Thursday, September 30, 2021

Diablo 2: Resurrected Review in Progress

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Nothing more than a coat of fresh paint over the old masterpiece, Diablo 2: Resurrected is a curious piece of video game restoration. After a hundred hours smashing demons, I've kicked Diablo to the curb a couple times and I'm thoroughly reacquainted with the good and the bad that the most revered game in Blizzard’s action RPG series has to offer. As someone who played more than my fair share of Diablo 2 between 2000 and 2007, Resurrected absolutely scratches an itch for the golden age of this genre. At the same time, it's blatantly a game from an era where the demands on our time were very different than what we’ve seen in the past decade. In the face of concessions that modern games have made towards fun, Diablo 2's insistence on grind and unforgiving systems and 20-year-old bugs can just make me feel… tired. Satisfied, but tired.

What doesn't age? The mood. The completely redone graphics of Resurrected do so much more than a simple homage to the original game, adding a whole third dimension as well as 4K-friendly environment details that were just out of the question in the 800x600 2D graphics of 2000. Locations like the Monastery Gates in Act 1, an outdoor area that was always a bit weird from an isometric point of view, now have visible roofs on the buildings instead of just a black sea beyond the walls. There’s a wealth of detail in every scene, in the monsters, and in character models, that really makes me appreciate the ability to dynamically switch between the old and new graphics to see the contrast.

Beautifully, when you switch to the classic graphics you switch to the original sound as well, though the difference is nowhere near as stark here because it didn’t need any significant updating. Aside from a bit of remastering it is identical to the original, and it’s still phenomenal. The ping when a gem hits the floor, the whirl of weapons, and the guttural demon voices ("Rakanishu!") are iconic sound design. This is not to mention the remasters of the classic soundtrack, or the new remixes, which are beautiful work. (The voice acting, well... let's just say it was a different time. At least Deckard Cain and Tyrael are great – oh, and Baal in the expansion. That awful laugh still creeps right up under my skin.)

That awful laugh still creeps right up under my skin.

In the “aged, but mostly gracefully” column we have the arc of Diablo 2's story, which is good, but it's not as good as I fondly remembered. The first two acts are really fun, and each quest is a dark, gothic fantasy vignette, while Act 3 is a great sprawling jungle crawl with lots of little dungeons sprinkled around. Act 4, however, is boring as dirt. The NPCs don't have any flavor dialogue, let alone personality, while the quests and the areas are entirely linear. I have no idea how a story about invading Hell itself could be boring, but Diablo 2 somehow did it. Thankfully, things pick up again with the Lord of Destruction expansion's Act 5. It's a bit rushed, but it's a good time.

I chose a Paladin from the seven available classes as my first character for my grand return to Diablo 2. This is because for two decades I’ve maintained a personal grudge against the dung beetle soldiers in Act 2 – you know, the ones that poop lightning when you hit them. The Paladin's lightning resistance aura allows me to laugh in their faces and kill them in humiliating ways, and it’s been everything I thought it could be.

That's part of the charm of Diablo 2, and it's still great design today.

That's part of the charm of Diablo 2, and it's still great design today. Some enemies are just immune to certain damage types, forcing you to diversify your build (or your co-op party). Others will burn out your mana in seconds, meaning spellcasters have to keep their distance while melee has to figure out how to win without active abilities. There's masochistic joy in overcoming the escalating challenges, especially when the escalation goes exponential as you break into Nightmare and Hell difficulties for character levels 30 to 99 or so. There’s no shame if you’ve had your fill before then and tap out, or start a new character for a fresh run, but Diablo 2 keeps on giving if you do.

The heart of Diablo 2 is still the multiplayer. Singleplayer is a fun dungeon crawl, but the difficulty and action feels best when you've got others along. Cooperative PvE runs to defeat bosses and farm good loot are where Resurrected shines most. The loot system is unreliable and random, assuming that players will trade items across games and characters to get what they need. The new, larger shared stash helps you do that, a small update that supports the original game rather than changing it. Building synergetic characters with a regular group is really rewarding, and classes like Paladin and Assassin only truly shine in a crew.

There's also PvP, a niche and extremely hardcore Diablo 2 scene that's already starting to reestablish itself with its winner-take-all brawls. Personally, I fear these people, but I've already seen some impressive collections of ear trophies and unique weapons on social media.

Some of the mechanical ideas feel old-school.

Some of the mechanical ideas feel old-school relative to how things are done in action RPGs these days, but that doesn’t make them bad. For instance, you only get two active skills at once. It seems archaic – and it is – but what was a technical and game design constraint at the time is pretty fun when you get past the clunkiness. You have to choose skills carefully, as having too many might just give you a huge toolkit you're not fast enough to use. There's a lot of juggling between powers. I like to smash my Paladin into the enemy packs with a Charge before switching to Zeal for a series of rapid blows, or Vengeance for elementally infused strikes that take down monsters resistant to physical attacks. For tough elite groups, I'll switch weapons and throw gas grenades to weaken them before I head in. All the while I'm swapping auras from attack speed to elemental resistances as I need them and keeping my holy shield buff up every 30 seconds.

I also picked up a cool polearm-wielding desert mercenary sidekick. If you need any indication that it's very much still Diablo 2 under all of these fancy graphics, don't worry: He's still stupid as a sack of bricks and gets stuck on walls constantly. That’s one of those date technical issues that might have been addressed.

Part of the delight of Diablo 2 is that it has a skill tree system you can use to build some truly strange characters.

There’s no shortage of options for skills and abilities, and part of the delight of Diablo 2 is that it has a skill tree system you can use to build some truly strange characters. It's flexible enough that you can make ranged builds for the melee characters, like a crossbow Paladin that shoots explosive bolts. How about a Barbarian focused on the War Cry skill, who just runs around shouting until everything dies? How about a Sorceress who enchants weapons rather than nukes enemies from a distance? I've always wanted to try and make a Necromancer tank, personally – maybe I’ll finally get around to it.

There’s a ton of freedom… that is, if you're willing to discard 20 years of accumulated Diablo 2 wisdom and take your chances. In many ways this game is “solved,” in that the best builds and their precise itemization have been thoroughly sussed out over the years. In other words, there are right and wrong decisions, but you won’t know that unless you look it up or spend a lot of time failing.

You're welcome to play like it's 2000 and not search out optimal builds, especially when playing on Normal. You can clear the campaign with pretty much anything if you're dedicated enough, though once you're in Hardcore or Hell difficulty melee characters are very dependent on getting good items to progress at any pace other than a snail's.

However, while I'd normally encourage you to go in blind and experiment for yourself, I won't in this case because some of Diablo 2's design falls squarely into the “hasn't aged well” category. For example, there are copious skill traps for new players, meaning that some abilities you might be tempted to choose don't scale well past the early game, or aren't useful unless you understand their synergies with other skills you won’t unlock until much later.

Straight-up broken things have been retained in the name of keeping the flavor of Diablo 2 the same as it’s always been.

Additionally, some straight-up broken things, like the infamous Next Hit Always Misses bug, have been retained in the name of keeping the flavor of Diablo 2 the same as it’s always been – but that’s something few people know about unless they do their homework. Unfortunately, this faithfulness to the original’s bugs seems to be without limits: Skills like the Amazon's Fend and Druid's Fury are still bugged, breaking when interacting with other common mechanics. These are known, documented bugs that have locked off entire character skills for 20 years. Why are they still in this game? Wouldn’t it have been wonderful and fresh to let us explore that still-undiscovered country?

To its credit, it's worth saying that I've encountered barely any new bugs specific to Resurrected, and those I have seen have been minor graphical glitches that don't affect gameplay – things like doors that don't change visually when opened but can still be passed through, or an object overlaying a texture strangely. Nothing out of the ordinary for a modern game.

I’m a little sad to see that Resurrected has retained Diablo 2’s arcane skill-reset system: You get just one respec per difficulty level, and the only way to get more is by farming the big bosses for rare items and then shoving them in your Horadric Cube. Unlimited respecs would've been a prime candidate for overhaul to make Resurrected more accessible to a new generation and mitigate the skill trap issue, and it’s something that could have been easily disabled for ladder play.

It's a bit galling things like that weren’t addressed because the other big update in Resurrected is a similar quality-of-life change. Rather than picking up gold stack by stack, you instead automatically grab it when you pass by. There's a difference between preserving the experience and maintaining a lack of respect for our time, and this change shows that a small tweak can go a long way towards removing tedium from the original game without ruining anything.

The moment-to-moment gameplay that made Diablo 2 legendary in its time is completely unchanged.

The moment-to-moment gameplay that made Diablo 2 legendary in its time, though, is completely unchanged. Exploration and combat still feel deeply familiar; it’s a festival of clicking (or, now, thumbsticking – great on both PC and console) where you want to go and hammering out hits on your enemies. It's as wild and chaotic as an isometric action RPG ever is, but in the long view, over 20 years of game design innovation later, it's also kind of… slow. Characters don't move quickly, and running is limited by your stamina bar. Copious and consistent use of town portal scrolls (which both warp you back to base and let you return) generally avoids having to backtrack, but when you have to it's annoying at best. Running also makes your character worse at blocking, if they have a shield.

Because of that, I didn't make it out of Act 1 without looking up the combination of slotted runes that produces armor with a bonus to Run/Walk speed, if only for – again – my own quality of life. At times, Diablo 2 feels like fighting against bad game design from the late ‘90s, which could also be described as “the forces of Hell.” For example, loot in online multiplayer is shared so anybody in your party can pick it up if they get there first – which I've got nothing against – but the careful etiquette of who gets what isn't reinforced by anything in the rules. I’ve already seen a lot of ninja-looting, and it sucks – and it's exacerbated by controllers, which can ironically loot faster than mouse and keyboard setups.

Having to fight against the basic game mechanics like this isn't fun in 2021, and it'll be worse for new Diablo 2 players who expect this kind of thing to be dealt with by game designers instead of all of us deciding on unenforceable rules of etiquette.

I've got other problems, myself: How can Blizzard justify dropping support for LAN play? Why can't I clone a multiplayer character into single-player? The latter is especially concerning, seeing as the servers have been temperamental at times and I’d rather not have to start from scratch when I want to play but the cloud doesn’t.

But none of those devils in the details has overcome the fact that it's definitely fun. Diablo 2's design has aged remarkably well as an example of a relatively uncomplicated isometric action RPG. Everyone has skills, yes, but they all interact with the same systems: Health, Mana, Stats. There's no unique currency or meter to learn for every class, and combos are things you build rather than things you get from chains of esoteric item abilities and arcane end-game progression mechanics. It's just a skill tree, a billion demons, and an infinite fountain of equipment. It is, as ever, a satisfying game.

Exploring 25 Years of Nintendo 64 History - NVC 580

Welcoooome to Nintendo Voice Chat! The Nintendo 64 (and IGN!) turned 25 years old this week, so we've assembled a panel of N64 superfans to talk about Nintendo's wacky 64-bit machine. Join Casey DeFreitas, Peer Schneider, Seth Macy, and special guest Jared Petty to hear about everything from the unforgettable controller, to the best games on the system. Plus, Hear brief updates on Monster Hunter Rise, what we're playing, and an important announcement!

NVC is available on your preferred platforms!

You can also Download NVC 580 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.

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

It's IGN's 25th Anniversary, And We're Making a Game To Celebrate

IGN turns 25 this year, and what better way to celebrate this momentous occasion than with a video game? We're partnering with the creators of the 2020 Game to make our very own mascot platformer, featuring the best moments in gaming and entertainment history.

Titled IGN 25: The Game, this new 2D platformer will journey through the 25 years since IGN was founded, featuring nods to moments like IGN's first trip to E3 and our first live broadcast from Comic-Con. It will star Iggy, an anthropomorphic version of our familiar d-pad mascot.

In the spirit of the occasion, we made a trailer that would be right at home on a cable station circa 1996, which you can see above.

While games have long since moved on from the heyday of mascot platformers — our user-driven bracket just recently named 2018's God of War the best of all time — it's fun to look back on this very particular moment in gaming history, when Mario, Sonic, Crash Bandicoot, and many other colorful characters were jockeying for space in the hearts of console gamers.

Apart from the new game, we've been celebrating IGN's 25th anniversary in various other ways, from merch to a variety of special features. Just today we released a piece about the marketing of Star Wars: The Phantom Menace — the movie that dominated the discourse in 1999.

IGN 25: The Game will be available to play on browsers via both desktop and mobile. Expect a release date soon.

Kat Bailey is a Senior News Editor at IGN.

Tokyo Game Show 2021: Biggest Announcements So Far

Tokyo Game Show 2021 has arrived and brings with it some big announcements from such companies as Xbox, Square Enix, Ubisoft, Capcom, Konami, miHoYo, Bandai Namco, and much more.

The show has already begun and will continue through Sunday, October 3, and each day is filled with livestreams and presentations for some highly-anticipated games coming later this year and beyond.

We are here to not only help ensure you don't miss any of the best moments with our Tokyo Game Show 2021 How to Watch Guide, but this article will also be constantly be updated with the biggest news, trailers, interviews, and more as they happen each day of the show.

Monster Hunter Rise: Sunbreak Expansion Will Include a New Hub, Monsters, and Locations

Capcom shared a bunch of new details for the "massive" Monster Hunter Rise: Sunbreak expansion that is also set to introduce a new Master Rank level for quests. This new story will take players to a new base of operations, put them face-to-face with the Elder Dragon Malzeno, and even a return of some familiar monsters like the Shogun Ceanataur.

Monster Hunter Rise: Sunbreak is set to be released in Summer 2022.

Monster Hunter Rise Comes to Steam in January 2022

Capcom has revealed that Monster Hunter RIse will be released on PC via Steam on January 12, 2022. This new version will feature 4K resolution support, high-res textures, uncapped framerates, optimised keyboard and mouse controls, voice chat, and ultrawide 21:9 display support.

Monster Hunter Showcase Reveals Sonic and Ghosts n Goblins Collaboration and More

Alongside all the details for Monster Hunter Rise's Sunbreak expansion and PC release, it was also revealed that the game will have a collaboration with not only Ghost n Goblins but also with Sonic in honor of his 30th anniversary. While we don't know much about the Sonic collaboration, the Ghosts n Goblins one will arrive on October 29 and will give hunters a chance to become the legendary Sir Arthur.

Monster Hunter Stories 2 will also be getting new DLC, including new Monsties, quests, co-op challenges, and more.

Phil Spencer Wants Xbox to Increase Its Japanese Game Line-Up

Head of Xbox Phil Spencer said that Xbox is working "every single day to increase our line-up of Japanese games", in order to "help bring Japanese games around the world." "It's an honour to support [TGS] and our Japanese partners," Spencer said in a conversation with Shinji Mikami. "We're working with Japanese publishers every single day to increase our line-up of Japanese games on Xbox. We know it's really important to fans and customers on Xbox."

Tango Gameworks Is Developing a New Game, Evil Within 2 Director Leading

Despite Tango Gameworks working to finish Ghostwire: Tokyo, Shinji Mikami revealed that John Johanas, the director of The Evil Within 2, is "hard at work at a new game."

Scarlet Nexus and More Headed to Xbox Game Pass

Microsoft has revealed that Scarlet Nexus, Ai: The Somnium Files, and Mighty Goose are all playable on Xbox Game Pass as of today.

Redfall, Starfield, and More Will Be Localized for Japan

Microsoft reconfirmed its commitment to Japan by revealing that Arkane Studios' Redall will include a complete Japanese voice cast at launch and that Bethesda's Starfield will include Japanese text and voices. Bethesda's Todd Howard revealed that this will be the team's "largest translation ever" with "over 300 actors and 150,000 lines of dialogue."

King of Fighters 15: SNK Reveals Its First All-New Character

SNK unveiled Isla, the first brand-new character for the upcoming The King of Fighters XV. This fighter is a "rival" to Shun'ei, who was the previous hero of The King of Fighters XIV.

SWERY's The Good Life Gets an Xbox-Exclusive Demo

Deadly Premonition's Hidetaka "SWERY" Suehiro revealed that his upcoming game The Good Life, which is set to be released on October 15, will be getting an Xbox-exclusive demo today, September 30.

Eternal Return Gets a Release Date and Trailer

Alongside a brand-new gameplay trailer, it was revealed that Eternal Return would be released on October 19.

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.

'No Announcements' On Monster Hunter Rise PC Cross-Save, But There's Still Hope

A survey is giving Monster Hunter Rise players hope for eventual cross-play between Nintendo Switch and PC.

Capcom released a new survey as part of TGS 2021 about Monster Hunter Rise and the newly announced expansion, Sunbreak. Part of the survey asks players what features would make the PC version of the game more enticing.

Possible choices on the survey include cross-play between PC and Nintendo Switch versions, and cross-save or cross-progression with the Switch version. This is by no means confirmation that Capcom is working on these features, just that the company is evaluating the possibility. In an official statement, Capcom simply said, "no announcements have been made."

Monster Hunter World, the last major Monster Hunter title before Rise, never received cross-play support, despite releasing on PC, PlayStation 4, and Xbox One.

Monster Hunter Rise fans got plenty of new details at this week's Monster Hunter TGS showcase event, including confirmation of Master Rank in the Sunbreak expansion, a January 12, 2022 release date for Monster Hunter Rise on Steam, and the promise of a 30th anniversary Sonic the Hedgehog collaboration.

In our review for Monster Hunter Rise on Switch, we said, "Monster Hunter Rise mixes classic Monster Hunter ideas with some of World’s best improvements and a whole bunch of clever new mechanics of its own."

For more on Monster Hunter and other upcoming titles, check out IGN's full TGS coverage.

Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.

World of Warcraft: Wrath of the Lich King - A Pandemic System Board Game Review

World of Warcraft’s universe has been steadily expanding since its release nearly 15 years ago, adding plenty of new characters, lands to explore, and enemies to conquer. However, one of its most popular storylines follows the downfall of the hero Arthas and his subsequent rise to become the Lich King. For those looking to return to Northrend and storm Icecrown Citadel once more, this board game will definitely scratch that itch for you.

Based on the expansion of the same name, World of Warcraft: Wrath of the Lich King - A Pandemic System Board Game (wow, that’s a mouthful) is a cooperative tabletop game for up to five players that includes all the trappings of the popular MMO. It has iconic heroes, unique abilities, battles against the Scourge, and questing with your party, and it's all uniquely layered on the foundation of the popular Pandemic series of board games. This isn’t just a simple re-skin, though, as every element of gameplay has been faithfully adapted to feel right at home within Blizzard’s popular universe.

What’s in the Box

From the moment you crack open the box, you can tell this board game was created with attention to detail and plenty of care showcased in every component. The sprawling game board measures roughly 20" x 30" and features dozens of familiar locations from across Azeroth, including Naxxramas, Dalaran, Ulduar, and more.

It also features seven iconic characters from the Warcraft universe: Thrall, Jaina Proudmoore, Sylvanas Windrunner, Varian Wrynn, Tirion Fordring, Muradin Bronzebeard, and Lady Liadrin. Each playable character comes with a detailed mini figurine to represent them during gameplay. Of course, there’s also an incredibly detailed figurine of the Lich King himself, as well as his horde of undead cronies that include three abominations and dozens of small ghouls. One thing to note is that there are many incredibly sharp points on some of these figurines, and after poking myself one too many times I had to be more cautious when grabbing them.

Each playable character also comes with a Hero Sheet, complete with unique abilities, a health bar, and some lore on the back. As with everything in this game, the Hero Sheets are adorned with gorgeous original art from the folks at Blizzard. There’s also a deck of 63 Hero Cards used throughout the course of the game that all feature detailed artwork as well. I was surprised that hardly any of the artwork was reused from Hearthstone -- Blizzard’s popular deck-building game based on the World of Warcraft universe -- making this feel like a wholly new adventure and not simply a repackaged cash-in.

This isn’t just a simple re-skin. Every gameplay element has been faithfully adapted to feel at home within the WoW universe.

Additionally, you’ll find 10 Quest Sheets, 30 Scourge Cards, Reference Cards to assist players during gameplay, various markers, and a punchboard containing high-quality cardboard cutouts to assemble Strongholds and a large replica of Icecrown Citadel. Press-seal bags are included to store everything between play sessions, and as with many of the other Pandemic series games, I’m surprised at just how little space is wasted in the game box.

Rules and How to Play

The goal in the World of Warcraft: Wrath of the Lich King board game is simple: complete three quests to obtain unique rewards before storming Icecrown Citadel and putting an end to the Lich King once and for all. However, the Lich King’s Scourge steadily spreads across Northrend, and you must complete your task before it consumes you and your party.

Each player begins by selecting one of seven heroes to play as, all with unique abilities that can contribute to the team’s overall success in some way. Every Hero Sheet has a set of numbers across the bottom that represents that character’s health, which players must manage carefully as they explore and fight across the map.

Turns play out similarly to the original Pandemic board game, with each player taking four total actions that include moving across the game board, fighting enemies, questing, or healing up. Instead of simply curing diseases, though, players are much more engaged in the moment-to-moment gameplay. Players will also accumulate a hand of cards such as attack and defense to aid in battle, healing cards to replenish health, or travel cards to quickly move around the board. There are also a limited number of Stronghold cards that can be added to the deck that allow you to place Strongholds around the map to act as a sort of “fast-travel” location for you and your team.

As the Lich King’s undead army expands across the map, players can choose to fight the Scourge as one of their turn actions. By rolling two dice, players can deal damage or block incoming attacks, as well as play cards from their hands to aid in battle. Characters on the same space can even team up in battle, making it truly feel like you’re in a party together mowing down waves of enemies.

In addition to fighting, players can also choose to partake in a Quest as one of their turn actions. Since completing Quests are a key component of the team’s win condition, it’s important to always keep an eye on the party’s Quest progress. The game board is divided into three regions, indicated by the color of the spaces within. Each region contains one of three Quest Sheets (with a total of nine available) that the team must work together to complete during the course of the game. Quests will take multiple player turns to complete using a combination of dice rolls, cards from their hands, and help from teammates, and require plenty of coordination.

Every Quest Sheet has a unique boss enemy featured on it that deals damage to the questing player, as well as some sort of mechanic that players will need to strategize around, such as reducing the number of dice that can be rolled, prevent healing, and more. Once players reach the end of the Quest, a unique reward is revealed that provides a powerful single-use card that the team can use to help turn the tide in their favor.

While the Quest system definitely works fine, I would have liked to see it fleshed out a bit more. It essentially boils down to moving a marker along a linear path and doesn’t feel as active or engaging as the battles. It feels like a missed opportunity having all these iconic raid bosses featured on the Quest Sheets and never actually getting to interact with them in any meaningful way. That goes for the final Lich King encounter, as well, which is effectively a longer “Quest” that doesn’t raise the stakes all that much.

That being said, the moment-to-moment gameplay of strategizing with your teammates as you push back the encroaching Scourge on the board while trying to complete the Quests perfectly encapsulates that signature stress felt while playing other Pandemic board games. Every action taken must be carefully thought out as things can get out of hand very quickly and one wrong move could lead to your inevitable defeat.

I found the Wrath of the Lich King board game to be slightly more difficult - even on the easiest difficulty - than the traditional Pandemic board game... and that was with a full group of five players. Turns are a bit more complicated as you’re not only managing the game board, but also your own hero’s health. As with most games, I imagine as your group becomes more experienced you’ll be able to anticipate setbacks and plan ahead accordingly. And, for those ready to take on more of a challenge, there are three increasing difficulties that make the Scourge more potent and reduce the number of Strongholds available. There’s even a solo play mode, which I still found to be an engaging experience. However, the fun in this game truly lies with team-based decision-making.

There’s even a solo play mode, which I still found to be an engaging experience.

With seven unique heroes and nine quests in total, there’s plenty of replayability here that will provide fun for dozens of game sessions. The cooperative nature of the game coupled with dice-based battles and quests makes the Wrath of the Lich King board game feel like a very lite version of D&D that can be completed in about an hour.

Where to Buy

The World of Warcraft: Wrath of the Lich King board game has an MSRP of $59.99 and is available at the following retailers:

Konami's eFootball Is Having a Very Bad Launch

eFootball 2022, Konami's free-to-play replacement for its famed Pro Evolution Soccer series is currently having a pretty dreadful launch. Fans across social media are highlighting a number of issues that they have with the game, from glitches to poor characters models.Searching through the eFootball community Reddit page, it doesn't take long to find posts detailing fans' concerns. From seemingly questionable refereeing decisions, to clips of goalkeepers performing greater blunders than Loris Karius in a Champion's League final, issues concerning the game's AI are brought up a number of times by those who've played the game.While these are issues that could likely be addressed in a patch at a later date, they aren't the only reasons that people feel let down by eFootball's release. A number of posts across Twitter have criticized the game's character models, with fans comparing its animated crowds to zombies and eerie models of on-the-pitch players to those who catfish on dating sites. Despite the fact that some members of the eFootball community might be hoping that unnerving images of the game's character models disappear, others have been experiencing the issue of invisibility first-hand during matches. In addition to visual bugs that look to show footballers' arms bending in extraordinary ways, some fans appear to have encountered players quite literally disappearing from the pitch mid-gameplay as well as during corner kicks.

All-in-all it's safe to say that large portions of the eFootball community haven't been too pleased with what they've seen from the game so far. According to Steam 250, a website that ranks and assigns games by score based upon a combination of its Steam reviews and how many players have reviewed it, eFootball currently holds the top spot for the worst-rated game in the history of Steam, taking the mantle away from 2011's Flatout 3.

In a video released on Twitter, content creator @TheVerminator summed up some of the thoughts shared by those feeling let down by eFootball's release. "We all want to love this game," the streamer says. "We're not here because we hate the game. We're here because we love the game and this isn't the game that we love. This isn't the game that we grew up playing — it's just not the game anymore. It's gone. PES is dead. eFootball is dead. Konami has killed it."

Prior to release, Konami had said that the game would essentially launch as a demo at this point, with a number of additional mechanics, game modes and player types to be added in during a future update. While it seems like it would take a lot to win back some members of its community at this point, the studio will be hoping to do so with the release of additional content over the coming months.

Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

Ex-Tango Gameworks Developer Ikumi Nakamura is Working on Gungrave Sequel

During Tokyo Game Show 2021, Gungrave G.O.R.E publisher Koch Media showcased a new gameplay video, and announced that Ikumi Nakamura is involved in the game’s development.

While the first half of the trailer is dedicated to cinematic scenes from the Gungrave sequel, the second half shows the game in action, including scenes showing combat with guns and swordplay.

Gungrave G.O.R.E is the latest title in the “Grave” series of 3D action games. The title centers around Grave, a former mafia member who died once and has returned after being resurrected through a surgical procedure. He acquired a stronger body in exchange for losing his memories and as a result can perform superhuman feats.

In the trailer, Grave was seen unleashing stylish attacks against large numbers of enemies. According to the trailer, Grave can attack using a combination of guns and swords, and by kicking enemies.

Publisher Koch Media announced that Ikumi Nakamura, who previously worked on The Evil Within and Ghostwire: Tokyo at Tango Gameworks, is involved in the development. Nakamura’s role on Gungrave G.O.R.E was not specified, but it sounds like more information will follow.

“This Gungrave G.O.R.E collaboration has been a valuable experience for me,” Nakamura said. “I played the original Gungrave, so this has brought back lots of precious memories. You can expect more updates and other news from now on!”

Gungrave G.O.R.E is being developed by Iggymob for PS4, PS5, Xbox One, Xbox Series X/S and PC.

Jason Coskrey is a writer based in Tokyo. Find him on Twitter at @JCoskrey

Bluepoint's Demon's Souls Remake Has Sold More Than 1 Million Copies

In the wake of Sony Interactive Entertainment's purchase of Bluepoint Games — the studio behind highly-regarded remakes such as Shadow of the Colossus — the console holder has confirmed that Demon's Souls has sold more than one million copies since its 2020 debut on PlayStation 5.

The news was buried in the official press release confirming the acquisition, sandwiched between praise for Bluepoint's "console-defining visuals and gameplay" and the list of games in its portfolio. PlayStation confirmed that Demon's Souls has sold 1.4 million copies as of September 19.

These numbers make it a comparatively modest success next to Spider-Man: Miles Morales, which has sold some 6.5 million copies. Ratchet & Clank: Rift Apart likewise topped a million sales in relatively short order.

Bluepoint's Demon's Souls remake released alongside the PlayStation 5, where it was hailed as one of the handful of truly "next-gen" releases available that fall. Our review called it "breathtakingly gorgeous," noting that it plays "significantly better" than it did on PS3.

It was a remake of the original 2009 release, which found surprising success thanks to word-of-mouth among fans. While not technically part of the Dark Souls universe, it has its share of passionate boosters within the Soulsborne community.

Bluepoint Games, meanwhile, will be the 16th studio to join the PlayStation, with other recent acquisitions including Insomniac and Housemarque. Bluepoint has not yet announced its next project.

PlayStation Officially Acquires Bluepoint Games, Next Game Planned to Be an Original, Not a Remake

Sony Interactive Entertainment has announced yet another studio acquisition - Bluepoint Games, the developers of the Shadow of the Colossus remake on PS4, and, most recently, the PS5 remake of Demon's Souls.

Bluepoint and PlayStation have worked closely together for years, but the news comes after the studio's latest successful release, as Sony confirmed Demon's Souls has sold more than 1.4 million copies since release. IGN spoke with PlayStation Studios Head Hermen Hulst and Bluepoint President Marco Thrush to learn more about the acquisition, PlayStation's overall studio strategy, and about how, thoughBluepoint is steeped in PlayStation remaster and remake expertise, it wants to explore original ideas.

Bluepoint Wants to Make Original Games

Demon's Souls only released last November, and while Bluepoint isn't officially announcing its next game, Thrush explained that the studio is aiming to work on original content going forward.

"Our next project, we're working on original content right now. We can't talk about what that is, but that's the next step in the evolution for us," Thrush said, noting that, even with remakes like Shadow and Souls, the studio was already partially creating original content. He explained how, really, the growth of the studio, both in the literal number of employees as well as types of projects, naturally leads to this next step, especially given the team's pedigree.

"The transition from remasters to remakes was to test ourselves and push ourselves harder for the next step," Thrush said, noting the team was at about 15 people during the production of the original God of War collection, right now is at about 70 employees, and grew to 95 people at its peak during Demon's Souls (with outsourcing work, too).

"Our team is a very highly experienced team, the average experience among most people is about 15 years, and all of them come from original development. It's not like we're a bunch of developers that got trained up on making remasters and remakes. We have that original game development mindset in our hearts, and that's what we're now ready, finally ready with the support of Sony to push forward and show what we can do, and show what PlayStation can do," he said.

And though the potential is exciting for Bluepoint to be tackling its own game, don't expect to see it too quickly. The studio has had a surprisingly quick turnaround on its games, having worked on five PlayStation remasters or remaster collections and several ports over the last decade, while moving from remasters in 2015 to Shadow in 2018, and then Demon's Souls in 2020.

"When we're working on a remaster, on a remake, we're very, very fortunate and that we basically, the original team finishes the game, we get handed that game, and then we got to polish it for a few years," Thrush said, noting that that "polish" is, of course, a lot of work and original art and design in its own right.

"You're starting out with the blueprint, right? True original development, there's a blueprint, you execute on it, and then it's not fun and you throw it away and you start over. So yes, by definition, my default answer is going to be original development, of course, takes longer. It has to, otherwise, you wouldn't make a good game."

And given PlayStation's recent commitments to being willing to delay games to let teams achieve their vision on a reasonable schedule, Hulst says that will be true for whatever Bluepoint and Sony's various other studios make.

"It's always about making quality games in a way that's sustainable for the teams, for the individuals on the teams. Because obviously when we acquired team like Bluepoint, this is a long-term play for us, right? We're not in it to get some quick results," Hulst said, explaining that, in short, recent delays of games like Horizon Forbidden West and God of War Ragnarok

aren't cause for concern.

"We're very happy actually with development progress that I feel good about the decision that we made there [with Horizon and God of War]. And it's very much the mindset that it's people first. We are a people business. Everything we do is about the developers, their health, their creativity, their wellbeing."

Why PlayStation Acquired Bluepoint, and Why Bluepoint Wanted to Be Acquired

Though PlayStation and Bluepoint have been working together for years, Bluepoint has remained independent all that time. That has now changed, of course, and Hulst and Thrush explained why the two decided to make the merger official and bring Bluepoint under the PlayStation Studios banner. And it largely came down to wanting to make that working relationship as beneficial to both sides as possible to let the studio produce its best work.

"Bluepoint is now in a place where there's hardly an entity imaginable that knows PlayStation better than they do, because they've worked with so many different teams on their respective, iconic franchises that they've had a developer insight in a wonderful way," Hulst said, explaining that he let the team finish up Demon's Souls before discussions really began about the acquisition.

"We've expressed that probably better together, making sure that Bluepoint can focus on their games, can focus on what they do best, making amazing worlds, wonderful character development, and make use of all the resources that we have got to offer," Hulst said.

And from Thrush's perspective, the two sides have worked so well together, making the acquisition happen really just allows them to continue doing so without any red tape getting in the way.

"We've loved working with PlayStation all these years. There's really nobody else we want to rather work with, so we started talking to these guys and it just happened to work out," Thrush explained. "And now our future is extremely bright. As Hermen was saying, we have all these opportunities ahead of us. We have all the Sony support. We don't have to grow to become a gigantic studio. We have lots of helping hands on the Sony side now that can fill in for any gaps and maintain our studio culture."

To get more to the point, it allows Bluepoint, and Thrush as the studio's president, to focus more on creating the experiences they want to and not have to worry as much about the security of the team as a whole.

"I've also in my past run an independent studio, and I realized that the amount of work you need to do, even when you have close partnerships, on business acquisition and making sure you hedge your bets, there's a lot of energy that goes into that," Hulst elaborated. "I know that if we take that off of Marco's plate and let him focus on what he wants to focus on with his team... then I think that's good for both parties. It's good for them because they get to do what they love most, and it's great for us because there's even more focus by Bluepoint on what we want. And that is amazing content, amazing games to come out of Blueprint."

Thrush echoed this sentiment, noting the opportunities the studio has had for past games, like the ability to hire the London Symphony to score Demon's Souls, or being able to rely on other PlayStation assets, such as already established motion capture studios and more.

And though PlayStation has been on a bit of an acquisitions spree lately - Firesprite, Nixxes, and Housemarque have all also been acquired as first-party studios this year - Hulst explained Sony's recent approach is born from a desire to let these teams do their best work with the resources of PlayStation at their disposal.

"The way we look at our group of studios, and we now have 16 internal teams as part of PlayStation Studios, is very much the way we look at our games. It needs to be right, it needs to fit what we're about in qualitative terms, it's got to be the right games. Same with the teams. The teams stay have to have a very collaborative mindset," Hulst said. "They need to be quality-oriented. We're not buying teams to just be bigger. We're only buying teams because we feel that together, we're going to make something that is going to be even better than if we did it separate from one another."

PlayStation isn't necessarily going to stop looking at potential acquisitions, Hulst explained, but they need to be studios that both share the same values, and can expand what's offered to PlayStation players.

"We are open always to building new relationships or bringing people in-house, but only if we adhere to the quality-first mentality and the right kind of innovative content, new experiences, diverse experiences. Because all of these teams, they share a lot, but they're also very different from one another, and that's what I really like," Hulst said. And I think that's what the PlayStation audience, the PlayStation fans, deserve, it's that diverse slate of games coming out of PlayStation Studios."

Jonathon Dornbush is IGN's Senior Features Editor, PlayStation Lead, and host of Podcast Beyond! He's the proud dog father of a BOY named Loki. Talk to him on Twitter @jmdornbush.

Capcom's Monster Hunter Showcase: Everything Announced - Tokyo Game Show 2021

Capcom knows you love to hunt monsters so the company brought almost nothing but Monster Hunter news to Tokyo Game Show 2021. In a video presentation, series producer Ryozo Tsujimoto and Monster Hunter Rise director Yasunori Ichinose outlined a few upcoming additions coming to the game, and then offered a glimpse behind the scenes of the four-year development process.

Here's everything the show covered in one place:

Sunbreak's "Massive Expansion" Gets New Details

Sunbreak expansion director Yoshitake Suzuki joined the video to talk about what he's been working on. Scheduled to arrive next summer, Tsujimoto said Sunbreak is a "massive expansion" of the base game which includes "new locales, monsters, gameplay, and a new quest rank: Master Rank." Suzuki explained that Sunbreak will take place in a new base of operations far from Kamura Village, and the "flagship monster" of this game is the elder dragon Malzeno. He also added that Shogun Ceanataur from Monster Hunter 2, a crab-like beast with a hard shell and pincers, would be returning in Sunbreak.

Monster Hunter Rise Comes to Steam in January

Via a new trailer, Capcom revealed that the Steam version of Monster Hunter Rise will launch on January 12, 2022, and that a demo will go live on October 13. This new version of the game will include all free DLC from the Nintendo Switch version through the end of November. No technical specs were revealed, but the trailer did mention 4k resolution, higher-resolution textures, uncapped frame rates, and an ultrawide display. An official website, along with pre-orders, should be live by the time this story is up.

30th Anniversary Sonic the Hedgehog Collaboration Announced

Very little about this Monster Hunter Rise collaboration was revealed, other than the fact that it's coming in November. Ichinose mentioned that Monster Hunter 4 Ultimate had a Sonic collaboration and stressed that this one would be different.

More Free DLC Coming to Monster Hunter Stories 2

The RPG spin-off will be adding new Monsties, quests, co-op challenges and more – a trailer (above) outlined a full schedule of upcoming free updates to the RPG, and a trial version is now available which allows players to carry over save data to the full game. Also, by linking save data from Monster Hunter: Rise, players can receive "Kamura Garb" layered armor in Wings of Ruin.

Ghosts n Goblins Collaboration Coming to Monster Hunter Rise in October

After a series of Monster Hunter Rise crossovers with other Capcom titles, the fifth internal collaboration will be with Ghosts 'n Goblins Resurrection. On October 29, players can earn materials as an event quest reward that will transform their hunter into the legendary Sir Arthur, the hero of the Ghosts n Goblins series. Equipping this layered armor will turn players' throwing knives into Arthur's signature lances, as well as unlock music from the recent revival of the spooky series.

Monster Hunter Rise's Japanese Themes Explained

Tsujimoto and Ichinose spent a few minutes delivering a "behind the scenes chat" outlining what went into making Monster Hunter Rise, in particular the Japanese themes that inspired many of its monsters. Many of the giant beasts players hunt were based on yokai, mythological creatures from Japanese folklore. Ichinose cited many specific examples: Aknosom resembles the umbrella-like Karakasa-obake, Tetranadon looks like a Kappa, and Teostra draws on the story of Yama, lord of the underworld who judges souls after they die (you might remember a giant, red version of that figure in Dragonball).

Ichinose said that they took so many ideas from yokai that they eventually ran out of fantastic beasts to draw upon, such that Valstrax ended up borrowing a bit of mythos from Halley's Comet. We also saw a series of performances of music from the game, showing off the traditional Japanese instrumentation used.

Capcom Expands Street Fighter V Tournament to 8 teams

WIth no more Monster Hunter news, Capcom's show closed with a "news corner" dedicated to eSports. There will be a Street Fighter League tournament on October 5 (with an English language broadcast) where the number of teams has been expanded from six to eight, meaning the total number of matches increases to 56.

Diamond Feit is a writer/podcaster in Osaka, Japan who uses Twitter and Twitch as feitclub.

Grand Theft Auto: The Trilogy - The Definitive Edition Rated by South Korean Games Rating Board

Grand Theft Auto: The Trilogy - The Definitive Edition - which one could assume would contain remastered versions of Grand Theft Auto III, Vice City, and San Andreas - has been rated by Korea's Game Rating and Administration Committee.

This rating was spotted by those like @Nibellion on Twitter, and it appears to confirm Kotaku's report from August 2021 that said these remasters - all of which would be remastered in Unreal Engine - are on their way to PS5, PS4, Xbox Series X/S, Xbox One, PC, Stadia, mobile devices, and even the Nintendo Switch.

Kotaku noted that these games were in their "final stages of development" and would use a mix of "new and old graphics." It was also said that the COVID-19 pandemic had shifted Rockstar's plans to release this collection, and that it originally planned on releasing them as a "thank you gift" for those who purchased the next-gen ports of Grand Theft Auto V and Grand Theft Auto Online.

Now, with the PS5 and Xbox Series X/S version of GTA V and GTA Online delayed to March 2022, Rockstar may be getting ready to release them a bit sooner. It's important to note that things could change and this doesn't mean this collection's release is imminent, but it should give some hope to those who would love to play these classic GTA games with some modern upgrades.

That being said, Kotaku's report did say that the trilogy would be released "around late October or early November," so it also could be just around the corner.

For more on Grand Theft Auto, check out the story about how a reverse-engineered GTA 3 and Vice City fan project was taken down and that a new GTA is development alongside Rockstar making changes to fix its crunch culture.

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.

Tango Gameworks Is Already Developing Its Next Game After Ghostwire: Tokyo

As fans continue to wait for the release of Ghostwire: Tokyo from Tango Gameworks, studio founder Shinji Mikami has revealed another new title is already in the works, and it's being led by Evil Within 2's director.

Mikami appeared in a video with Xbox head Phil Spencer as part of Microsoft's livestream event during the first day of Tokyo Game Show and hinted at a new title, saying that John Johanas, the director of The Evil Within 2, is working on it.

Mikami mentioned Johanas when prodded by Spencer to talk about the Tango Gameworks’ philosophy of fostering young new talent: "Right now John is in the middle of working energetically on a new game," Mikami told Spencer.

Mikami did not drop any further hints on what type of game Johanas may be working on. Due to Microsoft's purchase of Bethesda Softworks' parent company, ZeniMax Media, and its studios last year, it's likely whatever title Johanas is hard at work on is being developed with Xbox platforms in mind.

Johanas has been with Tango Gameworks since August 2010 and was the visual effects designer for the 2014 survival horror title The Evil Within. Johanas served as director for the game's two DLC offerings.

He then took the torch from Mikami and directed The Evil Within 2. Shouldering both the pressure of building upon the franchise and taking the reins from a survival horror legend in Mikami, Johanas helped deliver an experience that garnered mostly positive responses from critics and players when it was released in 2017.

Mikami has mentioned in past interviews that part of the reason he tapped Johanas to helm The Evil Within 2 was because the veteran game designer views Tango Gameworks as a place to nurture talent and give young creatives a chance to spread their wings and succeed.

Mikami has had a long career in the business and has been paying it forward by providing opportunities to young talents like Johanas and giving them the space and freedom to create and come up with new ideas.

Spencer alluded to that as well during their TGS chat: “One of the things you and I have talked about is the importance of young people in our industry, bringing new voices onto our creative teams, and hearing from a new generation of creators,” said Spencer.

Rather than having young creatives wait for their turn, Mikami gives some of them a chance and the space to create by providing opportunities sooner rather than later. He mentioned that philosophy again during his talk with Spencer during the TGS presentation: "As a studio that tries to give young people big opportunities, we're always taking on the challenge of creating new games."

Spencer asked Mikami about the young talent within his studio and in addition to singling out Johanas, Mikami also mentioned Kenji Kimura, the director for the upcoming GhostWire: Tokyo. "He is a young creator who is working hard and doing his best as a director," Mikami said. "He really has a lot of ability."

Ikumi Nakamura is another example. Nakamura joined Mikami at Tango Gameworks in 2010 and worked on both The Evil Within and its sequel. Her energetic presentation at E3 2019 as part of the Ghostwire: Tokyo team went viral on social media. Nakamura has since left the company and heads her own independent studio.

While Johanas' project will likely remain under wraps for a while, Ghostwire: Tokyo, which Kimura is at the helm of, experienced a delay and is scheduled to be released for the PlayStation 5, where it will be a limited console exclusive, and PC in 2022.

Jason Coskrey is a writer based in Tokyo. Find him on Twitter at @JCoskrey.

Monster Hunter Rise: Sunbreak Expansion Will Include a New Hub, Monsters, and Locations - Tokyo Game Show 2021

Capcom has revealed a number of new details about its "massive expansion" to Monster Hunter Rise, Sunbreak.

Announced during a Capcom showcase at Tokyo Game Show 2021, we saw a little more from the game's cutscenes and learned new details about the monsters and locations we'll be visiting. It's very much an expansion for seasoned Rise players, only allowing access after finishing the 7-star quest Serpent Goddess of Thunder.

After finishing that quest, you'll be able to take your hunter on a journey, leaving behind the core game's hub, Kamura Village, and taking you to a brand new base of operations (which hasn't yet been revealed). The eerie location we saw in the game's introductory trailer was confirmed to be a new hunting locale, complete with castle ruins to scale using your wirebugs.

We also learned more about some of the monsters involved. The Elder Dragon seen in the first trailer is called Malzeno, but other details remains scarce. We'll also see a number of returning monsters from older games, including Shogun Ceanataur, which got a trailer introduction of its own.

Capcom also announced that the PC version of Monster Hunter Rise will be released in January 2022. Given that Sunbreak doesn't arrive until summer 2022, it will be released for PC at the same time.

It's sounding like a very similar approach to expansion as Monster Hunter World's Iceborne DLC. In our 9/10 review, we called it "a true beast of an expansion", and that it was almost big enoughn to be a sequel on its own, adding many new monsters and locations, as well as quality of life improvements. Here's hoping Sunbreak follows suit.

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.

Monster Hunter Rise Comes to Steam in January - Tokyo Game Show 2021

Capcom has announced that Monster Hunter Rise for PC (via Steam) will be released on January 12, 2022.

Announced during Tokyo Game Show 2021, the Steam version of the game boasts a number of updates to the original Switch version: 4K resolution support, high-res textures, uncapped framerates, optimised keyboard and mouse controls, voice chat, and ultrawide 21:9 display support.

A demo for the PC version of the game will arrive on October 13, giving you a look at what's to come. The demo will include online multiplayer and offline solo play, allow use of all 14 weapon types, and include two tutorials. After the tutorials, three quests are available, against Great Izuchi, Mizutsune and Magnamalo.

Released as a Switch exclusive in March, we awarded Monster Hunter Rise an 8/10 review, saying that it "mixes classic Monster Hunter ideas with some of World’s best improvements and a whole bunch of clever new mechanics of its own."

After leaks suggested the game would eventually get an improved PC release, Capcom confirmed that the game would get a PC release. "“We received a lot of requests for a PC version of Monster Hunter Rise, particularly from overseas players, and so we have decided to develop a version for PC," said producer Ryozo Tsujimoto at the time.

Rise will receive a "massive expansion", Sunbreak in the summer of 2022 – the PC edition will receive it at the same time.

This article was updated after publish with new details provided by Capcom.

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.

Forza Horizon 5's PC Specs Have Been Released

Playground Games has announced a range of details surrounding the PC version of Forza Horizon 5, including its recommended system requirements for AMD and Nvidia setups.

In a post released on the Forza website, the developer says that it has worked diligently to ensure that everyone experiences the best version of Forza Horizon 5 as players look to set out across the game's stunning Mexican landscapes.

In order to deliver that experience, Playground Games says that it has updated its minimum specifications "from the previous estimate given on the Microsoft Store and Steam." At the low end, Forza Horizon 5's minimum specs are relatively modest. Player's harnessing older graphics cards such as a Radeon RTX 470 or Nvidia GTX 970 should theoretically be able to run the game - although Playground does recommend that fans come equipped with at least an RX 470 or GTX 970 for a better experience.

As part of the update, the developer has said that "Forza Horizon 5 is built from the ground up on PC to deliver the open road in extraordinary detail at limitless speeds." In game, this means that players will have access to a wealth of graphics settings when Horizon 5 releases - spanning from the inclusion of HDR for more luminous lighting to 4K graphics options and the ability to unlock the game's framerate.

In addition, the PC version of Forza Horizon 5 will feature built-in support for 21:9 ultrawide displays and is confirmed to work in line with a range of popular Logitech, Thrustmaster, and Fanatec steering wheels. For players not quite up to date on their latest driving peripherals, haptic feedback on the Xbox Wireless Controller will be supported by all versions of Forza Horizon 5, including the Steam edition for the very first time.

Playground notes that powerful graphical features in Forza Horizon 5 have allowed the team to develop a world with stunning realism. The developer says that players embarking on their adventures through the world's environments will experience "extreme draw distances and robust levels of detail" down to the "tiniest features like the light that glows through each needle on a cholla cactus."

Forza Horizon 5 is set to be released on November 11 for PC and Xbox consoles. In the meantime, make sure to check out this article detailing hundreds of cars set to appear in the game. Alternatively, you can check out some of the latest gameplay footage to be released for Playground's latest driving installment below:

Jared Moore is a freelance writer for IGN. You can follow him on Twitter.

Xbox Showcase at Tokyo Game Show 2021: The Biggest Announcements and Reveals

Xbox held its digital showcase at Tokyo Game Show 2021 today, announcing Cloud Gaming for multiple countries, as well as introducing new Game Pass games and seeing Phil Spencer announce his intention to add more Japanese games to the Xbox line-up.

To ensure sure you don't miss anything, we've included all the big news from the showcase (which you can watch below):

Cloud Game Streaming Coming to Australia, Japan, Mexico and Brazil Tomorrow

In a video presentation at Tokyo Game Show 2021 Online, Microsoft's Phil Spencer and an assortment of guests revealed that Xbox Cloud Gaming will be available in Japan, Mexico, Australia, and Brazil starting Friday, October 1. Spencer expressed his gratitude to Japanese Xbox fans, stating that the Japanese market "is the fastest-growing market for Xbox anywhere in the world."

Phil Spencer Wants Xbox to Increase Its Japanese Game Line-Up

Phil Spencer said that Xbox is working "every single day to increase our line-up of Japanese games", in order to "help bring Japanese games around the world."

"It's an honour to support [TGS] and our Japanese partners," Spencer said in converation with Shinji Mikami. "We're working with Japanese publishers every single day to increase our line-up of Japanese games on Xbox. We know it's really important to fans and customers on Xbox."

Earlier in the show, Spencer had reiterated that Japan is the fastest-growing market for Xbox anywhere in the world, and it's clear that the company wants to make the best of that burgeoning interest. Spencer points out that there have been over 100 Japanese titles on Xbox Game Pass, 200 Japanese indie games in the ID@Xbox program, and that the company is actively working on console supply issues.

Tango Gameworks Is Developing a New Game, Evil Within 2 Director Leading

In a long-distance conversation with Phil Spencer, Tango Gameworks' Shinji Mikami expressed his hope for the future of Japanese games, stating that his studio actively sought to give young talent a chance to create new concepts. When asked to highlight a specific name, he mentioned two: Kenji Kimura, director of the upcoming Ghostwire: Tokyo, and John Johanas, director of The Evil Within 2. He added that Johanas is "hard at work at a new game" but did not elaborate.

Scarlet Nexus and More Head to Game Pass

Following her introduction, a series of trailers highlighted new games available on Xbox Game Pass effective immediately. The biggest title was Scarlet Nexus, but Ai: The Somnium Files, and Mighty Goose are also playable as of today. Upcoming Game Pass titles playable upon release will include Back 4 Blood, Forza Horizon 5, and Halo Infinite.

Redfall, Starfield and More Will Be Localized for Japan

Various developers joined the presentation to promote the fact that their upcoming games would be fully localized into Japanese at launch. Harvey Smith of Arkane Studios said Redfall will include a complete Japanese voice cast when that game debuts in the summer of 2022. Todd Howard of Bethesda likewise said that Starfield will include Japanese text and voices, adding that this is "our largest translation ever" with "over 300 actors and 150,000 lines of dialogue."

SWERY's The Good Life Gets an Xbox-Exclusive Demo

A showcase of upcoming Asian indie games included a few tidbits regarding upcoming releases. Swery's The Good Life has an exclusive Xbox demo available today; the full game launches on multiple platforms on October 15.

Eternal Return Gets a Release Date and Trailer

A new trailer for Eternal Return preceded the news that the game is coming to the Microsoft Store on October 19.

Overall the presentation was light on breaking news but instead served as a reminder to Japanese game players that Microsoft isn't going anywhere and that buying a console isn't the only way to enjoy Xbox games.

Diamond Feit is a writer/podcaster in Osaka, Japan who uses Twitter and Twitch as feitclub.

SWERY's The Good Life Coming to Xbox Game Pass on Launch Day

White Owls Inc. and Playism have announced that The Good Life, the next game from Deadly Premonition creator SWERY, will be available on Xbox Game Pass from launch.

The Good Life, which will release on October 15, is a "debt-repayment RPG" that lets you experience a slice of life in the small British town of Rainy Woods. It will launch on Xbox, Nintendo Switch, and Steam, as well as on the Game Pass subscription service.

If you're curious as to what weird and wonderful things Hidetaka “SWERY” Suehiro and his team has dreamed up for The Good Life, a demo is available right now on Xbox One. PC players will be able to play this demo when it arrives on Steam as part of the Steam Next Festival, which begins October 1.

That demo will give you a first taste of a game in which you play Naomi, a photographer from New York who's arrived in Rainy Woods to discover the truth behind the "happiest town in the world". Unravelling that mystery requires cooking, eating, sleeping, shopping, farming, taking photos, and other "unconventional quests". You can also play as a human, cat, or dog, which is not what you'd usually expect of a mystery game.

The Good Life was announced back in 2017 and was crowd funded, albeit suffering initial setbacks after the first round of funding failed. Back in 2018 The Good Life was listed as coming to Xbox Game Pass in that November, but the release never happened. Finally, though, it looks like The Good Life is about to make it's debut on October 15.

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

Phil Spencer Says Xbox Is Working 'Every Single Day' to Add More Japanese Games to Its Line-Up - Tokyo Game Show 2021

Phil Spencer has said that Xbox is working "every single day to increase our line-up of Japanese games", in order to "help bring Japanese games around the world."

Speaking during the Xbox Showcase at Tokyo Game Show 2021, the Head of Xbox was asked about the company's commitment to Japan by Tango Gameworks founder Shinji Mikami. "It's an honour to support [TGS] and our Japanese partners," Spencer replied. "We're working with Japanese publishers every single day to increase our line-up of Japanese games on Xbox. We know it's really important to fans and customers on Xbox."

Earlier in the show, Spencer had reiterated that Japan is the fastest-growing market for Xbox anywhere in the world, and it's clear that the company wants to make the best of that burgeoning interest. Spencer points out that there have been over 100 Japanese titles on Xbox Game Pass, 200 Japanese indie games in the ID@Xbox program, and that the company is actively working on console supply issues. He also announced that Cloud Game Streaming is launching in Japan on Tuesday.

However, Spencer made clear that the company's interest isn't just in increasing the number of Japanese Xbox fans, but to actively become part of bringing more Japanese-made games to other areas: "We're excited by the growth of the Japanese gaming market, and we want not only to participate, but to help bring Japanese games around the world."

Xbox has had a famously difficult history in Japan, something it's actively been looking to improve on with the Series X and Series S consoles – and early signs are seemingly looking good. While Spencer has previously played down rumours that Xbox was looking to acquire Japanese developers, it did get one, Tango Gameworks, when the company bought Bethesda this year.

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.

King of Fighters 15: SNK Reveals Its First All-New Character - Tokyo Game Show 2021

SNK has unveiled the first brand-new character for the upcoming The King of Fighters XV. This new fighter, a young woman named Isla, is a "rival" to Shun'ei, who was the hero of The King of Fighters XIV.

Revealed during a special video program amid the first day of Tokyo Game Show 2021, Isla's most striking feature is a pair of "phantom hands" which hover beside her at all times. This makes sense for a rival to Shun'ei, who is famed for his own oversized phantom hands – although his ones only deploy during certain moves. Isla's "hands" are closer to human-sized and are always visible. Most of her attacks make use of them, giving her an array of long-range moves. In that sense, Isla more closely resembles Verse, the monstrous final boss of KOF XIV, who also had glowing ghostly gauntlets floating next to him.

Is Verse coming back to KOF XV? SNK isn't saying, but Isla is the first wholly original character in the game to receive a full introduction, and she was prominently featured in a trailer introducing various characters hanging out in Tokyo. "The story revolves around Isla and Shun'ei, so they both play a large part," said KOF XV creative director Eisuke Ogura.

As far as the rest of the lineup goes, SNK has promised that KOF XV will feature 39 characters split into 13 teams, of whom 30 have been officially revealed so far (31 if you count Heidern appearing on posters). However, during today's video the team did mention that a KOF XV "Deluxe Edition" will include two teams of DLC characters (six fighters total) and early access to the game as a preorder bonus. Early purchases also include a free DLC costume for Terry Bogard based on his look in Garou: Mark of the Wolves, while those who purchase digitally will get a free costume for Leona based on her classic outfit in the ’90s KOF games.

SNK had already announced that The King of Fighters XV will feature rollback netcode for online matches, but today they revealed that rollback netcode is also coming to The King of Fighters '98 Ultimate Match Final Edition on Steam as part of a "major update" this winter. KOF XV chief producer Yasuyuki Oda said that the company will hold a beta test soon and invited players to join.

The King of Fighters XV is scheduled for a worldwide release on February 17, 2022 on PlayStation 4 & 5, Xbox Series X|S, Windows 10, Steam, and the Epic Games Store.

Diamond Feit is a writer/podcaster in Osaka, Japan who uses Twitter and Twitch as feitclub.

Twisted Metal Revival Reportedly Under Development By Destruction AllStars Studio

Sony has reportedly trusted the developers of PlayStation 5 exclusive Destruction AllStars with the rumored Twisted Metal revival.

VGC reports that Lucid, the UK-based creators of Destruction AllStars, are working on the first new Twisted Metal installment in over a decade. Rumors of a Twisted Metal game surfaced earlier this month, when GamesBeat's Jeff Grubb said he had heard that a revival was in the works, but that it could be a long ways off. The television show the game is reportedly tied to will star Anthony Mackie as John Doe.

There hasn't been a mainline game in the series since 2012's Twisted Metal reboot, which we called 'amazing' in our Twisted Metal review. According to one source in the report, the game will feature a free-to-play model, which would be similar to Destruction AllStars' last-minute development shift.

Destruction AllStars was originally set to be a full-priced, $70 launch title for the PS5. Just weeks before launch, the game was delayed into 2021 and was free to all PlayStation Plus subscribers for around two months, before being listed in the PlayStation Store for $20.

The developers said it made the most sense to go free-to-play, to get the game to the, "widest audience possible." Despite the goal to get the game in as many hands as possible, the developers added bots to the multiplayer to make up for times with low player counts. We called Destruction AllStars 'okay' in our review, saying, "There’s the basis of a great party game here too, but at launch it's far too shallow an experience for Destruction AllStars to be considered one right now."

Logan Plant is a freelance writer for IGN. You can find him on Twitter @LoganJPlant.

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...