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Massively OP Podcast Episode 481: Pre-Gamescom MMO mini podcast

20. Srpen 2024 v 22:00
In this mini episode, Bree runs down Throne & Liberty's delay, New World's Aeternum beta, Guild Wars 2's Janthir Wilds launch, the Richard Garriott Ultima Online rumor, the state of Ultima Online New Legacy, Nightingale's Realms Rebuilt, the record-setting SWG Legends' SOEclipse event, and the approach of Gamescom.

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Troubled fairytale sim Nightingale is getting a Realms Rebuilt update that trades procgen for "handcrafted" story worlds

Baroque wilderness-builder Nightingale has not been doing brilliantly since Ed Thorn described the launch early access version as "a numbers grind disguised as a gaslamp survival game". We had moderately high hopes for it before the early access release - I personally enjoy the fairytale setting, with its pop-up Pucks and magic umbrellas, but I also think I've raised enough hovels on procedurally generated maps for one lifetime. Still, I'd quite like it to come good, if only so I can justify op-eds about Lewis Carroll, and I'm somewhat encouraged by what I've heard of the game's forthcoming Realms Rebuilt update.

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Troubled fairytale sim Nightingale is getting a Realms Rebuilt update that trades procgen for "handcrafted" story worlds

16. Srpen 2024 v 18:41

Baroque wilderness-builder Nightingale has not been doing brilliantly since Ed Thorn described the launch early access version as "a numbers grind disguised as a gaslamp survival game". We had moderately high hopes for it before the early access release - I personally enjoy the fairytale setting, with its pop-up Pucks and magic umbrellas, but I also think I've raised enough hovels on procedurally generated maps for one lifetime. Still, I'd quite like it to come good, if only so I can justify op-eds about Lewis Carroll, and I'm somewhat encouraged by what I've heard of the game's forthcoming Realms Rebuilt update.

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Victorian sandbox Nightingale banks on a big summer patch to turn its fortunes around

5. Srpen 2024 v 16:00
While admitting “shortcomings” to Nightingale’s initial launch, six months into early access Inflexion Games’ devs say that they’re “proud” of the title and yet “not satisfied” with where the game is at right now, including lower player numbers. CEO Aaryn Flynn and Art and Audio Director Neil Thomson recorded a video to announce that now […]

Nightingale introduces highly-requested offline mode in new early access update

23. Květen 2024 v 14:00

Nightingale now has an offline mode as part of its latest update.

The early access survival crafting game's update 0.3 also introduces new quest NPCs Joan of Arc and Edgar Allan Poe among others, as well as new tiered creatures, Bound enemies, and questlines.

Developer Inflexion stated earlier this year that offline play was a priority, despite the game's focus on co-operative exploration.

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  • ✇Eurogamer.net
  • What we've been playingRobert Purchese
    Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week: first impressions, mazes, and zombie apocalypses.If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive.I've been playing a lot of Nightingale in the last couple of weeks, and I think there are good ideas there but also a lot of frustration. The game is too eager to have you grind, and it suffocates al
     

What we've been playing

8. Březen 2024 v 12:22

Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week: first impressions, mazes, and zombie apocalypses.

If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive.

I've been playing a lot of Nightingale in the last couple of weeks, and I think there are good ideas there but also a lot of frustration. The game is too eager to have you grind, and it suffocates all of the more interesting things it's trying to do. I wrote about this in much more detail in my Nightingale Early Access impressions piece published yesterday.

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  • ✇Eurogamer.net
  • In Nightingale the fun is always just around the cornerRobert Purchese
    Somehow, I've spent nearly 40 hours playing Nightingale, but I'm still searching for the fun. I've seen glimpses of the game I feel we've been promised - the Victorian fantasy where friends glide through the air on umbrellas, fighting mythical beasts together in strange fae lands - but only ever glimpses. Mostly, I've been in dogged pursuit of an excitement that eludes me, hoping it'll be around the next corner I turn, in the next gear tier I unlock. But every corner seems to just bring another
     

In Nightingale the fun is always just around the corner

7. Březen 2024 v 16:13

Somehow, I've spent nearly 40 hours playing Nightingale, but I'm still searching for the fun. I've seen glimpses of the game I feel we've been promised - the Victorian fantasy where friends glide through the air on umbrellas, fighting mythical beasts together in strange fae lands - but only ever glimpses. Mostly, I've been in dogged pursuit of an excitement that eludes me, hoping it'll be around the next corner I turn, in the next gear tier I unlock. But every corner seems to just bring another corner, and so around and around I go, getting somewhere but never there.

It's a shame because as a concept, and even in practice, there are things I love about Nightingale. The setting! A Victorian world of old-fashioned explorer garb and backpacks, of canvas and ironwork. And the fantasy world lurking just beside it, filled with unexplained phenomena and menacing faerie folk. It's pulled almost one-to-one from the pages of Susanna Clarke's brooding fairytale Jonathan Strange and Mr Norrell, which I adore - they've even cast Marc Warren from the television adaptation to reprise his role as a faerie, which he does with sinister brilliance again. In Nightingale, the doors to the faerie realm have been blown wide open, and humanity scattered throughout the immeasurable archipelago of rae realms. Now, humanity is trying to find a way home, hopping through portal after portal as it tries to get back the eponymous city of Nightingale.

It's a refreshing set-up that's perfect for a survival crafting game, because it can be broken into myriad small realms to adventure on. These self-contained realms can be procedurally generated and offer varying threats, treasure, resources, depending on whatever seed you generate them from - the seed in this case being cards, which are another of the game's big ideas. These are craftable and collectable and open doorways depending on the cards you use. Match a desert or forest biome with a card representing a certain difficulty, and it will then appear. It's a great idea that works brilliantly with the setting of Nightingale to make the game feel distinct.

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Nightingale early access review: a numbers grind disguised as a gaslamp survival game

Not long ago, a few of us from the RPS Treehouse wandered through first-person survival 'em up Nightingale with its boss Aaryn Flynn, and then had it out about the game's crafting menus. I was one of the folks who wasn't so hot on what we'd played, and I'd hoped that the early access version would prove me wrong.

Alas, I am sad to report that I still do not like Nightingale. From what I've played so far, the game is an awkward marriage of survival game and live service loot grind, which makes you feel divorced from the very world you inhabit.

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  • ✇Eurogamer.net
  • What we've been playingRobert Purchese
    Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week: faewilds, tins, and liars.If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive.I've been playing Nightingale for a couple of days fairly intensely now, and I'm not entirely sure what to make of it. It starts off really brightly, really full of, apparently, interesting new ideas. A Victorian setting,
     

What we've been playing

1. Březen 2024 v 12:00

Hello! Welcome back to our regular feature where we write a little bit about some of the games we've been playing over the past few days. This week: faewilds, tins, and liars.

If you fancy catching up on some of the older editions of What We've Been Playing, here's our archive.

I've been playing Nightingale for a couple of days fairly intensely now, and I'm not entirely sure what to make of it. It starts off really brightly, really full of, apparently, interesting new ideas. A Victorian setting, a faerie realm story idea, where everyone is scattered across these pocket realms, trying to find their way home. There's a semblance of story here, a whiff of RPG to go with the survival crafting core, and a clever card-based mechanic for generating your own realms and then messing with them. And yet, two days later, I'm still waiting for the game to hit its stride.

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  • ✇Rock Paper Shotgun Latest Articles Feed
  • Nightingale's great hope is the city hidden at its foggy heartEdwin Evans-Thirlwell
    Sometimes I wonder whether every genre fantasy RPG or RPG-inflected game is essentially a journey towards the Big City. Most such games start you off on the periphery of the world, out in the sleepy and/or brutish hamlets of FirstActShire, Chosen One County, and send you on a loose quest towards the cosmopolitan centre, where you'll typically learn about the ultimate villain of the piece, gain access to the juiciest concentration of shops, crafting facilities and quest-givers, and glean some h
     

Nightingale's great hope is the city hidden at its foggy heart

Sometimes I wonder whether every genre fantasy RPG or RPG-inflected game is essentially a journey towards the Big City. Most such games start you off on the periphery of the world, out in the sleepy and/or brutish hamlets of FirstActShire, Chosen One County, and send you on a loose quest towards the cosmopolitan centre, where you'll typically learn about the ultimate villain of the piece, gain access to the juiciest concentration of shops, crafting facilities and quest-givers, and glean some hint at the location of the endgame dungeon. Sometimes the quest takes days of playtime, as in Baldur's Gate 3. Sometimes it takes less than an hour, as in the original Destiny. It's a common-enough device that when an RPG starts you off in the Big City, like Dragon Age 2, or creatively "provincialises" the Big City, like Roadwarden, I feel slightly unnerved.

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  • ✇Rock Paper Shotgun Latest Articles Feed
  • Nightingale is "not officially supported" on the Steam Deck, and it showsJames Archer
    Nightingale’s dapper cast of cross-dimensional pathfinders are right about one thing: realmwalking is dangerous business. Attempt to tele-portal between realities on the Steam Deck, for instance, and you may find yourself trapped in the Stygian void, naught but a frozen loading screen tip for company and suspended hopelessly for all eternity. Or until you hold down the power button. This crashing tendency alone means that while Nightingale can technically run on the Steam Deck, even without re
     

Nightingale is "not officially supported" on the Steam Deck, and it shows

Nightingale’s dapper cast of cross-dimensional pathfinders are right about one thing: realmwalking is dangerous business. Attempt to tele-portal between realities on the Steam Deck, for instance, and you may find yourself trapped in the Stygian void, naught but a frozen loading screen tip for company and suspended hopelessly for all eternity. Or until you hold down the power button.

This crashing tendency alone means that while Nightingale can technically run on the Steam Deck, even without resorting to rock-bottom graphics settings, the current early access build isn’t yet ready for regular handheld play. That’s nothing developers Inflexion Games won’t tell you themselves – they’re "not considering [the Deck] officially supported at launch," after all – but if you were thinking of giving this gaslamp fantasy survival sim a portable whirl, you might want to let that call to adventure go unanswered.

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In true early access style, Nightingale’s PC performance feels like a work in progress

Credit to Nightingale, I’ve been enjoying the early access form of Inflexion’s gaslamp fantasy survival crafter a fair bit more than I did its older stress test build. The UI is cleaner and tighter, and I’ve had more space to explore (and enjoy) the mysterious nooks of its magic 'n' moustaches world. There’s potential here, but it’s very much the raw kind, especially when performance needs as much work as it does.

Besides relying on upscalers like DLSS for truly smooth running, Nightingale currently has a serious stuttering problem, and bumping into an ugly graphical artefact or even a hard crash is worryingly common. I’ve pulled together an optimised settings guide (down below) so that you don’t need to drop the visual quality lower than is strictly necessary, but do keep in mind that this is early access with emphasis on the early.

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Nightingale to add offline mode "as soon as feasible", as devs say they "misjudged" player demand for it

After launching Nightingale into early access on Tuesday, developers Inflexion Games (led by former BioWare CEO Aaryn Flynn) have quickly realised a big miscalculation: lots of players want an offline mode. The gaslamp fantasy survival game requires you be online even if you want to play by yourself, which dovetailed poorly with server issues at launch to frustrate folks. Inflexion say that early in development they needed to make a choice between focusing on co-op or offline first, and now think they made the wrong call. They plan to remedy this, but it's not yet clear when they'll actually add an offline mode.

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  • ✇DSOGaming
  • Nightingale won’t support AMD FSR 3.0 due to crash issuesJohn Papadopoulos
    Inflexion Games has just announced that its PVE open-world survival crafting game, Nightingale, won’t support AMD FSR 3.0 at its Early Access launch. According to the team, FSR 3.0 introduced major crash issues. So, in order to ensure better stability, the devs have temporarily removed it. Inflexion Games is currently looking into addressing these stability … Continue reading Nightingale won’t support AMD FSR 3.0 due to crash issues → The post Nightingale won’t support AMD FSR 3.0 due to crash i
     

Nightingale won’t support AMD FSR 3.0 due to crash issues

19. Únor 2024 v 18:20

Inflexion Games has just announced that its PVE open-world survival crafting game, Nightingale, won’t support AMD FSR 3.0 at its Early Access launch. According to the team, FSR 3.0 introduced major crash issues. So, in order to ensure better stability, the devs have temporarily removed it. Inflexion Games is currently looking into addressing these stability … Continue reading Nightingale won’t support AMD FSR 3.0 due to crash issues

The post Nightingale won’t support AMD FSR 3.0 due to crash issues appeared first on DSOGaming.

Today's new games struggle because "evergreen" hits like Fortnite "pull players towards them at all times", says former BioWare GM

Before founding Inflexion in 2021, Aaryn Flynn worked at BioWare. He's got credits on some of the studio's best-loved games, from Baldur's Gate 2 through Star Wars: Knights Of The Old Republic to Dragon Age: Origins and the Mass Effect trilogy. He was BioWare's general manager for several years, but left the company in 2017 following the release of the less-regarded Mass Effect: Andromeda. New survival sim Nightingale is his first early access project, and it's certainly been a learning experience, with Flynn obliged to rethink many of the things he learned about gamedev during his BioWare days. Speaking to me ahead of Nightingale's launch, Flynn talked about the difficulty of making headway as a new developer in an industry where the most successful competing live service titles have effectively become part of the landscape - indeed, a force of "gravity".

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How Nightingale will change during early access, including UI fixes, combat updates and new biomes

Inflexion's fantasy survival sim Nightingale releases into Steam early access today. Our pre-launch impressions? Well, the procedurally generated landscapes are engrossing, a blend of British fairytale influences with many a hushed forest, spidery swamp and tempting ruin. We're also pretty keen as a team on the game's Realm cards system, which lets you shape those fairytale worlds both before and after you portal into them. But we were less enthralled by HUD and user interface elements such as the crafting menus and hotbar, which we found ornate and circuitous to the point of confusing.

Speaking to me after our co-op hands-on - in which guides writer Kiera made friends with a tree monster only for somebody to shoot it - Inflexion's CEO Aaryn Flynn explained a bit about how the game will evolve during its early access period, which Inflexion estimate will last 9-12 months. Thankfully, it sounds like fine-tuning the UI is a priority, though Flynn is "cautious" about committing to a full-blown roadmap.

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Nightingale's magical, world-creating Realm cards could become a fullblown collectible card game

Among the things I like bestest about Inflexion's alt-Victorian fantasy survival game Nightingale is its Realm cards mechanic, whereby you generate and modify worlds by playing Major and Minor cards. Major cards are used at portals to conjure up a particular biome or world type and set the difficulty, including an approximate choice of resident NPC factions, local fauna and resources. Minor cards are played within worlds to mess with their workings. You can lower the gravity for optimal umbrella gliding conditions, alter the weather or summon a Blood Moon (sorry, Zelda) that reduces your max health.

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  • ✇Rock Paper Shotgun Latest Articles Feed
  • Will Nightingale's crafting card menus be its downfall?Katharine Castle
    By now you'll probably have read quite a bit about our preview adventures in Inflexion Games' upcoming fantasy survival adventure Nightingale - including our slightly raucous attempts to interview CEO Aaryn Flynn while instant KO-ing tree monsters and abusing our supplies of ice bullets. But outside this guided co-op session, several members of the RPS Treehouse were playing it on their lonesome last week, too, getting to grips with Nightingale's particular flavour of sticks-and-stones crafting
     

Will Nightingale's crafting card menus be its downfall?

By now you'll probably have read quite a bit about our preview adventures in Inflexion Games' upcoming fantasy survival adventure Nightingale - including our slightly raucous attempts to interview CEO Aaryn Flynn while instant KO-ing tree monsters and abusing our supplies of ice bullets. But outside this guided co-op session, several members of the RPS Treehouse were playing it on their lonesome last week, too, getting to grips with Nightingale's particular flavour of sticks-and-stones crafting, cooking up meat and berry wraps to keep ourselves fed, and generally being cajoled and maybe even lightly seduced by our fae Shakespearean guide, Puck.

With so many folks playing it - some diehard survival heads and others who are mostly just glad to be having a break from Palworld for a spell - it quickly became apparent that lots of us had quite different takes on how Nightingale worked as a craft 'em up. I swear, I don't think our RPS Slack chat has ever seen such passionate discussions about UI layouts and hotkey assignments, so we thought it might be fun (and useful) to try and distil some of those thoughts for you. Will Nightingale succeed in capturing survival newcomers with its peculiar blend of gaslamp tea leaves, or will it chaff like a Victorian corset for the survival hardcore? Join us as we discuss some of its finer points below.

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  • ✇Rock Paper Shotgun Latest Articles Feed
  • We all went to a magic wood with Nightingale boss Aaryn FlynnEdwin Evans-Thirlwell
    Twas brillig, and the RPS editors did gyre and gimble in the wabe: all mimsy were the studio executives, and the guides writers outgrabe. If you’re still reading, congratulations, you’ve either got a dangerously high tolerance for bad literary jokes or you’re really eager to hear about Nightingale, the new survival sim from Inflexion, which launches into early access on 20th February. A quick recap on Nightingale, in case you missed our early access preview today: it's a strongly British-influ
     

We all went to a magic wood with Nightingale boss Aaryn Flynn

Twas brillig, and the RPS editors did gyre and gimble in the wabe: all mimsy were the studio executives, and the guides writers outgrabe. If you’re still reading, congratulations, you’ve either got a dangerously high tolerance for bad literary jokes or you’re really eager to hear about Nightingale, the new survival sim from Inflexion, which launches into early access on 20th February. A quick recap on Nightingale, in case you missed our early access preview today: it's a strongly British-influenced "gaslamp fantasy" experience in which players travel alone or in groups between procedurally generated fairy realms using magic portals. You can build bases in each Realm, go on story quests and hunt the wildlife for crafting materials.

Last week, RPS adventurers Edders, Kiera, Jeremy, Ollie and myself had a chance to play co-op with Aaryn Flynn, Inflexion’s CEO and former general manager at BioWare, while chatting to him about the game over Discord. The resulting, not entirely planned group interview lasted two hours and consisted mostly of people yelling at each other about ice ammo and tree monsters, but we did find time for some proper Q&A. Please find below an abbreviated transcript.

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After a few hours, Nightingale feels like one of the weirder Elder Scrolls RPGs

The major thing Inflexion's fantasy survival sim Nightingale gets right is that it makes procedural generation feel like sorcery. "Procgen" has become a ubiquitous concept in game design and especially survival game design, and I fear we've all lost sight of how magical it is to summon a landscape full of idiosyncratic flourishes from a hidden dataset. It's partly, in fairness, that many semi-randomised settings feel indistinct, smooshed together with little of the character you'd get from a "hand-made" environment and setting. Nightingale slices through the ennui in a couple of ways.

One is that this is a relatively storied and text-driven survival experience, with a self-summoning fairy narrator, Puck, who immediately buries you in Shakespearean turns of phrase as he weaves the history of a multiple-dimensional universe of "Fae" realms, roamed by creatures of Irish, English and Scottish myth and legend. I'm not sure Puck will be everybody's cup of tea as principal quest-giver and narrator - according to Inflexion boss Aaryn Flynn, some early players have struggled to make head or tail of his dialogue. But he helps conjure up an eldritch mood that sets Nightingale apart from most genre fantasies, including the Dragon Age titles Flynn once worked on at BioWare.

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