Showing posts with label Game News. Show all posts
Showing posts with label Game News. Show all posts

Tuesday, March 15, 2022

Perfect Dark Reboot Studio Reportedly Sees Staff Departures Due to 'Slow Development Progress'

A new report suggests that Microsoft's The Initiative, the studio developing a reboot of Perfect Dark, has suffered significant staff departures over the past 12 months. Staff are apparently leaving the company due to "a lack of creative autonomy and slow development progress."

The report from VGC is complied from interviews with unnamed ex-Initiative employees and analysis of the studio's structure. It notes that around 34 people have quit within the last year, including much of the senior design team. Game director Dan Neuburger appears to have left the team this year, and previous departures include design director Drew Murray, lead level designer Chris O’Neill, principal world builder Jolyon Myers, and several more from the core team. Additionally, VGC notes that two senior writers recently left, as well as the technical director, technical art director, lead gameplay engineer, lead animation, quality assurance lead, and more.

VGC's interviews with former Initiative staff suggests that the departures have come "fast and furious", something that has impacted the momentum of the project.

Reasons given for staff departures predominantly include a feeling that the studio was not a collaborative place to work. It was apparently built as a top-down hierarchy, starting with Neuburger and studio head Darrell Gallagher, who heavily dictated the creative decisions. Staff apparently felt unheard by their seniors on issues such as development priorities, project planning, and team staffing. The alleged result of this was a project that developed "painfully" slow and a lack of company culture.

“Making games is hard enough, let alone when you feel like you can’t get through to people making the decisions that affect everyone," one source said.

VGC's sources claim that the culture problem was part of the reason for bringing Crystal Dynamics on board as a collaborator studio. Gallagher and Neuburger were previously studio head and game director respectively at Crystal Dynamics, and It was hoped that a team familiar with their management methods would work well with them.

In a statement to VGC, Gallagher (who remains as studio head at The Initiative) said, "In this journey, it’s not uncommon for there to be staffing changes, especially during a time of global upheaval over the last two years, and there’s plenty more work in front of us to deliver a fantastic Perfect Dark experience to our players.

“We wish all our former colleagues the very best, and I’m confident in the team we have in place, the new talent joining, and we can’t wait to share more with the fans.”

The report's sources suggest that the large change in staff and the inclusion of Crystal Dynamics may well have triggered an internal soft reboot of Perfect Dark, and that a final release could well still be years away.

Matt Purslow is IGN's UK News and Entertainment Writer.



source https://www.ign.com/articles/perfect-dark-reboot-staff-departures-slow-development

A Modder Turned a Fake GameCube Portable Design into a Real Handheld

Back in 2007, a fake GameCube portable design spread across the internet. In 2022, someone has actually made it a reality.

YouTube user GingerOfOz has 3D printed, wired, and modified the handheld to look exactly like the original mockup - and it actually works.

There were a few hurdles, of course. The original design features a disk slot but both the GameCube and Wii disk drives are bigger than the new handheld itself.

The slot on front of the handheld is therefore just for show, as GingerOfOz instead opted to run all the game digitally using a Wii motherboard.

He admitted this would be a point of contention, as the machine wouldn't have the GameCube start screen and menus, so modified the software to run both of these as expected.

The video shows GingerOfOz piecing it all together, from the beginning where he reverse engineered (read: smashed open with a hammer) a Nintendo DS Lite, to the casing pieces being sealed together to mark the finished product.

The result is very impressive. GingerOfOz shows the machine playing a range of GameCube games including The Legend of Zelda: The Wind Waker, Mario Kart: Double Dash!!, and Metroid Prime.

He even tracks down the designer who sent the internet into a frenzy in 2007, who explains he made it just for fun and that he's since gone on to become a game developer at companies including Ubisoft and Epic Games.

Official support for handheld GameCube games is sadly less of a reality. While GameCube controllers do work on Switch, we still haven't seen any sign of GameCube virtual console games on Nintendo's hybrid handheld, despite multiple reports saying they were coming as far back as 2016.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale.



source https://www.ign.com/articles/a-modder-turned-a-fake-gamecube-portable-design-into-a-real-handheld

Daily Deals: Xbox Series X In Stock and Amazing Discount on Xbox SSD Expansion Card

Xbox Series X has been the most consistent new-gen console in terms of stock in 2022. If you want to get an Xbox Series X, you absolutely can right now. I'd even wager that we may start seeing some amazing bundle deals or even discounts by the end of the year.

Other deals today include an Xbox Series X/S 512GB expansion card for just £124.99. This plugs right into the back of your console, and can seamlessly play new-gen games at the same lightning speeds as the base console. Down from £159.99, this is a top discount for Xbox users at the moment.

You can also pick up Horizon Forbidden West for just £45 (see here). Just buy the PS4 copy from Currys (using code SWNEXTDAY at checkout), and upgrade it to PS5 for free if you're on that system. We've also just seen the return of a beloved Kindle Unlimited deal, now available for free for your first 2-months.

TL;DR - Our Favourite UK Deals Right Now

Xbox Series X In Stock at Currys

Xbox Series X/S 512GB Expansion Card for £124.99 (was £159.99)

Free 7 Days of PS Plus with GTA Online on PS5 (New and Inactive Subs)

Players who redeem GTA Online Standalone (which is available for free) on PS5 and don’t have an active PlayStation Plus subscription will be able to claim a 7 day PlayStation Plus trial from in-game at launch from 15 March 2022.

Protect Your Data: 50% Off ExpressVPN Right Now

Horizon Forbidden West for £45 at Currys (Use Code SWNEXTDAY)

PS5 Console Covers In Stock Again in the UK

Latest Incredible Tech Deals in the UK

Best Elden Ring Deals Right Now

Pokemon Violet and Scarlet Preorders Are Live in the UK

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.



source https://www.ign.com/articles/uk-daily-deals-xbox-series-x-in-stock-ssd

Devolver Co-Founder Announces New Publisher Focused on Games That Improve Mental Health

Devolver Digital co-founder Mike Wilson is beginning to make a habit of turning career disillusionment into hope.

He’s been candid in the past about how the fall of his first major endeavor, Gamecock Media Group, was a good thing — its efforts to humorously lampoon the industry were more bully than benevolent. But its demise led to the founding of Devolver Digital, keeping the good-natured snark while redefining indie relationships with publishers. Wilson also co-founded Good Shepherd Entertainment in a further effort to push back against what he saw as harmful practices in indie publishing, and joined the board of gaming mental health charity Take This. And he’s done numerous speaking engagements on the importance of good mental health, often drawing from his own struggles and personal experiences to offer encouragement to others.

Not long ago, Wilson found himself once again disillusioned with his career path, and feeling like he was “part of the problem” in an increasingly crowded, messy, often toxic, and at times predatory games industry. He tells me he felt “done with digital everything.”

It was in that headspace during a period of pseudo-retirement that Wilson met Ryan Douglas, a roboticist and former CEO of medical device company Nextern, who was in a similar state of disillusionment with the med-tech industry. The two began playing tennis together and talking about their respective fields…eventually arriving on the ways in which others had tried, and failed to bring games and health together.

From Wilson’s perspective, he had seen firsthand the numerous benefits video games had on mental health especially. For instance, he had been receiving letters from all over the world about how Devolver-published Fall Guys had helped with people’s depression during the height of lockdowns. And more personally, he was watching his son play games with his friends during that same time, socializing and enjoying himself even when they couldn’t meet in person.

But while games certainly had that impact anecdotally, mainstream gaming was unable to capitalize on that power without the medical knowledge, tools, and resources to scientifically prove the effects were real.

Meanwhile, on Douglas’ end, plenty of medical and wellness companies were making games and apps. But no one wanted to play them because they focused so heavily on the wellness elements, they ended up not being any fun.

We're just terrible at doing things that are good for us, unless we happen to also enjoy them.

“We're just terrible at doing things that are good for us, unless we happen to also enjoy them,” Wilson remarks.

What Douglas and Wilson agreed those companies were missing was that 40 years of work had already gone into figuring out what makes people enjoy video games. Wellness companies working in the space were implementing the exterior trappings — scores, rewards, and so forth — but none of the thoughtful design. Douglas compares these attempts to gamify wellness to a company that makes cans, then decides to “space-ify” them and become a company that makes “space cans.” Without something more behind it, it’s a meaningless endeavor.

“If you create [a pill that cures cancer] and people won’t take it, have you really created a treatment, a solution? I think that we need to start saying that the answer is no,” Douglas says.

So Wilson and Douglas decided to combine their respective expertises, and are today announcing a new company: DeepWell. DeepWell is a new games publisher explicitly dedicated to both developing and publishing games that provide proven health benefits, as well as partnering with existing developers and publishers to win similar health approvals for games already out in the world.

Wilson says that DeepWell will include games that are beneficial to both mental and physical wellbeing, but will have a heavy emphasis on mental health. That’s in part due to Wilson’s own background in promoting mental health, but as Douglas explains, there’s been a disturbing trend in recent years - especially during the pandemic - of serious increases in depression and anxiety across the population, but not enough doctors and therapists to treat these issues. And those that do exist are often inaccessible to many due to cost, insurance concerns, racial and wealth inequality, or numerous other reasons.

If you create [a pill that cures cancer] and people won’t take it, have you really created a treatment, a solution?

While they’re not ready to announce any specific games just yet, we won’t have to wait long — Wilson says he hopes to have some things to show in late spring of this year. In the meantime, he breaks down what we can expect from DeepWell into three types of games.

The first will be original, internally developed titles made from the ground up to be therapeutic as well as entertaining. Importantly, he says they will “look just like games,” and will aim to interest audiences who may not specifically be looking for health benefits. He wants them to be accessible and widely available, too, so no wonky peripherals or specific proprietary tech. They’ll be on platforms most gaming audiences already have access to.

The second and third are both in partnership with existing game developers, especially indies. DeepWell hopes to partner with third-party developers who are already in the process of making games that might meet its standards for being therapeutic, and guide them through the process of getting them approved as such. And finally, DeepWell will work with already-published games that could have health benefits to get those benefits recognized.

“We can take these preexisting, very therapeutic games and get them out in the world in a way that they can be deliberately presented to people with issues, and help them get treatment,” Douglas explains. “Build real adjunctive therapies that can relieve pressure for depression, anxiety, stress in a world where there [are] just not enough therapists to go around.”

Even as someone who loves games and finds them beneficial to my own mental state, it’s hard for me to wrap my brain around how exactly a video game could be classified as medicine. Wilson and Douglas reassure me that the paperwork is in order, though. Part of their confidence comes from Wilson’s experience with games already.

Imagine you just load your favorite game, it says, ‘This has been indicated for treatment of anxiety, depression, addiction...'

“A lot of just the way that games are designed, like the core tenets of good game design, have you working through challenges and puzzles and achievements and putting you in fight or flight scenarios, and having you survive those and get through it,” he says. “And a lot of it is already quite good for people in the same way that other types of therapies are good for people. In working through those, we're doing it subconsciously, because we're just doing something we enjoy when we game.

“...And so imagine you just load your favorite game, whatever you're playing at the moment, all of a sudden it says, ‘By the way, don't stop seeing your therapist or taking your medication, but this has been indicated for treatment of anxiety, depression, addiction,’ whatever it might be for that particular piece of software.”

But on the regulatory side, it’s Douglas’ expertise that’s getting games their due. His extensive med-tech background and connections have been critical, but he says another key to all this being possible has been the great strides made during the COVID-19 pandemic with how regulatory bodies look at digital therapies, including more studies, more financial and academic support, and more wide recognition of the benefits. The environment is right, he says, for collaborations to open up between medical professionals, scientists, and game developers to make games that are both fun and good for people.

And they’re not the only ones who think so. DeepWell has involved over 40 game designers, creators, scientists, and medical researchers all donating time and resources to help define and regulate a set of core tenets of therapeutic game design. On the games side, this includes id Software co-founder Tom Hall, Hellbent Games design director Zoe Flower, independent developer and speaker Rami Ismail, Oddworld creator Lorne Lanning, and Quake engineer American McGee, alongside numerous doctors and medical research experts.

“We have what we need right now to bring the first games out into the marketplace, and we are working on the things that would make it broad and easier over time for game developers to be able to access this without stopping being game developers,” Douglas says. “And to not stop using the tools, like Unreal, that they use. And it's coming together very, very well. It's connecting in a way that things only seem to connect when they're supposed to happen.”

Whether it's music or you play improv or you play video games, you play board games…play is good. It is good for us.

Wilson wants to emphasize that what DeepWell is publishing won’t be just a single genre — we’re not talking exclusively about “wholesome” games or non-violent games, though those are certainly a part of it. After all, part of their mission is to make games that are entertaining, and not everyone is entertained by the same things.

“To be relatable and therefore to do some of the things that are necessary from a therapeutic standpoint…it may not be rainbows and sunshines that you're going to be able to relate to,” Douglas says. “And sometimes going on a darker journey gives you a moment of distraction and self-actualization, that allows things to happen differently in your mind and could be very, very cathartic. And that's what you've been seeing people say about these games for a long, long time.”

Wilson’s hope for DeepWell is that its attitude toward gaming doesn’t just stop at gaming. He believes that interactive entertainment isn’t the only possibility for media as medicine, and that they could be able to open doors to eventually get literature, music, or film recognized as therapeutic as well, if they can get the science behind it. Similar to how Devolver endeavored to flip the relationships between publishers and developers around, he wants DeepWell to flip the relationship between science and entertainment, empowering artists to be able to tangibly, quantifiably do what he believes they’ve wanted to do all along.

“For me it's all about: what is your intention as you set out to do this, whether you're a developer or a publisher or whatever? Is it to take as much money and time from somebody as you can? Or is it to create something that's meaningful to you that you might also enjoy that you want to share with the world? And that's what I believe the vast majority of game developers are doing, certainly in my experience.”

That’s an enormous mission, of course. But Wilson and Douglas’ first steps are firmly within the crossover between their own familiar spaces, and really just emphasizing ideas we’re all already familiar with: playing video games is fun, often social, and can make us happy.

“The word play, I think, is more important than the word game,” Wilson says. “Because if you think about all the things you could play in this life, almost all of them, or all of them are going to be beneficial for you in some way. Whether it's music or you play improv or you play video games, you play board games, you put on a play, whatever it is…play is good. It is good for us.”

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.



source https://www.ign.com/articles/devolver-co-founder-new-publisher-games-improve-mental-health

Monday, March 14, 2022

Elden Ring: George R.R. Martin Seemingly Hid His Initials In Plain Sight

Game of Thrones author George R.R. Martin appears to have hidden his initials across Elden Ring's world, by way of many of its characters.

The game's opening cutscene introduces one of Elden Ring's gods, Queen Marika, and players eventually meet her various relatives and offspring.

Spoiler warning: This story going forward contains several names and relationships of Elden Ring characters from deep into the game.

But the main four, as noted by PC Gamer, are Godfrey, Rennala, Radagon, and Marika. Their initials combine into G.R.R.M, not unlike George Raymond Richard Martin.

In fact, all of Elden Ring's gods and demigods have names beginning with these three letters: Godfrey, Godwyn, Godrick, Rennala, Radagon, Radahn, Rykard, Ranni, Renna, Marika, Morgott, Mogh, Malenia, Miquella, and Maliketh.

Martin crafted the backstory and history of Elden Ring years ago in an opportunity that was "too exciting to refuse". This included the naming of many of its characters, though game director Hidetaka Miyazaki thought Martin might be shocked by what became of them.

Miyazaki also placed important restraints on Martin's contributions because "story must always serve the player experience", but overall he described working with Martin as "like speaking with an old friend".

When the game was released on February 25 it became one of the best reviewed games in modern history, and Martin said he was very happy with how the game turned out.

Developer FromSoftware likely is too, as Elden Ring dominated U.S. sales and became the best-selling game of 2022 so far. It's also the UK's biggest non-FIFA or Call of Duty release since 2018 and on Steam it grew in popularity day by day before becoming the sixth most played game of all time.

Elden Ring has proven somewhat of a cultural phenomenon, with crazy adverts, a streamer's Twitch chat playing while he swept, someone using the Nintendo Switch's Ring Fit Controller to beat a boss, and it's even got its own candy.

In our 10/10 review, IGN said: "Elden Ring is a massive iteration on what FromSoftware began with the Souls series, bringing its relentlessly challenging combat to an incredible open world that gives us the freedom to choose our own path."

To make those choices with the best available information, check out our guide that features everything you could ever hope to know about Elden Ring, including collectible locations, boss strategies, and more.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale.



source https://www.ign.com/articles/elden-ring-george-rr-martin-seemingly-hid-his-initials-in-plain-sight

Stranger of Paradise: Final Fantasy Origin Review

Stranger of Paradise: Final Fantasy Origin asks and answers the question of what the world of the first Final Fantasy, which came out in 1987, might look like in 2022 if it were reimagined with a modern action combat style. Its overly complex story and one-dimensional NPCs don't pay off until the final hours, but the freedom available in its challenging combat and extensive character customization is consistently rewarding from the start until – and after – the credits roll. It's a love letter to its own source material, filled with references and homages to the series’ history that seem designed to give fans of any Final Fantasy something to enjoy.

Like the show Lost and other stories that revolve around some grand mystery, Stranger of Paradise's plot had me theorizing and scratching my head until the very final moments, when all is revealed in a way that brings everything together. However, where Lost used memorable characters and turning-point moments to carry the story forward prior to the big reveals, Stranger of Paradise misses the mark on its cast and instead solely relies on its solid action gameplay, only offering vague and often indecipherable clues to what’s going on. Its lack of real character development beyond your party of five run-of-the-mill characters making small talk and reiterating their need to find and kill an entity known as Chaos that threatens the world means I won’t be uttering their names in the same breath as Final Fantasy greats like Cloud and Yuna – or even necessarily remembering them a month from now.

And yet, while the early hours of the story did a poor job of keeping me engaged (especially as main character Jack and his starting companions Ash and Jed all revealed varying levels of amnesia and constantly remarked on their deja vu wherever we went) it turned out to be an effective buildup: the tail end did the exact opposite by answering all the questions I had. That said, I took the time to explore and find most of the memento collectibles as I played, which allowed me to connect the dots between the story the main story shows you and the story behind what's really happening in the world. Some filled in smaller gaps, like the origin and importance of the dark crystals that drew our starting party together in the first place, and others helped explain the meaning behind the titular stranger and the paradise they hail from. However, they’re easy to miss, and the ending and its big reveals might not have resonated as strongly for me if I hadn’t had their important context.

Koei Tecmo's team seems to have found inspiration in similar areas from other Final Fantasy games.

While this isn’t a direct remake of the original Final Fantasy, it thoroughly reimagines many of its locations. The main city of Cornelia is where that first adventure began; and places like the Chaos Shrine and the Cavern of Earth dungeon have had new life breathed into them by Koei Tecmo's team, which seems to have found inspiration in similar areas from other Final Fantasy games. It merges in factories reminiscent of Final Fantasy 7 Remake's Mako Reactors, a pirate cove filled with Sahagin (like the Sastasha dungeon in Final Fantasy 14), and even something that strongly resembles Final Fantasy 13's Sunleth Waterscape's weather-changing mechanic makes an appearance in one of the wetlands you'll adventure through. There are plenty of other great locations that I won't spoil for you as it's equal part a treat and a puzzle for fans to discover which game inspired each of the stages in Stranger of Paradise. The fact that nearly every stage has a unique look kept exploring their ins and outs refreshing, and in the background there are new music arrangements from other FF games that are sure to catch the ears of longtime fans.

Graphically, though, even the PlayStation 5’s HDR Quality mode couldn’t make Stranger of Paradise look better than average most of the time. Some cutscenes look great and instantly had me snapping away with the screenshot button, but those were few and far between. In-game it looks fine, with decent character models and textures that resemble Final Fantasy 13, but never good enough to make me wish it had a photo mode. After spending my first playthrough in Quality mode – which didn’t have any noticeable frame rate drops below 30 throughout the entire campaign, I made the switch to Performance mode and never looked back. The jump up to 60 frames per second makes dodging and parrying much easier for my playstyle, and some of the flashier combo abilities were even better because I was able to more reliably cancel out of them by swapping jobs to extend my combo even further.

Even the PS5’s HDR Quality mode couldn’t make Stranger of Paradise look better than average most of the time.

Stranger of Paradise offers five difficulty modes: casual, story, action, hard, and Chaos (which unlocks after your first playthrough), and the temptation of higher-level item drops led me to play on hard for my first run. It took me just under 30 hours to roll credits, and that included undertaking a good number of side missions I considered essential to raise my gear score, unlocking job roles for allies, replaying missions in up to three-player co-op, doing tons of inventory management, constantly upgrading/customizing my party’s loadouts, and no small amount of dying – especially when testing specific builds and multiclass combinations in boss fights to determine their suitability.

At this setting just about every enemy posed a threat to my survival, from the lowly roundworm that turns into a wheel of purple flames to ever-deadly Tonberrys and their deadly chef’s knives and powerful area-of-effect attacks. There were even times where my own carelessness allowed a group of bats or skeletons to simply overwhelm me, rendering me unable to escape. It’s dangerous out there! You can always adjust the difficulty at any checkpoint, though, so if you find yourself under-leveled you can choose to make any single fight easier if you want – which is certainly preferable to grinding it out.

Stranger of Paradise is actually pretty forgiving when it comes to death.

Despite a lot of obvious Souls influence in its combat style, though, Stranger of Paradise is actually pretty forgiving when it comes to death: you keep all of the experience, materials, armor, weapons, and even additional potions you might have found – and the PS5’s speedy load times put you back in the action almost immediately. It’s not without consequences, though – other than having to run past or fight through the same swathes of enemies – you suffer a temporary decrease to your maximum MP, which nearly every combat ability is centered around. Spells like Cure and Fire, command abilities like Lancet and Lightbringer, and even class-based combo abilities like a Dragoon's Jump and a Warriors War Cry all require MP to function, so there’s an urgent need to recover all six sections as soon as possible. (Limiting the number of mana segments available is also a callback to the original Final Fantasy, where you had a limited number of spells you could cast before needing to rest at an inn or use the cottage/House recovery item to restore your MP.)

Thankfully, MP can be recovered in a few ways, including by depleting an enemy's Break gauge and finishing them off with a Soul Burst, which causes an explosion of crystal shards that knocks back other enemies in the process. These come with a variety of over-the-top animations that bring some nice levity to the combat – using Soul Burst on the Guardians of the Flying Fortress stage, for instance, has Jack pile-drive them into the ground, which is immediately followed up by a curbstomp to their nether regions to really add insult to injury. Soul Bursting Cactaurs, meanwhile, picks them up and flings them; he also gives the malicious Tonberrys a simple pat on the head before shattering them into pieces. He has a broad range.

Jack pile-drives them into the ground, immediately followed up by a curbstomp to their nether regions.

There are 28 jobs in total, each with their own skill trees, so there’s a lot of room to experiment and find combos that synergize well in your party, defining your playstyle. You can equip any two jobs on your character (and one on each of your companions, who you indirectly control), and while you can only have one active at any given time the fact that you’re able to swap between them at the press of a single button lets you extend combos creatively and synergistically. You can mix and match jobs however you like, such as combining two glass-cannon Mage jobs to build up your Intellect stat and make your spells hit harder and stun enemies by rapidly overwhelming their Break gauge, or you might combine Berserker and Warrior so that you can use the Warrior’s War Cry HP-regeneration skill to offset the Berserker’s inability to use healing potions while maintaining your Berserk status, which increases your offensive and defensive powers for a limited time. Alternatively, tanky jobs like Paladin and Knight can be combined for increased HP and stamina to reduce the impact incoming damage has on your Break gauge.

My personal favorite, though, is multiclassing Sage – which blends black and white magic and grants access to the devastatingly powerful Ultima spell – with Dragoon, bestowing the abilities to maneuver around the battlefield with Jump and to poke down enemies with short chains of rapid attacks for good damage. It reduces my damage output a bit but the tradeoff in survivability in combat is well worth it for my preferred hit-and-run style.

In addition to whatever two jobs you pick for him, Jack also functions as a Blue Mage, meaning that he can absorb certain attack moves with a properly timed Soul Shield and turn them back on the enemy. Absorbing attacks like a bomb’s Fire spell and then throwing it back at them, causing them to self-destruct, is one of the most satisfying moves in Stranger of Paradise. Soul Shield can also be used in rapid succession, and I've managed to parry entire laser beams from bosses like the six-headed dragon Tiamat (one of the four ancient fiends from the original Final Fantasy). Parrying exciting moves like that reminded me of my time with Street Fighter 3: Third Strike.

Stranger of Paradise’s inventory management system is on the weaker side of things.

Combat and customization are strong, but Stranger of Paradise’s inventory management system is on the weaker side of things. The good news is that you can sort your Item menu to your heart's content and organize by job, stats, perks, and anything else that appears on a piece of gear. The problem arises once you go to your Equipment menu, which doesn’t have the filter options and simply sorts based on new items, level, affinity, defense, and type of gear. This doesn't sound terrible on paper, but when you have 500 pieces of equipment and are looking for a specific one that has the highest bonus for your two equipped classes, you end up spending a lot of time looking at a menu instead of slashing enemies to score more loot.

There is a shortcut to help gear up quickly but it’s not the most effective. Tapping on the touchpad on a character will equip them with all the highest-level gear available that their class can currently use, but it often won’t be beneficial to their specific class. For instance, you may wind up with Mage gear equipped on your tank if it’s the highest level. The menu also restricts your ability to send gear to your stash, effectively locking efficient inventory management to checkpoints in the level. If your bag fills up, you're forced to sift through your inventory to discard the least valuable pieces – that feels very old-school, especially in a co-op game where you don’t want to be waiting around for someone to figure out what to drop.

It’s very common to fill up because while most games with gear scores you spend hours grinding away, hoping to get a new piece of equipment that will work for your build, but Stranger of Paradise does the opposite: it generously showers you with items – roughly 80 to 120 per mission – and it offers specific rewards upon the first completion that are visible before you begin. I can't think of another game that has made loot hunting this efficient from day one. Also, because Stranger of Paradise is hub-based and you will spend most of your time between missions looking at the map, it's simple to forget to dismantle unnecessary gear and accidentally start the next mission with a full backpack. I may have done that once or twice.



source https://www.ign.com/articles/stranger-of-paradise-final-fantasy-origin-review

Sunday, March 13, 2022

EA, Gearbox, and Microsoft Sign Open Letter Opposing Texas' Anti-Trans Bill

Following Texas Governor Greg Abbott's order in February 2022 that called for child protective services to investigate families of transgender children who were receiving gender-affirming healthcare for child abuse, 65 companies have signed a letter asking for Abbot to abandon these anti-LGBTQ+ efforts.

As reported by Kotaku, these 65 companies - a list that includes Electronic Arts, Gearbox Entertainment, and Microsoft - signed the letter that was organized by the LGBTQ+ organization the Human Rights Campaign and was posted in the Friday edition of the Dallas Morning News as a full-page advertisement.

The ad copy was shared by Rebecca Marques, the Texas director of HRC, on Twitter.

"Our companies do business, create jobs, and serve customers in Texas," the letter reads. "We are committed to building inclusive environments where our employees can thrive inside and outside of the workplace. For years we have stood to ensure LGBTQ+ people - our employees, customers, and their families - are safe and welcomed in the communities where we do business.

"The recent attempt to criminalize a parent for helping their transgender child access medically necessary, age-appropriate healthcare in the state of Texas goes against the values of our companies. This policy creates fear for employees and their families, especially those with transgender children, who might now be faced with choosing to provide the best possible medical care for their children but risk having those children removed by child protective services for doing so. It is only one of several efforts discriminating against transgender youth that are advancing across the country.

"We call on our public leaders - in Texas and across the country - to abandon efforts to write discrimination into law and policy. It's not just wrong, it has an impact on our employees, our customers, their families, and our work."

EA, Microsoft, and Gearbox are members of the pro-LGBTQ business network Texas Competes and Gearbox itself has previously taken a stand against a previous bill that proposed banning transgender youth from participating in sports.

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.



source https://www.ign.com/articles/ea-gearbox-and-microsoft-sign-open-letter-opposing-texas-anti-trans-bill

Perfect Dark Game Director Dan Neuburger Seemingly Leaves The Initiative

Perfect Dark game director Dan Neuburger has seemingly left The Initiative after working with the company for nearly four years.

As reported by VGC, ResetERA user Klobrille noticed the change on Neuburger's LinkedIn profile that shows February 2022 was his last month at The Initiative. Furthermore, his profile page says that he is
"open to work" immediately and is looking for a position as a game director, creative director, or design director.

Neuburger had worked at Tomb Raider's Crystal Dynamics for over 12 years before his time with The Initiative - the same studio that has teamed up with The Initiative to help finish development on the reboot of Perfect Dark.

This isn't the first high-level departure from The Initiative, as the company's former design director Drew Murray announced that he was leaving the company in February 2021 and would be returning to his old studio Insomniac Games.

Perfect Dark was revealed at The Game Awards 2020 and is set to be a first-person shooter with an "eco-sci-fi" that is "aiming to deliver a secret agent thriller set in a near-future world."

The Initiative itself was announced at E3 2018 as Microsoft's first-ever 'AAAA' studio that would be "challenging themselves to do new things (and old things) in new ways."

Perfect Dark, a franchise that began on the N64 in 2000, currently has no release date.

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.



source https://www.ign.com/articles/perfect-dark-game-director-dan-neuburger-seemingly-leaves-the-initiative

Saturday, March 12, 2022

Reggie Fils-Aimé Isn't a Believer in the 'Current Definition' of Facebook's Metaverse Vision

Former Nintendo of America President and COO Reggie Fils-Aimé has questioned the "current definition" of Facebook's metaverse vision, saying that "Facebook itself is not an innovative company."

Speaking to Bloomberg's Emily Chang during SXSW, Fils-Aimé shared his thoughts on the current state of the so-called metaverse and discussed why he doesn't believe Facebook is currently on the right track to lead the way.

"Facebook itself is not an innovative company,” Fils-Aimé said. “They have either acquired interesting things like Oculus and Instagram, or they’ve been a fast follower of people’s ideas. I don’t think their current definition will be successful.”

Instead, Fils-Aimé thinks this digital future so many are striving towards will be led by "smaller companies that are really innovating" and companies like Epic Games who are doing "really compelling" things.

Fils-Aimé also talked about how he believes that more acquisitions by gaming companies are on the way following Microsoft's "fantastic purchase" of Activision Blizzard and how the games industry still has a long way to go in terms of diversity.

"This is a global industry touching 3 billion people across the world; it’s a $200 billion business,” Fils-Aimé said. “The representation in the game and in leadership is not at all where it needs to be.”

Lastly, he shed some light on his time on the board of GameStop and shared some criticism towards the company's management and plan for the future. Fils-Aime left the board in early 2021.

"There has not been an articulated strategy. Leadership says we don’t want to articulate our strategy because they don’t want it to be stolen,” he said. “To me that was not acceptable.”

For more on Fils-Aimé, who is set to release a book chronicling his career called 'Disrupting the Game: From the Bronx to the Top of Nintendo' in May 2022, check out the eight best Reggie Fils-Aimé moments of all time, why the Switch's success made it "easy" for him to retire, and how he had to "politely decline" an offer to work with Kanye West on a game.

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.



source https://www.ign.com/articles/reggie-fils-aime-isnt-a-believer-in-the-current-definition-of-facebooks-metaverse-vision

Video Game Accessibility Awards 2021 - All the Winners

The second annual Video Game Accessibility Awards have arrived and they have honored the games that have gone above and beyond to push forward the bar of accessibility by making their games available to so many more.

The winners were announced in a livestream hosted by Accessibility Awards co-creators Steven Spohn and Alanah Pearce. IGN alum Alanah Pearce is a writer at Sony Santa Monica and Steven Spohn is a Senior Director at AbleGamers, and the awards show was founded in partnership with AbleGames to highlight these games doing incredible work in the field of accessibility.

The judging panel is made up entirely of disabled gamers and the categories are based on accessibility guidelines that AbleGamers created as tools for game developers.

There were nine categories in total, and Halo Infinite led the way with two victories in Clear Text and Training Grounds. Guardians of the Galaxy, Before Your Eyes, Forza Horizon 5, Far Cry 6, It Takes Two, Final Fantasy XIV: Endwalker, and Life Is Strange: True Colors also took home awards.

The full list of winners and nominees for the 2021 Video Game Accessibility Awards are as follows;

Second Channel - For games that give players a second means or interface to get the information they may need to progress.

  • Before Your Eyes - GoodbyeWorld Games, Skybound Games
  • Unpacking - Witch Beam, Humble Bundle
  • Guardians of the Galaxy - Eidos-Montréal, Square Enix - WINNER

Clear Text - For games that allow players to reliably read text in the game or its interfaces.

  • Boyfriend Dungeon - Kitfox Games
  • Loop Hero - Four Quarters, Devolver Digital
  • Halo Infinite - 343 Industries, Xbox Game Studios - WINNER

Input Reduction - For games that allow players to decrease the amount of input reduction needed to successfully undertake a sequence of actions required by the game.

  • Before Your Eyes - GoodbyeWorld Games, Skybound Games - WINNER
  • Fights in Tight Spaces - Ground Shatter, Mode 7 Games
  • Escape From Tarkov - Battlestate Games

AI Assistance - For games that allow players to progress through challenges with assistance from in-game AI.

  • Forza Horizon 5 - Playground Games, Xbox Game Studios - WINNER
  • Far Cry 6 - Ubisoft Toronto, Ubisoft
  • Psychonauts 2 - Double Fine, Xbox Game Studios

Improved Precision - For games that allow players to increase or decrease things like movement sensitivity so that they may be precise with their actions in the game or its interfaces.

  • Chivalry 2 - Torn Banner Studios, Tripwire Interactive
  • Far Cry 6 - Ubisoft Toronto, Ubisoft - WINNER
  • Back 4 Blood - Turtle Rock Studios, Warner Bros. Interactive Entertainment

Peer Assistance - For games that allow players to progress through challenges presented by the game with assistance from another player.

  • It Takes Two - Hazelight Studios, Electronic Arts - WINNER
  • Age of Empires IV - Relic Entertainment, World's Edge, Xbox Game Studios
  • Back 4 Blood - Turtle Rock Studios, Warner Bros. Interactive Entertainment

Remapping - For games that allow players to remap or reconfigure standard control figurations.

  • Ratchet and Clank: Rift Apart - Insomniac Games, Sony Interactive Entertainment
  • It Takes Two - Hazelight Studios, Electronic Arts
  • Final Fantasy XIV: Endwalker - Square Enix - WINNER

Training Grounds - For games that give players a place or means to increase their skill level outside on their own time, outside of the usual means of training used by the game.

  • Halo Infinite - 343 Industries, Xbox Game Studios - WINNER
  • Monster Hunter Rise - Capcom
  • Back 4 Blood - Turtle Rock Studios, Warner Bros. Interactive Entertainment

Ability to Bypass - For games that allow players to bypass or skip sections that they are unable to successfully engage with.

  • Life Is Strange: True Colors - Deck Nine, Square Enix - WINNER
  • Ratchet and Clank: Rift Apart - Insomniac Games, Sony Interactive Entertainment
  • Unpacking - Witch Beam, Humble Bundle

For more in the world of accessibility, check out how Spohn was able to raise over $1 million for AbleGamers and why Forza Horizon 5 was chosen as IGN's noteworthy advancement in accessibility for 2021 winner.

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.



source https://www.ign.com/articles/the-accessibility-awards-2021-all-the-winners

Aquamarine Is a Mysterious, Aquatic Adventure for 70s Sci-Fi Lovers

You know that feeling of finding an old, yellowing sci-fi novel from the 70s at a used bookstore, with some once-bright planet on the cover alongside a weird, alien creature? If you love that vibe, you might be interested in climbing into the spherical, seafaring pod of Aquamarine to check out its mysterious, dream-like planet.

Aquamarine is a beautiful, turn-based adventure about a spacefaring woman who crash lands on an aquatic world. She must survive by studying and coexisting with the local ecosystem, and eventually find a way home. It's slow paced; everything you do is turn-based, with movements consuming the fuel of your survival pod and your own energy as you search for more resources and your crashed ship. In between, you'll grow your own food and upgrade your pod with mods that let you explore further and deeper. All the while, Aquamarine's oceanic ecosystems will react in both subtle and grander ways to your choices, shifting the environment as you live in it.

Aquamarine's art-style and sound look like they're pulled from a sci-fi comic or cartoon…likely because that's precisely what inspired creator Patric Fallon when he first conceived it. In 2017, Fallon was an unemployed music journalist who was teaching himself to make games as a hobby using Unity video tutorials and a lot of practice on tiny projects. During that time, he and his then-partner became enamored with the work of French comic book artist Jean 'Moebius' Giraud - leading Fallon to realize that there weren't many or any games that looked like Moebius' work (Sable had yet to be announced, Fallon notes).

So they set out to create one with Aquamarine. Of course, Moebius isn't the only inspiration. Fallon tells me he was also inspired by the entire vibe of 70s and 80s sci-fi: French filmmaker René Laloux's Fantastic Planet, early Studio Ghibli films like Nausicaä of the Valley of the Wind, and synth musicians like Tangerine Dream and Jean-Michel Jarre. You know, the whole used book vibe I mentioned before.

"Really this whole package of those sci-fi paperback novel covers and the dusty vinyl of early synth music and comic books," Fallon affirms.

His partner eventually departed the project, making Fallon the sole full-time member of what became Moebial Studios, though he's worked with a number of contractors including composer Thomas Hoey over the last several years. Aquamarine ran an unsuccessful Kickstarter back in 2018, the failure of which Fallon says gives him mixed feelings. He's happy that, since Aquamarine was in such an early state when the Kickstarter happened, he was able to use the extra time and space to reflect, add on, and improve it considerably.

But Fallon says it was a bit of a curse too.

"Kickstarters, it's no secret, are extremely difficult things to run and launch and I was basically doing it on my own. My partner was helping with some of the art stuff, but as far as managing and preparing it and promoting it, that was all me. For it not to be successful is really, really difficult."

The Kickstarter's failure made Fallon realize he needed to move out of his expensive Brooklyn apartment and back home to the West Coast. While there, he took up gardening, an activity that ultimately inspired him to add a gardening feature to Aquamarine.

"This game is about someone who has suffered a loss and who has a large goal to attain, and who has to grow in many different ways in order to reach that goal. And that really resonated with me in terms of growing something in a garden…Doing that was really therapeutic and really just a nice change of pace from living in Brooklyn, New York, to having my own little backyard garden in the mountains."

Alongside the garden, another major system that Fallon was able to flesh out in that extra time was the way Aquamarine's choices and ecosystem work. Throughout Aquamarine, you'll have to make choices about how to interact with the creatures and environment you encounter. Do you kill a potentially dangerous creature you've never seen before? Do you approach a mysterious cache of resources, or leave it alone? Those choices will impact you and the environment in permanent ways because, notably, Aquamarine only has one save file at a time, and autosaves as you go. So unless you want to completely restart, there's no turning back or save-scumming for "better" outcomes.

If you make a choice to kill a creature...I didn't want that to just be something that happens and then you can go back and undo it.

And the music, too, is adaptive. It responds to the things you do, with composer Hoey having deconstructed his own compositions and rebuilt them to create different versions for different world states, rather than just looping different tracks for different zones.

"The game feeling is meant to be chill and slow-paced and not necessarily relaxing, but definitely something that you can sit and think about, and so I wanted to counteract that with a weight to the choices you make," Fallon says. "And so, if you make a choice to kill a creature for one reason or another, I didn't want that to just be something that happens and then you can go back and undo it. That was a choice that you made and the effects of that choice will be seen. It just didn't make sense to me that you should be able to do that as many times as you want, and you should be able to jump back and forth and change the states of it all. You're here."

I'm still slowly sailing through my own alien adventure in Aquamarine, unsure just yet of what it all means. I'm growing a little garden of aquatic plants, and I've already met some strange, cute watery creatures who don't seem to mean any harm, though I'm keeping my distance for now. I'm not the best at the resource management bits, but my little pod does its best to keep me safe as I trek onward through the depths in search of my crashed ship. Aquamarine, like the art and films and novels that inspired it, is doing a wonderful job of enticing me with beautiful mystery, and I can't wait to dive even deeper.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.



source https://www.ign.com/articles/aquamarine-mysterious-aquatic-adventure-70s-sci-fi

Friday, March 11, 2022

Elite Dangerous Ends Development on Consoles

Elite Dangerous on console won't receive any new content, including the Odyssey expansion, as developer Frontier Developments has chosen to focus on improving the PC version.

Frontier CEO and founder David Braben announced in a blog post that console versions will now only receive "critical updates" following a "less than ideal" launch of the major Odyssey update on PC last May.

Odyssey was set to be a major step forward for Elite Dangerous but soon gained a "mostly negative" rating on Steam after thousands of players reported performance issues, problems with the UI, and several other bugs and game-breaking glitches.

The game has received a number of major updates to fix the issues on PC, but Braben said there was still a lot of work to be done, and the entire team needed to turn its attention to improving that version.

He said: "Since Odyssey’s release in May 2021, we have worked tirelessly to improve the Odyssey experience on PC, and whilst we have made great progress there is still more to be done. We have been supporting the pre-Odyssey and post-Odyssey codebases since.

"Over the last several months, we have been wrestling with the best way to move forward, and it is with a heavy heart we have decided to cancel all console development. We need to be able to move forward with the story of the game, and in order for us to do this we need to focus on a single codebase."

Odyssey is the second paid expansion for Elite, and added planetary landings, FPS combat and more. It was originally set to launch for console in Autumn 2021, but the negative response to the PC version saw it pushed back indefinitely.

Elite Dangerous is still available on PlayStation 4 and Xbox One and will seemingly continue to be playable for the time being, as Frontier Developments didn't indicate that console servers would be shut down despite the lack of support going forward.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale.



source https://www.ign.com/articles/elite-dangerous-ends-development-on-consoles

Call of Duty: Warzone Is Officially Coming to Mobile

Activision is developing a brand new, AAA mobile version of Call of Duty: Warzone.

In a blog post on the Call of Duty website, the company encouraged developers to join its in-house team to build a version of Warzone from the ground up for mobile.

As the game isn't just a straight port and Activision is still hiring developers to make it, Warzone on mobile likely won't release for a while yet.

When it does arrive, however, Activision promises it will "bring the thrilling, fluid, and large-scale action of Call of Duty: Warzone to players on the go.

"This large-scale, battle royale experience is being built natively for mobile with cutting-edge technology designed to entertain gamers around the world for many years to come."

It's not to be confused with Call of Duty: Mobile, Activision's other mobile-based Call of Duty game that was inspired by its first battle royale mode called Blackout. Warzone will be developed at Activision's internal studios compared to the current mobile game, which was made by Chinese developer Tencent.

A sequel to Warzone was also announced last month, set to be released with the upcoming Call of Duty: Modern Warfare 2, but this was reportedly delayed to 2024 a few days later.

IGN gave Call of Duty: Warzone's beta a 7/10 when it was released in 2020, saying it "remains thoroughly enjoyable even in spite of the serious concessions to depth made in the name of instant gratification."

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale.



source https://www.ign.com/articles/call-of-duty-warzone-is-officially-coming-to-mobile

Xbox Series X and S Can Now Download Updates in Energy Saver Mode

Xbox Series consoles set to energy saver mode can now download updates, helping alleviate some of the environmental concerns around electrical devices left in standby mode.

Microsoft announced a number of new sustainability efforts, including software upgrades to its consoles that encourage users to switch to the more energy efficient setting.

Energy saver mode consumes roughly 20 times less power than instant-on mode but previously wasn't able to download system and software updates automatically.

Showing its faith in the new update, Microsoft has made energy saver mode the default option when players initially set up their Xbox consoles.

Instant-on mode still has some benefits of course, allowing an Xbox to go from being turned off to signed in within a few seconds. Using the energy saver mode is much better for the environment, however, and will save users money on electricity bills.

Xbox's other sustainability efforts include turning the company carbon negative, water positive, and zero waste by 2030. By that time it will aim to design all Xbox products and packaging to be 100% recyclable in certain countries. The Xbox Series S and Xbox controllers are also now built using recycled plastics.

In our 8/10 review, IGN said the "Xbox Series X is a quiet, compact, laser-targeted games machine that should make 4K/60fps gaming the wonderful new norm, but it still lacks as many must-play games as the competition."

We gave the Xbox Series S, on the other hand, a 7/10, saying it "has its place and could shine as a second console, but it's hard to recommend as your primary gaming platform due to its 1440p resolution and claustrophobic storage capacity."

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale.



source https://www.ign.com/articles/xbox-series-consoles-energy-saver-mode-download-updates-x-s

IGN UK Podcast #635: More Decent Chat

Spring has arrived and so have Cardy, Matt, and Dale. This week is a little bit of a mish-mash of Overwatch 2 news, WWE 2K22, the Kirby demo, and yes, more Elden Ring. Plus, right at the end, we have a spoiler-filled Batman discussion for anyone who’s seen it.

A twist on a familiar Endless Search game makes an appearance as well as your feedback.

Want to get in touch to talk about things you’ve eaten that you shouldn’t have or maybe even video games? Feel free to send us an email at ign_ukfeedback@ign.com.

IGN UK Podcast #635: More Decent Chat



source https://www.ign.com/articles/ign-uk-podcast-635

Thursday, March 10, 2022

Camouflaj Pulls Back the Curtain on the Making of République With a New Documentary

IGN can exclusively reveal a new mini-documentary from Camouflaj, delving behind the scenes into the development of the 2013 stealth-adventure game République.

The documentary includes stories and testimonies from developers at Camouflaj about the years leading up to République's release, focusing on their struggles in their small Bellevue-based studio space.

It then details the initial launch of République's first episode, subsequent episodic releases, the numerous challenges of mo-cap work and fixing bugs, and the success that ultimately sparked future re-releases and the remaster.

Camouflaj's documentary today coincides with the release of République: Anniversary Edition on Nintendo Switch, PlayStation 4, and PSVR - almost nine years after the initial iOS launch. The studio has also recently revealed it will be opening a new studio in Kamakura, Japan run by studio founder Ryan Payton alongside Devil May Cry 5 producer Matt Walker.

IGN reviewed the first episode of République way back when it first launched in 2013, and praised its "superb, deep world" full of mystery and interesting story payoffs, with "refreshing momentum." Camouflaj has since gone on to creator Iron Man VR.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.



source https://www.ign.com/articles/camouflaj-curtain-making-republique-documentary

The 10 Best Open World Games

Open-world games have come a long way over the years, offering more freedom to explore and in how we approach objectives, but what open-world titles have it all? The best open world, the best challenges, the best story, the best characters?

IGN’s staff duked it out (in a professional manner, of course) to put together a list of the best open world games, looking at how they deliver as a complete package in letting us best get lost in a world, take over enemy outposts, and find a ridiculous way to outrun enemies. So without further ado, here are IGN’s picks for the top 10 open worlds games.

10. Marvel's Spider-Man: Miles Morales

New York City around Christmastime is magic. And Insomniac has done an incredible job of recreating that charming atmosphere in Marvel’s Spider-Man: Miles Morales. Every aspect of this follow-up to the 2018 Spidey hit is undoubtedly built on the great fundamentals of that first game. But the approach to the world, mission design, and story is altogether stronger in Miles Morales, even if there is less of it. But the focus on a more select story and missions allow Miles’ journey to be so personally impactful on the player and character.

It’s a fantastic debut solo outing for Miles, with improved and smoother traversal and combat options, a stirring story, and a host of intriguing, important things to do. And that’s all while looking and running so well, both on PS5 and PS4. Insomniac somehow captured the real-world magic of New York and imbued it into Spider-Man: Miles Morales, letting players experience it any time of year. - Jonathon Dornbush

9. Horizon Forbidden West

Horizon Forbidden West improves on the Zero Dawn experience in just about every way. Aloy’s new journey features a dense world full of meaningful sidequests, where each character and their stories offer a unique entry point into the world. And it’s a world that feels like it meaningfully lives and even evolves around Aloy and the player. And to better serve those sidequests, Guerrilla has extended the reach of Aloy’s world to the titular Forbidden West, with a host of memorable locations that offer insight into both the current tribes populating the world and the crumbled remains of our former civilization.

Climbing traversal may not be as free as some other games on this list, but the ability to better search underwater and even take to the skies are welcome, joyous additions to the formula. Horizon Forbidden West is certainly built on the foundation of other open-world games, including Zero Dawn, but it’s an amazing step in pushing the genre forward and creating a captivating adventure in its own right. - Jada Griffin

8. Metal Gear Solid 5: The Phantom Pain

Metal Gear Solid 5 is one of the best examples of how an open-world game should approach its challenges. There's more than one way to go at any situation, and the result is a feeling of unprecedented freedom of choice.

At its best, it's pure play, reminiscent of smashing Army men together in a playground sandbox, but with a fantastic soundtrack and more than enough of Kojima eccentricity to make it feel even more special. While the story is ultimately unfinished, and it can't hold itself together through to the end, the freedom it affords makes it incredible regardless of its narrative shortcomings. - Seth Macy

7. The Elder Scrolls V: Skyrim

It’s been a long-running joke that Skyrim exists on almost every platform imaginable. From its humble beginnings in 2011, launching on PC, PS3, and Xbox 360, Skyrim is everywhere, including Amazon Alexa devices, for good reason. It set an entirely new standard for what an open world adventure could be and remains amazing. The PC version houses one of the most bustling modding communities of all time, even having full-length games spawn from it. And with the recent upgrade to PlayStation 5 and Xbox Series X, Skyrim still looks and plays fantastic.

With its engrossing story, living open-world, and more content than any one person knows what to do with, The Elder Scrolls 5: Skyrim still stands today as one of the greatest open-world RPGs a person can spend their time with. - Mark Medina

6. Fallout: New Vegas

A fixture in the top open-world game discussion for the past 12 years, Fallout: New Vegas burned itself into our collective memories by dropping us into an amazing story that reacts to our choices and plays out all around us. Building on the foundation of Bethesda's Fallout 3, New Vegas moved us to the more colorful and diverse western region of the post-nuclear apocalypse United States and put us on a path to intersect with conflicts large and small.

We meet some of the Fallout series' best characters and follow what begins as a simple quest to find the man who shot you and left you for dead directly into the middle of a brewing three-way war between the New California Republic, a self-proclaimed new Roman emperor, and an immortal casino magnate to determine the fate of New Vegas. Even in all the years since, there’s rarely been an in-game world that felt as lived-in and busy or rich with stories, personalities, and dark humor – both on the surface and just beneath it – waiting for us to find them. - Dan Stapleton

5. Elden Ring

It may seem a little rash to just immediately catapult Elden Ring above some of the all-time greats that make up the top half of this list. That said, Elden Ring is one of the boldest and most groundbreaking open world games of the past decade; one that empowers the player to find their own path without being guided by an endless series of map markers, waypoints, and hollow side quests.

The world of The Lands Between is not only gigantic, but it’s positively dense with caves and catacombs to discover, roaming boss battles to conquer, valuable treasures to uncover, and all manner of challenges to overcome. The journey through Elden Ring is not an easy one, especially if you’re not familiar with From Software’s unique philosophy when it comes to teaching its lessons through punishing difficulty, but it’s constantly rewarding, surprising, and awe-inspiring in ways few games are. - Mitchell Saltzman

4. Red Dead Redemption 2

Red Dead Redemption 2 is deliberate in the way it allows you to live out the life of a fictional cowboy named Arthur Morgan. Morgan’s story is an authored experience but the magic of Red Dead Redemption 2 is how the game’s open world allows players to flesh out that life with meaningful experiences thanks to its meticulously crafted world.

Want your Arthur to get really into hunting? Then have fun stalking, trapping, and skinning hundreds of animals, complete with their own food chain and habits. Want to get weirdly into artifact hunting? Then go right ahead. Or perhaps you just want to soak in the atmosphere and hand carve your bullets by campfire for a small damage buff. There are no wrong answers. Just a world stuffed with mystery and wonder that allows us to reach back in time and discover the world of the wild west for ourselves. - Nicholas Limon

3. Grand Theft Auto 5

A perfect send off to the Xbox 360 and PS3 era of gaming, Grand Theft Auto V's legacy and influence has maintained a powerful presence in the industry spanning into two additional hardware generations, as GTA V proved to be a powerful force on both the PS4 and Xbox One, and may likely be again on the PS5 and Xbox Series. And, of course, it never truly leaves the spotlight thanks to the impressive and regular updates Grand Theft Auto Online receives.

But Grand Theft Auto V more than earns that legacy as a glorious achievement, thanks in part to its triple-protagonist structure that offers a compelling overarching narrative that keeps you invested in the end. And the immersiveness of its open world cannot be understated - Los Santos is brimming with life, interesting places to explore, and an incredible amount to do both in the campaign and in GTA Online. Compete in a triathlon, purchase properties, or even trade stocks in the virtual stock market - you can do all that and a lot more in the finest example of a modern open world in gaming. - Taylor Lyles

2. The Witcher 3: Wild Hunt

Even as it was released near other entries on this list, The Witcher 3 set a new bar for open-world games, one that plenty of other games are still compared to now, seven years later. From the barren hills of Velen to the bustling streets of Novigrad or the verdant fields of Blood & Wine’s Toussaint, every corner of The Continent is full to bursting with monsters to slay, secrets to uncover, and dozens of hours of side quests that feel just as fleshed out and meaningful as its main story.

Add on two of the best expansion packs ever in gaming, which are both included in the current retail version and introduce new maps, upgrades, and collectibles, and you have so many more reasons to explore this exceptional fantasy world. - Jon Ryan

1. The Legend of Zelda: Breath of the Wild

Breath of the Wild is the ultimate realization of the promise of the Zelda series, a template first laid out way back in the NES days. Breath of the Wild is, quite simply, the game we imagined ourselves playing all those years ago. The images we held in our minds, colored by the art in the instruction manual, were suddenly made three-dimensional, fully explorable, and infinitely replayable.

Even though Breath of the Wild came out in 2017, we've still not seen any game come close to its blend of charm, freedom, and gravitas. Simply pointing Link in any direction was a guarantee for discovery and adventure, and the movement afforded by the addition of so many easily climbable surfaces, makes it the greatest and most magical, fully realized open-world game ever created. - Seth Macy

Those are our picks for the Top 10 Open-World Games, but be sure to let us know what is on your list that didn’t make our cut. And for even more top 10’s, be sure to check out our ranking for the best Far Cry games and the best Assassin’s Creeds.



source https://www.ign.com/articles/the-10-best-open-world-games

Diablo 2 Veterans Set Up New Studio to Work on Original IP

Two veteran developers with leading roles on Diablo 2 are working on an original game at a newly formed studio, Moon Beast Productions.

Diablo 2's lead artist and lore writer, Phil Shenk, has teamed up with the classic action-RPG's lead designer, Peter Hu, to use their years of experience to develop a brand new title.

Moon Beast Productions didn't say what its inaugural game would be, but promises genuine innovation and "all the creativity and deep system design" the developers are known for.

Hu said: "Fans of our previous work will be hoping we stay true to our ARPG roots, and I don’t think they’ll be disappointed, but we are also working on a few big innovations with incredible potential."

Shenk added that the combination of Hu's design and technical skills combined with his own passion for world-building and creativity are "an unbeatable combination".

He also said that building a positive workplace culture is important to the duo. "We’re just as passionate about building and a nurturing healthy, supportive, collaborative team culture as we are about making fantastic games," he said.

Hu entered game development as a programmer and grew to be lead designer of Diablo 2 before going on to form a number of studios. In his 25-year career, Hu co-founded Flagship Studios, Runic Games, and Rhino Games. He was also creative director of Marvel Heroes at Gazillion.

Shenk has been in the industry just as long, and following his role as lead artist of Diablo II he became lead designer on its Lord of Destruction expansion.

We recently called Diablo 2 the 49th best game of all-time, saying it "has a momentum that’s impossible not to be swept up in." We said a recent remaster, Diablo 2: Resurrected, "masterfully preserves the mood of a singular game, and at the same time it preserves the gameplay as it has been for over a decade – mostly for better, occasionally for worse."

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale.



source https://www.ign.com/articles/diablo-2-veterans-set-up-new-studio-to-work-on-original-ip

Best Nintendo Switch Deals in 2022: Mario Day

It wasn't that long ago someone noticed the abbreviation for "March 10" was often expressed as MAR 10. Someone then realized that's how an elite 1990s hacker type would spell "Mario." Thus Mario Day became a thing, sort of like how May the Fourth became a big day for Star Wars. There's nothing actually linking either Mario or Star Wars to those dates specifically, but there's a neat little trick of the English language that makes it work.

In terms of Nintendo Switch deals, Mario Day is an opportunity to pick up some first-party Nintendo games at great prices. Mario Kart Home Circuit is also on sale, both the Mario and Luigi versions, and various retailers have also marked down prices on Mario-themed accessories and apparel.

TL;DR - Best Nintendo Switch Deals

Switch OLED In Stock at Amazon

Best MAR10 Nintendo Switch Deals

Nintendo Switch Game Deals at Amazon

Nintendo Switch Game Deals at Walmart

Nintendo Switch Game Deals at GameStop

Nintendo Switch Game Deals at Best Buy



source https://www.ign.com/articles/best-nintendo-switch-deals