Sunday, January 31, 2021

The Medium: A Guide To Solving The Red House Butterfly Puzzle

From navigating the mirrors in the dollhouse, finding the different butterflies, and obtaining the four doll masks, IGN has you covered in our complete Red House puzzle guide for The Medium.

Amazon Game Studios Report Details 'Bro Culture' and Cancelled Projects

A new extensive report from Bloomberg has detailed some of the dysfunction and struggles at Amazon Game Studios, which included cancelled projects, a troublesome game engine, mismanagement, and a "bro culture" that allegedly does not give women the same opportunities as men. The report begins by discussing how Mike Frazzini was brought in to start Amazon Game Studios eight years ago without ever making a game. Since then, Frazzini and Amazon Game Studios have released only two games, and have seen multiple cancelled projects that were attempting to recreate the financial magic of games like Fortnite and League of Legends. The Grand Tour Game was the first Amazon Game Studios console release, and within a year it was removed from storefronts. Crucible was the next game released from the studio, and not only did it return to closed beta after its official launch, it was shut down in November 2020. Two other projects, which were known as Intensity and Nova, never saw the light of day after the teams tried and failed to create games inspired by Fortnite and League of Legends, respectively. [ignvideo url="https://www.ign.com/videos/2020/03/03/new-world-hands-on-with-amazons-open-world-mmorpg"] All of these cancelled and unsuccessful projects at Amazon Game Studios have done so despite Amazon spending nearly $500 million a year operating the game division. It's also important to note that the amount doesn't include Twitch or Amazon Luna - the latter of which is under different management. Frazzini is an "Amazon lifer" who started his career in the books section of Amazon.com where he "endeared himself to Jeff Bezos as a manager there." He began his role as head of the games division by bringing in some of the best game development talent in the world, including Portal's Kim Swift, Far Cry 2's Clint Hawking, Madden's Richard Hilleman, and Everquest's John Smedley. Today, only Smedley remains. According to numerous current and former employees of Frazzini's game studios, he continuously ignored much of the advice given by these experienced developers, and despite frequently telling the staff that every Amazon game should be a "billion-dollar franchise," he would then understaff projects. Furthermore, instead of using industry-leading game engines like Unreal Engine or Unity, the studio opted to license technology from Crytek to create a homemade engine known as Lumberyard. [ignvideo url="https://www.ign.com/videos/2020/05/27/crucible-review"] While Lumberyard was meant to integrate with Amazon Web Services and could have been a cheaper alternative than paying for the other engines, it ended up being known as a "boogeyman around the office." Many cited that it was "painfully slow," and developers would play Halo or watch Amazon Prime Video as they waited for Lumberyard to process art or compile code. One former employee even went so far as to say, "Lumberyard is killing this company." Another big issue with working at Amazon Game Studios is said to be linked to the "bro culture" that has been cultivated there, in which women were often not given the same opportunities as men. Beyond that, "four female game developers said that their worst experiences of sexism in the industry were at Amazon." There were stories of them being ignored and undermined by male executives, in some cases being driven out of the company. One source said that not only did a male on the senior leadership team impede her career growth after she disagreed with him, he would then go on to create new management positions above her and hired men to take those positions. Amazon's game problems also extend to how they incentivize their employees. While most studios pay bonuses based on the critical and commercial response of a game, Amazon's stock plan only rewards employees for how long they have been at the company. This has led to some employees choosing to "prioritize job preservation over anything else, say three former employees." [widget path="global/article/imagegallery" parameters="albumSlug=new-world-screenshots-november-2020&captions=true"] Amazon Game Studio's next project is the MMO New World. Originally planned for a 2020 release, it was pushed back to Spring 2021 to improve the quality of the game. Bloomberg's report explains that the project was originally going to be a survival game where players would take on the role of colonists in a fictional version of 1600s America. The problem, however, was that the enemies players originally were going to face "looked a lot like indigenous people." When developers pointed out to Frazzini's deputy, Patrick Gilmore, that the setting and villains could be considered racist, he "expressed disbelief." Amazon did eventually hire a tribal consultant who did find that the portrayal was offensive, and the Native American imagery has since been removed. Our latest preview of New World's high-level PvE zone show a game that may not be for everybody, but one that shows promise and a big improvement, in both PvE content and general polish, from the previous build. [ignvideo url="https://www.ign.com/videos/2020/11/18/new-world-11-minutes-of-group-pve-combat"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

MLB The Show 21 Cover Leak Seemingly Confirms Xbox Version

The cover has allegedly leaked for MLB The Show 21, but this time for both PlayStation 5 and Xbox One, seemingly confirming that the Sony-exclusive baseball game will make its way to other platforms in 2021. Known leaker ANerdyDad on Instagram shared the covers, which both feature San Diego Padres' Fernando Tatis Jr., and the Xbox version even comes complete with the PlayStation Studios logo, as well. Another potential leak has made its way to Reddit, showing that there may also be a Jackie Robinson special edition version of MLB The Show 21, which is said to be available on PS5, PS4, Xbox Series X/S, and Xbox One. Unfortunately, there is no mention of PC or Nintendo Switch. The Jackie Robinson Edition leak also reveals that the game is planned to be released on April 20, 2021, with an Early Access Weekend beginning on April 16. Following these leaks, it has been announced that the official MLB The Show 2021 cover reveal will take place tomorrow, February 1, on Hot Ones. So, it appears we won't have to wait long to learn the truth. In 2019, it was confirmed that MLB The Show would be making its way to other platforms as early as 2021, and it appears this just may be the year these great games will be playable by many more people. [ignvideo url="https://www.ign.com/videos/2021/01/22/the-state-of-playstation-studios-2021-update"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

PSA: Last Chance to Download the Monster Hunter Rise Demo

Today is the last chance you have to download the Monster Hunter Rise demo on the Nintendo Switch.

Animal Crossing: Don't Forget to Catch These January Critters

Last chance to get some of these for a few months!

Saturday, January 30, 2021

The Newest Fortnite Outfit Is Based on G.I. Joe's Snake Eyes

Fortnite's latest collaboration not only allows players to purchase an in-game outfit based on G.I. Joe's Snake Eyes, but there will also be a real-life action figure from Hasbro that is based on the character's Fortnite design. Snake Eyes is available now in Fortnite's Item Shop, and the full set includes the Katana Pickaxe and Katana Back Bling. As for the Fortnite G.I. Joe Collab Snake Eyes: Zero Point Edition action figure, it costs $39.99 and includes Snake Eye's Katana - Morning Light - and a sheath accessory inspired by the G.I. Joe universe. [widget path="global/article/imagegallery" parameters="albumSlug=fortnites-gi-joe-collaboration-snake-eyes-outfit-and-hasbro-action-figure&captions=true"] This edition also includes such Fortnite items as the "Harpoon Launcher, Boogie Bomb, Grenade, Clinger, Chiller Grenade, as well as the Submachine weapon and Mythic Shockwave Launcher accessories featuring the Weathered Black Wrap deco as seen in-game." Unfortunately, it appears the Snake Eyes figure will not ship out until around January 15, 2022. While you may have to wait until 2022 to receive this special edition Snake Eyes action figure, the Snake Eyes film is set to be released in theaters on October 22, 2021. Snake Eyes stars Henry Golding as the iconic character who will train to become a member of the Arashikage Clan. [ignvideo url="https://www.ign.com/videos/2021/01/22/fortnite-sarah-connor-and-the-t-800-arrive-through-the-zero-point-trailer"] Snake Eyes is just the latest example of Fortnite's crossover with pop culture and follows such characters as Sarah Connor, T-800, The Predator, and so much more. [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Hitman 3's DLC May Be a 'Reimagining' of Existing Locations

While Hitman 3 has officially launched with the aim to end the World of Assassination Trilogy, IO Interactive is planning on developing DLC that reimagines existing locations. Speaking to TheGamer, Hitman 3 executive producer Forest Swartout Large explained that, even though the studio is developing a new James Bond game, it is "continuously working on Hitman so we are already looking to the future." IO Interactive has multiple teams, and at least one will continue to support Hitman 3 with post-launch patches and DLC. However, Large warns that it most likely won't include new levels like Hitman 2's New York bank level or Haven Island. Instead, the team is looking to use "existing locations and reimagining them, twisting them." [ignvideo url="https://www.ign.com/videos/2021/01/19/hitman-3-review"] "We are definitely going to be doing some DLC, but we haven’t defined what that is," Large said. "I think for now we are not looking at new maps like the bank and the island. We’re more looking at using existing locations and reimagining them, twisting them. And this time around, we can use the whole trilogy. We can look back at Hitman 2016 maps, Hitman 2 maps - we have all the locations." In our Hitman 3 review, we said "Rich, rewarding, and highly replayable, Hitman 3 is a superb installment of IO’s idiosyncratic but much-loved stealth series. The fundamentals haven’t changed since 2016 but its collection of outstanding maps makes for a refined, reliable, and robust curtain-closer to the current Hitman trilogy." Hitman 3 has already made back its costs in one week, so its no surprise that IO Interactive will want to continue to support it. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-hitman-review&captions=true"] For more on Hitman 3, check out our look at why this game proves IO Interactive is ready for the 007 license, how to get Hitman and Hitman 2 levels into Hitman 3, and our best tips and tricks to help you become the ultimate assassin. [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

The Medium: How to Solve the Water Plant Puzzle

From powering up the control room, finding the valves, and managing the water levels in the storage tanks, IGN has you covered in our detailed guide for completing the Water Plant puzzle in The Medium.

Monster Hunter Rise Wirebug Guide and Controls

Here's a basic guide to get you started on using the Wirebug in Monster Hunter Rise.

A New Lawsuit Accuses Valve of Abusing Its Power to Keep PC Game Prices High

A new lawsuit filed by five gamers in California federal court accuses Valve of abusing its power to keep PC game prices high. As reported by THR, this lawsuit claims that Valve does not maintain its dominance over the PC market by offering better prices on Steam than other platforms, but does so by abusing its power to require developers to enter what is known as a 'Most Favored Nations' clause. "Valve Corporation’s Steam platform is the dominant platform for game developers to distribute and sell PC games in the United States," states the complaint being handled by attorneys at Vorys, Sater, Seymour, and Pease. "But the Steam platform does not maintain its dominance through better pricing than by rival platforms. Instead, Valve abuses the Steam platform’s market power by requiring game developers to enter into a 'Most Favored Nations' provision contained in the Steam Distribution Agreement whereby the game developers agree that the price of a PC game on the Steam platform will be the same price the game developers sell their PC games on other platforms." [widget path="global/article/imagegallery" parameters="albumSlug=the-best-modern-pc-games-summer-2020-update&captions=true"] The lawsuit also alleges that, because Valve requires developers to enter this 'Most Favored Nations' clause, it "hinders innovation by creating an artificial barrier to entry for platforms" and keeps prices high on other digital storefronts like the Epic Games Store and the Microsoft Store. "The Steam MFN also hinders innovation by creating an artificial barrier to entry for platforms," adds the complaint. "When a market, such as this one, is highly concentrated, a new entrant can benefit consumers by undercutting the incumbent’s prices. The ability to provide PC games to consumers at lower prices is one way a firm or new entrant could gain market share. If this market functioned properly—that is, if the Steam MFN did not exist and platforms were able to compete on price—platforms competing with Steam would be able to provide the same (or higher) margins to game developers while simultaneously providing lower prices to consumers." CD Projekt S.A., CD Projekt, Inc., Ubisoft Entertainment S.A., Ubisoft, Inc., Ubisoft L.A., Inc., kChamp Games, Inc., Rust, LLC, and Devolver Digital, Inc. are also included as defendants on the lawsuit, with the plaintiffs accusing these companies of agreeing with the Steam platform to the Steam MFN. [ignvideo url="https://www.ign.com/videos/2020/03/23/half-life-alyx-review"] This new class action lawsuit follows Valve, Capcom, Bandai Namco, Focus Home, Koch Media, and ZeniMax being fined $9.4 million by the European Commission over the practice of "geo-blocking." [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

GoldenEye 007: Footage of Cancelled Xbox 360 Remaster Discovered

A full playthrough and thirty minutes of multiplayer have surfaced for the cancelled Xbox Live Arcade remaster of the N64 classic GoldenEye 007. YouTuber Graslu00 shared the GoldenEye 007 XBLA (2007) - Longplay, which is running at 4K/60 FPS on the Xenia emulator, and it gives fans a glimpse of what Rare's remaster would have looked like had rights issues not gotten in the way. [ignvideo url="https://www.ign.com/videos/2012/03/29/35-golden-gun-goldeneye-007-igns-top-100-video-game-weapons"] This isn't the first time we've seen footage of this cancelled project that appeared to be mostly finished, as a smaller look of gameplay surfaced in 2016 that showed upgraded visuals, the ability to switch back and forth between older and remastered graphics, and more. A modern re-imagining/remake of GoldenEye 007 was released for the Wii in 2010 by Activision and, in our review, we said "What could have ended up a game that cruised on autopilot and simply relied on a name to sell it has turned out to be one of the best first-person shooters on Wii. GoldenEye has a fantastic single-player campaign that feels both fresh and familiar, and the multiplayer attention – something most GoldenEye Nintendo 64 fans hold near and dear to their hearts – is incredible and something rarely seen on the Nintendo console." [ignvideo url="https://www.ign.com/videos/2010/11/02/goldeneye-007-video-review"] On the YouTube video, Graslu00 notes that they were told that this version will possibly be released in some form to the public in 2021. [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Hitman 3: How to Solve the Dartmoor Murder Mystery

Solve a murder before you commit a murder in Hitman 3 with a full walkthrough for the Dartmoor level's mystery.

Friday, January 29, 2021

AC Valhalla: How to Get the Mythical Isu Bow

Assassin's Creed fans have discovered another legendary weapon hiding in AC Valhalla, see how you can claim the Noden's Arc Bow for yourself.

Play the Monster Hunter Rise Demo to Get These Free Items

The Monster Hunter Rise demo is available only for a limited time - make sure to play it to get free items in the full game!

IGN Prime Free Game: ToeJam and Earl: Back in the Groove

IGN Prime has partnered with developer HumaNature Studios to offer all IGN Prime members a free steam key for ToeJam and Earl: Back in the Groove!

toejamearl-newsletter-1611865236418

ToeJam & Earl's new major update titled 'STILL in the Groove' is now live on Steam and contains tons of fan requested tweaks and improvements. This biggest improvement is the all new Fixed Mode with much larger and difficult to navigate maps, all handcrafted by the original designer of the series Greg Johnson! 
  • 4-player Co-op funky roguelike gameplay!
  • Procedurally generated maps!
  • Online and offline play!
  • Groovy soundtrack!
  • ALIENS!
If you're an IGN Prime member click here to grab your key redeemable on Steam for a completely free copy of the game. Keys are available on a first-come, first-serve basis. Not an IGN Prime member? No problem. We're offering a dead-simple signup that takes less than 3 minutes. Simply sign up and come back here to grab your free key (while supplies last). You can cancel with one click any time. Every month, the IGN Prime team provides members an opportunity to grab great games, exclusive betas, and other goodies hand-picked by the Prime team. More IGN Prime benefits:
  • Browse IGN.com ad-free -- no banner ads, no video ads
  • An exclusive monthly $5 discount eligible on all regular-price items on the IGN Store
  • Download videos in the highest resolution we have available
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  • Free indie games and betas
  • Support IGN
  • Much more to come. Sign up now!
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The Medium: How to Solve the Dayroom Globe Puzzle

Bayonetta 3: Kamiya Says It's 'Safe to Expect' News This Year

PlatinumGames may break its silence on Bayonetta 3 in 2021, as game director Hideki Kamiya says "it's safe to expect" news on the long-awaited Switch exclusive sometime this year. In an interview with VGC, Kamiya was asked about providing an update on Bayonetta 3 in 2021, to which he replied: "It’s not really our position to say, but… it’s January. We’ve got to have something come out, right? I guess it’s safe to expect that something will come out. There’s still a lot of the year left is what I’m saying." [ignvideo url="https://www.ign.com/videos/2017/12/08/bayonetta-3-official-teaser-trailer"] Platinum has kept Bayonetta 3 tightly under wraps since it was revealed in 2017. No further details or gameplay footage has been shared in the three-plus years since, with Platinum only breaking its silence to confirm development was ongoing. When asked by VGC if this year's potential update will be "more substantial than another CGI logo," Kamiya laughed and said, "I understand it’s driving the fans crazy! In light of that, my suggestion would be that maybe we should all reset and forget about Bayonetta 3. Then when something finally does happen, it will be a nice surprise, won’t it?" [widget path="global/article/imagegallery" parameters="albumSlug=bayonetta-2-on-switch-screenshots&captions=true"] 2021 marks the seventh year since the series' last entry; Bayonetta 2 was released exclusively on Wii U in 2014, though it was more recently ported to Switch alongside the original. IGN's Bayonetta 2 review awarded it a 9.5, praising its "outstanding 10-hour campaign" that "builds on everything that made the original great." [poilib element="accentDivider"] Jordan is a freelance writer for IGN.

Biomutant: Where to Preorder Ahead of Its Release Later This Year

After what seemed like an eternity, Biomutant finally has a concrete May 25, 2021 release date. It's an open-world action RPG set in a colorful post-apocalyptic world. You play as a well-rounded warrior creature, whose mutations enable powers like telekinesis and levitation. As you play, you can re-code your genes in ways that affect how you look and what powers you can wield. You can also craft items like chainsaws and bionic wings, and ride on vehicles like mechs and jet-skis. The game was announced so long ago, the PS5 and Xbox Series X weren't even being talked about outside rumors, so while it seems almost a foregone conclusion at this point, we don't know with certainty whether or not there are next-gen versions or if the existing versions will have an upgrade path. If you're on board with this particular brand of apocalyptic zaniness, you can preorder a copy for yourself now. And if you're interested in either of the special editions, you may want to do so sooner than later, because with the Biomutant release date now official, they just might sell out. Here's what comes in each edition, how much it costs, and where you can preorder it now.

Preorder Biomutant Atomic Edition

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PS4/PS5

Xbox

PC

The most expensive and, dare I say, classiest version of the game is the Atomic Edition. It's not cheap by any stretch, but it comes with some awesome extras. You get the game itself, plus the following:
  • High-Detail Diorama
  • Steelbook Case
  • A1 Artwork on Fabric
  • Oversized Mousepad
  • T-Shirt
  • Official Soundtrack

Preorder Biomutant Collector's Edition

biomutant-collectors-editionPS4/PS5

Xbox

The collector's edition is certainly more affordable than the Atomic Edition, and it comes with a smaller-yet-still-awesome figurine. In addition to the game, here's what's included:
  • Figurine
  • A1 Artwork on Fabric
  • Official Soundtrack

Preorder Biomutant Standard Edition

biomutantPS4/PS5

Xbox

PC

The standard edition of Biomutant doesn't come with any extras, but it includes the game, which is the most important component anyway.

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"]

Animal Crossing: Take an Early Look at Festivale's Items and Special Reactions

Get into the Festivale rhythm!

The Art of Trover Saves the Universe Revealed by Dark Horse Books

Dark Horse Books and Squanch Games are teaming up to release The Art of Trover Saves the Universe, giving fans a closer look at the development of the quirky puzzle game. IGN can exclusively reveal the cover to Trover Saves the Universe. Check it out below: [caption id="attachment_2467222" align="aligncenter" width="1300"]Image Credit: Dark Horse Image Credit: Dark Horse[/caption] Like all of Dark Horse's video game art books, The Art of Trover Saves the Universe will feature plenty of concept designs, art and creator commentary. Even if you have played the game, the book may be worth reading just to peek inside the mind of creator Justin Roiland, who's also responsible for a little show called Rick and Morty. The Art of Trover Saves the Universe is 192 pages and is priced at $39.99. The book is scheduled for release on July 28, 2021. Trover Saves the Universe earned an 8.7 from IGN when it hit PC, consoles and Oculus Rift in 2019. Reviewer Tom Marks writes, "Trover Saves the Universe is a short and sweet VR platformer wrapped in one of the most ridiculous video game stories you’ll ever see. Justin Roiland and Squanch Games have done an excellent job of taking the ludicrous, freeform humor of Rick and Morty and molding it around a straightforward but enjoyable 3D brawler – even if it’s lacking the complex and well-crafted plots the best episodes of that show are known for." [ignvideo url="https://www.ign.com/videos/2019/05/28/trover-saves-the-universe-review"] As for Rick and Morty, the wait continues for Season 5, though we did get a sneak peek of Rick's nemesis Mr. Nimbus at Comic-Con last year. Roiland and Rick and Morty co-creator Dan Harmon are also developing a new animated sitcom for Fox, which is expected to debut in Spring 2022. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Destiny 2 Players Concerned About Bungie's Plans for PC and Console Crossplay

Bungie has left members of the Destiny 2 community concerned after publicly targeting changes to the game ahead of the addition of full crossplay later this year - possibly signalling that it will merge mouse-and-keyboard and controller players in matchmaking. In the latest Bungie blogpost, senior community manager dmg04 writes, "This Season, we’re making some targeted changes to weapon archetypes that need some love as well as beginning some preparations for crossplay." The major change involves increasing recoil on certain weapon types solely for mouse-and-keyboard players, bringing the level of recoil closer to that of the same weapons when used on controller. While this might seem a relatively small change, the mention that the move is being made with crossplay in mind has led community members to wonder if it means that Destiny 2 PvP will matchmake a mixed pool of PC and console players by default, or even as the only option. [ignvideo url="https://www.ign.com/videos/2020/11/24/destiny-2-beyond-light-review"] It plays into longstanding problems for players across platforms, with mouse-and-keyboard play seen as offering an innate advantage, particularly in shooters (although Destiny 2's heavy aim-assist for controller players complicates that theory a little in this case). Cheating is also generally more prevalent on PC versions of games. Many current crossplay games offer controller-using players the choice to play only with other controller players, but Bungie hasn't specified Destiny 2's approach as yet. With crossplay due later this year but details still somewhat hazy, players are speculating what approach Bungie will take - and even trying to alter the developer's course. At time of writing, one of the most popular posts on the popular DestinyTheGame subreddit is titled 'Do NOT mix the console and PC PvP player pool (by default)'. "These are exactly my thoughts as well," replies 1Soulbrotha, "I was really nervous to read about the recoil changes for PC. If they go the route of everyone being lumped into the same queues for PVP then this coming recoil change is just a lazy way to 'balance' things." [widget path="global/article/imagegallery" parameters="albumSlug=how-to-get-destiny-2-beyond-lights-exotic-weapons-and-armor&captions=true"] While many console players are concerned about being put at a disadvantage, PC players are also concerned about Bungie's balances impacting the game they know. In a separate thread, SilverCervy writes, "It just creates a situation where the game has to be dumbed down for some to make things more fair for others. PC players should not have to deal with gameplay nerfs for the sake of console players." We've contacted Bungie for comment. Destiny 2's Beyond Light expansion already added cross-generation play within console families, with the promise of full crossplay to come. We awarded Beyond Light a 7/10 review, calling it a "solid expansion to the ever-evolving shooter that you know and love, but falls prey to the same content scarcity and repetitious grind it’s always had" [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Biomutant: Here’s Why the Developers Have Been Quiet for So Long

After an extended period of being almost silent, developer Experiment 101 recently announced a May release date for Biomutant, its long-awaited open-world action game. That silence was for good reason - studio head Stefan Lvungqvist tells us that parts of the game have become bigger and more complex, but with only 20 people to make all that extra work happen. Rather than ship a buggy game, Lvungqvist says Experiment 101 has been taking its time to quietly build a truly finished product. “It's a big game, a big bite for 20 people to chew off,” says Lvungqvist. While Biomutant’s map may be just eight square kilometers, it’s packed with warring tribes, conquerable outposts, strange creatures to fight, and a protagonist who can mutate into new forms to overcome obstacles. As we’ve said before, Biomutant looks bananas, and it’s many moving parts are a challenge for the studio behind them. That 20-person team, established by ex-Avalanche Studios employees, is determined to stay small. But while that helps keep the studio nimble, it also imposes some restrictions. “At the end of the project, there's only a certain amount of bugs that you can physically fix during the course of the day,” says Lvungqvist. And that’s what much of Biomutant’s last year of development has been: bug squashing. [ignvideo url="https://www.ign.com/videos/2020/06/24/biomutant-10-minutes-of-new-gameplay-footage"] “It’s been a huge amount of work for QA, because it's not easy in an open-world game to find them,” explains Lvungqvist. “And then once they've been found, we have to fix them, and that's put some additional challenge on us, being a small team.” Lvungqvist is realistic about being able to ship Biomutant completely bug free - a game with so many systems in its sandbox world is difficult to deliver without the odd problem - but he wants it to arrive in players' hands as solid as possible. “Any game is going to ship with [smaller] bugs, but I'm talking about bugs that are truly disruptive to the game experience,” he says. “We don't want to ship with that. I think that's what caused us to just wait until we were ready to do it.” Quality assurance isn’t the only thing that’s been happening at Experiment 101 over the last year, though. Biomutant has, well, mutated in that period, too. “If you look at the script, by the end of 2019 I think it was about 80-85,000 words. Pretty much a novel,” recalls Lvungqvist. “But in the final game, it's closer to 250,000 words. That was a big thing, to wrap that script.” Those new words are scattered across many different areas of the game, which in turn has demanded further development work on those features. Lvungqvist notes that, as a result of the expanded script, players can expect a reactive karma system called Aura, which will change NPC dialogue based on your light or dark allegiance. There’s also a better tutorial system, which more effectively communicates Biomutant’s overflowing toy box of ideas. On top of the additional script forming the basis of these features, the game will be available in 13 different languages, 10 of which are fully voiced, and so localisation is required on all those added words. It’s safe to say it’s been a busy year for Experiment 101. Lvungqvist has been careful to pace the studio, though. “I've been doing this for quite some time,” he says, referring to his almost decade-long tenure at Avalanche Studios. “I myself was burned out. I learned a lot on those themes, on those subjects. I learned to recognize it.” This goes some way to explain the studio’s ‘ready when it’s done’ approach, and lack of constant public updates. It’s an approach that has been supported by publisher THQ Nordic, Lvungqvist says, at a level he’s “never had before”. [ignvideo url="https://www.ign.com/videos/2018/08/22/new-biomutant-gameplay-demo-gamescom-2018"] The lack of pressure from THQ Nordic to ship Biomutant has been a blessing, as the negative outcome of crunch would be destructive to both individual staff and the studio overall, Lvungqvist explains. “I mean, the studio, we are 20 people and we can't afford to have [staff] leave the studio, or be destroyed during development. That would be devastating.” “For certain pushes, you might do it in a limited form,” he acknowledges. “But the most important thing is you get paid, which is not common in our industry, crazily enough. And also you get ‘recap time’, because you have to have rest. If you're just doing this constantly for 12-14 hours a day, you will eventually have to pay for it.” “I think it's part of the DNA of the studio to not do it,” he concludes. “That's why I think for us, if we do it, it's controlled, and it has been rare. I guess now moving into the release, we're prepared to do it for some days, but it's not the constant thing. It will kill you.” With the announcement of the May 25 release date, some fans may have been surprised to see that PlayStation 5 and Xbox Series X are not listed as platforms that Biomutant will launch on. It is, afterall, easy to assume Experiment 101’s silence and the continued development was due to the team preparing Biomutant for next-generation systems. Lvungqvist confirms this is not the case - Biomutant is a ‘last-gen’ game - but there’s good reason for that. “When we developed the game, we lead on the last-gen,” says Lvungqvist. “And if you look at it from a development perspective, that's really important because it's easier to scale up than to scale down.” “I think for us, as a team, we would like as many as possible to be able to play the game,” he adds, noting the currently small install bases for PS5 and Xbox Series consoles. “So, if we just release it for ‘next-gen’, I think that would not have been a good way forward.” Despite this, Biomutant still takes advantage of high-spec hardware. “There is a high-end version of Biomutant already made for PC high-end versions,” Lvungqvist says. “I mean, the game already in some form exists in what you would expect on the current-gen platforms.” “Are you going to be able to play it on those consoles?” he asks himself of the PS5 and Xbox Series X, teasing the future of Biomutant. “Definitely. We will see moving forward what's going to happen, but you will definitely be able to play it on those consoles.” [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

PlayStation Files Patent For Technology That Lets Spectators Mess With You in VR

PlayStation has filed a patent for technology that lets audience members participate in virtual reality content, making decisions for the active player. Or, you know, just messing with them. The patent was filed in October of 2020 but was recently published. You can find the front page with a useful illustration of the technology in action on the US Patent and Trademark Office website. [caption id="attachment_246714" align="aligncenter" width="720"]patent Audience Participation Trademark Imagery[/caption] The patent's copy talks about how audience members will be able to participate in games while another user is immersed within virtual reality. They will be able to make decisions for the player via "spectator devices," probably mobile phones, in a manner similar to PlayStation's PlayLink technology, used in games like Hidden Agenda and That's You. It looks like you'll be able to help or screw over the main player in virtual reality, depending on the available choices. According to the patent, this will "augment the VR scene based on the spectator inputs in response to the interactive content of the audience participation content." [ignvideo url="https://www.ign.com/videos/2020/06/30/psvr-patent-filed-for-ads-in-your-vr-headset-ign-daily-fix-"] In the provided example, we can see one user inside of virtual reality, while four friends are on the sofa behind them. On the screen visible to the audience is a voting prompt, which allows them to pick between a sword, a monster or a soup ladle. This choice is registered on the spectator devices and then sent to the player inside of virtual reality, who sees the prompt "spectators have given you a soup ladle." It's not clear whether the VR user knows about the options available or not, but that would certainly add to the mischievous nature of this interesting technology. The idea immediately conjures images of spectators being able to send unwitting players down bad paths in a horror game or making story decisions for them in a narrative experience. Honestly, it just sounds really fun. [widget path="global/article/imagegallery" parameters="albumSlug=top-25-psvr-games&captions=true"] As with all patents, the fact this was filed doesn't necessarily indicate that Sony will go any further with development, but it's another indication that the company is actively thinking about where to go next with its VR products. In other PlayStation patent news, a patent revealed in September of 2020 suggested that the next PSVR headset could have Oculus-esque inside-out tracking. As of writing, the PSVR is only available on the PlayStation 5 via backwards compatibility, with Sony's plans for the platform going forward still shrouded in mystery. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

IGN UK Podcast #577: Kaiju Cat Mario Can Step On Us

Joe's been playing Super Mario 3D World + Bowser's Fury on Switch and reminds us all why it's a game a lot of us missed on Wii U but shouldn't this time around. Jesse has been playing new horror game The Medium and lets us know if it lives up to expectations. Plus, Cardy has played Nuts, a squirrel surveillance game that is rather pleasant. Also, we discuss the weirdest things we've ever buttered. Why not tell us yours? Remember, if you want to get in touch with the podcast, please do: ign_ukfeedback@ign.com.

IGN UK Podcast #577: Kaiju Cat Mario Can Step On Us

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Halo Infinite Engineer Explains How the Game Is Being Optimized For Every Device, Not Just Xbox One

An engineer working on Halo Infinite has explained how the game will be optimized to run well on all platforms, and not just Xbox One. In the latest 'Inside Infinite' development blog for January 2021, Game Foundation Architect Danielle Giannetti discussed how the studio rebuilt the "engine multi-threading solution" to ensure the game runs optimally across every device that it is launching on - Xbox One, Xbox Series X & S, and PC. "For Halo Infinite, we rebuilt the engine multi-threading solution to ensure high execution efficiency across all platforms and PCs, instead of running optimally just on Xbox One," Giannetti explained. "We used this new system to transition the renderer to a massively parallel multi-threaded framework to support the increased cost of all our new rendering features and achieve high graphics efficiency on PC CPUs of various size as well as Xbox Series X/S and Xbox One X/S hardware." [ignvideo url="https://www.ign.com/videos/2020/08/11/halo-infinite-delayed-to-2021"] What this suggests is that even though the game will be launching on last-gen consoles, players shouldn't expect too many compromises on more powerful devices because of that. On the flip side, back in 2019, the Halo's Franchise Development Director Frank O'Connor said that the Xbox One "is not going to be a second-class citizen" when it comes to how the last-gen console will run Halo Infinite. Gianetti's explanation doubles down on 343's promise and gives us an idea of how that works from a technical perspective. Clearly, it's still something of great importance to the team as the game soldiers on through development, as the team has completely rebuilt some of its tools to ensure you won't miss out if you haven't got a next-gen console or a PC.  "We are doing our very best to make sure Halo Infinite runs optimally on any device you may choose to play on," Giannetti added. It's particularly important after an initial look at Halo Infinite drew criticism for its visual quality. Elsewhere in the blog, we learned that Halo Infinite will feature a rebuilt, customizable control scheme. The game is currently slated to launch in Fall 2021, after being delayed out of the launch window for the Xbox Series X and S. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Yakuza Creator to Become Sega Creative Director, Stepping Down as CCO

Yakuza creator Toshihiro Nagoshi will step down as Sega's Chief Creative Officer, and take on the role of creative director – a move being seen by some as taking Nagoshi closer to active game development, as opposed to a supervisory role. Announced in a press release, the move comes among several changes in executive staff at Sega, and a wider restructure – although parent company Sega Sammy makes clear that there have been "no changes in the names, locations, business content, capital or fiscal year end" of Sega's companies as a result of the changes. No specific reasoning has been given for Nagoshi's change in role, but many have taken it to mean that the creator will be moving back into more active development. [ignvideo url="https://www.ign.com/videos/2020/11/04/yakuza-like-a-dragon-review"] Nagoshi is most famous for creating the Yakuza series, and subsequently founding the Ryu Ga Gotoku development studio, which develops the series for Sega. He also created Daytona USA, Virtua Striker, Super Monkey Ball, and Binary Domain, among many other credits. In recent years, his role has been less hands-on, serving as executive director on every Yakuza game since 2015's Yakuza 0. We awarded the latest Ryu Ga Gotoku game, Yakuza: Like a Dragon with a 7/10 review, saying it "takes some bold steps in a new direction for the series but neglects to maintain its balance." [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News, and he desperately wants you to play Binary Domain. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

The Last Campfire Review

[Editor’s Note: We missed The Last Campfire when it first came out in August, but we’ve since had time to circle back and highlight this lovely game.] Finding light in the darkness is something we can all relate to -- whether it be as simple as discovering the solution to a small puzzle or as grand a notion as searching for one’s purpose in life. The Last Campfire addresses both ends of this spectrum and does so throughout with charm, smarts, and grace. Hello Games’ short-ish adventure hits the mark with cleverly designed puzzles, eye-catching style, and a touching story that left me feeling anything but forlorn. Forlorns, in this world, are lost souls scattered around the colourful land of The Last Campfire; they’ve seemingly abandoned all hope and feel bereft of a purpose. This is in stark contrast to our character, Ember, whose purpose appears more predestined; Ember makes their way through forests, swamps, and caves trying to help as many lost souls as possible, while also questioning what their purpose in the world is. By lighting campfires along the way you’re helping guide the Forlorns on their journey and allowing them to follow in your footsteps. Granted, you never quite know where those footsteps will take them, but by showing the Forlorns that they exist, you allow them to see that there is always light worth finding in the darkness. It was a clear and ultimately highly rewarding journey as I became more and more invested in the world and the creatures calling it home. [ignvideo url="https://www.ign.com/videos/the-last-campfire-official-launch-trailer"] Progress is made through solving consistently enjoyable puzzles that almost always hit that sweet spot of not being so simple that they’re boring but being challenging enough to satisfy upon solving, without becoming so complicated that it induces groans. Special items and novel mechanics are introduced throughout which prevent the puzzles from ever becoming too repetitive, and while there maybe isn’t quite the level of variation you’d expect over its six or seven hours, it never fails to offer up something new just before it reaches a point of becoming stale. One of the biggest additions is the fun telekinetic-like ability that comes into play about halfway through the story, and it’s used in many of the subsequent puzzles in clever ways. Manipulating objects from a distance using this provides a welcome breath of fresh air and allows for more ingenious puzzles to be solved in new satisfying ways. [poilib element="quoteBox" parameters="excerpt=It%20never%20fails%20to%20offer%20up%20something%20new%20just%20before%20it%20reaches%20a%20point%20of%20becoming%20stale."] Hello’s inspirations are clear to see, and not least in the design of these puzzle rooms. It’s hard not to be reminded of The Legend of Zelda: Breath of the Wild’s many shrines -- though there’s no combat at all in The Last Campfire, and this is where different Nintendo influence becomes visible. The minimal approach to gameplay (you can walk, run, pick up, and push and pull objects, but that’s about it) combined with Ember’s inability to jump adds shades of the delightful Captain Toad: Treasure Tracker into the mix. [widget path="global/article/imagegallery" parameters="albumSlug=the-last-campfire-screenshots&captions=true"] With such a limited set of button inputs you’d think it would be difficult to keep things fresh over an extended length of time, but The Last Campfire rarely has trouble there due to its creative use of what it has. It does a fantastic job of constantly mixing things up and keeping these problems thematically relevant, never once taking you out of its gloriously crafted world. The way that meaning is weaved into the design of each puzzle makes The Last Campfire stand out against many similar games and does so smartly at each turn. The core theme of preserving hope and purpose can be found at every turn, often subtly, but sometimes literally baked into the mechanics of a puzzle. This is most obviously exemplified in a series of problems that have you transport an open flame through a level while avoiding airstreams that will cause the fire to extinguish. These start off simple but build in complexity as Ember’s story progresses, providing just one example of how well The Last Campfire takes its central ideas and grows them into something special. [poilib element="poll" parameters="id=85883906-1f32-4a1c-9177-cf7f260fa903"] As with any game in this genre there’ll always be puzzles that feel too easy and are over in seconds -- there aren’t many of these but they can be found near the start where a few simple block pushes can form a path for Ember. On the opposite end of the spectrum are more complex problems that, although never too difficult, do offer a significant but satisfying challenge. Naturally, these occur nearer the end of Ember’s journey and smartly layer mechanics you’ve learned previously with new ideas. Some of my favourites of these involved telekinetically moving around a chained set of snake statues with mirrors attached to solve a reflection-based light puzzle. [poilib element="quoteBox" parameters="excerpt=It%E2%80%99s%20an%20inviting%20world%20to%20play%20in%2C%20like%20Thatgamecompany%20painting%20from%20a%20Media%20Molecule%20palette."] This type of puzzle is another example of guiding the light through the darkness; again, Hello puts the core themes of The Last Campfire on display for all to see. This can also be seen in the art design, which beautifully offsets the bleakness with bright and colourful splashes. The most obvious example of this being Ember’s vivid blue clothing and glowing eyes that pop off of the screen during each scene alongside the relaxing, subtle music that soundtracks your journey. Environments range from waterway-filled caverns to pig-infested marshlands, each with their own quirks and pop-up book-ish charm. It’s an inviting world to play in, like Thatgamecompany painting from a Media Molecule palette, evoking both Journey and Tearaway in equal measure. [ignvideo url="https://www.ign.com/videos/the-last-campfire-developer-commentary-video"] Indeed, the storybook nature of The Last Campfire can’t be ignored. From finding lost book pages written in melancholic ink littered around the world to the larger-than-life creatures (literally, in the case of a quite monstrous pig) you’ll meet on your travels. I particularly enjoyed bumping into and helping out a wistful fisherman by a lake and a talkative robot who gleefully reminded me of Tik-Tok from Return to Oz. Perhaps the most folktale-like aspect to all of it, though, is the way in which the story itself is told. Brilliantly narrated by Rachel August, it’s spoken entirely in third person and calls out actions as you make them in a way that’s hugely reminiscent of Bastion’s storytelling technique (a design choice that has bafflingly still been used sparingly outside of Supergiant). Not only does the narrator tell the story in a fable-like manner - voicing all of the characters like a parent reading a bedtime story - but also offers moments of encouragement to Ember as their journey continues, effectively acting as a passive ally. [poilib element="quoteBox" parameters="excerpt=Taking%20pages%20out%20of%20Aesop%E2%80%99s%20Fables%20and%20Grimm%20Brothers%20tales%20it%20touches%20on%20real-world%20problems%20in%20fantastical%20ways."] The story it tells is one that any age can relate to. Taking pages out of Aesop’s Fables and Grimm Brothers tales it touches on real-world problems in fantastical ways, cleverly disguising mature themes in easily digestible ways by having many of the characters suffering from things like anxiety or loss. It still managed to magically put a smile on my face throughout, though, building to an impactful and emotionally packed finale that serves as a fitting end to Ember’s odyssey.

Thursday, January 28, 2021

The Medium: How to Enter Thomas' Secret Room (Clock Puzzle Solution)

From manipulating the two different realities to finding the hidden switch, here's a step-by-step guide for solving the Clock Puzzle when investigating Thomas' Office.

Halo Infinite to Have Rebuilt, Customizable Control Scheme

In a new blog post, Bungie has announced that Halo Infinite will feature a fully customizable control scheme on all platforms and shown off some classic Halo weapons in Infinite’s new engine.

Quinn DelHoyo, lead Sandbox designer on Halo Infinite (and weapons designer during early production), detailed in the blog how developer 343 Industries is focusing on accessibility and customization for players with their new control scheme.

“Everything should feel intuitive and we don’t want the player to have to “fight” the game in order to have fun,” DelHoyo said. “It’s because of this principle, and the fact that Halo Infinite will be on PC, that led us to rebuild the control scheme system to allow players to fully rebind and remap their controls, regardless of platform. How players control Chief or their Spartan is crucial and we recognize that players feel the most connected to the game when control customization is fully featured.”

[ignvideo url="https://www.ign.com/videos/2021/01/22/ps5-xbox-series-x-10-delayed-and-mia-games-next-gen-console-watch"]

343 Industries continued later in the blog, stating that the company has a team dedicated to improving PC controls, in addition to feedback from an internal pro team and PC Master Chief Collection players.

“PC as a first-class endeavor is another aspect to Halo Infinite that we are actively taking into account,” DelHoyo said. “PC as a platform is not going to be a port after we launch the game. We are playing on PC every day. So now, not only does our game need to feel great and like Halo on a controller like it has natively for the past 20-some-years, the game and all of its systems need to take into account native mouse and keyboard functionality.”

343 Industries also offered up several new screenshots of what some classic Halo weapons will look like rendered in Infinite’s engine. Everything from the original needler to Halo Reach’s BR 75 is there, plus a few potentially unexpected options, so take a look in the gallery below.

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Different damage types for weapons will be a major factor in Halo Infinite’s combat, expanding on the experimentation with light-based rifles seen back in Halo 4, and plasma weapons from the original Halo.

“Players should now have stronger choices presented to them,” DelHoyo said. “Instead of using the weapon that you like because of how it shoots or handles, in Halo Infinite you might want to grab a certain weapon because of how it affects other players, the environment, or vehicles. In essence, the ambition for damage types is to better integrate weapon types, ammo types, faction tech, etc., into the gameplay loops in a way that is easily understood by the player. That way the player can make better combat decisions based on the scenario. In addition to further clarity and purpose to the legacy damage types – i.e. kinetic and plasma – the team has also been pursuing new surprises for players that we’re eager to talk about in the months ahead.”

Lead weapon designer David Price stressed that 343 Industries wants to keep these damage types simple to understand, but also allow for a variety of unique identities even among weapons that share the same damage foundation.

“If they want to quickly strip personal shields they can use Plasma for example,” Price said. ”But this doesn’t dictate a weapons playstyle, class, or power level. I could still have a shotgun-style weapon that is any one of these damage types. This approach allows us to still make multiple weapons that feel unique within a damage type. We want weapons to feel diverse even if they share the same damage type.”

[ignvideo url="https://www.ign.com/videos/2021/01/05/discussing-10-xbox-exclusives-for-2021-unlocked-476"]

Halo Infinite is scheduled to release in Fall 2021, and thankfully 343 Industries has promised fans that it will be sharing monthly updates as development progresses. A rough debut, subsequent last-minute delay before the launch of the Xbox Series X, and the departure of director Chris Lee have put Halo Infinite squarely in the crosshairs of an upset player base. Moves like the “Inside Infinite” blog posts and hiring on Halo veteran Joseph Staten to course correct development are clearly aimed at instilling trust in the franchise’s huge fanbase.

[poilib element="accentDivider"] Joseph Knoop is a writer/producer/fleeing grunt for IGN.

Resident Evil Village Leaks Are Finding Their Way Online, So Be Wary of Spoilers

Resident Evil Village will officially be released in May, but it appears that extensive leaks are starting to make their way onto the internet early. So be warned going forward as there are now spoilers abound the net. As reported by Eurogamer, Capcom is taking down videos online with Resident Evil Village leaks. These aren’t just clips from The Maiden Resident Evil Village demo, but entirely new scenes showcasing encounters with Resident Evil Village’s popular Lady Alcina Dimitrescu. These leaks, which we won’t detail here, are reportedly from a developer build of Resident Evil Village, likely related to the massive Capcom data hack. [widget path="global/article/imagegallery" parameters="albumSlug=resident-evil-8-village-showcase-screenshots&captions=true"] Last November, Capcom was the victim of a massive ransomware attack from a group called the Ragnar Locker hacker group. The hackers claimed to have stolen a trove of information, including files and internal documents and demanded an $11 million bitcoin ransom. The company’s upcoming release calendar and potentially 390,000 items of personal information were reportedly compromised. Despite this, Capcom has said there was “limited impact” from the attack and that an investigation into damages is ongoing. That said, fans looking to stay free of Resident Evil Village spoilers should be extra cautious going forward. Leaks for major video games have seemingly increased in recent years as parts of Cyberpunk 2077 and The Last of Us Part 2 were both leaked ahead of the official release dates. [ignvideo url="https://www.ign.com/videos/2021/01/21/resident-evil-village-5-minute-gameplay-reveal"] [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

Bowser's Fury Preview and Mario Rabbids Rumors - NVC 545

Welcome to Nintendo Voice Chat! Casey DeFreitas returns to the host seat this week, and she's joined by Peer Schneider, Brian Altano, and Tom Marks to talk about Bowser's Fury, the new Monster Hunter Rise Switch, and more. Plus, stick around for discussion on the Nintendo 64's long-lost feature, and games the panel is playing this week.

NVC is available on your preferred platform!

You can also Download NVC 545 Directly Here

You can listen to NVC on your preferred platform every Thursday at 3pm PT/6pm ET. Have a question for Question Block? Write to us at nvc@ign.com and we may pick your question! Also, make sure to join the Nintendo Voice Chat Podcast Forums on Facebook. We're all pretty active there and often pull Question Block questions and comments straight from the community.

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Logan Plant is the Production Assistant for NVC. You can find him on Twitter at @LoganJPlant.

Animal Crossing: Update 1.7.0 Patch Notes Add Festivale and More

Animal Crossing: New Horizon's Update 1.7.0 Patch Notes are now live! Here's a breakdown of everything that was added during the January update.

Marvel's Avengers: Hawkeye Content to Be Revealed In New War Table Next Month

Marvel's Avengers next War Table will take place on February 16, 2021, and it will showcase both Hawkeye and the delayed PS5 and Xbox Series X/S versions. Announced by Marvel's Avengers on Twitter, Hawkeye and his Operation, Hawkeye - Future Imperfect, will be the next free big DLC content to be released following the arrival of Kate Bishop and her new Operation, Taking A.I.M. Hawkeye Hawkeye was the first post-launch hero revealed for Marvel's Avengers, and Bishop's Operation saw her embark on a rescue mission for Clint "Hawkeye" Barton by using a bridge through time to save him. Square Enix and Crystal Dynamics had planned on having the PS5 and Xbox Series X/S version ready earlier, but they were delayed "to ensure that we give our team the time to deliver a next-gen experience showcasing all that this game is meant to be." Although a report came out last year that said Marvel's Avengers hadn't yet recouped its development costs, these updates, as well as the upcoming PlayStation exclusive Spider-Man DLC, will hopefully help make 2021 a successful one for the game. [ignvideo url="https://www.ign.com/videos/2020/11/19/marvels-avengers-kate-bishop-trailer"] Fans of Hawkeye have a lot more to look forward to, as a Hawkeye series is also in development for Disney+. [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Bleeding Edge Will Get No New Content as Ninja Theory Focuses on Hellblade 2

Ninja Theory has announced that, with the studio now focusing on Senua's Saga: Hellblade II, Project Mara, and The Insight Project, Bleeding Edge will receive no further content updates. Bleeding Edge's Twitter announced the news while also reassuring its fans that even though the game won't get any new content, it will continue to be playable on Xbox and PC. [ignvideo url="https://www.ign.com/videos/2020/03/27/bleeding-edge-review"] "With the studio now focusing on our new projects (Senua’s Saga, Project Mara & The Insight Project) we have decided that there will be no further content updates for Bleeding Edge," Ninja Theory wrote. "The game is still playable on Xbox and PC. Thank you to the fans & keep teaming up & causing chaos!" Bleeding Edge, a 4v4 third-person melee combat game, was announced at E3 2019 and was released on March 24, 2020. In our Bleeding Edge review, we said "While tinkering with character builds and clashing swords amidst exciting team fights is fun, Bleeding Edge left me wanting more as the hours piled up. Matches frequently devolve into unbalanced, frustrating messes thanks to no role queue, and ranged combat is devoid of all the bits that make team fights enjoyable." [ignvideo url="https://www.ign.com/videos/2019/12/13/senuas-saga-hellblade-2-reveal-trailer"] Senua's Saga: Hellblade 2 was also announced in 2019 and Microsoft revealed that it is being built on Unreal Engine 5 for Xbox Series X/S. Project Mara is an experimental title that is allowing Ninja Thoery to explore new ways to tell stories. It was recently revealed that Project Mara will take place in a single, incredibly realistic apartment. The Insight Project was also announced in 2019 and looks to be an "experimentally guided project that aims to deliver a mainstream solution to help treat mental suffering and encourage mental well being." [ignvideo url="https://www.ign.com/videos/project-mara-the-dreadnought-diaries-episode-3-capturing-reality"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

How Open Roads Evolves Fullbright's Storytelling After Gone Home and Tacoma

Fullbright, the acclaimed studio behind Gone Home and Tacoma, unveiled its newest narrative adventure, Open Roads, at the 2020 Game Awards. But beyond a trailer that showcased a distinctive mix of art styles, teases of a story that would dive into a family's history, and some impressive star power with Keri Russell and Kaitlyn Dever leading the cast, it's remained a mystery. Thankfully, Fullbright co-founder and Open Roads director Steve Gaynor recently spoke with IGN about how Open Roads represents another evolution of the studio's penchant for telling emotional, layered stories in unexpected ways. From our discussion, it sounds like Open Roads builds upon the first-person exploration of the studio's past games, hallmarks of the "walking sim" genre, but with new story and design choices that continue to build off what they and other developers have done. And one of the biggest ways Open Roads represents a departure from the studio's past games is by simply having another character with you throughout this new story. [ignvideo url="https://www.ign.com/videos/2020/12/11/open-roads-announcement-trailer"] "A big part of Open Roads is discovering this character relationship from the inside, by being part of it, which is not something that we've done before," Gaynor said. "The central relationship, it arose out of the starting question, which is always, 'What is the player doing? Why is this game interesting and engaging to actually interact with and have as an experience?' ...And so the starting point was, what happens if we make a Fullbright game and there's another character in the room with you, and they're reacting to what you find, and you can talk to them about what it means to you and what it means to them." That other character is Opal, played by Russell, who is the mother to the protagonist you'll play as, Tess, played by Dever. And as Gaynor explained, the two will be going on a journey to uncover secrets of Tess' recently passed grandmother and the life they never knew she led. "You're exploring places that your mother had been when she was younger, but you've never been there before. So she can have that perspective of, 'Oh, here's what this means to me,' in this divide between both their ages and their roles as the kid and the parent and that power dynamic," Gaynor explained, explaining that, after years of impressive Dad games like God of War, The Last of Us, Telltale's The Walking Dead, and more, the studio was excited about exploring a story that "centers on a mom and her relationship to her daughter."

What Is Open Roads?

Open Roads looks to be following in the first-person storytelling footsteps of its predecessors, but rather than confined to a single place like past Fullbright Games, it will, quite literally, have you hitting the open roads. Players will be seeking to uncover the mysteries of Opal's mother/Tess' grandmother, who, following her death, they discover may have had some relationship with a man who wasn't Opal's father. On top of that, the duo is losing the house they lived in with her, grappling with their grief, and setting out to "explore some family properties that Opal had spent time in when she was younger, look for clues that might've been left behind in places where their family had spent time when these events were occurring. "It allows us to contrast the place you're now exploring to where you came from. To have these points along the experience where you might arrive at one of the places you're going to explore and just, the weather, the time of day, the tone, the mood of the place, sets its own foundation for what the experience there is going to be like," Gaynor explained of Open Roads' multiple location design choice. [widget path="global/article/imagegallery" parameters="albumSlug=open-roads-game-awards-trailer-screenshots&captions=true"] While much of the locations and puzzles players will solve on their adventure are understandably preserved for the full game, Gaynor did offer some thoughts on Open Roads' influences, noting certain games in the genre the studio helped popularized like Firewatch really impacted and excited the team about what could be done. "We really love that idea of the player having this central agency of saying, 'I'm going to explore, I'm going to find what I'm interested in.' And then, 'I'm going to start this dialogue that then I have this presence'" within the story, he explained, emphasizing the "sense of exploration" the Campo Santo game invoked. And tonally for Tess and Opal's relationship? Look no further than the acclaimed Lady Bird. [poilib element="quoteBox" parameters="excerpt=Open%20Roads'%20inspirations%20include%20Firewatch%20and%20Lady%20Bird."]"The mother-daughter relationship in that movie and the performances, just the way that it was so empathetic about those characters and the difficult relationship they had without depicting either of them as being right or approaching things the way they should in every situation. But having that sympathy for them, even though they are people that are acting imperfectly towards each other. It's something that we've definitely gone back and looked at," he said.

Bringing Tess and Opal to Life

Open Roads also brings with it a distinct art style, with 3D environments and more traditionally hand-drawn, 2D animated characters, as seen in the first trailer. Gaynor explained how this dissonance in part came from the studio's collective love for Studio Ghibli and classic Disney animated films, as well as the talents of team member Noelle Clark, who did "the lion's share" of the 3D animation on Tacoma. Gaynor pointed to her classically trained 2D animation background as something this new adventure could use as part of one of Fullbright's core philosophies. "With so much stuff at Fullbright, our intent is to meet the player halfway and say, 'We want to give you enough that you are projecting a lot of the experience onto the screen. We want to give you Sam Greenbrier's voice in these audio diaries, and you picture what those moments must've really been like. We want to give you these simplified representations of these characters in Tacoma and have their motion be very evocative, but you're imagining what they might've looked like, what that moment might've really been in a way that is going to look better in your head that we could have brought on screen. And so we hope that here, we're doing this representation of characters that has its own beauty and value to it while also having this handshake with the player of what they need in that space," he explained. [ignvideo url="https://www.ign.com/videos/2017/08/01/tacoma-review"] Of course, part of that "handshake" is also the voices of Tess and Opal, and for it, Fullbright has brought in two memorable and recognizable voices with Dever and Russell, respectively. Gaynor explained how working with Annapurna Interactive as Open Roads' publisher allowed the team to take a gamble and try to bring in some beloved actors. "Our starting point was we're working with Annapurna Interactive on this game," he said. "And they're a really supportive partner in publishing and promotion and everything, but also, they have a lot of connections to the Hollywood talent side of making a narrative game. So when they were getting to the point where we needed to start getting the recording lined up, they came to us and were like, 'Who would you want? Who would you picture in these roles?'" Gaynor explained how Russell's work on the acclaimed The Americans and Dever's performance in Booksmart, an Annapurna Pictures-published film, led to them being top choices. [ignvideo url="https://www.ign.com/videos/2016/01/07/unlocked-the-totally-insane-original-pitch-for-gone-home"] "And we were really fortunate that both actors just got the pitch, were excited about it, and decided what they could do with the characters and excited to be able to work together," he said. "We started doing our initial voice recording with them, and it's been really fun. It's been really exciting to see how they've so organically found the voices of those characters as a pair," noting that, while recording has been remote due to COVID-19 considerations, they've had the actors recording in sessions together "to find that relationship as a pair." How that relationship grows and changes, though, is left for players to discover in Open Roads' first-person adventure, which is set for release this year on PC and consoles. For more on past Fullbright adventures, be sure to read our Gone Home review and our Tacoma review. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, host of Podcast Beyond!, and PlayStation lead. Talk to him on Twitter @jmdornbush.

The Medium: How to Unlock the Door to the Niwa Hotel

From replacing the door handle to using the dumpster to reach the broken window, here's everything you need to know about unlocking the door to the Niwa Hotel in The Medium.

Score a Free King Slime For a Limited Time as Dragon Quest Tact Launches Worldwide

Partner Content by Square Enix SE Logo[poilib element="accentDivider"] This is a special advertising section. Read more about IGN’s policies in our Standards and Practices. Dragon Quest Tact, the strategic mobile monster battler from Square Enix, is now available worldwide for Android and iOS devices after amassing over 10 million free downloads since its July 2020 debut in Japan.

Introducing a new form of grid-based combat to the long-running RPG franchise, Dragon Quest Tact challenges players to recruit, train, and customize a roster of iconic monsters from across the series’ many instalments. To celebrate the worldwide launch of this tactical RPG, Square Enix is offering a free King Slime for a limited time to bolster players’ starting line-up with a touch of regal class and power.

From the series’ signature adorable Slimes, Sabrecubs, and stalwart Golems to the fiercer Hybirds, Killing Machines, and fire-flinging Dragonlords every monster has a place as players battle to save the world of Orchesterra from the machinations of the dark lord.

[youtube clip_id="TS9tOk7Y00w"]With simple controls and a tactical grid-based battlefield view, players can orchestrate the movements and attacks of their team of monsters to outwit foes and overcome challenges. Assembling a team of monsters with complementary abilities is key, with a mix of single-target, area-of-effect, and status imbuing powers necessary to succeed.

Using resources and Gold collected through battle or purchased via the shop, monsters can be upgraded to gain ranks, making them more competent combatants by increasing their toughness and enhancing their abilities. This in turn leads to match-ups against more hardy foes and the opportunity to further grow the roster of available monster allies.

Each monster belongs to a family subclass and fulfils a specific role in the team. The smiling Slime that first made an appearance in the original 1986 Dragon Quest is, as you might expect, part of the Slime Family and is an early attack-focused ally. Dragon Quest III’s devious Cannibox is a debuff role monster that hails from the Inorganic Family and provides support to bamboozle enemies, while the Demon Family Dracky prefers magic to getting its wings dirty in melee combat.Dragon Quest BOARD Tactical Gameplay Static

From Beast and Nature, to Dragon and Undead, the different monster family types all feature a number of familiar faces that fulfil various roles including Attack, Defense, Magic, Support, and Debuff. Training and upgrading your monster roster is vital, giving lower-ranked monsters the opportunity to shine as you progress through the narrative Adventure mode.

The Battle Road ensures that monsters of all rarity levels and strengths have a role to play by presenting challenges to tackle using specific allies. Battle Roads feature original stories and are best approached with a large and varied roster of monster allies that can be freely obtained through play.

The visual identity of these monsters is provided by Akira Toriyama, who worked on the original Dragon Quest monster design, and is complemented here by the iconic Dragon Quest score composed by Koichi Sugiyama. This ensures that Dragon Quest Tact has the distinct look and sound of the classic series and it is underpinned by game direction from Yuji Horii, whose vision created the Dragon Quest series that first debuted 35 years ago.

Recruit and train monster allies to outwit enemies and uncover the secrets of the dark lord in the fight for Orchesterra, Dragon Quest Tact is now available via free download on Android and iOS devices. The King Slime monster ally is available as a free log-in bonus for a limited time.

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Sonic the Hedgehog Voice Actor Seemingly Departing Role

A Twitter post from Roger Craig Smith, the long-term voice of Sonic the Hedgehog, suggests that he is leaving the role. On the social media platform, Smith said “Welp, 10 years was an amazing run. Onwards to new zones! Much love to the fans who’ve been so kind. It’s been an honor.” This was followed by an image of a blue-coloured heart split down the middle. While not directly stating as much, this does seem like a farewell tweet from Smith, suggesting that he’s departed the role and will no longer be the voice of Sonic the Hedgehog. We have contacted Sega for comment or confirmation. Roger Craig Smith first voiced Sonic in 2010’s Sonic Free Riders and Sonic Colors, and has voiced the character in all Sonic games since, as well as the Sonic Boom TV series. It is currently unknown who will replace him as the voice of Sonic. [ignvideo url="https://www.ign.com/videos/2020/02/12/how-much-does-sonic-know-about-sonic"] While Roger Craig Smith is arguably the best-known voice of Sonic, he did not take on the role for the Sonic the Hedgehog movie; instead actor Ben Schwartz took on the role of the speedy rodent. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Sea of Thieves Can Now Run at 120 FPS on Xbox Series X

Season One of Sea of Thieves has officially begun, and with it comes a new 120Hz Performance mode on Xbox Series X that supports 120 FPS at 1080p. As detailed in the release notes for this big Season One update, it also notes that some TVs do not support 120Hz and HDR simultaneously, so HDR may need to be disabled from the console settings if players wish to sail the seas with 120 FPS. Seasons mark a new initiative for Sea of Thieves that will see new content added to the game every three months. In addition, a battle pass system has been implemented that will reward players throughout each Season. [ignvideo url="https://www.ign.com/videos/sea-of-thieves-seasons-explained-trailer"] Each season will have players progress through 100 levels of Pirate Renown, and rewards for both the player's pirate character and ship can be unlocked. Additionally, those who have reached the title of Pirate Legend will get specialized rewards as part of this new progression system. An optional, premium tier of the battle pass - titled 'Plunder Pass' - will be available and will offer even more unique rewards and exclusive items from the Pirate Emporium. This 120Hz update is just another improvement to Sea of Thieves following the arrival of the Xbox Series X/S optimizations that arrived in November 2020 and added faster load times and 60 FPS for Xbox Series X/S, and 4K for Xbox Series X. [ignvideo url="https://www.ign.com/videos/2020/03/19/sea-of-thieves-review-2020"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Next Tomb Raider Game to Unify the Reboots and Originals

Crystal Dynamics has shared a bit of information on its next, currently unannounced Tomb Raider, saying it's "working to unify" the timelines of Core Design's original games and its own reboot trilogy that began in 2013. While the reboot trilogy told the origin story of Lara Croft becoming the Tomb Raider, the original games "featured a seasoned and confident adventurer," said game director Will Kerslake in a video posted to Twitter. The development team envisions "a future of Tomb Raider unfolding after these established adventures, telling stories that build upon the breadth of both Core Design and Crystal Dynamics' games, working to unify these timelines." [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-tomb-raider-review-ever&captions=true"] Kerslake noted the difficulty of such a task given the franchise's 25-year history and asked fans to be patient as the studio works through development. "We don't have plans for a major game announcement in the near future," he said. Lara's latest adventure, Shadow of the Tomb Raider, was released in 2018. IGN's Shadow of the Tomb Raider review awarded it a 9/10 and called it a "powerful finale to Lara Croft's origin trilogy." In other franchise news, a Tomb Raider anime series, set after the events of Crystal's origin trilogy, is in development at Netflix. Tomb Raider's big-screen sequel, meanwhile, recently landed a new writer-director in Misha Green, showrunner of HBO's Lovecraft Country. [ignvideo url="https://www.ign.com/videos/2020/02/01/shadow-of-the-tomb-raider-developers-react-to-48-minute-speedrun"] [poilib element="accentDivider"] Jordan is a freelance writer for IGN.

Nexon's Medieval Fantasy Brawler Warhaven Shutting Down 6 Months After Launching in Early Access

Nexon's medieval fantasy brawler Warhaven is shutting down on April 5, 2024, just six months after it launched on Steam in Early Access...