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  1. Today
  2. Following the delay of Crysis Remastered's release date and trailer premiere due to mixed reactions to leaked footage, Crytek has announced that Crysis Remastered for Switch will still be released on July 23, 2020. The news was revealed on Twitter by the official Crysis account which said "Dear fans, you may have seen our last update about the Crysis Remastered release, and we have good news for you. We can confirm that Crysis will still be coming to Nintendo Switch on July 23rd!" There is still no word on the release date for PlayStation 4, Xbox One, or PC. [ignvideo url="https://www.ign.com/videos/2020/07/01/crysis-remastered-delayed-after-mixed-reactions-to-leaked-footage"] The trailer and release date announcement were both supposed to happen on July 1, 2020, but Crytek made the decision to delay the remaster of the 2007 original to "get Crysis Remastered up to the PC- and console-breaking standard you've come to expect from Crysis games." In our review of Cysis in 2007, we said "Crysis is one of, if not the, most stunningly beautiful games we've ever seen. But even beyond that, it's a pretty fantastic shooter. Solid weapons, intelligent enemies, and fairly open level designs mix with nano-suit powers to make this one of the more entertaining ballistic showdowns in some time." [widget path="global/article/imagegallery" parameters="albumSlug=what-games-got-right-and-mostly-wrong-about-life-in-2020&captions=true"] Crysis Remastered is being co-developed by Crytek and Saber Interactive, and will feature improved graphics and optimizations for current-gen consoles that include software-based ray tracing, high-quality textures, improved art assets, temporal anti-aliasing, SSDO, SVOGI, depth fields, new light settings, motion blur, and particle effects (where applicable). [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch. View the full article
  3. Yesterday
  4. New World, Amazon's upcoming MMO, has been delayed from its August 25, 2020, release date to Spring 2021. New World's studio director Rich Lawrence wrote a letter to the New World community saying that "we don't make the decision lightly, and we have urgency about getting the game to you as quickly as possible at the best quality -- with some additions that will make the experience even better." This delay will also move the final Beta test to Spring 2021. However, those who have either participated in the Alpha, signed up for the Beta, and/or pre-ordered New World will get a chance to play "the full game of New World - in its current state, for a limited period of time starting on August 25th." [ignvideo url="https://www.ign.com/videos/2020/06/15/new-world-brings-unique-new-elements-to-mmos"] This decision, according to Lawrence, was made following feedback over the last several months from New World's Alpha audience and the team wants to ensure players have "plenty of middle and endgame experiences as they venture through Aeternum." We got our hands-on New World in February 2020 and said "if the PvP side of things can live up to its promises it may convert me into a believer purely on the depth and intensity of its combat and inter-faction disputes alone. But until I see more creativity from the PvE side of things or a clearer picture of what the path to end-game actually looks like, I’m not sure it can hold my interest long enough to get there." [widget path="global/article/imagegallery" parameters="albumSlug=new-world-screens&captions=true"] For more on New World, be sure to check out how Amazon "plans to blow up MMOs with New World." [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch. View the full article
  5. Over the July 4th weekend, Destiny 2 had a massive number of active players in its PVP modes, specifically Iron Banner. Even on the last day of the event, 15% of everybody playing were in Iron Banner, and on July 1st, 728k of the total 1.18 million players were enjoying PVP. That's twice the amount of people playing Strikes, Nightfall, Raids, or Gambit. For comparison, if we look back at July of 2019, the PVP population was 289k, less than half of what it is today. [widget path="global/article/imagegallery" parameters="albumSlug=destiny-2-season-of-arrivals&captions=true"] What’s spurred this drastic increase in PVP participation? That’s not clear. A recent change on the PVP front is the removal of skill-based matchmaking on June 10th and, while the Reddit community claimed this was a huge success bringing in a “record” number of players, the real numbers (source: Warmind.io) show that, while the unique player count increased ~6.9% during the most recent Iron Banner bringing in 1,172,044 unique players, the overall PVP pool actually saw a decrease of about 1% of unique players when compared to the week Iron Banner was active in April. So while there was an increase, it should also be considered that this is a new season where everybody is trying to hit the new max power level. Iron Banner offered several easy ways to acquire Pinnacle rewards (the highest tier available) via bounties and a quest that rewarded six drops for one completion – and, of course, it’s a fun mode, as long as you’re playing with a team. Especially now that skill-based matchmaking has been turned off. For most events in Destiny 2, I like to play solo. I (usually) find it to be a calming experience, as I can hop in and knock out a few pinnacle drops while working toward the latest season’s cap. But as a competitive player with a paltry 0.94 lifetime kill/death ratio (which puts me in the top 41%, according to Destiny Tracker) I found this last Iron Banner to be a tad more frustrating than usual. As a solo player, you’re constantly facing off against stacks of teams who are partnered, and getting my fair share of Mercy rules (where the other team stomps you so thoroughly that the match ends early) doesn’t leave me with a wonderful feeling. The balance definitely felt off in solo play thanks to the abandonment of skill-based matchmaking, with no new system to replace the old flawed one. Still, Iron Banner keeps you constantly working toward a goal by rewarding you with a Pinnacle drop simply for playing, win or lose. Hey, if the player population hasn’t suffered as a result of the matchmaking changes, it can’t be that bad, right? [poilib element="poll" parameters="id=773179b6-29c2-4c75-80b6-d2b5dcd1dbff"] Another cherished PVP event is Trials of Osiris, but it needs a ton of work on PC right now. This is a mode for the top echelon of players in which they claim a card that tracks wins and losses before fighting in 3v3 battles in the hopes of getting a string of seven consecutive victories. Do this and you’ll get to see the location known as The Lighthouse where you’ll be showered with loot. The catch is that Trials of Osiris is matchmade based on your connection strength as well as your card-state, and it’s simply not working. Playing on PC, it seems to me that the problem is that the pool is so full of either near-professional level players carrying a friend to The Lighthouse, or “account recoveries” – services where you can pay a high-skill player to play on your lower skill level account to get your character some wins. These groups join forces to wipe the floor with most players, and that combined with the prevalence of hackers on PC – which forces you to doubt whether you were the victim of a great shot or if someone’s 94% headshot accuracy is a bit suspect – have made it so that Trials of Osiris is just not fun. Bungie did announce that it’s working on an anti-cheat system this last month, but no word yet on when it will be deployed. Likewise, even though the recovery services are potentially against the terms of service they’re currently are so prolific that I don’t think a week has gone by that I haven’t been delivered an ad for one of them across various websites and social media services, and I haven’t seen Bungie take any action to shut them down. [widget path="global/article/imagegallery" parameters="albumSlug=destiny-2-trials-of-osiris&captions=true"] Cheaters and shady businesses aside, the main problem that gets in the way of my enjoyment are those near-professional-level players being mixed in with the general population and slaughtering everybody with impunity. To give you an idea of what you’re up against on PC, there are players who can slide forward while also somehow moving backwards, fly through the air like Peter Pan and hit every headshot before Warlock dashing away to safety, or simply nail every single headshot with what seems like inhuman reaction times when swiping 90% to land that snipe. As the community would put it, it’s “sweaty.” Sometimes I’ll see teams like this on their third or fourth run to The Lighthouse stomping my team out midway through a respectable run. It is exhausting to be having a series of great (and close) games only to be crushed in a 5 - 0 game where you're clearly outmatched, or faced against straight-up cheaters who are under-leveled but still hitting every sniper headshot. Needing to play at a level that’s nearly unfathomable to most PVP players makes Trials feel insurmountable. So they may choose to stop playing, leading to even higher proportions of pro-level players, account recovery players, or hackers in the pool for the rest of us to play against, meaning I’ll probably never get that coveted Warlock helmet. I didn’t have a lot of answers on how to fix this, but while complaining (yet again) about my latest Destiny 2 woes over the weekend a Reddit thread was brought to my attention with several great ideas from u/TheCommunityDiaries. The tl;dr version is that card-based matchmaking simply isn’t working – and I think they’re right. [ignvideo url="https://www.ign.com/videos/destiny-2-please-make-iron-banner-armor-cool-again-fireteam-chat-ep-268"] What they propose is something they refer to as "hand-based matchmaking" which would mean you wouldn't go up against a team with several Lighthouse runs on their card if you’re struggling to hit your third-win, non-Lighthouse victory. This would alleviate a lot of the problems and create separate “pools” of players, meaning the more time that went by over the weekend, the better your chances would be. Currently, even high-level players like Aztecross are choosing to hop in on Fridays because the pool is bigger and you have a chance when the odds are stacked against you. The Redditor also brings up the idea of a Freelance playlist for Trials, something I would adore – as this currently exists for the Glory playlist, where you’re still paired with and against people at your skill level. The argument against matchmaking of this type in Destiny 2 was made irrelevant, in my opinion, given the tremendous success of the Freelance option. I’d love to see this for all Nightfalls, and yes, even for Raids – but that’s for another article. I’m a big advocate for close games that I have a chance of winning, but putting me up against Gigz’s team from 100 Thieves (yes, this has actually happened to me in the early days of Destiny 2) is not fair. I lose. No contest. However, putting me against a team where we go 4-4 and I end up losing is something I can live with. To me, that means the system is working because we got close, and I still have hope of getting to that coveted destination if I keep trying. No matter what Bungie changes, I hope they take a look at the current systems in place and keep refining what’s working and what isn’t. Iron Banner seems to be working, but maybe not for the right reasons, and I think Bungie knows that Trials needs some time on the workbench – especially for the PC players. However, I want to make one thing clear: I am in no way advocating bringing the current structure of skill-based matchmaking into the Trials of Osiris or Iron Banner playlist. The current version of SBMM in Destiny 2 has its own set of flaws, and there’s a reason it was dropped. Instead, I think that each mode needs unique considerations for how matchmaking should work within their unique structures. For example, Iron Banner should not pit solo players against a premade team of six. And Trials of Osiris needs a little more nuance and care with how teams are paired. Even with all of that said, Trials is still one of my favorite game modes of all time. It’s not in a great spot right now, but when it launched in the original Destiny on PS4 and Xbox I said that it redefined PVP. It came out at a time before battle royales existed, and offered an experience unlike any other. While the PVP space in games has evolved, I still think Bungie has that secret recipe that it’s constantly working to perfect. Just like games have evolved, I think the backend matchmaking aspect of Trials needs to do the same. Here’s hoping we’re only one patch away from bringing the competitive PVP space on PC back inline. View the full article
  6. Since Marvel Games reorganized several years ago, it’s been on a mission to pair the right developers with the right Marvel properties. And from Insomniac’s Marvel’s Spider-Man to Team Ninja’s Marvel Ultimate Alliance 3 to Camouflaj’s Marvel’s Iron Man and more, that track record has proven largely successful. Marvel is hoping to continue that trend with Marvel’s Avengers and Tomb Raider developer Crystal Dynamics, an ambitious third-person action-adventure featuring both a single-player campaign and an expanding live-service multiplayer suite incorporating a growing roster of Marvel heroes. It’s no small undertaking, especially as Marvel’s Avengers will now bridge the cross-generational gap with PS5 and Xbox Series X versions on the way in addition to its PS4 and Xbox One launches in September. But in speaking with Crystal’s Shaun Escayg and Marvel Games’ Bill Rosemann, it’s clear that that ambition stems from both a shared love of the source material, an eagerness to tell a fresh, modern story, and an excitement in bringing a comic book-like form of storytelling to games. [widget path="global/article/imagegallery" parameters="albumSlug=marvels-avengers-character-combat-breakdown&captions=true"] “We want to work with the best studios on the characters that they're passionate about, and let them bring their voice to their Marvel game and really own it. And looking at the games that Crystal has made, their re-imagining of Tomb Raider, that really got our attention,” Rosemann said about the origins of the two teams coming together. “Our goal at Marvel is: anytime we're going to give a take on a character or deliver a character in a medium you might not have seen them in, or bring a character back after years of being away, we always think about, how can we re-interpret this character, stay true to the core, really study the DNA, stay true to the core of the character, but then put a new stamp on it to make them relevant and modern,” he continued. “Crystal did that in the past and they had a passion for delivering their version of the Avengers. And when you add that, you get a winning formula. It's talent plus passion, and you get magic.” [ignvideo url="https://www.ign.com/videos/2020/06/25/marvels-avengers-preview-playing-as-thor-and-ms-marvel"] “Getting the opportunity to collaborate and to push in a game in a participatory way as a fan yourself, to build a game for a game fans, one that they can enjoy and experience and live as these avatars of these superheroes, and really experience what it would be like being the heroes, it was an opportunity worth [taking],” Escayg added. Picking the Marvel’s Avengers Roster With all that passion comes a lot of Marvel favorites. Escayg and Rosemann both spoke to the expansive love for the Marvel universe in the Crystal Dynamics office. But with so many favorite heroes comes the question of what lineup did Crystal want to work with for its take on the iconic Avengers team? “People have seen the assembling story. They've seen that, but the time that we were talking, years ago, people had not seen a reassemble story. And that got our attention, and we started thinking about all the story possibilities of, what would it be like,” Rosemann said of an important starting point. “That entire structure was built around the reassembling of the Avengers team,” Escayg explained of the game’s combination of both single-player and continuous, online, multiplayer storytelling. [widget path="global/article/imagegallery" parameters="albumSlug=marvels-avengers-playstation-5&captions=true"] “There's always what we call the core, or the triangle, the trinity, if you will, [of] Captain America, Thor or Iron Man. And there's always some version of that,” Rosemann explained. He also noted how Black Widow was “right in Crystal's strike zone” given the studio’s Tomb Raider work, while Hulk opened up plenty of story possibilities, particularly being a favorite of Escayg’s. But a key component to making Crystal’s take on the Avengers feel so unique came in the introduction of Kamala Khan, aka Ms. Marvel. Rosemann described how the journey she would take is “a journey of the player, the player going from, ‘I'm a fan of the Avengers’ to ‘I can be an Avenger.’” “They're disassembled. She's the glue, the conduit that is drawing these heroes in,” Escayg said, noting how she allowed for the studio’s campaign to explore each character. “Depending on how much you want in terms of play, you can go and explore more of it, or you can explore the immediate versions of them. Where were they? What happened to their technology? What happened to Tony Stark’s technology? How was it being abused? What has Bruce been doing? Has he been searching for Cap? What was on his mind during those five years. Thor, Widow, et cetera.” And Kamala has been that glue since the onset — as Rosemann noted in our interview, the original Avengers reveal trailer back from 2017 featured a mysterious voiceover talking about the reassembling of the Avengers. That voice was Kamala Khan's. [ignvideo url="https://www.ign.com/videos/2017/01/26/marvel-avengers-project-square-enix-reveal-trailer-4k"] Building a Believable Marvel Story Part of the clear reverence for the source material Rosemann and Escayg showed in my time speaking to them was a shared ethos about what makes a great Marvel story. “It's that grounding in story,” Rosemann said. “That's what Crystal does so well, and that's what fans expect from a Marvel experience. Yeah, there's costumes and powers and cool settings and crazy action, but a Marvel fan wants that story, that grounded, human, accessible, believable, relatable story. And our fans are really smart. It's got to be logical. It's got to make sense.” “If I go to Bill tomorrow and said, ‘Hey man, I've got a story, and here's how it ties in,’ as long as that is sound and that narrative has got that structure, we're ready to go,” Escayg said. “Once you do that, you can have things like a helicarrier. It flies. It doesn't just go in water. It flies. That's awesome. Thor is an Asgardian. Okay, great. People will go with it. As long as there is that strong, relatable story, then we can go crazy with the action. And that's what Crystal brings to it, that grounded story. That's the foundation. And then, layered upon that, is the crazy awesome action that you're going to experience when you play Marvel's Avengers.” [ignvideo url="https://www.ign.com/videos/marvels-avengers-new-story-trailer-modok-reveal"] Rosemann specifically pointed to the Marvels limited series from the 1990’s, which followed photo journalist Phil Sheldon (who you might have spotted in the Marvel’s Avengers War Table presentation) over decades of Marvel history, offering a glimpse of the Marvel world from a human perspective. That balance between human and superhuman is core to what Marvel and Crystal are hoping to achieve. And while we’ve gotten plenty of hints about how its expansive, ongoing storytelling will be mixed with hero-specific, customizable gameplay, Escayg and Rosemann made it clear that that grounded backbone is key to having this new adventure connect with Marvel fans. “We talk about – we're building this dragon, right? And if you build a dragon and you want to have the wings and the horns and all of that, but if the dragon doesn't have a steel spine, then it will collapse,” Rosemann said. “[That spine is] that grounding in story. That's what Crystal does so well, and that's what fans expect from a Marvel experience.” [poilib element="accentDivider"] Editor's note: This story has been updated to fix a transcription issue with a quote regarding Thor. He is, as you would expect in a Marvel story, Asgardian. Apologies for any confusion.View the full article
  7. A few weeks ago Joe, Dale and Cardy gave their thoughts on The Last of Us Part 2. They also asked for your thoughts and now that Alex, Matt and Jesse have also finished the game, it's time to share your opinions with the world. If you've yet to finish The Last of Us 2 don't worry, because there's a brand new Endless Search game right at the beginning of the podcast. That'll keep you busy for 10 minutes. Let's go! Remember, if you want to get in touch with the podcast, please do: ign_ukfeedback@ign.com. IGN UK Podcast #547: The Last of Us Part 2 Spoilercast Part 2 [widget path="global/article/imagegallery" parameters="albumSlug=ign-uk-podcast-episode-500-photos&captions=true"] IGN UK Podcast #546: Iron Man and His Bouncy Balls IGN UK Podcast #545: Cyberpunk! Avengers! Ice Creams! IGN UK Podcast: The Last of Us Part 2 Spoiler Special IGN UK Podcast #544: Skate, Squadrons and Surgery! IGN UK Podcast #543: Our PS5 Reveal Reactions [poilib element="accentDivider"]View the full article
  8. Phil Spencer has played down the idea that Xbox Series X games will be held back from their full potential by having to be playable on Xbox One, pointing to the success of PC games at working across wide ranges of hardware power as evidence. Speaking to GamesIndustry, the Xbox boss called the idea of games being held back "a meme that gets created by people who are too caught up in device competition." Instead, Spencer points to the PC market, where games that are regularly touted as the most advanced versions across all platforms can also be played on lower-powered hardware: "I just look at Windows", Spencer explained. "It's almost certain if the developer is building a Windows version of their game, then the most powerful and highest fidelity version is the PC version. You can even see that with some of our first-party console games going to PC, even from our competitors, that the richest version is the PC version. Yet the PC ecosystem is the most diverse when it comes to hardware, when you think about the CPUs and GPUs from years ago that are there. "Yes, every developer is going to find a line and say that this is the hardware that I am going to support, but the diversity of hardware choice in PC has not held back the highest fidelity PC games on the market. The highest fidelity PC games rival anything that anybody has ever seen in video games. So this idea that developers don't know how to build games, or game engines, or ecosystems, that work across a set of hardware... there's a proof point in PC that shows that's not the case." [ignvideo url="https://www.ign.com/videos/2020/04/01/interview-head-of-xbox-phil-spencer-unlocked-437"] Spencer's wider point is that advanced games can be created that don't also cut out a section of the existing playerbase: "We should applaud load times and fidelity of scenes and framerate and input latency, and all of these things that we've focused on with the next generation. But that should not exclude people from being able to play. That's our point. How do we create an ecosystem where if you want to play an Xbox game, we're going to give you a way to go play it?" "As a player you are the centre of our strategy," Spencer adds later in the interview. "Our device is not the centre of our strategy, our game is not the centre of the strategy. We want to enable you to play the games you want to play, with the friends you want to play with, on any device. On TV, the Xbox console is going to be the best way to play console games. Xbox Series X is the most powerful console out there and it will have absolutely the best versions of our console games. But that's not to exclude other people from being able to play." Spencer also adds that he's playing cross-gen games on his Xbox Series X, and that he does feel a change in quality: "I'm playing it every day at home, and it is different to playing on an Xbox One X." [ignvideo url="https://www.ign.com/videos/2020/06/15/xbox-smart-delivery-in-depth-with-microsofts-jason-ronald"] The choice to allow for true next-gen exclusives is one of the most notable points of difference between Xbox Series X and PlayStation 5. While Xbox has committed to the idea that its first-party games will be playable across generations, Sony Interactive Entertainment boss Jim Ryan has specifically said that he's uninterested in making PS5 games run on PS4 hardware. “We believe that when you go to all the trouble of creating a next-gen console," Ryan explained, "that it should include features and benefits that the previous generation does not include. And that, in our view, people should make games that can make the most of those features.” You can check out mroe of the differences between the two upcoming consoles in our PS5 vs. Xbox Series X comparison chart. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. View the full article
  9. Far Cry 6 has leaked due to a PlayStation Store Hong Kong listing, confirming Giancarlo Esposito as the game's villain, and providing a suggested release date of February 18, 2021. The game will also seemingly receive a free PS4-PS5 upgrade. According to the description in the listing, the game's plot is staged on the island of Yara, "the largest Far Cry playground to date" and "a tropical paradise frozen in time" (which sounds something like a Cuban setting). Giancarlo Esposito's character is seemingly called Anton Castillo and serves as the dictator of the island. The young chap in the image below is his son, Diego, who is "following in his bloody footsteps" as he attempts to restore his nation back to its former glory. The protagonist is apparently a local Yaran called Dani Rojas, a guerilla soldier fighting for freedom. You will employ "makeshift weapons, vehicles, and Amigos, the new fangs for hire to burn the tyrannical regime to the ground." Its English ver. pic.twitter.com/htPVQrQEn3 — James Huang (@james_huang_cn) July 10, 2020 As fans have dug into the listing, it has also been revealed that the PS5 version of the game will arrive as a free upgrade, so you'll only have to purchase the game one time to play it across both generations. The game also has a 2-player multiplayer mode, and offers preorder bonuses, including a "state-of-the-art Discos Lobos weapon" and "a skin for Chorizo," whoever that is... We're sure to hear more about Far Cry 6 this weekend during the Ubisoft Forward event, where it was most likely set to debut. For the full line-up of expected games and instructions on how to watch the show, check out our article here. It marks the third major Ubisoft game to leak before the event, after Assassin's Creed Valhalla gameplay and Watch Dogs: Legion screenshots hit the internet unexpectedly. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.View the full article
  10. Nintendo is set to showcase a new game from developer WayForward (Shantae), based on a third-party property, during a Nintendo Treehouse Live broadcast later today. The Nintendo of America Twitter account revealed that the main focus of today's event will be showing gameplay from Paper Mario: The Origami King, but that there will also be "a first reveal and gameplay for a title in a franchise new to developer WayForward." Check out gameplay of the upcoming game #PaperMario: The Origami King tomorrow 7/10 at 10am PT on #NintendoTreehouseLive | July 2020. Plus, we'll feature a first reveal and gameplay for a title in a franchise new to developer WayForward!https://t.co/pWziqZZPd3 pic.twitter.com/ZeubOStUtD — Nintendo of America (@NintendoAmerica) July 9, 2020 Many fans surmised that this could mean WayForward is tackling a first-party Nintendo franchise like WarioLand or Metroid, but after the rumour mill started to turn, Nintendo was quick to dispel any speculation. "Please note that WayForward's new title featured in Nintendo Treehouse Live is based on a third-party property," a follow-up tweet reads. If you're unfamiliar with WayForward, the developer has quite the library of games under its belt, including River City Girls, Bloodstained: Ritual of the Night and Shantae: Half-Genie Hero. In the past, the studio has been responsible for many licensed games, and the suggestion that this is "a franchise new to developer WayForward" means it really could be anything from a movie tie-in to a fresh spin on a popular third-party IP. I suppose we'll find out later today, when July's Nintendo Treehouse Live event kicks off July 10 at 10am Pacific / 1pm Eastern / 6pm UK (that's July 11 at 3am AEST). You can watch the show on YouTube. We reviewed Shantae: Half-Genie Hero back in 2016, calling it a "strong action-platformer." [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter. View the full article
  11. Never saw you. Will have to play another time.
  12. Sorry been busy as heck at work. If you cannot play tonight at 930 est. I can play tomorrow at 830 est. LMK
  13. Last week
  14. Various Xbox Game Studios leaders like Tim Schaefer and Brian Fargo revealed more about what it means to join up and become an Xbox first-party studio. In the case of Double Fine, joining the Xbox stable meant being able to put back boss fights into Psychonauts 2, which were previously cut due to budget shortages. In a new interview with GamesIndustry.biz, several studio heads now working under the Xbox Game Studios umbrella shared the experience of being acquired by Xbox. Xbox Game Studios boss Matt Booty prefers a method of acquisition called “Limited integration” or “unplugged studios” where developers can remain as they are while Xbox provides “financial firepower and support of the larger business.” Double Fine boss Tim Schafer shared what this meant for Psychonauts 2 and how “With Psychonauts 2, we could see the end of our budget coming up, and so we had cut a lot of stuff… We had cut our boss fights.” [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] After the acquisition, Schafer says the studio was able to put the boss fights back in. “I’m looking forward to doing things for the right reasons. When you only have a certain amount of time and money, you might jump into a part of the game that you’re not ready to jump into or start working on art before you’re ready with design. But now I look forward to this era where we are doing everything for what is right for the game.” Xbox’s approach differs for each studio. InXile boss Brian Fargo, for example, shared a story about pitching the studio’s next game to Booty and how despite it being a new idea, it was a relatively simple process. “I prepared the whole [presentation], I sat with Matt [Booty] and said here is what we want to do, and he said ‘if that’s what you want to do, then great’. It was over in like 60 seconds.” Booty and Xbox head Phil Spencer attribute the acquisitions philosophy to the lessons Microsoft learned from acquiring Minecraft developers Mojang. “The first priority was making sure the studios had the things that they needed to build the best versions of the games,” says Spencer. “That means extending some of the timelines and giving them more budgets. We have really strong support from Satya Nadella, the CEO of Microsoft, and Amy Hood, the CFO. And there’s been no signal at all that we should be slowing down[.]” Xbox Game Studios now comprises 15 branches, and Spencer hasn’t ruled out more studios joining. It’s been reported that Xbox is interested in a bid for WB Interactive if the division ends up for sale. Spencer has also previously expressed interest in acquiring a Japanese game developer. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN. View the full article
  15. Welcome to Nintendo Voice Chat! On this episode, Casey DeFreitas is joined by Zach Ryan, Tom Marks, and Seth Macy to talk about the last week of Nintendo. First up, the panel discusses their favorite Nintendo games that remind them of summer. Then, it's a deep-dive into Zach's impressions of Paper Mario: The Origami King. Stick around to hear about The World Ends with You anime, Breath of the Wild 2, and the new Switch Online games for July. Finally, the panel tackles your listener questions on Question Block. Timecodes! 00:00:00 Welcome! 00:01:19 The Best Summer Games on Switch 00:13:20 Paper Mario: The Origami King discussion 00:23:51 News time! 00:34:37 Games out this week 00:46:00 Question Block! Games out this week: Superliminal - 7/7, $20 Catherine: Full Body - 7/7, $50 CrossCode - 7/9, $20 Bloodstained: Curse of the Moon 2 - 7/10, $15 Deadly Premonition 2: A Blessing in Disguise - 7/10, $50 NVC is available on your preferred platform! YouTube Spotify Apple iTunes Stitcher Podbay PlayerFM Podbean You can also Download NVC 516 Directly Here You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at nvc@ign.com and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We're all pretty active there and often pull Question Block questions and comments straight from the community. [poilib element="accentDivider"] Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant. View the full article
  16. Ubisoft Forward is a digital press conference where the publisher will reveal news, updates, interviews, and more about it's current and upcoming games. We’ve got all the information you need to ensure you don’t miss the show — and the opportunity to pick up Watch Dogs 2 for free. [ignvideo url="https://www.ign.com/videos/2019/06/11/watch-dogs-legion-first-impressions"] When is Ubisoft Forward? Ubisoft Forward takes place on Sunday, July 12 and starts with a pre-show at 11am PT, 2pm ET, 8pm CEST, and 4am AEST. The show itself begins at 12pm PT, 3pm ET, 9pm CEST, and 5am AEST with a post-show following 45 minutes later. How to Watch Ubisoft Forward? You can watch Ubisoft Foward here on IGN and on one of our several channels across major platforms such as YouTube, Twitter, Facebook, and Twitch. Here’s the full list of places you can watch Ubisoft livestream: IGN.com (homepage) IGN's Facebook Channel IGN’s Twitter IGN's Twitch Channel IGN’s Youtube Channel IGN's TikTok IGN's iOS App IGN's Android App IGN's PlayStation 4 App IGN's Xbox One App Roku IGN App for Android TV IGN for Amazon Fire TV Apple TV Channel 1351 on Samsung TV [widget path="global/article/imagegallery" parameters="albumSlug=assassins-creed-valhalla-trailer-images&captions=true"] What Games to Expect at Ubisoft Forward? We don’t have to speculate too much about what Ubisoft plans to show during its upcoming livestream since it revealed much of this information in its blog.All the games announced for Ubisoft Forward: Trackmania Ghost Recon Breakpoint The Division 2 Just Dance 2020 Assassin's Creed Valhalla Watch Dogs: Legion Hyper Scrape "a few other surprises" The pre-show will have Ubisoft team members playing Trackmania, a track racing game from Ubisoft Nadeo. This will be followed up with news, interviews, and previews of upcoming content from Ubisoft’s current games Ghost Recon Breakpoint, The Division 2, and Just Dance 2020. The main show will bring the latest details about Ubisoft’s upcoming games Assassin’s Creed Valhalla, Watch Dogs: Legion, and the newly announced free-to-play battle royale, Hyper Scrape. The publisher also hinted there will be “a few other surprises unveiled” during the Ubisoft Forward stream. The digital conference will be capped with a post-show that includes a walkthrough of Assassin’s Creed Valhalla and a Hyper Scape match. How to Get Watch Dogs 2 For Free? To get your free copy of Watch Dogs 2, you’ll need to log in to your Uplay account any time between the airing of the pre-show and the main show. If you're on the fence about picking it up, check out our Watch Dogs 2 review for our thoughts. [poilib element="accentDivider"] Felicia Miranda is SEO Editor at IGN and you can find her on Twitter at @FeliciaVagabond.View the full article
  17. Sony has acquired a minority interest in Epic with a strategic investment of $250 million. The minority stake will mean that Sony and Epic will be able to collaborate more closely together in areas of games, entertainment, and technology. “Epic’s powerful technology in areas such as graphics places them at the forefront of game engine development with Unreal Engine and other innovations. There’s no better example of this than the revolutionary entertainment experience Fortnite,” Sony president and CEO Kenichiro Yoshida said in a statement. [ignvideo url="https://www.ign.com/videos/2020/05/13/ps5-unreal-engine-5-tech-demo"] “Throughout our investment, we will explore opportunities for further collaboration with Epic to delight and bring value to consumers and the industry at large, not only in games, but also across the rapidly evolving digital entertainment landscape,” Yoshida added. Epic founder and CEO Tim Sweeney added, “Sony and Epic have both built businesses at the intersection of creativity and technology, and we share a vision of real-time 3D social experiences leading to a convergence of gaming, film, and music. Together we strive to build an even more open and accessible digital ecosystem for all consumers and content creators alike.” [widget path="global/article/imagegallery" parameters="albumSlug=unreal-engine-5-playstation-5-tech-demo&captions=true"] Sony and Epic worked together to unveil Epic’s Unreal Engine 5. The tech demo showcasing the new engine premiered running on the PlayStation 5, and although UE 5 will be coming to all next-gen consoles like the Xbox Series X, Sweeney praised the PS5’s unique technological advancements in SSD design. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN. View the full article
  18. Superhot: Mind Control Delete, an all-new standalone Superhot game, will be released on July 16. Those who've purchased the original game before that date will receive Mind Control Delete for free. (If you received Superhot through giveaways such as Xbox Games With Gold or Twitch Prime, you are not eligible for the free download.) Mind Control Delete is described as "more refined" and "much bigger" than Superhot; it's a 12-15-hour game with additional mechanics and less linear levels compared to the original, according to Superhot Team. Mind Control Delete will cost $25 USD for those who don't qualify for a free copy. [ignvideo url="https://www.ign.com/videos/2020/07/09/superhot-mind-control-delete-reveal-trailer"] The standalone game is being released on PlayStation 4, Xbox One, and PC, though the developer plans to port it to additional, unspecified platforms in the future. Not included among those additional platforms (for now) is VR. "It’s important to remember that VR is not only a different platform – it’s an entirely different way of interacting with games and it comes with its own design and hardware challenges," said Superhot Team. "Superhot VR was created from scratch as an entirely separate game to emulate the Superhot experience in VR, and it was a BIG undertaking. We aren’t starting any BIG undertakings right now. Should this change, we’ll let you guys know." [widget path="global/article/imagegallery" parameters="albumSlug=top-25-psvr-games&captions=true"] Development on Mind Control Delete began in 2016 as a "small content update" for Superhot. Through years of "unrelenting polish and refinement," the "tiny little DLC grew into a full, standalone game that is now Superhot: Mind Control Delete," said Superhot Team. IGN's Superhot review said the original's "clever time-manipulation idea delivers consistently fulfilling challenges by turning blink-of-an-eye action into carefully considered and cautious tactical decisions." Our Superhot VR review awarded the 2017 follow-up a 9 and called it "an amazing use of virtual reality." [poilib element="accentDivider"] Jordan is a freelance writer for IGN. View the full article
  19. Sony has showcased what PS5 box art will look like, with the reveal of the Marvel's Spider-Man: Miles Morales box art ahead of its launch later this year. Check out the box art, which sports a white top bar with the PS5 logo, as opposed to the blue top bar of PS4 box art. Sony showed off the new design with arguably one of the PS5's biggest games in its launch window — Marvel's Spider-Man: Miles Morales. This game's box art will include Miles in his Spider-Man suit, alongside a bit of webbing and hints at his unique powers in comparison to Peter Park's Spider-Man. The art also reveals what appears to be the new standard for PS5 boxes — the white top bar, while a stark, bright contrast from the blue trim of PS4 boxes, is very clearly in theme with the initial design of the PS5 and the PS5's new controller, the DualSense. The case itself, however, appears to retain the blue, translucent design of this generation's box art. [ignvideo url="https://www.ign.com/videos/2020/06/11/spider-man-miles-morales-announcement-trailer-ps5-event"] The side panels of the PS5, as seen in its initial reveal, sport a bright white color, while the DualSense itself is also primarily white. It's also worth noting that the "Only on PlayStation" phrasing found on PS4 exclusives is not included here. However, the PlayStation Studios logo, which is Sony's new indicator for first-party produced and published games, is included on the artwork. We recently learned some story details about Spider-Man: Miles Morales, and how it picks up Miles' story where it left off in Marvel's Spider-Man. After some confusion following its initial reveal, Insomniac Games confirmed Spider-Man: Miles Morales is a standalone adventure. [widget path="global/article/imagegallery" parameters="albumSlug=every-playstation-exclusive-from-sonys-ps5-event&captions=true"] For more on the upcoming PS5 lineup, and if you'd like to start imagining potential PS5 box arts to come, be sure to check out our look at every confirmed PS5 exclusive showcased at Sony's PS5 reveal event.. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush. View the full article
  20. A new making-of for Half-Life: Alyx has revealed a swathe of games developed and shelved by Valve between the release of Half-Life 2: Episode 2 and Valve's latest VR game. That list includes details on a version of Half-Life 3 that was in development for around a year, and an open world Left 4 Dead 3. Geoff Keighley's The Final Hours of Half-Life: Alyx is a multimedia making of the latest installment in the Half-Life series - think of it as an interactive storybook - comprising 15 chapters of information about the creation of the game, including videos, mini-games and more. Within the story, Keighley reveals that at least 5 Half-Life games (not all of which are mentioned specifcially in the text) were cancelled between Episode 2 and Alyx, along with a number of other projects - the most notable being a project officially referred to within Valve as Half-Life 3. [ignvideo url="https://www.ign.com/videos/2020/03/23/half-life-alyx-review"] Here's every cancelled Valve project mentioned, and the details provided on them: Half-Life 3: Created in the Source 2 engine and drawing some gameplay inspiration from Left 4 Dead, the project known as Half-Life 3 would have used procedural generation between hand-crafted story moments to create a more replayable game. For instance, the game would generate a building and an objective (such as rescuing a prisoner), then create a route through it and fill the building with enemies, meaning that section would always play out differently. The team went as far as scanning Frank Sheldon, the actor whose likeness was used for the series' G-Man. However the Source 2 engine was unfinished, and the project "didn't get very far" before it was dropped. It was in development for around a year between 2013 and 2014. Left 4 Dead 3: An open world game set in Morocco and potentially featuring featuring hundreds of zombies at a time, this was also deemed unworkable because of the unfinished Source 2. RPG: This RPG project was simply codenamed 'RPG', drawing inspiration from the likes of The Elder Scrolls, Dark Souls and Monster Hunter, and was envisaged as being released in small chunks, but "never really left the conceptual stage". After RPG was abandoned, experiments went into turning it into a single-player RPG based on DOTA character Axe, which were also shelved. A.R.T.I.: A light-hearted, voxel-based game that allowed for open-ended destruction and creation in the vein of Minecraft. One version included Half-Life 2 and Portal writer Erik Wolpaw voicing a character called King Kevin, who had to be broken out of prison using the game's tools. A.R.T.I. was later resurrected as a VR game, but was shelved as Half-Life: Alyx grew. SimTrek: A VR game develoepd by members of the Kerbal Space Prgram team that was also shelved during Alyx's development. Shooter: A Half-Life themed VR shooter that would have been a part of The Lab, Valve's VR showcase. Using only Half-Life 2 assets, it would have had players take part in short gunfights, and was designed more like a Half-Life theme park ride than an continuation of its story. However, it was deemed not to be ready in time for The Lab's release. Borealis: A Half-Life VR project, led by writer Marc Laidlaw, that would have been set on the time-travelling ship mentioned in Half-Life 2. Skipping between the Half-Life series' Seven Hour War, and a time period shortly after Half-Life 2: Episode 2, no gameplay details were revealed, aside from that it included a fishing minigame. Hot Dog - Another new take on Left 4 Dead, purposely codenamed so that people on the Internet wouldn't know it was a Left 4 Dead game. No details were revealed. Vader - Valve's first internal attempt to create a VR headset. Vader was designed without compromise, but was scrapped when it became clear that it was too ambitious. The team estimates it would have cost $5,000 per unit if released. Half-Life: Alyx was initially conceived to launch alongside Vader. [ignvideo url="https://www.ign.com/videos/valve-explains-why-they-didnt-do-half-life-2-episode-3-ign-news"] As for what Valve has coming next, Keighley explains that much of the team would like to work on a full-scale, non-VR Half-Life game, but that there is trepidation over the scale of such a project. Encouragingly, however, Valve's Phil Co explains that, after Half-Life: Alyx's release and success, "We're not afraid of Half-Life no more". The Alyx team has previously told us that it wants to make more Half-Life games. It's also mentioned that a "top secret project" is still in development at Valve, and has been since 2018 - although no hint is given as to what that might be. The Final Hours of Half-Life: Alyx was released today, and is available through Steam on PC and Mac. There is much, much more to the app than just the cancelled games' information, including insights into Valve's working culture, scrapped elements of Half-Life: Alyx, and story changes that would have wildly changed the Half-Life story. It's a fascinating read(/watch/listen/play) - I recommend you take a look. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. View the full article
  21. According to Capcom, 80% of its games are sold digitally, and the company is encouraged by the trend to increase that number to 90% before long. During the Q&A portion of its recent annual shareholders' meeting, Capcom was asked what its plans were for strengthening digital sales. Capcom revealed that its “current digital download sales ratio is approximately 80%.” [widget path="global/article/imagegallery" parameters="albumSlug=pragmata-playstation-5-screenshots&captions=true"] “While it ultimately depends on how our customers behave going forward, for the time being we are promoting our digital strategy with an objective of 90%, since there are some customers who prefer to own discs,” Capcom added. As reported by GamesIndustry.biz, Capcom’s digital sales have exploded, growing from 53.3% last year to 80%. Even Capcom predicted growth to only reach 75.4% this year, but it appears that the shift to digital is happening faster than anticipated. Capcom attributes the growth to titles like Monster Hunter World: Iceborne. But the company plans to increase digital sales by expanding the availability of digital games to more markets worldwide. Other companies like PlayStation announced that digital game downloads have overtaken physical game sales, and companies like EA and Activision also report strong growth in digital game sales. These upward trends explain why both Sony and Microsoft are looking at releasing digital-only next-gen consoles. Sony already revealed a slimmer, digital-only PS5, while Microsoft is rumored to announce Lockhart, a similarly digital-only Xbox Series X. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN. View the full article
  22. N3TWORK's Tetris mobile app has launched a new daily game show called Tetris Primetime, which offers players the chance to compete in a live tournament to win cash prizes. Per PocketGamer, Tetris Primetime is described as a "mix between a live television show and a video game tournament," with a daily competition hosted by actor Millen Baird, who will be awarding more than $1 million in annual cash prizes to players. [ignvideo url="https://www.ign.com/videos/2016/05/23/the-top-7-tetris-blocks"] The game will kick off every night at 7:30 pm in various "anchor" cities around the globe, including Auckland, Perth, Moscow, Berlin, London, New York City, and Los Angeles, with participants in the first game playing for a chance to win a share of the $5,000 prize pool. Alongside this announcement, N3TWORK revealed that a further block of new game modes will be added to the Tetris mobile app home screen. Players can now join Tetris Royale, a previously-announced battle game, which sees up to 100 players compete to be the last person standing in the match. In addition, Tetris Together is also set to be rolled out as a brand new interactive experience, which will allow individual players to voice chat with their family and friends while also creating and sharing new levels for them to join on the platform. [widget path="global/article/imagegallery" parameters="albumSlug=the-most-addictive-online-games&captions=true"] "We've kept the gameplay that you remember, and have infused it with competition, communication, community and an incredible global, daily game show with cash prizes," said Neil Young, founder and CEO of N3TWORK. "We think Tetris has the opportunity to be bigger than ever before as fans around the world can now play in both familiar and exciting new ways." The Tetris app is available as a free download on Android and iOS. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter. View the full article
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