Tag Archives: Simulator

‘Dune: Part Two’ Partners With Xbox for ‘Flight Simulator’ Content and Custom Console Design – Variety

  1. ‘Dune: Part Two’ Partners With Xbox for ‘Flight Simulator’ Content and Custom Console Design Variety
  2. Xbox Created a Floating Controller to Celebrate Dune: Part 2 IGN
  3. Microsoft Flight Simulator’s free Dune expansion lets you fly an Ornithopter over Arrakis Tom’s Hardware
  4. Microsoft Flight Simulator adds Dune’s Ornithopter and planet Arrakis Polygon
  5. Microsoft Flight Sim’s free DLC finally adds what we’ve all wanted: giant mechanical dragonflies, decolonisation, and the chance to win a magical floating Xbox controller PC Gamer

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Overwatch 2’s ‘Sexual Harassment Simulator’ Made A Brief Return

Image: Activision Blizzard

Trigger warning: sexual assault and harassment.

An inappropriate Overwatch 2 game mode reappeared, but it’s not one to get excited about. The mode, titled “sexual harassment simulator,” was played enough times that it appeared as one of the most popular over the weekend for some players, according to PC Gamer, which spotted the reappearance just before Blizzard quickly pulled it down.

Another “sexual harassment simulator” was discovered in October 2022, but both tasked players with knocking down Overwatch 2‘s female heroes (like Mercy and Widowmaker) while playing as the cowboy Cole Cassidy and repeatedly crouching over their bodies, apparently, as PC Gamer reported, with the word “raping…” until the character in question is labeled “pregnant” as an AI-controlled Torbjorn supposedly fills the role of the baby. This is disgusting on so many levels it’s not even funny, especially because players are forced to play as Cassidy, previously known as McCree, the same name as the ousted Activision Blizzard developer who took part in the controversial “Cosby Suite” meetups.

A screenshot of the custom mode was posted to Overwatch’s official subreddit by user Joyolo13, who simply asked: “What in god’s name?”

“Lol I remember seeing this every day in [Overwatch 1],” said Redditor sw1nky. “Can’t say I’m surprised it’s still around, [to be honest].”

“McCree is back in the game I guess,” said user FoulfrogBsc.

Kotaku was unable to find the custom game mode in Overwatch 2 as it appears Blizzard took the “sexual harassment simulator” offline—for now. So, it seems the company is aware that such a mode exists but might be having a hard time preventing it from reappearing in the game.

“Inappropriate or explicit content has absolutely no place in our game,” a Blizzard spokesperson told PC Gamer when the outlet asked about the first version of the mode last year. “We immediately removed the user-created game mode once made aware of its existence. We are continually working to improve automatic filters to prevent inappropriate user-created content, and manually removing any that are not caught by the system.”

Kotaku reached out to Activision Blizzard for comment.

While this is at least the second time the “sexual harassment simulator” has popped up in Overwatch 2 specifically, players noted that a similar mode existed in some form in the original Overwatch game. At the time, players posted PSAs to warn the community about the offensive content. Of course, not all player-created game modes are this egregious. But it is concerning that this issue has come up more than once within a few months.

 



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This Asteroid Impact Simulator Lets You Destroy the World

I aimed a 1,500-foot iron asteroid traveling at 38,000 miles per hour with a 45-degree impact angle at Gizmodo’s office in Midtown, Manhattan.
Screenshot: Gizmodo/Neal.Fun

Hundreds of thousands of asteroids lurk in our solar system, and while space agencies track many of them, there’s always the chance that one will suddenly appear on a collision course with Earth. A new app on the website Neal.fun demonstrates what could happen if one smacked into any part of the planet.

Neal Agarwal developed Asteroid Simulator to show the potentially extreme local effects of different kinds of asteroids. The first step is to pick your asteroid, with choices of iron, stone, carbon, and gold, or even an icy comet. The asteroid’s diameter can be set up to 1 mile (1.6 kilometers); its speed can be anywhere from 1,000 to 250,000 miles per hour; and the impact angle can be set up to 90 degrees. Once you select a strike location on a global map, prepare for chaos.

“I grew up watching disaster movies like Deep Impact and Armageddon, and so I always wanted to make a tool that would let me visualize my own asteroid impact scenarios,” Agarwal said to Gizmodo in an email. “I think this tool is for anyone who loves playing out ‘what-if’ scenarios in their head. The math and physics behind the simulation is based on research papers by Dr. Gareth Collins and Dr. Clemens Rumpf who both study asteroid impacts.”

Once you’ve programmed the asteroid and launched it at your desired target, Asteroid Simulator will walk you through the devastation. First, it’ll show you the width and depth of the crater, the number of people vaporized by the impact, and how much energy was released. It will then walk you through the size and effects of the fireball, shock wave, wind speed, and earthquake generated by the asteroid.

NASA has its eyes on more than 19,000 near-Earth asteroids. While no known space rock poses an imminent threat to Earth, events like the 2013 Chelyabinsk impact in Russia remind us of the need for robust planetary defense. Just this year, NASA tested an asteroid deflection strategy via its DART spacecraft, to resounding success.

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This Asteroid Impact Simulator Lets You Destroy the World

I aimed a 1,500-foot iron asteroid traveling at 38,000 miles per hour with a 45-degree impact angle at Gizmodo’s office in Midtown, Manhattan.

Hundreds of thousands of asteroids lurk in our solar system, and while space agencies track many of them, there’s always the chance that one will suddenly appear on a collision course with Earth. A new app on the website Neal.fun demonstrates what could happen if one smacked into any part of the planet.

Neal Agarwal developed Asteroid Simulator to show the potentially extreme local effects of different kinds of asteroids. The first step is to pick your asteroid, with choices of iron, stone, carbon, and gold, or even an icy comet. The asteroid’s diameter can be set up to 1 mile (1.6 kilometers); its speed can be anywhere from 1,000 to 250,000 miles per hour; and the impact angle can be set up to 90 degrees. Once you select a strike location on a global map, prepare for chaos.

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“I grew up watching disaster movies like Deep Impact and Armageddon, and so I always wanted to make a tool that would let me visualize my own asteroid impact scenarios,” Agarwal said to Gizmodo in an email. “I think this tool is for anyone who loves playing out ‘what-if’ scenarios in their head. The math and physics behind the simulation is based on research papers by Dr. Gareth Collins and Dr. Clemens Rumpf who both study asteroid impacts.”

Once you’ve programmed the asteroid and launched it at your desired target, Asteroid Simulator will walk you through the devastation. First, it’ll show you the width and depth of the crater, the number of people vaporized by the impact, and how much energy was released. It will then walk you through the size and effects of the fireball, shock wave, wind speed, and earthquake generated by the asteroid.

NASA has its eyes on more than 19,000 near-Earth asteroids. While no known space rock poses an imminent threat to Earth, events like the 2013 Chelyabinsk impact in Russia remind us of the need for robust planetary defense. Just this year, NASA tested an asteroid deflection strategy via its DART spacecraft, to resounding success.

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Asteroid Launcher simulator lets you destroy your hometown

Today, astronomers are monitoring over 2,200 potentially hazardous asteroids larger than 0.6 miles (1 kilometer) across, in Earth’s orbital neighborhood. Fortunately, it’s rare that any will pass close enough to pose a real threat. But that also means anybody interested in seeing what would happen if a space rock that big happened to strike our planet must settle for the dino-killing Chixculub asteroid impact 66 millions of years ago.

Enter Asteroid Launcher (opens in new tab), a new web app that gives asteroid impact fanatics a shot at answering some of their questions. Our friends at PC Gamer called the app  “morbidly informative” for users.

Asteroid Launcher straightforward to use. You can choose from several different compositions of space rock — asteroids made from iron, stone, carbon, or gold, or a comet — and select its diameter (up to a mile), impact speed, and impact angle. Then, you select ground zero on a map, anywhere in the world, and press “Launch Asteroid.”

There is more than one way an asteroid impact can kill. Asteroid Launcher captures several of them: not just the size of the crater, but that of the fireball, the shockwave, the destructive winds and the earthquake that would all spread from impact.

So, say I drop an asteroid similar to 99942 Apophis, scheduled to pass (but not hit) Earth in 2029, right atop downtown Los Angeles. (Sorry, L.A.) 

According to Asteroid Launcher, that impact would leave a crater 4.7 miles (7.5 kilometers) wide, and the fireball would burn most of the city — leaving over 5.5 million people dead. The ensuing shockwave would rupture human eardrums as far as Pomona or Santa Clarita, 27 miles (43 km) away. Tornado-force winds would tear down trees as far as San Bernardino or Ventura, 67 miles (108 km) away. And a magnitude 6.9 earthquake would shake the ground as far as Bakersfield or San Diego, 119 miles (191 km) away.

Asteroid Launcher is the work of coder Neil Agarwhal, who based the app on several scientists’ academic (opens in new tab) work (opens in new tab) aimed at calculating the effects of an asteroid impact. It resembles Nukemap (opens in new tab), a website created by science historian Alex Wellerstein in 2012 that simulates the effects of dropping a nuclear weapon anywhere in the world.

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Take-Two takes down Goat Simulator ad showing leaked GTA 6 footage

Take-Two Interactive has issued a takedown notice after Goat Simulator 3 released an ad showing footage from September’s massive GTA 6 leak.

In case you missed it during its tragically brief life on YouTube and other platforms, an official Goat Simulator 3 ad gave a hilarious overview of an NPC named Shaun. It was just a cute little promotional video meant to get eyes on the sequel in a way that’s consistent with the Goat game’s goofy, off the wall tone. Unfortunately though, the developers took the joke too far when they superimposed Shaun into some B-roll footage of the GTA 6 leak, drawing the ire of Rockstar parent company Take-Two Interactive’s legal crew. In other words, Goat Simulator 3 f*cked around and found out.

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I was able to see the video before it got deleted, and it was genuinely hilarious. That said, as soon as I saw the leaked GTA 6 footage, I knew Goat Simulator’s ad wasn’t long for this world. Part of me suspects Coffee Stain North knew this too and are hoping the controversy – not to mention related articles like this one right here – will give the game some post-launch visibility ahead of the holidays.

Unfortunately, for our part, we found Goat Simulator 3’s gags to be a mildly distracting front for its shallow mission structure and lack of compelling gameplay features. That’s just us though! You can give it a go for yourself right now on PS5, Xbox Series X/S, and PC.

With Christmas just a few days away now, here are the best gifts for gamers this holiday season.



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10 years of FTL: The making of an enduring spaceship simulator

Enlarge / WARNING! INTRUDERS DETECTED


Today, FTL: Faster than Light is recognized as one of the most influential games in the indie sector. Alongside The Binding of Isaac and Spelunky, it was part of a holy trinity of games that popularized the roguelite genre in the early ’10s.

But before it was a hit, FTL was just a humble idea shared by Matthew Davis and Justin Ma, two developers working at 2K’s Shanghai office. The studio wasn’t a bad place to work, by their accounts, but they just weren’t making the kinds of games they were interested in. So Davis and Ma departed the big-budget firm and started a hobby project to keep them busy while they were looking for new jobs.

“The original intention, at least from my perspective, was that [FTL] was only intended as a hobby project or a prototype,” Davis tells Ars. “It was something in between jobs to build up a resume that we could use to get a job at a studio working on projects that we were more excited about. But we stumbled into something that became a lot bigger than what we set out to do.”

Red November helped inspire FTL‘s design.”>
Enlarge / Davis and Ma say board games like Red November helped inspire FTL‘s design.

Getting inspired

In setting out to make a new kind of indie game, Ma and Davis say they were inspired by the strategic board games that filled their free time when they lived in Shanghai. “Games like the Battlestar Galactica board game, and there was this submarine game called Red November that did a lot of crew management and cooperative play which we really enjoyed,” Davis remembers.

Before starting development in earnest, Davis and Ma jotted down some of the mechanics they wanted to draw from those kinds of games to include in their prototype. They also wrote down what kinds of feelings they were hoping to impart to the player, landing on an angle that was reasonably unique to video games at the time.

“We wanted to put the player in the captain’s shoes rather than the pilot’s shoes on a spaceship,” Davis explains. “Most games at that point were focused on fighter pilots and dogfighting in space. We wanted to give you more of that Picard feel of shifting power and protecting your shields and repairing damage and that kind of thing.”

“We wanted them to struggle with managing the ship’s systems and feel the pain of losing a crew member from their bad decision-making,” Ma adds.

In trying to engender those kinds of player feelings, Ma remembers being inspired by the randomized situations and permanent death of roguelike games. At the time, those kinds of design elements were expanding from traditional turn-based adventures into other types of gameplay.

“I did play a ton of traditional roguelikes in the previous few years, but it was only Spelunky Classic that made me think about how the principles of roguelikes could apply to other genres,” Ma remembers.

That being said, a lot of the decisions to incorporate similar mechanics were practical ones. “For example, we wanted you to be forced to live with the consequences of your decisions, so a run-based game with permadeath just made sense,” Ma said. “We wanted you to have the feeling of exploring an unknown world, so randomized text events with various outcomes sounded like the easiest way to create that. We were also a bit masochistic and enjoyed failing at the game, so it naturally became quite challenging.”

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The sequel to PC Building Simulator feels like it’s still under construction

I was unreasonably excited to play the follow-up to PC Building Simulator. The original game taught me the finer points of building a PC and married the technical aspects with all the logistical drudgery of running your own business. Unfortunately, PC Building Simulator 2 doubles down on some of the more bothersome aspects while only adding a small handful of shallow features.

a:hover]:text-black [&>a]:shadow-underline-gray-63 [&>a:hover]:shadow-underline-black text-gray-63″>Image: Alice Newcome-Beill

As with many simulator games, PCBS2 is about appreciating the mundane. Ordinary people don’t obsess over the differences between an NVMe SSD or a 2.5-inch hard drive or fine-tuning the voltage on a GPU, but these are the details that PC-building enthusiasts crave. 

Like the original game, PCBS2 has you taking charge of a run-down computer repair shop. You start with a small sum of money and a handful of jobs delivered via email. If you haven’t played the original game, PCBS2 might seem a bit surreal, as you need to walk your character over to an in-game computer to access your email and other applications. Thankfully a helpful tutorial walks you through the process step-by-step.

Each tutorial explains the finer points of running your business by slowly doling out more complicated jobs as you gain more experience. The tutorial will walk you through what to do whenever you encounter a specific job for the first time. Unfortunately, there’s no way to easily revisit these tutorials if you’ve forgotten how to do something.

a:hover]:text-black [&>a]:shadow-underline-gray-63 [&>a:hover]:shadow-underline-black text-gray-63″>Image: Alice Newcome-Beill

The jobs you take on range from cleaning the dust out of old PCs to overclocking CPUs or building desktops from scratch while keeping within your client’s budget. Eventually, just like the original game, the jobs soon become a practice in reading comprehension. Buried in each email, you’ll find optional requests that, when satisfied, net you access to higher-tier jobs. It’s just unfortunate that there isn’t more variety in the objectives, which are very similar to what we saw in the original PCBS. Some additional objectives are attached to customizing a client’s PCs with different decals and paint jobs or utilizing new components, but PCBS2 doesn’t add too many new wrinkles to the jobs seen in the original.

Customization is perhaps the biggest addition to PCBS2, letting you transform any desktop into an aesthetically offensive gaming icon. You can apply layered combinations of vinyl skins, individual stickers, and spray paint to any PC. The customization tools are clumsy, and while you’ll unlock new vinyl wraps and decals as you level up, there’s currently no way to use any custom assets, which is disappointing.

The customization features also extend to your workshop. The original game allowed you to personalize your office space, but you can get more granular this time, with the ability to swap out desk designs, decor, walls, and floors. There aren’t many personalization options, but this feature is a nice touch. While you can’t gut renovate your office, you have far more flexibility with your workspace this time around, functionally and aesthetically.

Once you’ve set up your workspace, you naturally have to build some PCs. Thankfully,  PCBS2 ships with an impressive list of contemporary PC components ranging from GPUs to water cooling blocks and cases. Most of the components are from popular manufacturers and are virtually identical to the real-world counterparts made by NZXT, MSI, and Cooler Master. In the past, PCBS has done an excellent job keeping parts lists up to date with free updates, which isn’t a simple task, considering we’ve seen a host of new hardware from Nvidia and AMD, not to mention Intel’s new ARC graphics cards.

One of the other standout features that changes how you interact with hardware is the introduction of fitting custom water-cooling blocks to your motherboard, RAM or GPU. Getting into some of the more technical aspects is the right move for PCBS2, and de-lidding CPUs is a feature that’s apparently on the roadmap.

It’s clear that the developers are taking steps to streamline the overall experience of PCBS2. Some of the quality-of-life features instituted with the original game make a welcome return, namely the tablet system, which lets you access most of the functions that originally required you to run back to your office PC. Some other clever additions include linking purchased parts with your in-progress jobs, which comes in handy when juggling several open projects. Some new features specific to PCBS2 include a thermal imaging app that allows you to troubleshoot particular components and an in-game RAM voltage calculator for overclocking memory. 

a:hover]:text-black [&>a]:shadow-underline-gray-63 [&>a:hover]:shadow-underline-black text-gray-63″>Image: Alice Newcome-Beill

However, considering how much time you spend in menus with PCBS2, they should be more intuitive. It’s a little confusing because many of the in-game apps you use mirror their real-world counterparts but lack any of the usability features you’d expect. Imagine navigating your desktop without the ability to resize windows or use any of the shortcuts you’re accustomed to; that’s what it feels like in PCBS2.  

None of this is helped by the fact that PCBS2 is remarkably buggy. On several occasions, I encountered jobs that I couldn’t complete. Graphical glitches are less common, but I did run into instances of levitating hardware or components clipping through objects. The most irritating, however, was a bug that made it impossible to interact with the game’s on-screen GUI. A good portion of your jobs require installing apps or modifying the BIOS on a given machine, which is impossible if you can’t interact with the screen.

Even with its myriad of bugs, PCBS2 shares the same addictive qualities as its predecessor that had me saying, “just one more job”. However, there currently isn’t enough content to keep me coming back. There is a rudimentary achievement system in place, but there isn’t enough of a metagame to keep you invested for very long. The original game had a modest endgame goal of cultivating enough capital to secure ownership of your shop. Right now, there isn’t much to keep you playing over the long term other than leveling up to unlock new parts by completing progressively more complicated jobs.

Right now, the game doesn’t add enough or do things differently enough to warrant a “2” However, given how much the original PCBS has changed since its launch, I’m excited to see where PCBS will be in a year or so. But now, PCBS2 seems more interested in testing the waters with a handful of shallow features rather than diving headfirst into a single one.

PCBS2 didn’t get its hooks in me the same way as the original, but despite its bugs and overall lack of content, I can’t overlook the game’s potential as an excellent educational tool. Before playing the original PCBS, I’d never built a computer. But playing over time gave me the confidence to build several real-world desktops. And while I’m not going to be water-cooling my GPU or motherboard any time soon, PCBS2 has certainly piqued my curiosity.

PC Building Simulator 2 launched on October 12th on PC through the Epic Games Store.

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Microsoft Flight Simulator – PMDG Discusses Progress on Boeing 737 & 777; Newark Liberty Airport Gets New Screenshots & Chetumal Announced

News

Third-party developers had news to share about upcoming Microsoft Flight Simulator add-ons including an aircraft and scenery.

Third-party developers had news to share about upcoming Microsoft Flight Simulator add-ons including an aircraft and scenery.

We start with PMDG, which provided a rather sizable package of updates about its products. Here’s a summary.

An update is coming to the entire Boeing 737 line including “fixes, tuning, and improvements” including tweaks to “improve stability of control-related functions such as pitch, yaw, roll, and thrust.” It should come in a few days followed by another “to bring greater stability to the thrust channel when operating under A/T.”

The 737-900 is being prepared for beta testing, with the “best guess” for release in mid-November.

The process to release the 737 line on the official marketplace will start “soonish” but PMDG is going at it slowly to make sure the product is mature.

As Asobo and Microsoft are still working on compatibility for C++/WASM projects on the Xbox, PMDG is waiting for that process to be sorted before releasing (actually re-releasing) the DC-6 on the console. After that is done, it’ll work in concert with Microsoft to ensure that the 737s are also compatible.

Last but not least, a juicy bit regarding the 777.

“This project is humming right along- in fact it made greater progress than expected while I was away on vacation. I suggested to the team that this was a good indication that perhaps I should remain on vacation, but there was not a general sense of agreement in this regard.

The flight deck model for this project is absolutely spectacular and since we used a “well loved” flight deck as the basis for our build, it has more of the wear and maintenance abuse you’d expect to find in an in-service airplane. For those who have not seen me point this out: We used a brand new (not-yet-in-service) 737 for the 737 for MSFS, we used an average age 777 and we have a beat-to-death workhorse 747 serving as the basis for that product. It will give you a good breadth of age- and before anyone asks, no we really don’t plan to let you choose the age of the cockpit. It is a HUGE amount of work for the 3D and texture models to match, since the techniques we use build many of the imperfections right down to the model level… but wait until you see it- it is spectacular!”

You can read the full post here if you want the whole thing.

Drzewiecki Design showcased more progress screenshots on the upcoming Newark Liberty International Airport (KEWR) in the United States.

GR Sim Creations announced Chetumal International Airport (MMCM) in Mexico.

This is a smaller airport with a handful of domestic airline connections to Mexico City and international ones to Central American countries.

If you’d like to read more about Microsoft Flight Simulator add-ons, you can enjoy our recent reviews of the Twin Otter, Auckland International Airport, Skiathos Airport, Athens International Airport, Bergamo Orio al Serio Airport, Amami Airport, Bristol Airport, Marrakech Menara Airport, Great Britain Central, Tehran Imam Khomeini Airport, Moscow Sheremetyevo Airport, Shanghai Pudong Airport, Kraków Airport, Fukuoka City & Airport, Fort Lauderdale Airport, Chongqing City & Airport, Manila Airport, Santiago Airport, the Frankfurt City Pack, Key West Airport, the Okavango Delta, Bali Airport, London Oxford Airport, Berlin Brandenburg Airport, the CRJ 550/700, the PA-28R Arrow III, Kristiansand Airport, Macau City & Airport, Bonaire Flamingo Airport, Milano Linate Airport, the Singapore City Pack, Tokyo Narita Airport, Yao Airport, the F-15 Eagle, the Paris City Pack, Greater Moncton Airport, Tweed New Haven Airport, Santorini Airport, Sydney Airport, Helsinki-Vantaa Airport, Reggio Calabria Airport, Bastia Poretta Airport, Munich Airport, Paris Orly Airport, Newcastle International Airport, Sankt Johann Airfield, Dublin International Airport, and Seoul City Wow. We also have a beta preview of Singapore Changi airport.

If you want to learn more about the game itself, you can read our review which will tell you everything you need to know about Asobo Studio’s game.

Microsoft Flight Simulator is available for PC (Windows 10 and Steam), and Xbox Series X|S.



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Goat Simulator 3’s still a silly game about being an annoying goat

There is a very convenient way of accurately and succinctly summing up the degree of absurdity to which Goat Simulator 3 aspires: There is no such thing as Goat Simulator 2.

Those familiar with Coffee Stain’s caprine and chaotic antics will likely recognize Goat Simulator as the wildly popular sandbox game from way back when. For those unacquainted with it, the premise is simple: You’re a goat with a penchant for misbehaving, tasked with causing as much of a ruckus as possible. From headbutting civilians to sticking your tongue to everything in sight, it’s a game that largely revolves around complete and utter bedlam.

The sequel — again, Goat Simulator 3, because three comes after one in goatspeak — is founded upon similar principles of chaos. What may strike people as surprising, however, is that it’s a type of chaos that has been filtered through a layer of sophistication. It’s obviously not an Arkane game (imagine if Goat Simulator took place in Dunwall…), but it’s a marked improvement when considered next to the original. So while it’s not necessarily my jam, I can admit that it knows what it wants to be, and puts everything it has into becoming precisely that.

Ironically, Goat Simulator’s greatest strength was always how roughly hewn its mechanical makeup was. The game, which originated as a joke project designed for a game jam, was riddled with the kinds of bugs that should have made it near-impossible to play — but by virtue of its nature as a literal goat simulator, they just made it even funnier. From Pilgor the goat’s raucous ragdolling to the wild emergent shenanigans that could arise from invisible gaps in the sandbox’s stitching, Goat Simulator quickly established itself as an excellent game to play with friends.

Image: Coffee Stain

This is one of many details that the developers at Coffee Stain have evidently been aware of while working on Goat Simulator 3. While the original game supported couch co-op, the sequel features a dedicated online multiplayer component that allows up to four players to compete in various minigames, which include proprietary versions of golf, treasure hunts, and The Floor Is Lava. If the original game was a jagged rock, Goat Simulator 3 is the product of what happens when you mine that rock for gems and embed them in something nicer to look at. It’s not a diamond necklace, but it’s, like… a smooth panel of granite with a couple of rocks that look like diamonds interspersed throughout. As I said earlier: It knows what it’s aiming for and is very good at staying true to that.

But it’s also ambitious in other ways. Rather than being a pure sandbox that’s exclusively designed to facilitate mayhem, Goat Simulator 3 has a story mode. It’s not exactly aiming for prestige storytelling (I’m not joking when I say it’s literally about the Goat Illuminati), but it’s there to serve as a sort of general guide to weave all of the individual instances of absurdity together. To progress the story, you essentially visit Ubisoft open world-style towers that are sporadically dotted across the map, each of which will aid you in unlocking an imposing and mysterious door that leads the way to Goat Castle. What lies behind it is anyone’s guess — but odds are it’s probably pretty wild.

The main story obviously isn’t overly demanding — an enormous part of Goat Simulator 3’s appeal is the fact it generally asks very little of you, leaving you to your own devices more often than not. But the scale of this style of play has also been expanded and iterated upon.

For example, there’s a house somewhere on the map owned by an old lady with a rocket launcher. When you approach her, she’ll start shooting at you, but if you hit her with your firework launcher or headbutt her, you’ll unlock a secret passage to her cellar that leads to… a retro Doom-style corridor shooter populated by a dozen other bazooka grannies. Once you defeat them all, you can actually unlock this character as an attachment — and given that as well as a goat, you can play as a shark, a giraffe, and more, the challenge of “How bizarre can we make this game?” was obviously a regular topic of discussion during development.

You can quite literally play Goat Simulator 3 as a shark on a skateboard being ridden by an old lady with a rocket launcher.

Image: Coffee Stain

Ultimately, Goat Simulator 3 is probably exactly what you think it is. It’s a more polished version of the first game with tons of new features, most of which have clearly come from carefully observing the elements of the original that resonated with people. The mobility is a little tighter, the sandbox is a little more responsive, and the random achievements have a little more rhyme and reason to them. But ultimately, it’s still a silly game about being a really annoying goat — there’s a pretty low ceiling for how serious that can be.

More so than anything else, Goat Simulator 3 feels like a great party game to play with friends. Everyone at my demo session at Gamescom, including the people I wasn’t in a lobby with, was laughing for pretty much 100% of the time I was there. It’s not deserving of special reverence for its work in innovation, systems design, or just about anything else. But it’s difficult to criticize something that has a very clear design ethos and manages to adhere to it with almost perfect accuracy.

If you reckon you might be interested in Goat Simulator 3, you will be — and that’s the most truthful thing anyone can say about it.

Goat Simulator 3 heads to PlayStation 5, Windows PC, and Xbox Series X on Nov. 17.

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