Tuesday, June 30, 2020
Xbox Series S, Fable, and Perfect Dark Rumors Heat Up
IGN's Summer of Gaming Award Winners
Best New Game Announcement
[ignvideo url="https://www.ign.com/videos/2020/06/11/spider-man-miles-morales-announcement-trailer-ps5-event"] Winner: Spider-Man: Miles Morales Nominees: Metal: Hellsinger Spider-Man: Miles Morales Horizon Forbidden West Ratchet & Clank Rift Apart Skate Pragmata Returnal Bloodstained: Curse of the Moon 2 [poilib element="accentDivider"]Best Trailer
[ignvideo url="https://www.ign.com/videos/2020/06/11/deathloop-gameplay-trailer-ps5-reveal-event"] Winner: Deathloop Nominees: Deathloop Horizon Forbidden West Bugsnax Stray Demon's Souls Pragmata Mortal Shell Cyberpunk 2077 Star Wars: Squadrons Little Devil Inside [poilib element="accentDivider"]Biggest Comeback
[ignvideo url="https://www.ign.com/videos/2020/06/17/new-pokemon-snap-official-switch-trailer"] Winner: New Pokemon Snap Nominees: Pokemon Snap Demon's Souls Skate Ratchet & Clank Rift Apart XIII Kingdoms of Amalur: Re-Reckoning [poilib element="accentDivider"]Best Gameplay Demo
[ignvideo url="https://www.ign.com/videos/2020/06/25/cyberpunk-2077-braindance-gameplay-trailer"] Winner: Cyberpunk 2077 Nominees: Star Wars: Squadrons Mortal Shell Baldur's Gate 3 Rustler Hardspace Shipbreaker System Shock Marvel's Avengers Cyberpunk 2077 BioMutant Deathloop [poilib element="accentDivider"]Best Overall Moment
[ignvideo url="https://www.ign.com/videos/2020/06/11/playstation-5-official-console-reveal-ps5-reveal-event"] Winner: PlayStation 5 Console Reveal Nominees: Pokemon Snap Reveal PlayStation 5 Console Reveal Skate Announcement Demon's Souls Reveal The Bugsnax SongKena: Bridge of Spirits Developers Share New Gameplay Details
Dreams Will be Playable in VR Next Month
The Best Xbox Deals Happening Right Now
Best Xbox One Deals
Deals on Xbox One consoles are hard to come by at the moment. In fact, Xbox One consoles are hard to come by. These are some of the opportunities to get your hands on an Xbox One X at the moment. [poilib element="commerceDeal" parameters="slug=gamestop-xbox-console-deals"] [poilib element="commerceDeal" parameters="slug=best-buy-xbox-console-deals"] [poilib element="commerceDeal" parameters="slug=amazon-xbox-console-deals"] [poilib element="commerceDeal" parameters="slug=walmart-xbox-console-deals"]Best Xbox Game Deals
Game deals are also pretty slim right now, but there are chances to save. Best Buy oddly offers free HBO Max for 30 days on a lot of its gaming products in addition to sale prices. [poilib element="commerceDeal" parameters="slug=best-buy-xbox-game-deals"] [poilib element="commerceDeal" parameters="slug=gamestop-xbox-one-game-deals"] [poilib element="commerceDeal" parameters="slug=amazon-xbox-game-deals"] [poilib element="commerceDeal" parameters="slug=walmart-xbox-game-deals"]Best Xbox Game Pass and Xbox Live Gold Deals
Even when it's not on sale, Xbox Game Pass Ultimate is an incredible value, combining Xbox Live and Game Pass into one subscription. [poilib element="commerceDeal" parameters="slug=microsoft-xbox-subscription-deals"] [poilib element="commerceDeal" parameters="slug=walmart-xbox-subscription-deals"] [poilib element="commerceDeal" parameters="slug=amazon-xbox-subscription-deals"] [poilib element="commerceDeal" parameters="slug=best-buy-xbox-subscription-deals"] [poilib element="commerceDeal" parameters="slug=gamestop-xbox-subscription-deals"] [poilib element="commerceDeal" parameters="slug=amazon-xbox-accessories-deals"] [poilib element="commerceDeal" parameters="slug=walmart-xbox-accessories-deals"] [poilib element="commerceDeal" parameters="slug=gamestop-xbox-accessories-deals"]Xbox External Storage Deals
[poilib element="commerceDeal" parameters="slug=amazon-external-hard-drive-deals"] [poilib element="commerceDeal" parameters="slug=best-buy-external-hard-drive-deals"] [poilib element="commerceDeal" parameters="slug=walmart-external-drive-deals"] [poilib element="commerceDeal" parameters="slug=newegg-external-drive-deals"]When Will Xbox Be Back in Stock?
This is a hard question to answer. It's possible to get one right now if you buy from GameStop or Amazon and don't mind paying MSRP, but with the Xbox Series X release date announcement coming any day now, there's not a lot of reason for retailers to keep Xbox One in stock. But beyond that, the supply chain disruptions of the last few months have made getting pretty much any console a tricky endeavor. If you absolutely want to start taking advantage of the benefits of Xbox Game Pass right now, by all means, pick up an Xbox One X, but if you'd rather wait and not pay full price, it's likely we'll see some Black Friday savings on remaining stock.Paper Mario: The Origami King Is Up for Preorder
Preorder Paper Mario: The Origami King
[poilib element="commerceCta" json="%7B%22image%22%3A%7B%22url%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F05%2F14%2Fpaper-mario1589465875110.png%22%2C%22styleUrl%22%3A%22https%3A%2F%2Fassets1.ignimgs.com%2F2020%2F05%2F14%2Fpaper-mario1589465875110_%7Bsize%7D.png%22%2C%22id%22%3A%225ebd5319e4b0113dce779239%22%7D%2C%22url%22%3A%22http%3A%2F%2Fr.zdbb.net%2Fu%2Fbv0b%22%2C%22title%22%3A%22Paper%20Mario%3A%20The%20Origami%20King%22%2C%22store%22%3A%22Amazon%22%2C%22additionalInfo%22%3A%22%22%2C%22ourPick%22%3Afalse%7D"]- Get it at Amazon - $59.99
- Get it at Best Buy - $59.99
- Get it at GameStop - $59.99
- Get it at Nintendo eShop (digital) - $59.99
Other Preorder Guides
[poilib element="commerceDeal" parameters="slug=other-preorder-guides&type=list"] [poilib element="accentDivider"] Chris Reed is IGN's shopping and commerce editor. You can follow him on Twitter @_chrislreed. [widget path="ign/modules/recirc" parameters="title=&type=articles%2Cvideos&tags=us-shopping&count=3&columnCount=3&theme=article"]Crash Bandicoot 4 Has No Microtransactions, Devs Say
"We're seeing confusion about #MTX in Crash Bandicoot 4: It's About Time and want to be [gem emoji] clear. There are NO MICROTRANSACTIONS in the game. As a bonus, the Totally Tubular skins are included in all digital versions of the game."[ignvideo url="https://www.ign.com/videos/2020/06/29/crash-bandicoot-4-new-gameplay-shows-new-tricks-returning-moves"] The "in-app purchases" moniker led many to assume there would be DLC, either cosmetic or gameplay-wise, that Activision could charge players for from day 1. According to the developers, however, there are no microtransactions at this time. While, of course, DLC could be added down the line or more cosmetics made available via in-game purchases — Crash Team Racing: Nitro-Fueled did add microtransactions with the ability to buy Wumpa Coins with real-world money after its launch — the developers appear to want to assuage fans' concerns that Crash 4's launch will be held back by additional content that has to be purchased on top of the base game. For more on Crash Bandicoot 4, check out our latest deep dive on exclusive Crash 4 gameplay, all of the first Crash 4 gameplay and story details, and a look at every Crash Bandicoot IGN review below. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-crash-bandicoot-game-review&captions=true"] Crash Bandicoot 4 hits PS4 and Xbox One on October 2.
These Upcoming Timex Pac-Man Watches are Double the Retro
Avengers Character Breakdown: 6 Heroes, Plenty of Possibilities
Black Widow
Napoli explained that Natasha Romanoff actually was the team’s starting hero because of her unique difficulties. “We actually started with Black Widow. She made the most sense [to start with] because she provides so many challenges, especially going up against some of the crazier, god-powered, god-tier heroes,” Napoli said. And so the team honed in on a few aspects of Black Widow to make her feel truly unique and fun to play — namely, making her more agile in combat than any of the other heroes. “She's incredibly fast. She's incredibly agile. She has the fastest melee attacks and melee combos in the game. She is also able to alternate between her electric batons as her heavy attacks, and you use those differently than her melee attacks on the light button [and] switch between multiple ranged weapons as well,” Napoli said, noting she can choose from automatic pistols, dual-wielding rapid pistols, and a heavy-caliber Magnum pistol. [ignvideo url="https://www.ign.com/videos/marvels-avengers-war-zone-co-op-explained"] But a defining aspect of this version of Black Widow is her stealth, and the ability to enter and exit an invisibility mode while in the midst of combat. Napoli explained how playing as Nat well, and really making use of her intrinsic stealth ability, is the key to success in battle with her. “Some of the most interesting and fun play we see with her is the ability to enter stealth. You stealth very quickly, get out of it and then enter it again,” Napoli said. “If you're playing her well, you do feel like you're constantly escaping the battlefield, entering the battlefield, tricking the enemies constantly.” The focus on stealth allowed the team to crack the code of Black Widow’s arsenal and the many abilities that could be layered onto her customization options. From her weapon arsenal to abilities to do multi-takedowns, instakills, affect teammates from stealth, and even possibly have them enter stealth mode — Black Widow became this unseen force among the Avengers roster. “Then you add in her grapple ability to quickly move between targets, and you combine stealth, you make her this ninja on the battlefield where she's rapidly moving between enemies. You can't see here, she's disappearing, she's reappearing. Once we had all of those elements in place, she definitely started to play as something really, really special,” Napoli said.Captain America
Steve Rogers is the elephant in the room, the team member whose presence we don’t quite know in the scope of the full game because, well, as the A-Day demo shows...Captain America seemingly dies at the onset of Marvel’s Avengers. Still, Crystal Dynamics created what is clearly a deep combat system that, presumably, we’ll eventually get to play in full. And while however Steve may re-enter the picture is being kept under wraps, Napoli did offer some details on how he plays, and how the team is making good use of Cap’s iconic shield. “Throwing the shield is obviously so iconic and needed to feel so special,” Napoli said. “His shield throw actually has its own built-in ranged combo. It's a unique characteristic the other characters don't have, which is that his ranged attack actually works like a combo. [ignvideo url="https://www.ign.com/videos/2019/08/20/marvels-avengers-prologue-ps4-gameplay-trailer-in-4k"] “So perfect timing as you catch it and throw it will increment his throws and create different throws and reactions on the enemies. He also has a special counter kickback, which is when you use his charge throw, after it hits the last enemy, if you can time the kickback ahead of time, he'll jump up and kick the shield back and meet it as it's returning and he'll kick it back out and hit once again all the targets that you were able to target with his charge throw.” That depth and nuance came from, according to Napoli, a desire by the team to add skill and a sense of mastery to Cap’s abilities for players. “How can you really feel like you've mastered the shield throw, what layers can we do where there is some amount of practiced and learned ability to the point where you actually do feel like an expert Captain America player?” Napoli said the team asked one another.Hulk
When I began speaking to Napoli about Hulk, I mentioned how perhaps the strongest and best gaming memory for myself and many others of Bruce Banner is the PS2-era Hulk: Ultimate Destruction. And Napoli noted that he has fond memories of that superhero outing and even went back to get a feel for what that game did for the character. But in devising their own Hulk, the team at Crystal Dynamics wanted to think about a larger question — how could they imbue this force of strength with strategy? “Other than being able to utilize his rage and smash through stuff and feel that overwhelming sense of power, what would my gameplay strategy be as Hulk, what would a realistic gameplay strategy be as him if you were a Hulk player?” Napoli said he and the team considered. [widget path="global/article/imagegallery" parameters="albumSlug=marvels-avengers-game-overview-screenshots-hero-customization-outfits-and-more&captions=true"] “What if we took the idea of weaponization. Hulk is basically all about weaponizing the environment and weaponizing the enemies, or weaponizing the combat scenario around him. And what I mean by that is that that's actually why he's able to pick up and wield enemies as weapons,” he continued. Napoli pointed to a specific example of using the environment as a giant boulder before going into a fight. “I'm going to prepare at the beginning of this fight because I'm going to rip up part of the ground and turn it into a giant boulder,” he said. “And then I'm going to start the fight by leaping off the highest thing I can and dive bomb into the fight with my giant boulder. And for example, using the status effects, you can make that a cosmic-infused boulder. You can radiate the boulder with gamma,” he continued. “[Playing as Hulk] rewards a little bit of preparation work there, which is a little bit of an antithesis to Hulk, but it does reward a little bit of slight preparation with even more over-the-top destruction. Hulk can of course also grab enemies, and Napoli explained that picking different enemies will change Hulk’s swing with them, allowing players to further plan their combat by choosing which enemies to go after first.Iron Man
A lot rests on Iron Man’s shoulders. After kickstarting the MCU into one of the biggest movie franchises of all time, the character and his moves have become a lot more iconic to a lot more people. Napoli said that leaning into that iconography, rather than limiting the scope of his moveset, allowed the team to figure out their take on Tony Stark. “What if he could use his weapon selection, not just in his range attacks, but integrate that into his melee combat, really make that a part of who he is?” Napoli said. He explained how they took Iron Man’s repulsor gloves and, instead of limiting them to a couple of moves, integrated his iconic weapons into his entire combo system. “That way you can actually see him do a lot more of the iconic posing that you see in the movies and the comic panels,” Napoli said. “And once we had that down, I was like, ‘Well, let's do the same thing with lasers. Let's give him two dozen laser attacks that he could use in melee combat.’ [ignvideo url="https://www.ign.com/videos/marvels-avengers-combat-explainer"] “So for example, his heavy combo finisher you can unlock is a pinning missile, which pins the enemy and takes them off and propels them into the air and then does different like loops into the air and runs different patterns and sends them flying,” he continued. Napoli estimates that there are about 36 different attacks incorporating his ranged moves, which can be brought into combos that focus on his standard hand-to-hand combat abilities.Ms. Marvel
Kamala Khan, who serves as a major entry point for the story, offered a unique challenge for Crystal Dynamics. “Her abilities for a melee game are a dream and a curse at the same time, because you can do anything with them. You can make any weapon attacks and motions with them, but at the same time... you can do anything with them,” Napoli said, noting how that freedom offered a unique set of challenges. But in aiming to stay true to the characters within combat, Napoli and the team found that honing in on Kamala’s fandom for the other Avengers offered a special opportunity for her moveset. [ignvideo url="https://www.ign.com/videos/marvels-avengers-preview-playing-as-thor-and-ms-marvel"] “One of the approaches we took was to look for any influences we could from the rest of the Avengers with her actual moves. Almost all of her moves are based off of attacks that the other Avengers can do,” he said. “So you'll notice, she's got a version of Black Widow's light trip kick, where she sweeps the enemies. She's got a version of Hulk's shoulder ram attack. She's got a version of almost every character's attack [with] the Kamala spin on it; just to give it that feel of, ‘She is learning, and where would she be learning from? Where would she actually draw inspiration from? Of course, it'd be from the other Avengers.’”Thor
Having gotten to go hands-on with him a couple of times, Thor undoubtedly shares some DNA with Kratos in the recent God of War, with his Mjlonir hammer standing in for the Leviathan Axe. That’s assumedly no mistake, given Napoli previously worked on that PS4 exclusive, and it’s a great lineage to see continue in the god of thunder. But, of course, in playing within the Marvel sandbox, there is plenty of comics and film inspiration to pull from. (I noted in my preview how Thor’s Odinforce powers wonderfully channel the Thor: Ragnarok action scene set to Led Zeppelin's “Immigrant Song.”) And in designing Thor, Napoli noted that Ragnarok played a large influence not just in his playstyle but in the studio’s pitch to Marvel for the character. “There's a scene in Thor: Ragnarok where Odin tells Thor that he's not the god of hammers,” Napoli said, explaining that the team pitched, for Marvel’s Avengers, that he would be both the god of hammers and the god of thunder and lightning. “The coolest thing about his combat is that you can trigger his Odinforce and [Thor can] electrify himself, protect himself, counter enemies,” Napoli said. “But it also has a unique property that it adds to every single one of his attacks. And it isn't just as simple as, ‘Oh, it just adds lightning damage.’ It completely changes the impact or the effect that it will have on the enemy. So you can see what it does and modify each of his attacks.” [widget path="global/article/imagegallery" parameters="albumSlug=marvels-avengers-playstation-5&captions=true"] Napoli explained that the Odinforce “starts to create a storm of lightning everywhere,” that offered both defensive and offensive opportunities for Crystal Dynamics to build into Thor. And as for his hammer attacks, Napoli said they took a similar approach when it came to creating various uses for Mjlonir, rather than just hueing to one possible mode of combat for it. “You can change [Mjlonir] into this lobbed grenade-style toss, where it creates a lightning explosion and creates cluster bombs. Or you can change it into the ability to seek out targets in the battlefield, which is not the way its base throw works,” he said. [poilib element="accentDivider"] Marvel’s Avengers is set to hit PS4, Xbox One, and PC on September 4, and all throughout July IGN will have an in-depth look at what Crystal Dynamics’ Marvel adventure will deliver. In the meantime, be sure to check out the full Avengers War Table presentation for more details, and stay tuned to IGN for more.Destroy All Humans! Remake - The Final Preview
And while that’s certainly true in some respects, after spending more than a few hours with the 2020 version, it’s clear that the updates to its visuals and gameplay are trying hard to modernize the end of the world as we (used to) know it in some fun and intuitive ways.
[ignvideo url="https://www.ign.com/videos/2020/06/30/destroy-all-humans-remake-the-final-preview"]If you never played the original, here’s the short version: you’re Crypto 137, a clone of Crypto 136 who crash-landed on earth in the 1950s - where you now need to wreak havoc to help secure the future of the Furon empire. You do so with a host of classic sci-fi weaponry, ranging from disintegrator rays to anal probes (we never said this was Shakespeare) and flying sauces with death rays, plus some more unique abilities like mind control and telekinesis.
All of those elements are back, and have all been tweaked and updated to feel and function like a game that didn’t launch alongside the first Guitar Hero. The development team’s go-to line since they revealed the game last year is that they’re "not making a remake of the original game, we're making remake of the memories players have of that game." And that targeted nostalgia works – for the most part.
As I said, the “of a different time” disclaimer definitely rings true, and while that mostly comes through in the form of jokes that were clearly targeted at players a generation above my own (I’d be surprised if most modern gamers knew who Milton Berle was, let alone why he’s famous), it’s a bit surprising to see some of the jokes that were questionable – even for 2005 – have still made the cut. There’s nothing as overtly offensive as the notes about “outdated cultural depictions” on Disney+ cover, but it was still jarring to hear so many “don’t ask, don’t tell” jokes whenever I was around the military.
That said, most of this send-up of the ‘50s Cold War craze remains accessible, in part thanks to the more cartoonish designs of the updated art style, but also because of the enduring talent of the original voice cast. J. Grant Albrecht’s Crypto sports an off-brand Nicholson impression that helps reinforce the satiric undertones with every line, and while I’ll never not think of the Angry Beavers or Invader Zim when I hear Richard Horvitz, his bombastic delivery as Orthopox makes even the most exposition-ey exposition enjoyable.
[ignvideo url="https://www.ign.com/videos/2020/06/30/destroy-all-humans-remake-foreign-correspondent-mission-gameplay"]The biggest features the remake focuses on are modernization and replayability. Most notable in terms of the overall structure is that now, after completing each area’s story missions, you can revisit each sandbox to zap, probe and disintegrate earthlings to your heart's content - or tackle a series of challenges, most of which revolve around some form of zapping, disintegrating, and probing. Causing chaos in each area was fun (though not endlessly so), and while the challenges seemed like a good way to earn some much-needed upgrade points, some of the later ones in my demo felt a little unbalanced against my modestly-upgraded arsenal… though I suppose that’s why they call them “challenges.”
In terms of the moment-to-moment gameplay, all of the mechanical updates I saw appear to serve that purpose of “remaking the memories” well - though I'd forgotten just how much one could choose to focus on stealth through a lot of the missions. Being able to use multiple abilities simultaneously – not having to swap between weapons and telekinesis, for instance – is a welcome addition, and I honestly can’t imagine not being able to control the height on my spacecraft during the flying sections, even if they did still feel a little stilted. It’s also worth noting that a lot of the original gameplay ideas - like being able to assume the form of humans and read their minds or hypnotize them - all hold up, and even seem to benefit from the more intricate environmental redesigns. [widget path="global/article/imagegallery" parameters="legacyId=20100393&captions=true"]I’m mostly curious to know whether or not these modernizations will hold up throughout the entirety of the new Destroy All Humans. I played through roughly half of the main story, if memory serves, and despite some occasionally repetitive mission structure - it was 2005, after all - for the most part, it had yet to wear out its welcome. Whether or not this remake will serve as just a one-time novelty or a reboot for the entire series remains to be seen, but at the very least it’s been fun to jump back into the little green gray boots of Crypto 137 again.
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JR is a Senior Editor at IGN who still can't believe that the Pentagon basically said "yeah, aliens are real" and we all let that slide in less than a day. 2020 is crazy; to that end, please consider donating o the ACLU or NAACPLDF if you're able.
RDO: Claim Triple RDO$ in Showdown Modes, Free Resupplies, and More
Nintendo Formally Apologizes For Joy-Con Drift
Trackmania Review
Some games not only stand the test of time, they actively defy it. That’s undoubtedly the case for Trackmania’s over-the-top time trials and deep track editor – a simple but addictive combination that’s earned the series a dedicated community for nearly two decades. The latest entry, a remake of 2006’s TrackMania Nations simply called Trackmania, feels like a return to form in many ways. But an off-putting subscription system and poor tools to actually teach you its intricacies make it a bittersweet reunion.
While there’s plenty of racing in Trackmania, the main event has always been variations on time trials. Whether you’re playing alone or against others online, you’re always really competing against your own skills. This can make a lot of Trackmania’s modes feel repetitive, whether its Time Attack, the team multiplayer of Chase or the traditional circuit-based Lap. But that drive to master a track is more than enough reason to keep coming back.
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Unfortunately, Trackmania has never explained itself particularly well, and 2020’s rendition is no different. An all too brief tutorial covers the basics, but you’re on your own when it comes to learning the mechanical subtlety behind getting truly fast times – tricks like nudging the jetpack-like reactor boost in midair to hover through midair checkpoints you didn’t see coming. That gives Trackmania a steeper learning curve than it ought to have.
But once you zoom past those initial speed bumps, Trackmania can be hard to put down. Finishing any of its decent launch selection of 45+ official tracks can take less than 90 seconds a piece, but you’ll want to play them over and over to shave off seconds and find all the clever shortcuts hidden in plain sight. The potent sounds of your engine roaring backed by high energy music can even eventually become quite soothing, drawing you in as you boost, jump, and drift around each corner in perfect rhythm.
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That doesn’t mean that you’ll be calmly cruising to the finish line though. Trackmania’s cars always feel floaty around turns, and you often pick up speed faster than you think you should. That may sound like a bad thing, but it actually contributes to the feeling that you’re perpetually just on the edge of losing control, which makes it all the more exhilarating when you dial things in just right and hit the goal for a gold medal.
Drifting Off The Main Circuit
The other side of the Trackmania coin is its custom tracks, which remain as impressive as ever – partially thanks to an intuitive block-based editor. Even before release, there are already user-made tracks ranging from recreations of Mario Kart classics to car golf to a rudimentary version of bumper cars. One dark course full of lamp posts felt like a throwback to Night Driver on the Atari 2600. Another downward slope felt like a slide from a water park that could send your vehicle flipping and flying at any moment. You never really know what you’ll get as you rummage through Trackmania’s course selections, and that’s half the fun. Time will tell if custom servers can achieve the level of plugin-based madness seen in the days of Trackmania 2, but creators already seem to have the means to go nuts in all sorts of ways.
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Unfortunately, not everyone who plays Trackmania can utilize these tools thanks to its unappealing new subscription service. You can play on official tracks and use a simplified map editor entirely for free, but most other things require either the “Standard” or “Club” access subscriptions, which are $10 and $30 per year respectively. Without open access to custom tracks and other community features like chat, it’s less of a free-to-play experience and more of a glorified demo.
Gating off access like this runs the risk of putting a damper on the community support that makes Trackmania shine long term. 2016’s Trackmania Turbo proved the community won’t automatically rally around the latest entry in the series just because it’s new, especially when you can load up new tracks in TrackMania 2 for the rest of your life at no extra cost. This new Trackmania is definitely a fun return with an impressive new coat of paint, but there’s not really enough that’s brand new to justify a recurring entry fee. Nadeo has committed to adding a new set of official tracks every season for all players, but that can only differentiate things so much compared to what the community cooks up.
Whether you’re playing free or paid, Trackmania’s fancy new graphics at least makes everything look and feel fresh – it’s not going to stand up to the latest Forza or Gran Turismo, but this more lighthearted take on racing isn’t exactly trying to. Cars have a great sheen to them that persists even as you pick up speed and focus on the road ahead.
Outside of the races, Trackmania doesn’t look as impressive. Its menus are poorly cobbled together – but as a longtime fan, that off-kilter feeling oddly seems like a core part of the Trackmania experience at this point, and Nadeo probably knows it. Maniaplanet may be gone, but the charm of strange font choices and obtuse settings reminded me exactly what game I was playing, even if those rough edges will probably keep newcomers at arms length.
Pokemon Go Creator Niantic and Immersive Theater Company Punchdrunk Form Partnership
Fuser Is the ‘Next Big Step Forward in Music Games’
Fortnite Ditches Early Access Label, Slows Development Of PvE Mode
PSVR Patent Filed For Advertisements Displayed Within The Headset
Crysis Remastered Launch Details And Trailer Leaked
Monday, June 29, 2020
The Romeros Reflect on RPGs and FPS Games Over 20 Years
This article is part of a new initiative on IGN where we spend a whole month exploring topics we find interesting in the world of video games. June is Icons Month, where we’re profiling iconic video game industry figures, characters, series, and themes.
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John and Brenda Romero are talking to me from separate rooms in their home, but both are surrounded by nerdy detritus, lovingly collected: a couple of pinball machines, a jumble of computer parts. “If you're looking at the screen to John's right,” says Brenda, “that’s an Apple II that hopefully is going to start running again. And behind John to his left are three boxes of old Apple II five-and-a-quarter disks, one of which includes the source code from Autoduel from Origin.”
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The Apple II and The Icon of Sin
The weekend prior they’d gone through the disks together. This is the kind of family activity the Romeros enjoy, and one that bonded them together in the first place. The pair first met in 1987, fleetingly, while Brenda, then working at Sir-tech Sofware, visited Origin Systems where John was employed (Sir-Tech was showing off the latest Wizardry game, Origin was showing off the latest Ultima.) He fixed a computer she was to be stationed at, which was reportedly broken. “It just needed to be turned on,” Brenda recalls.But because they were, as Brenda quotes, both “hardcore nerds,” their paths continued to cross in the (then) burgeoning video game industry. Minus John’s rockstar period after his string of hits between 1990 and 1993 in Commander Keen, Wolfenstein 3D, and Doom, respectively (“I wasn't going to surf through the people to talk to the Icon of Sin”, says Brenda), they were close friends for years.
“We are both overly fascinated about game history, if for instance, we were talking about Nasir Gebelli or Bill Budge or some obscure Apple II thing, we would be far more interested in that than having any kind of sort of dating conversation,” Brenda says.
In 2010, they finally had that dating conversation. “And then,” she continues, “it kind of escalated from there.”John Romero on the Current State of the FPS
Their careers, both apart and together, are iconic. It’s rare for two people who have affected the course of gaming history as much as John and Brenda did to become romantically involved; they are as close to a ‘power couple’ as the video game industry gets.Brenda, who cut her teeth in a variety of roles at Sir-tech, developer of the Wizardry series of RPGs, would go on to become one of the most important voices in advocacy and education around the medium. Her work has seen her receive a number of awards, a Fullbright fellowship, and widespread recognition as an early pioneer in a male-dominated industry.
John - the Icon of Sin, named after his appearance in the Doom 2 level of the same name - was the co-founder of id Software alongside Tom Hall, John Carmack, and Adrian Camack (no relation). His work on the aforementioned franchises there established a shooter rulebook that is still as vital to games today as it was back in the ‘90s.
These days, the pair are hard at work on The Empire of Sin, a moody strategy game set in prohibition-era Chicago, developed by their self-formed studio, Romero Studios, in Galway, Ireland. Their downtime is spent shuffling through Apple 2 disks, yes, but also playing video games (at one point they have to tell one of their four kids to stop making so much noise playing an FPS during our interview; apparently the apple does not fall far from the tree).
The pair play everything. During our conversation talk of indies - That Dragon, Cancer, What Remains of Edith Finch, Braid - flows easily into The Last of Us, Red Dead Redemption, Fortnite. And though the latter game has ubiquitously dominated the conversation the last couple of years, John still thinks the core of the FPS genre has remained largely unchanged since he and his friends helped usher it into the mainstream in the ‘90s.
“The basic elements of FPSs have been around for a long time,” he says. “They just started looking a lot better.”
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If that sounds like something one of the godfathers of the FPS would say, it’s not uncorroborated in the broader industry. When IGN spoke to Doom Eternal’s project director Hugo Martin earlier on in the year, he spoke to how the bones of the older games continue to influence the newer. “[It’s] not just the mechanics, but the tone and the attitude and the personality.” Martin added, “Those levels [in the old games] feel like they’re fucking with you. They’re constantly keeping you on your toes. It feels like you’re in a developer’s funhouse made for a person walking around with a chainsaw and a shotgun. It’s critical that the [new game’s] levels have that intangible quality to them because when they don’t they feel very stale.”
John argues that there haven't been any truly major changes in the genre “except for maybe Call of Duty where you have an objective-based progression model, or Half-Life 2, which introduced a lot of storytelling.” He says the battle royale genre is a feature, not the future. [poilib element="quoteBox" parameters="excerpt=The%20battle%20royale%20genre%20is%20a%20feature%2C%20not%20the%20future."]
“It's another mode of deathmatch. It's not, like, a whole new type of shooter. It's a shooter. It's just in a bigger map and it has a lot more people and it ends within a specific time. So it's a cool rule set for deathmatch.”
As far as building on his own heritage, John recalls the struggle to reboot Doom in 2016 and is impressed by how the team eventually managed to isolate exactly what made a great Doom experience while also freshening it up for modern audiences. “They asked themselves ‘What is the core second-to-second experience that identifies this franchise?’ And [the answer is] it's shooting monsters. It's fast, skilful movement, shooting demons, and moving through rooms to the exit. Doom 2016 felt like the original because they timed it correctly. They balanced everything to match. And then, with Doom Eternal, they decided to push what Doom could be even further with the balancing of resources.”
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Brenda Romero on the Current State of the RPG
While John riffs on shooters, Brenda contemplates how the RPG has evolved from a relatively niche genre to a set of mechanics even the most mainstream, linear single-player games cherry-pick from (think about The Last of Us Part 2’s character upgrades, for example). “We're starting to see players wanting to create their own sense of identity and have their own agency within a game and to see what they've done reflected in the game,” she says. “And that's all about role-playing. And so games that you might not ever have thought of having this role-playing element, where you're building your character up, suddenly do.”
Brenda notes it wasn’t always this way. Both she and John recall their pasts with a warm kind of exasperation. Brenda was a hardcore tabletop nerd with a fondness for metal bands – not a recipe for popularity back in the ‘80s. “If you were a hardcore RPG player, you were the nerdiest of the embarrassing nerd,” she says with a laugh. “If you know what ‘THAC0’ means, first you are great and you are my kind of people. But back when I was going to school, if you were playing D&D – which I was – you were an outcast. And then, if you layered on Black Sabbath, you were doubly outcast. But nowadays D&D is something cool that people do.” [poilib element="quoteBox" parameters="excerpt=%E2%80%9CIf%20you%20were%20a%20hardcore%20RPG%20player%2C%20you%20were%20the%20nerdiest%20of%20the%20embarrassing%20nerd.%E2%80%9D"]
Our conversation moves from niche nerddom to blockbuster single-player games. John thinks experiences like Red Dead Redemption and The Last of Us are “amazing,” but it’s clear that story and cut-scenes aren’t where his heart lies. Brenda describes him as a particularly literal brain when it comes to making games, wired in code and concept rather than story and world-building. “If John were forced to pick an island between programming and design,” she teases, “he would absolutely pick the programming island.”
Looking at their individual and combined body of work, including the upcoming Empire of Sin, the pair seem more interested in systems-heavy experiences that facilitate more emergent storytelling. “I'm the type of person who wants to start in this sort of sandbox,” says Brenda. “‘How can I make all these things do as many different things as possible’ and see what direction the player takes it?”
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On Crunch Culture
Of course, talk of blockbuster video games leads to talk of one of the more pressing issues for those on the development side of games: crunch. Crunch is an issue both Romeros acknowledge as enormous, but one that demands complex solutions. “I think the best-case scenario for any developer is when you are in charge of your own destiny, so to speak,” says Brenda. She explains that “video games are an imperfect art”, and if something takes 40 days instead of the 30 days that were planned, having the extra runway to say “it’s done when it’s done” is vital.
But a lot of developers aren't in that position, she adds. “It even becomes more complicated when you think about if you've taken pre-orders... If you're in a situation where you've taken pre-orders and now you've gone past that specific window, then you have to refund everybody. There are some pretty big financial repercussions.”
Brenda ponders the number of people she’s seen depart the industry due to crunch. “I've been in situations where I've worked every day, 12 hours a day, for nine months,” she says. “And that's just gross. Nobody can sustain that kind of stuff. Ultimately, I think that's what makes some game developers say, ‘It's not worth it. There are other ways to do this. There are other ways to make cash. There's a better way of life.’ And that's a pity because we lose some really good people from the industry when that happens.” [poilib element="quoteBox" parameters="excerpt=And%20that's%20a%20pity%20because%20we%20lose%20some%20really%20good%20people%20from%20the%20industry%20when%20that%20happens.%E2%80%9D"]
On...Chrono Trigger?
The Romeros have carved their way to a unique position in a difficult industry: they’re exactly where they want to be, with the freedom to do what they want to do at their own pace. With that foot off the gas, there comes an easy warmth and humility to their rapport – it clearly helps that their early friendship meant a couple of decade’s worth of mutual support. I ask if there’s ever been a sticking point in their shared love of game design.
“I don't like Chrono Trigger,” Brenda answers. “And I don't know why I don't like it. This is so ridiculous. John adores Chrono Trigger. John has seven copies of Chrono Trigger.”
“I think,” she says, as John laughs, “our marriage will survive it”.
[poilib element="accentDivider"] Lucy O'Brien is Executive Editor of Features at IGN. Follow her on Twitter.Quantum League Is the Most Unique Shooter I've Played in Years
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Everyone who preorders any version of XIII will get the Golden Classic Weapon skin pack for free, which includes a golden knife and pistol. [ignvideo url="https://www.ign.com/videos/2020/06/11/xiii-remake-summer-of-gaming-gameplay-trailer"]Other Preorder Guides
[poilib element="commerceDeal" parameters="slug=other-preorder-guides&type=list"] [poilib element="accentDivider"] Chris Reed is IGN's shopping and commerce editor. You can follow him on Twitter @_chrislreed. [widget path="ign/modules/recirc" parameters="title=&type=articles%2Cvideos&tags=us-shopping&count=3&columnCount=3&theme=article"]Free Steam Keys: Quantum League Early Access
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