather than PC. I wanted to see how the simultaneously released console versions (PS4 and Xbox One) held up. They weren’t always part of the plan you see; they’re a happy consequence of Techland signing as publisher last summer.

The good news is, the PS4 version works perfectly well, a bespoke radial menu mapping controls comfortably to the controller. It can feel odd directly controlling characters in what is a click-to-move game on PC though, especially when you snag on bits of environment or struggle to interact with things because you’re standing in the wrong place. Pathfinding would normally sort that out for you.