Sunday, October 31, 2021

LEGO Super Mario Luigi's Mansion Sets Announced as a Halloween Treat

Nintendo and LEGO have teamed up once again to offer fans three new spooky LEGO sets based on Luigi's Mansion.

These three Luigi's Mansion LEGO sets - Luigi's Mansion Lab and Poltergust Expansion Set, Luigi's Mansion Entryway Expansion Set, and Luigi's Mansion Haunt-and-Seek Expansion Set - will all be available on January 1, 2022 and will feature other such characters as King Boo, Polterpup, Bogmire, Toad, Professor E. Gadd, and Boo.

These sets do not include LEGO Luigi or LEGO Mario, and those interactive figures will need to be purchased as part of the Starter Courses.

The LEGO Super Mario Luigi's Mansion Lab and Poltergust Expansion Set will cost $24.99 USD and will include the iconic Poltergust that Luigi can wield and attach either a normal nozzle or the Strobulb accessory. By pressing a button on the Poltergust, Luigi can catch a Gold Ghost and "collect a coin reward from the machine in the lab."

The LEGO Super Mario Luigi's Mansion Entryway Expansion Set will cost $39.99 and lets you "maneuver your way into the frightful mansion, where you'll need to find a creative way to defeat Bogmire." You can also search for the Golden Bone for Polterpup and run into Boo.

Lastly, the LEGO Super Mario Luigi's Mansion Haunt-and-Seek Expansion Set will cost $79.99 USD and will let players "create a gem-hunting, ghost-battling level with rotating hallways to explore." There are hidden gems to be discovered, and builders will be able to connect all of the three new sets together.

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.

See a Powerful New Zombie Enchantment For Magic: The Gathering's Crimson Vow Set

The next Magic: The Gathering set, Crimson Vow, is launching on MTG Arena on November 11 in the U.S. (Nov 12 in ANZ), with the physical edition available in game stores globally on November 19 (with prerelease on Nov 12). It takes players back to the gothic horror-infused setting of Innistrad. Where the last set, Midnight Hunt - which also took place on this plane - was themed around Werewolves, and introduced a cool day/night system, Crimson Vow has Vampires as its central focus, including a number of cards inspired by the one and only Dracula.

Of course, that's all well and good, but classic horror is more than just Werewolves and Vampires, and today we have a new card to reveal that will help elevate one of the other monstrous creature types that was present in Midnight Hunt and is now being expanded upon for Crimson Vow - Zombies. That card is Necroduality:

Anyone who has dabbled with the many variations of Dimir (blue/black) Zombies decks (such as this one) over the last couple of months would know that Zombies already have the potential to really snowball, and this enchantment represents a great way to double down on that, or to help swing the board back later in a game.

"Necroduality is one of my favorite types of cards in Magic," Product Architect Mike Turian told me. "A card that you pick up and once you read it, the card makes you go back and reevaluate a whole class of cards to find the perfect ones to best take advantage of. In this case, with Necroduality creating a copy of each nontoken Zombie that enters the battlefield under your control, this changes the impact of every Zombie creature, reanimation spell, and cards that alter creature types in Magic. That is a lot of awesome cards to combo Necroduality with! Crimson Vow has a nice number of Zombie creatures that immediately get better. When you consider that many of the Zombies have Exploit and other powerful sacrifice effects, Necroduality will provide good fodder of creatures and powerful combos! I don’t want to spoil all of the fun our players are going to have but I bet they will be starting their own zombie apocalypse in no time!"

I also asked Mike about how the team approached the task of following on from Midnight Hunt while also standing apart. "Midnight Hunt was such a great set and our players loved coming back to Innistrad," he said. "We knew that the fan favorite plane of Innistrad was going to be a hit once again so with Crimson Vow, we were looking to bring in pieces of Midnight Hunt while also innovating and making Crimson Vow its own set. The switch of focus from Werewolves towards Vampires is one way that we were able to both continue what was awesome about Midnight Hunt while giving Crimson Vow space.

"Another way we set the sets apart is by introducing some new gameplay mechanics that weren’t available in Midnight Hunt. For instance, Cleave opens up brand new space in how you think about casting a spell. The introduction of Blood tokens for Vampires to feast upon let us have Vampires do something completely new and different as well!" You can read all about those new mechanics here. And you can see the cards that have been revealed so far here.

Crimson Vow is shaping up to be a fun return visit to Innistrad, so be sure to see what this Vampire-filled collection of cards have to offer on the official website.

Cam Shea has worked at IGN since the before times, has played more Breath of the Wild than just about any other game and writes about CCGs regularly. He's not really on Twitter.

Saturday, October 30, 2021

Goldeneye 007 German Ban Removal Raises Some Interesting Questions About Its Future On Switch Online

N64's Goldeneye 007, one of the most iconic multiplayer games to ever be released, has been unbanned in Germany, sparking speculation that this could be a sign it may be on its way to Nintendo Switch Online or another platform.

Goldeneye 007 has been part of the German Federal Review Board for Media Harmful to Minors list for some time, but Schnittberichte.com has reported that it was recently removed, meaning it is now legal to advertise and sell in stores in Germany.

This development is made even more interesting because there is usually an automatic review of any media on the list after 25 years, but Goldeneye 007 was released only 24 years ago in 1997. This could mean someone was lobbying for its removal from the list early.

Schnittberichte.com also notes that Stadlbauer Marketing - a toymaker who also licenses Mario Kart for its Carrera slot car line - has the German rights to Goldeneye 007. This could be a big hint that someone wants to re-release it in some form, be that on Nintendo Switch Online, on Xbox as original developer Rare is owned by Microsoft, or for licensed toys.

While this may be a promising sign, bringing Goldeneye 007 to modern platforms requires much more to actually happen. One of the biggest reasons is Nintendo or another company would have to do its part in negotiating the rights for the James Bond license and possibly the actors' faces that appear in it in digital form like Pierce Brosnan.

Hopefully, when/if Goldeneye 007 is added to Nintendo Switch Online, it will be in a bit better shape than it is in now. Players who have already upgraded to Nintendo Switch Online + Expansion Pack to play N64 and SEGA games have reported issues of input lag, sound delays, frame rate issues, and incorrect controller layouts.

For more on Goldenye 007, check out a fan's remake of Goldeneye in Far Cry 5, how a Goldeneye 007 remaster was canceled by Nintendo with only a few bugs to fix, and how Nintendo's Shigeru Miyamoto wanted to make Goldeneye more family-friendly.

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.

Golf Club Wasteland Lets You Play Golf in the Ruins of a Climate Apocalypse

Igor Simić has always maintained a penchant for dark commentary on the world around him. One of his earliest games, called Children's Play, asked the player to run a factory staffed by children and keep them from falling asleep on the assembly line while a mutated teddy bear spouted critiques of sweatshops.

It was while he recorded music for Child’s Play that he met his future collaborator on Golf Club Wasteland, Shane Berry. In the studio break room Simić heard Berry's voice for the first time, and immediately cast him as the horrifying teddy bear.

From there, the two began a working relationship that spanned several videos and short films, with Golf Club Wasteland ultimately their first commercial attempt at a game. They and their fellow collaborators all had day jobs at its onset, so they began brainstorming something they could easily make in the evenings after work.

"I remember a couple of us were watching TV, and [Donald] Trump was becoming more likely a viable [presidential] candidate, and it was becoming reality," Simić says. "And also, Elon Musk on the other hand was more in the zeitgeist not only as an entrepreneur, but as a public figure. And also, Bernie [Sanders] was talking about the 1%, and somehow all of that coalesced in my head, and I realized, 'If Earth undergoes a massive climate change catastrophe, from the perspective of someone like Trump, who is a real estate guy in golf courses, that's a clean slate, because then the whole Earth can be a golf course.'"

Their vision coalesced further in 2017, when a viral photo of golfers finishing their games as an Oregon wildfire blazed behind them made the rounds.

The idea for a golf game jived with their need for a less complex project, too. Simić tells me the team never aimed to create a realistic golf game with Golf Club Wasteland. His development touchstones were simple ones: minimalist golfing title Desert Golfing, Worms, and an MS-DOS game called Gorillas where the player types in an angle and force in order to throw bananas at another gorilla across a city.

The finished product, Golf Club Wasteland, is a lovely, haunting experience. It takes place in the post-apocalypse where almost all human life has been wiped out. Earth is now used solely as a golf course for the ultra-rich who escaped to Mars during the catastrophe that destroyed their home. Its visuals are minimalist but striking, featuring courses plotted out through demolished brutalist architecture with looming neon signs, roaming wildlife like ball-kicking cows and a towering giraffe, and empty buildings. It's a lonely game that's more about the light puzzling involved to sink a shot despite all the destruction than it is about a high score, though you can play to finish in as few strokes as possible if you like.

Scoring well does unlock journal entries that give insight into the story and world of Golf Club Wasteland, but even if you're missing most of your shots, you can pick up the vibe just fine from the music. Golf Club Wasteland is tuned to its own radio show called Radio Nostalgia From Mars — a mix of stories, call-ins, safety public service announcements, and chill music underscoring the desolation of Earth as you golf. The dissonance between its relaxing tunes, the strange government warnings, and the melancholic stories shared by the world's inhabitants are not just the perfect background to hellscape golfing — they're integral to understanding the world you're golfing in.

Berry derived Radio Nostalgia from Mars from his own experiences in audio, ranging from being in a death metal band at the age of 12 to DJing, a career in the Japanese underground techno scene, and commercial audio work. But most fitting to Golf Club Wasteland's score was his work doing cable radio in Tokyo — producing radio shows that fed into cafes and convenience stores to a few million listeners.

"Not only did we have to produce all the music [for Golf Club Wasteland], we also had to come up with a story, basically, within the radio show, the world of what's happening on Mars," Berry says. "The premise is so absurd that we found very quickly on that if we made the radio show heavily satirical or lent towards a Terry Pratchett or Douglas Adams kind of angle, it didn't lend itself to the pathos and the reality of the game, despite its kind of crazy premise. It became quite interesting to explore the plausibility of that world and the reality of the insanity of going to Mars."

A chance encounter at a Frankfurt art exhibition further aided Berry and Simić's desire to ground Golf Club Wasteland's absurdism in reality. There, they met a woman named Janet Biggs, who had worked as a part of the Mars Desert Research Station in Utah where scientists simulate what it might be like to actually live on Mars. They spent an evening with Biggs, listening to her tell stories about her day-to-day life in the habitat.

"It was in that meeting that I realized that the reality was absurd enough," Berry says. "We didn't have to do anything other than just describe what it would really like to be on Mars, and that would be funny and humorous within itself and lend a kind of plausibility to the game. So, there was a balance between this humor of the signs and the building marred with this plausibility of the radio show that's kind of self-referential and kind of irreverent, but also kind of leaning more towards realism than it is towards the absurdity of the underlying premise."

We can barely live underwater, and we can barely live in a desert for a couple of weeks without major problems...It's not going to be pretty moving to Mars.

As you can probably tell, Golf Club Wasteland doesn’t shy away from political themes and commentary, and in fact explicitly embraces them. Simić says they did want to veer far away from anything that could come off as preachy, and described Golf Club Wasteland as "anti-escapist entertainment" — it relates to real life, sure, and climate change is treated as a fact of reality, for instance. Berry adds that they wanted to be very explicit, too, about the idea that just moving to Mars to escape reality isn't an easy option for humanity.

"We can barely live underwater, and we can barely live in a desert for a couple of weeks without major problems, and a lot of those problems stem from us being human and being emotional creatures...It's not going to be pretty moving to Mars," he says.

Simić adds: "Perhaps one thing that people could take away as a point or a message or something of that sort is in the stories in the Radio Nostalgia from Mars soundtrack, the stories are mostly just regular people of different nationalities who wrote together with me a memory from their past life on Earth, since they're recounting from Mars. And in reality, these memories are of simple things, like a walk in the park, cycling in your neighborhood, having coffee, singing, dancing with friends in Havana, in Italy, in Berlin, and so forth. So, these are things that we have now, but the radio and the game attempt to make you think of things that you have now as if you had lost them forever. That's an emotional kind of message."

Golf Club Wasteland was almost a hard sell for me given the thorough saturation of my daily life in alarming news headlines about a darkening future. I don't want to pretend there's anything soothing about the idea of any kind of apocalypse, especially one inevitably presided over by the 1%. But Golf Club Wasteland's portrayal had an alluring calm to it that worked for me precisely because of how at odds it was with its subject matter. If the rich play golf on our ruins, it will be precisely like this — serene, unbothered, and careless as a ball rolls through a broken satellite dish, slides down a bemused giraffe's neck, and lands with a soft thud on the ruined surface we used to live on.

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

Friday, October 29, 2021

Nintendo Confirms It's Closing Its Northern California And Toronto Offices

Nintendo is shuttering its offices in Redwood City, California and Toronto, Ontario — a move that will reportedly affect more than 100 employees. The decision coincides with the reported resignation of Senior Vice President of Sales and Marketing Nick Chavez, who will be leaving Nintendo to join Kentucky Fried Chicken.

First reported by Kotaku, Nintendo of America confirmed that the offices would be closing in a statement to IGN.

"Nintendo of America headquarters are in Redmond, WA, and Vancouver, BC. We are moving more of our employees and operations into those headquarters and will be closing small satellite offices in Toronto, ON, and Redwood City, CA, over time," the statement says.

It continues, "Devon Pritchard, Executive Vice President, Business Affairs and Publisher Relations for Nintendo of America (NOA), will assume interim leadership of Sales, Marketing and Communications following the departure of Nick Chavez. Ms. Pritchard will oversee strategy and execution of sales, marketing and communications across the U.S. and Canada."

According to Kotaku, staff were reportedly "upset" by the decision to close the Redwood City office.

Until their closure, the Redwood City and Toronto locations were satellite offices that primarily housed Nintendo's sales and marketing teams. IGN was in the Redwood City office last month to see the Switch OLED and play Metroid Dread, and the location was almost totally empty.

Like many other companies, Nintendo has had to scramble to adapt to new work from home protocols and other issues related to the COVID-19 pandemic. It appears that this is an attempt to consolidate its physical offices as the pandemic wears on.

Kat Bailey is a Senior News Editor at IGN.

New World Reportedly Has a Vulnerability That Makes It Possible To Crash Players Through the Text Box

New World, Amazon Game Studio’s first MMORPG, had a successful launch but the honeymoon period may be coming to an end as players are discovering some ridiculous bugs. Including one where players can inject HTML code directly into the game’s general chat and crash the game for unsuspecting players.

As reported by YouTuber Josh Strife Hayes and currently a hot topic on the New World subreddit is an apparent bug in New World with the text chat. Normally, a text chat is there so players can communicate with one another, but apparently, New World’s text chat has it so that it can accept HTML code outright.

Now, this has led to some pretty funny instances. People have used HTML to begin linking oversized images into the global chat, making it so that anyone in the instance will see some random picture of sausages while playing.

But, for trolls adept at HTML, they can also send injecting images coded to kick players out of the game if they hover over a specific word or picture.

As Hayes reports, this is not the first time this issue has happened in an MMORPG as World of Warcraft once had a similar bug. And it sounds like an easily fixable programming mistake though one that never should have been made in the first place.

When New World was finally released in September, it quickly became one of the most popular online games around. Players were so interested in trying out this new MMO that queues became hour-long waits, forcing Amazon to double servers.

But as the weeks progressed, more and more bugs have been discovered ranging from silly invulnerability cheeses to an actual currency crisis. This HTML bug is ultimately more of an inconvenience because while hovering over an image of a giant sausage that crashes your game might be annoying, it doesn’t appear to pose any serious security or data risk to other players.

For more on New World, check out IGN’s review or our boots-on-the-ground virtual war report.

Matt T.M. Kim is IGN's News Editor. You can reach him @lawoftd.

Additional reporting by Kat Bailey.

Fracked Review

Fracked just wants you to have fun, and so it throws a lot at you. You’ll engage in shootouts, climb rickety structures, solve puzzles, and zip-line from platform to platform. Maybe you've seen all the individual parts before in other VR games, but that’s not a big problem. As it funneled me from action scene to action scene, I had little time to dwell on which game did what first.

The setting here is a mining operation run by an evil corporation. Your job is to kill all the workers (don't worry, they're purple interdimensional zombies) before confronting the maniacal CEO, a talkative fellow with a foul mouth and a southern drawl. This is a fine setup, but it’s hardly original. How many times have we stopped evil corporations from sapping a planet's resources? The voice acting is great, though, and the whole thing feels stylish in a way many PSVR games don’t.

At the start, you find yourself skiing high up on a snowy mountain. You hardly have time to soak in the appealing cel-shaded world before an explosion causes an avalanche you have to outrace. Occasionally, beat-driven electronic music kicks in, suiting the style of the world nicely. It’s an exciting start that’s perfectly in line with the action-hero exploits to come.

To play Fracked, you'll need a pair of Move controllers. In the headset these become your hands, appearing in your vision as meaty, floating gloves you’ll put to good use: you use them to pull yourself behind cover, shoot and reload guns, climb ladders, turn cranks, and operate levers.

When you have to climb, reload, or use your hands, everything feels nicely tactile.

Despite the Move controllers' lack of analog sticks, you have full freedom of movement. The controls work exceptionally well, all things considered, especially if you're familiar with games like Skyrim VR that use a similar control scheme. Also, when you have to climb, reload your weapon, or use your hands in general, everything feels nicely tactile. It didn't take me long to get the hang of the controls, and soon I was navigating the mountainside mining operation with ease.

The campaign's pacing is nicely varied, with environmental puzzles and exciting climbing sections sprinkled between the action-heavy shooting areas. In fact, I preferred the quieter sections over the shootouts, which can feel drawn-out and repetitive after a while. One reason is because the enemy variety is lacking, with only a few different types of foes to go up against. You have some basic gun-toting soldiers who usually just stand in place and shoot at you, and then there's the exploding variety who run at you and detonate in a one-hit kill if they get close enough. Finally, you'll encounter heavies who stomp around littering the ground with landmines. There aren't any bosses to speak of, or other enemies that might make you rethink your combat approach.

Enemy variety is lacking, with only a few different types of foes to go up against.

The weapons feel satisfying to use, but unfortunately the more powerful ones, like shotguns and grenade launchers, are single-use and they disappear when you run out of ammo. So the only two guns you can always access are a pistol and an Uzi-like automatic weapon that shoots lasers. These are serviceable, but unexciting. It would be nice to have more weapon variety available during any given shootout.

Combat is fine in small doses, but later in the roughly three-hour run time you'll have to kill a lot of enemies before you can move on. I died quite a bit in these sections, often in ways that felt unfair. For instance, the kamikaze enemies generally make noise as they approach, but sometimes one would appear behind me and explode without warning.

Fortunately, there’s plenty to do aside from combat. At various points you'll find yourself skiing, climbing, zip-lining between platforms, operating a crane, and a lot more besides. I’ve done most of those things in VR before, but never in the same game. Climbing is particularly fun. From the outside you might look silly flailing with your Move controllers, but in the headset you’re shimmying around collapsing structures like Nathan Drake. The puzzles are also well executed, not too hard or easy.

As I approached the final encounter, though, the combat sections became more frequent, the map flooding with more and more waves of enemies, bogging down the pace before it came to a close. But prior to that, I had a lot of fun.

Cyberpunk 2077 Delays All New Updates To 2022

In an updated roadmap, CD Projekt has revealed that any further updates, including the free DLC and next-gen console updates, will not be coming until 2022. Effectively, there will be no more Cyberpunk 2077 updates for the remainder of the year.

CD Projekt released an updated roadmap on October 28. Along with the previously announced next-gen update delay for Cyberpunk 2077 and The Witcher 3, the new roadmap ends 2021 with Patch 1.31 which was released in September.

The Cybperunk 2077 roadmap has undergone a couple of changes since it was first revealed, with plans for free DLC and the next-gen console update planned for the second half of 2022. But Cyberpunk 2077 faced numerous hurdles, particularly on consoles, and many agree console performance could not compare to the performance achieved on PC.

It's difficult not to speculate as to the reason for the revamped roadmap, but it's clear that Cyberpunk 2077 is not at the level, at least on consoles, that players and the developers were hoping to achieve. We will have to reserve judgment on CD Projekt's progress when the patches, free DLC, and next-gen update are released.

CD Projekt has promised to be more careful about hyping its projects ahead of launches, and as work continues on Cyberpunk 2077 it has mostly been heads down from the developers. We’ll hopefully see more concrete updates in 2022 as per the updated roadmap.

Matt T.M. Kim is IGN's News Editor. You can reach him @lawoftd.

Game Spook! 649: Real Mature, Video Games

Welcome back to IGN Game Spook!, the ONLY Halloween video game podcast! This week your Omega Cops -- Daemon Hatfield, Tina Amini, Sam Claiborn, and Justin Davis -- are discussing new M-rated games, Guardians of the Galaxy, PS5 sales, N64 games on Nintendo Switch, and more. And, of course, they play Video Game 20 Questions.

Watch the video above or hit the link below to your favorite podcast service.

Listen on:

Apple Podcasts

YouTube

Spotify

Stitcher

Find previous episodes here!

Capcom Dubs Resident Evil 3 Remake a 'Hit' After Selling 3.9 Million Copies

Capcom's pleased with how its 2020 remake of Resident Evil 3 turned out. The publisher called the game (along with Monster Hunter Rise) a "hit" in its annual report published today, and it has the numbers to back it up: the game has sold 3.9 million units.

That's more than its original incarnation, 1999's Resident Evil 3, sold, as it only achieved 3.5 copies. Capcom attributes the remake's success to its digital sales strategy, and incidentally, the remake probably sold a few more than that, as that 3.9 million number comes from March 31 of this year. Understandable, given that we felt it was "another stellar remake of a classic survival horror from Capcom" in our review last year.

In an industry that likes to hide sales numbers whenever possible, Capcom's annual report is always a nice change of pace. As usual, it included an update on sales numbers for several new games, such as Resident Evil Village reaching 4.5 million units sold, as well as publisher-described hit of the year, Monster Hunter Rise, which reached 4.8 million. Monster Hunter World: Iceborne sold 2.4 million in the last fiscal year alone, on top of 5.2 million last fiscal year, not including sales of Monster Hunter World prior to Iceborne.

Monster Hunter: World, incidentally, is doing great — enough that Capcom feels comfortable discounting it significantly. Capcom reported that in total, World has sold over 17 million copies, over half of those sold in its second year and beyond. While Capcom notes the game has been discounted to as low as $10 in the past, the game is already profitable — so even sales as low as $5, Capcom suggests, would still be profitable, and the publisher hopes to take advantage of lower pricing to expand its userbase. Its goal, as stated later in the report, is to sell 20 million copies of World.

Notably, Capcom's quarterly report for July through September of this year also dropped at the same time, offering an update on Monster Hunter Stories 2: Wings of Ruin, which sold one million in its first few months, and noted that Monster Hunter Rise sales have continued to grow during this period.

In total, Capcom sold 30.1 million total game units in the fiscal year from April 2020 through March of 2021. Of that, 23.1 million total sales were digital, and Monster Hunter Rise and Resident Evil 3 were the two best-selling individual titles. In a letter from CEO Kenkichi Nomura, he states that Capcom eventually wants to get to a goal of 100 million total game unit sales per year.

We also got annual updates on franchise total sales. The Mega Man games, for instance, have all together sold a total of 36 million copies as of March 31, 2021. The Resident Evil series is at 110 million, Monster Hunter is at 72 million, and Street Fighter has sold 46 million.

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

Xbox Games With Gold for November 2021 Announced

Microsoft has revealed the Games With Gold lineup for next month. The lineup includes Moving Out, Kingdom Two Crowns, Rocket Knight, and Lego Batman 2 DC Super Heroes.

Moving Out is a wacky co-op game that takes cues from Overcooked. However, instead of cooking crazy dishes, you're moving furniture out of homes. In our Moving Out review, we said, "Provided you’ve got at least one friend in tow to share the load and the laughs, Moving Out is an absolute blast."

Rocket Knight and Lego Batman 2 were both originally Xbox 360 titles that are available through backwards compatibility. In Rocket Knight, the hero from Sega's Sparkster series returns for a retro action game experience. In Lego Batman 2, the caped crusader is joined by classic Justice League allies like Superman and Wonder Woman. And, Kingdom Two Crowns is a sidescrolling strategy/resource management game with a pixel art aesthetic.

Moving Out will be available the entire month, while Rocket Knight will be free from November 1 to 15, and the other two games will be available from November 16 to 30.

You still have a chance to grab some of the October Games With Gold lineup, including Resident Evil Code: Veronica X.

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

Roblox's Servers Are Down And Fans Are Blaming Chipotle

Roblox is experiencing major server issues, and some fans are blaming Chipotle for the outage.

A Roblox Status Twitter account said that as of last night, over 3 million players were impacted by the outage. The official Roblox account addressed the outage this morning, saying they are working hard to get things back to normal.

While fans are waiting to get back online, some are poking fun at a Chipotle promotion within Roblox, saying it's to blame for the outage. The promotion, called the Chipotle Boorito Maze, is an official crossover with the fast-casual food chain where Roblox players can dress up in a Chipotle-inspired costume, and visit a cashier for a free burrito that can be redeemed at a Chipotle restaurant in real life.

The promotion kicked off on October 28 at 3:30 p.m., and just a few hours later, Roblox Status reported the outage impacting millions of players. We don't know exactly why the Roblox servers are down, but the timing is causing some fans to connect the two events.

The Chipotle Boorito event is only running until Sunday night, so hopefully, the servers get back up so people can grab their free burritos.

For more on what's happening in the world of Roblox, check out the Squid Game knockoffs blowing up on the platform,

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

Disciples: Liberation Review

A tactical RPG adventure, Disciples: Liberation is a fun outing in a fantasy world that puts you in the shoes of a classic RPG protagonist with special powers, a motley crew of companions, and a bone to pick with fate... then just keeps escalating the stakes further than you'd ever expect them to go. In fact, it punches above its weight class in the quality of its combat and content, but lets itself down with a disorganized mess of extra systems and some very prominent bugs.

Blending a turn-based tactics game with a proper RPG, Disciples: Liberation has you wander through isometric environments as you play through a hefty 80-hour RPG story – I did more than a few sidequests and optional fights, ending up at 92 hours played. It's not an open world, but it's not linear either; each chapter is divided up into a few regions that can be tackled in any order. Within those regions you fight a lot of turn-based battles, and it's good that those are fun and (aside from being a bit slow at times) pretty openly designed because there are a lot of them.

It's a suitably sprawling, cosmic story for Nevandaar, a fantasy world that's dark and terrible, but still allows for goodness and redemption. Your character, a gutter-born mercenary named Avyanna, has plenty of dialogue choices: Kind ones denoted by halos, aggressive ones denoted by horns, and snarky ones denoted by Avyanna's own twilight wings symbol. The sidequests have enough diversity, and enough compelling characters, that I couldn't always easily decide who to side with.

Disciples: Liberation knows what tone it's going for and sticks to it.

There's a lot of branching dialogue, most of it pretty good, but some of it's really cheesy and accompanied by equally cheesy voice acting. That's honestly a positive thing, because Disciples: Liberation knows what tone it's going for and sticks to it. Nevandaar is a comfort-food setting; this is a familiar, feel-good, generic fantasy done right.

When you settle in for a fight you'll control Avyanna, a few of her named companions, and a set of generic units you've recruited on your travels or produced back home in the ancient magical city of Yllian. There's a lot of variety to the units, from armored infantry to bone golems, possessed berserkers, and feral elf snipers. There are over 50 units, all told, and units level up as you go, so nothing ever becomes truly irrelevant. (Unfortunately, though your companions are a diverse and weird lot, on the battlefield they're just reskins of basic units with higher stats.)

In addition to its front line use, each unit can also be placed in one of your three back line slots, where it contributes a unique power from afar by buffing your units or weakening your enemies. Pro tip: Winter Dryads give your entire army permanent regeneration, which I found invaluable.

From armored infantry to bone golems, possessed berserkers, and feral elf snipers.

The combat maps are an ideal size, giving you enough room to maneuver and a sprinkling of terrain to play around. They avoid both the trap of feeling like a tight chessboard and the classic genre mistake of attempting environmental realism at the cost of being tactically interesting. No playstyle feels penalized, nor does any style feel fundamentally overpowered. Both melee-centric and ranged options have their high points, and while mobility is strong, units get bonuses and healing if they choose not to use an action point. Those small bonuses for not acting are brilliant design, allowing defensive strategies to flourish in a genre normally obsessed with aggressive movement. The enemy AI does its best, and does focus fire pretty well, but is very bad at knowing when to time its special abilities and truly terrible at staying put to capitalize on those bonuses.

I liked to build my armies out of combos of Undead (who have staying power), Demons (who hit hard), and Elves (to pick off the stragglers). The human Empire units are all obnoxious god-botherers and I couldn't stand their voice shouts after a while, so I mostly didn't use them. One of my favorite army compositions came about mid-game, when my undead Death Knights would inflict the chilled effect on enemies and Elf snipers, who automatically critical on chilled foes, would pick them off. Meanwhile Avyanna – who I'd built into a teleporting battle magician – would wreak havoc with controlling spells in the enemy's back line.

The spells are a particular joy, with an extensive spellbook of magic to collect that varies from situational buffs and fireballs to weird utility spells like walls or clouds of mist. It really nails the feel of that classic fantasy magic-user with a spell for every situation, even if you're playing as one of Avyanna's melee builds.

Other systems, however, seem designed almost at random.

Other systems, however, seem designed almost at random. Resources for building your base and upgrading your troops are poorly balanced, with some critical and others all but useless – I had a stockpile of over 200,000 wood and iron at the end of the campaign but constantly wanted more gold. They also accumulate in real time while the game runs, but can only be picked up in your base, so if you really wanted unlimited resources you could leave Disciples: Liberation running and visit every hour or so. There's other stuff that generally feels irrelevant and only comes up as a frustration, like persistent damage between unrelated combats, or the arbitrary limitation on how many buildings you can place in your settlement.

None of that really detracts from the otherwise nice story and combat, though. What does are the interface, which slows down gameplay, and the bugs, which are both frustrating and too numerous to list. The interface itself just has delays built in: It's riddled with submenus and loves to use three clicks for a task when one would do. It's also poorly signposted outside of combat, doing things like showing you a total for a number but not what that number means – it's not fun to reverse-engineer precisely what each point of strength does.

The bugs, on the other hand, are more than mere annoyances. Some were just exploits, like one that let me add infinite units to my army. Others were annoying but survivable, like low-level combats that can't be autoresolved, or skills that seem to do nothing. Other issues consistently cropped up that required me to reload a recent quicksave or quit out and restart. I can't be comprehensive, but I'll give a few examples that required a reboot to fix: A persistent bug made me unable to interact with the world at random. Clicking "Done" too quickly after combat locked me on the summary screen. I'm a veteran of weird bugs and probably have more patience for them than most, but these were bad enough that I'd be sure they're fixed before you commit to play.

None of them were apocalyptic, of course. My save worked, and I was ultimately able to finish relatively unimpeded, but it left me with the sour taste that combos, skill bonuses, and other key parts of the game either didn't work. Or, worse, that they didn't work and I had no way to tell they didn't work.

Defend Humanity Against Zombies & Mutant Locusts in Puzzles & Survival's Halloween Event

Puzzles & Survival Drops Halloween Treats for All

What would make a game that already features city and alliance building, survival elements, puzzles, and zombies, even better? Halloween!

Puzzles & Survival, the multi-genre mashup that has found a growing audience, is celebrating Halloween with a special in-game Locust Plague event where swarms of mutant locusts are attacking sanctuaries. Players must rally their allies to take on this monstrous new menace, get to the root of this disaster, and save Earth.

An ominous October onslaught

Puzzles & Survival’s Halloween Locust Plague event presents players with a near-Biblical challenge—clouds of locusts are suddenly descending on the land and wreaking havoc upon survivors who have already had to endure a zombie-infested, apocalyptic wasteland.

The swarm of mutant locusts is an existential threat, laying siege to your sanctuary and destroying your precious food supply. If humanity as we know it is to survive, you must scour the map for mutant locust swarms, initiate or join rallies against their bosses, and do whatever is necessary to exterminate them. Anyone brave enough to take on this challenge will receive a handsome haul of Halloween goodies.

How Puzzles & Survival hit 30 million downloads

Daring to mix several genres of games into one game is a bold move, and the Puzzles and Survival developers have managed to find the right formula to create a unique gaming experience. A zombie game that cleverly combines classic match-3 gameplay with strategic wargame elements, it’s been downloaded more than 30 million times and comes highly recommended on Google Play.

The turn-based match-3 gameplay is intuitive and addictive. You have to match tiles to deal damage to zombies and other players. Puzzle game players will excel quickly at pulling off massive combos to defeat their foes, while folks who aren’t proficient puzzlers will have to develop their skill.

When matching tiles, you are also slowly charging your heroes’ skill gauge. When the gauge is full, you can unleash your hero's specialty skill on the enemy. There are various types of hero skills: Damage, Buff, Debuff, Damage Over Time, and more, and they add depth and destruction to the puzzle mechanics.

A rainbow of heroes at your command

Similar to other strategy wargames, you need allies to survive in the world of Puzzles & Survival. The resources obtained from the match-3 gameplay help you upgrade heroes. As they become stronger, so do your sanctuary and alliance. Which heroes will champion your cause? It’s up to you and should be based on what type of player you are, and what type of strategy you plan to implement.

The hero roster in this game shuns stereotypes and is saluted for its diversity, featuring heroes from a myriad of backgrounds and races. There’s a tough-as-nails, dual sword wielding Japanese school girl, a fearsome dude named Dr. J who used to be a jester, and many more.

Locust swarm TVC comes online globally!

Additionally, an exclusive locust-themed TVC made by the Puzzles & Survival team is dropping globally for a limited time, so whether you’ve already played the game or haven’t created an account yet, now is the time to log-in and not miss out on these free Halloween treats.

Redeem secret gift code to claim FREE supplies!

The Locust Plague event presents an all-new hellish experience for fans of post-apocalyptic games, and promises to be a challenge to even those commanders who thrive on doom and gloom. As such, commanders may punch-in the following code to attain supplies in preparation for the incoming Plague: pnslocust.

Everyone can download the game for free now at https://pns.onelink.me/6tpA/locustpns. Visit the Facebook Fan Page at https://ift.tt/31eiUwt.

8 Games That Are Popping Off

Pizza Pops are not only one of the best snacks for gamers, but also for anyone who needs the deliciousness of pizza in minutes. In celebration of a Canada’s #1 selling pizza snack and a new contest that could award you with free access to Xbox Game Pass Ultimate, we thought we’d share with you the eight games that are popping off right now in the wide world of video games.

From the Left 4 Dead spiritual successor Back 4 Blood to the return of Master Chief in Halo Infinite to the epic tale of Zagreus and his journey out of Hell in Hades, gamers around the world have no shortage of incredible experiences just waiting to be played.

With Xbox Game Pass Ultimate you can play all of these amazing games plus over 100 more across PC, Xbox consoles, phones and tablets. By purchasing certain boxes of Pizza Pops, you can win 1 of 10,000 Xbox Game Pass Ultimate codes to start playing Sea of Thieves, Marvel’s Avengers, and over 100 other great games you can play today, as well as Halo Infinite and Forza Horizon 5 the day they release. Each box contains a pin code, and there is no limit to how many codes you can enter at pizzapopsgamepass.ca in your chance to win one of these exciting prizes that can be worth over $200 CAD.

With the holiday season right around the corner and some colder months ahead, here are the best games that you need to check out and dive right into alongside your favorite Pizza Pops

Psychonauts 2

Even though Psychonauts 2 was released 16 years after the original, its arrival is as welcome today as it was back in 2005. This story picks up only a couple days after Psychonauts and the VR-only The Rhombus of Ruin and it gives us another opportunity to hang out with Raz and his friends. Luckily, this sequel brings with it many of the modern advancements we’ve come to enjoy without removing any of the charm and fun of the first adventure. The platforming and combat have been greatly improved and make simple actions like moving, jumping, and attacking even that much more enjoyable. One of the standout parts of Psychonauts 2 is its varied level design that will surely put a wide-grinned smile on your face until their credits roll. From playing life-size pachinko to jumping into a library book and playing in a 2D level for a bit, its creativity is hard to beat. Oh, and one area has you joined by a hilarious ball of light voiced by Jack Black, which can never be a bad thing.

Marvel’s Avengers

Following the release of Marvel’s Avengers’ Black Panther: War for Wakanda expansion, Microsoft made the big announcement that Square Enix and Crystal Dynamics’ game about Earth’s Mightiest Heroes and all the previously released free content would be available with Xbox Game Pass for PC, Console, and Cloud on September 30. Not only will players be able to suit up as Iron Man, The Hulk, Captain America, Ms. Marvel, Black Widow, and Thor, but also as the previously mentioned Black Panther, Hawkeye, and Kate Bishop. This experience includes a full story campaign, three post-launch campaigns, and an ever-evolving multiplayer suite that allows you and your friends to… well… Assemble!

Hades

Hades won countless Game of the Year Awards from sites all over the internet, including IGN, and for good reason. This game about escaping the depths of the Underworld of Greek myth is one that just begs you to jump back in after you will inevitably die. Not only do you learn how to survive the dangers that lurk below, but each new run provides you with more story to let you learn about this world and the adventure of Zagreus. So, choose either the Stygius the Stygian Blade, Varatha the Eternal Spear, Aegis the Shield of Chaos, Coronacht the Heart-Seeking Bow, the Twin Fists of Malphon, or Exagryph the Adamant Rail and master this rogue-lite that dares you to defy your Dad and break free from Hell, no matter how many tries it takes.

Halo Infinite

Following a streak of wildly successful multiplayer technical preview weekends, Halo Infinite is well on its way to being one of the most anticipated games of 2021. While the multiplayer suite is free-to-play, Xbox Game Pass members will also gain access to the world-class campaign that will tell the latest story in the Master Chief saga. While it suffered a big delay that pushed it past the launch of the Xbox Series X, the extra time afforded to 343 Industries may have been just what was needed to create a game that lives up to the legend of the Master Chief himself.

The Ascent

While everyone was talking about Cyberpunk 2077, Neon Giant was hard at work at their own take on the cyberpunk genre with The Ascent. This Diablo-style action-RPG features a gritty and technologically advanced world that is just begging to be explored. As you make your way through its dangerously beautiful levels, you will earn better and better loot, level up and gain access to new powers, and be awe-struck by the visuals. Its 15-20 hour campaign is a perfect way to spend some time waiting for the bigger holiday releases of 2021, and you may even find an experience that rivals the most triple of AAAs.

Forza Horizon 5

Playground Games are masters at their craft, and now, with the power of the Xbox Series X, Forza Horizon 5 looks to drive to even higher heights. From parachuting into the game’s Gran Caldera Volcano to driving through the urban streets of Guanajuato to driving on the beach of a picturesque coast, Forza Horizon 5 is a game that will constantly surprise and delight and leave you with a ton of activities to partake in. Oh, and did we mention there will be over 426 vehicles to drive and a wealth of updates that will follow post-launch? This is one game that won’t be leaving your console anytime soon.

Back 4 Blood

When Turtle Rock Studios announced Back 4 Blood back in 2019, fans of the Left 4 Dead series let out a collective cheer that could be heard around the world. This spiritual successor to Valve’s beloved games aims to bring the addictive co-op zombie-killing gameplay of the originals to 2021 with new features and state-of-the-art technology that will be as fun as it is terrifying. You and up to three friends will be able to take on hordes and hordes of zombies, but this time with a new deck building system. Players will bring some of these cards with them to each level, and these cards - which can be part of either Reflex, Discipline, Brawn, or Fortune categories - grant bonuses and buffs to speed, stamina, and more. However, there are also corruption cards that will make things just that much more difficult by adding more fog to make it harder to see or placing a giant Ogre at the start of a level.

Sea of Thieves

Sea of Thieves is, without a doubt, the ultimate pirate fantasy that allows you and your friends to sail the seas to your heart’s content. While it may have launched with a lack of content, the support from Rare has been unmatched and they have turned it into a game that is not only filled to the brim with treasures waiting to be found and plundered, but also a free Pirates of the Caribbean story that has you living the Pirate’s Life alongside Jack Sparrow himself. While the game itself is a blast, it also features some of the most beautiful water we’ve ever seen. However, don’t get too distracted, as a rival pirate ship may be just around the corner waiting to steal what is rightfully (at least in your eyes) yours.

These are only some of the over 100 games just waiting for you on Xbox Game Pass through the end of 2021 and beyond, and there are so many from all types of genres available that are just waiting to be discovered.

If that sounds great, don’t forget that purchasing specifically marked boxes of Pizza Pops will give you a chance to win 1 of 10,000 Xbox Game Pass Ultimate codes to give you access to this incredible library instantly and all future games headed there like Halo Infinite this December. Today just may be your lucky day, so be sure to enter the pin code that comes with each box at pizzapopsgamepass.ca for your chance to win one of these exciting prizes that just may be worth over $200 CAD.

Amy Hennig and Skydance's Unannounced Game Is a New Marvel Project

Remember Amy Hennig's big AAA, story-driven project with Skydance Media announced back in 2019? Good news: it's a Marvel game.

Skydance announced the collaboration with Marvel Entertainment today, though it's not ready to reveal further details about which Marvel characters might be involved in their endeavor. All we know is that it is being marketed as a "narrative-driven, blockbuster action-adventure game" and "a completely original story and take on the Marvel Universe."

“I can’t imagine a better partner than Marvel for our first game,” said Hennig. “The Marvel Universe epitomizes all the action, mystery and thrills of the pulp adventure genre that I adore and lends itself perfectly to an interactive experience. It’s an honor to be able to tell an original story with all the humanity, complexity, and humor that makes Marvel characters so enduring and to enable our players to embody these heroes that they love.”

Hennig's partnership with Skydance has been running for a few years now, working alongside EA veteran and executive producer Julian Beak to kick off a brand new interactive division for the company. Skydance has historically been a movie production company responsible for films such as the Mission: Impossible franchise, Star Trek, Top Gun: Maverick, and Terminator: Dark Fate. But it's also had one relatively successful video game launch with VR title The Walking Dead: Saints & Sinners.

Skydance's new division is in experienced hands with Hennig, who is best known as writer and director of the Uncharted games at Naughty Dog and for her work on other franchises like Jak and Daxter, Legacy of Kain with Crystal Dynamics, and others. She departed Naughty Dog in 2014 to work on a Star Wars project at Visceral Games until the studio was closed in 2017.

Beak, meanwhile, brings their own impressive resume with credits at Disney Interactive, Radical Entertainment, United Front Games, and six years at EA working on franchises like Battlefield and Need for Speed. He worked alongside Hennig on Visceral's canceled Star Wars project.

Both Hennig and Beak are joined by a team that, per Skydance, includes developers with decades of AAA experience in action and adventure games, alongside a diverse team of consultants from across film, TV, and comics.

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

Halo Infinite’s Craig Meme Gave 343 ‘More Time’ To Perfect the Brutes

The developers of Halo Infinite have discussed their “love-hate relationship” with the Brute that started the Craig meme. While the subject of ridicule, the character model ultimately granted the team at 343 Industries more time to bring Halo Infinite up to a better level of quality.

“While it was fun to see the community gravitate towards Craig, he unfortunately represented some content and systems that were not ready for prime time in that demo,” said Steve Dyck, Character & Combat Director on Halo Infinite, in a new Halo Insider post. “The positive outcome of Craig was that he was one of the factors in gaining some more time to finish work and get Brutes to a place where the team is happy with them. This is one of the many positive examples of 343 working with and aligning with the Halo community around expectations. Players who look hard enough will still be able to find some evidence of Craig in Halo Infinite, his spirit lives on!”

'Craig' is the name given by the community to a Brute that featured in Halo Infinite's first campaign reveal, which was the subject of ridicule and blowback due to the quality of the graphics, among other things.

While discussing the character designs of Halo Infinite, Dyck also noted that the team is looking back to the Bungie Halo games to influence its art direction. “In terms of which part of the legacy we looked to for inspiration, we settled most around the Halo 3 / Halo: Reach timeframe,” he explained.

“We wanted to get back to the legacy designs that made Halo characters iconic,” added Character Art Lead, Bryan Repka. “I will use the Elites as an example – in Halo 4 and Halo 5 the Elites were big and bulky. We ended up scaling them down a bit and giving them more of a sleek look.”

While Halo Infinite is looking to the past in the name of being a “spiritual reboot”, it also has several new enemy ideas of its own. One of those is the Skimmer, a new Covenant troop.

“One of the new enemies we just revealed in the Campaign Overview is the Skimmer,” said Dyck. “They are a mid-tier combatant, sort of on the level with the Jackals and higher tier Grunts. They aren’t full flying enemies but have hover packs to allow them to move around quickly and provide unique challenges and opportunities to the player while on foot or in a vehicle.”

The post also provided a little extra detail on the Spartan Killers, a group of Banished members who are equipped to hunt down Spartans. One can be seen in the Campaign Overview trailer - Jega 'Rdomnai - but they are just one of many.

“Each Spartan killer is unique and has its own story and battle trophies,” promised Repka.

For more on Halo Infinite, check out The Banished Rise trailer, Master Chief's new AI companion and outpost opportunities, and how Ray Tracing will be a priority for the PC version... after launch, at least.

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

IGN UK Podcast #616: Egging Salazar

Surprise! Guardians of the Galaxy is actually a very good video game. Let Cardy, Matt and Jesse tell you why, as well as how much fun Resident 4 VR is. The announcement of the remastered GTA Trilogy has summoned a pang of nostalgia in the air as memories of GTA 3, Vice City and San Andreas flood back. There's also papable excitement for Toy Story spin-off, Lightyear.

Want to submit your own Endless Search, food opinion, or a bit of other nonsense? Feel free to get in touch with the podcast at: ign_ukfeedback@ign.com.

IGN UK Podcast #616: Egging Salazar

Resident Evil Village Set To Receive Free DLC

Capcom has said that Resident Evil Village is set to receive free DLC sometime in the future.

News of the free DLC was published in the company's recent annual integrated report. As part of the lengthy document, which looks back on the studio's year as a whole and also outlines its plans for the future, Capcom's Director and Executive Officer, Yoichi Egawa, spoke briefly about the company's development strategy and how plans for Resident Evil Village would factor into that.

"We will drive our customer management to understand the playing trends and preferences of users while also building a business model for online operations," said Egawa. "Taking into account the situation of our free additional DLC for titles such as Monster Hunter Rise and Resident Evil Village."

Currently, it's unclear what this free DLC will be. During its E3 panel earlier this year, Capcom confirmed that due to "popular demand," the studio was working on additional DLC for the game. However, since then, little more has been said on the topic.

Resident Evil Village's previously released Trauma Pack DLC, which launched packaged with the Collector's, Deluxe, and Complete versions of the game, was mostly made up of cosmetic content. While Capcom hasn't stipulated whether or not any further free DLC would be story-driven or cosmetic-based, it may be that fans receive something similar to the Trauma Pack as part of its free DLC in a future update.

In other news, Capcom recently announced that Resident Evil Village has now sold over 5 million copies globally, reaching the milestone quicker than its predecessor Resident Evil 7: Biohazard. News of Village's success comes amid further celebrations for Capcom, as the studio also recently reported record-level sales and profits for a second quarter.

For more on Resident Evil Village, make sure to check out our review of the game. Alternatively, if you're currently in need of a few Village tips and tricks, our handy walkthroughs are there to help.

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

Thursday, October 28, 2021

Ubisoft Insists All is Well Despite Delays, Allegations, and Hazy Projections

Even as Ubisoft released several well-received, blockbuster games in the last few years, the French-Canadian company has nonetheless been having a time of it.

First, and most importantly, there have been ongoing allegations of toxic work culture, leadership, and sexual harassment at the studio first publicized last year. This was reinvigorated in light of similar allegations at Activision Blizzard and accusations that Ubisoft hadn't done enough in the past year to fix the company's culture.

Then there are all the delays. Ubisoft has been delaying multiple games, repeatedly, on an annual basis, for some time now. There was Rainbow Six Extraction, Immortals: Fenyx Rising, and Watch Dogs: Legion delayed back in 2019, and then Extraction delayed again after that. There's Riders Republic's many delays, Far Cry 6 that got pushed an entire fiscal year, Avatar, the endless treadmill of Skull & Bones delays, and the Prince of Persia remake, multiple times. Ghost Recon Frontline got announced earlier this month, but its beta was delayed not a week after that announcement.

For the most part, we're not clear exactly why all these delays are happening, though a Kotaku report from July looked into what's going on with Skull & Bones specifically: reportedly a development mess where no one seemed to know what kind of game they were making and the team was burning out.

Then there's the more minor matter of the free-to-play question, which seems to have ruffled public and investor feathers. Over the last few earnings calls, Ubisoft has expressed a desire to move away from its commitment to release between three and four AAA titles each fiscal year and stated a strong interest in more free-to-play games.

That's a lot! Anyway, that's the atmosphere going into Ubisoft's Q2 earnings report today, and it certainly felt like the company was playing defense. Sure, numbers-wise, things look fine enough, even if Ubisoft gave a few interesting specifics. Net bookings were up 14% from last year to €392.1 million ($458.1 million) and sales were up 21% to €398.5 million ($465.6 million). We got some vague metrics on recent games, such as Assassin's Creed Valhalla touted as the "second-largest profit-generating game in Ubisoft history, in less than 12 months" and Far Cry 6's early sales reportedly in line with Assassin's Creed Odyssey's around the same time — a number we don't have (it had sold 10 million copies between October 2018 and March 2020).

There were other bits. The Crew 2's engagement is doing well, rising 70% from what it was two years ago (it launched in 2018) and its revenue up 53% from then. The Just Dance franchise has now sold 80 million lifetime units. And apparently, people are picking up Far Cry 3 and 5 in part due to interest around Far Cry 6, though exactly how many people are unclear.

But beyond that, Ubisoft's presentation largely felt like an attempt at reassurance amid a pile of negative headlines. For one, its earnings release included a lengthy quote about the "evolution of the HR organization" and its attempts to make "incremental and meaningful progress" on improving company culture, especially through Ubisoft's Employee Resource Groups and a closer look at creative content:

"The strengthening of support for ERGs is just one example of how Ubisoft is acting on its commitment to become a more diverse and inclusive organization," read the release. "Another meaningful example is that an internal content review committee now examines the game and marketing content to provide additional perspectives on its content, and a global Inclusive Games and Content team is being created to ensure that diversity and inclusion are embedded into the production processes."

Notably, none of the investors on the call asked about this issue.

CEO Yves Guillemot also felt the need to reassure everyone once again that yes, Ubisoft is in the business of premium AAA games despite its sudden surge of free-to-play interest. Its earnings release pointed out that 80% of Ubisoft's investments are focused on expanding premium offerings, and during the call, at one point an investor was reassured that Assassin's Creed Infinity was not going to be free-to-play, but would have significant story-focused content — though the game is still a ways off.

But while the public might have balked at a perceived increase in free-to-play, this wasn't what was bothering investors. What came up again and again on the call was the issue of free-to-play games getting delayed, or releasing and not doing as well as Ubisoft hyped them up to be. Guillemot seemed comfortable enough with the trial and error model, as he said in his opening remarks:

"Looking at our free-to-play operations, let me be clear. Our organic value-creation model implies that we may go through phases of trial and error where we sometimes fail, but always learn, grow, and become better positioned for success on subsequent attempts. While we are never satisfied with our pace of progress, we have a proven track record in building new skills, technologies, and capabilities through our initiative process. Recently we have reviewed our different initiatives and taken the necessary decisions. We are confident applying our iterative process to free-to-play will ultimately create great value, expand our brand's reach, and [inaudible] our recurring revenue."

But on the call, the issue was brought up multiple times, at one point specifically in regards to Roller Champions, which is no longer being factored into the company's guidance. It's still planned for this fiscal year (most recently slated for 2021 but it still doesn't have a firm date), but the game has received little in the way of marketing lately and it feels as though Ubisoft isn't expecting much from the free-to-play competitive roller derby.

When questioned by an investor on what was going wrong with free-to-play games — Roller Champions specifically — and what happened to this content (and thus the investment) if it launches to no interest (remember Hyperscape?), Guillemot gave a fairly boilerplate answer about it being difficult to discern what players want from free-to-play and sometimes needing to take more time to figure that out.

"But what we see is that the reaction from players on many of our free-to-play is actually a good reaction. We have some pushback sometimes on some elements, but that helps us to actually adapt. We feel the investment on the free-to-play is really a very good investment for the company and that will result in lots of profit in the future. That's why we take the time needed to actually really generate good revenue and profit in the future."

A bit later, CFO Frédérick Duguet circled back and reiterated the importance of the "iterative" process in free-to-play that Guillemot had mentioned earlier, reassuring that free-to-play was a growing, profitable sector and asking investors to trust the process. When the questioner then suggested that Ghost Recon Frontlines had been shelved due to negative feedback, Guillemot quickly disabused them of the notion — it's just delayed.

Elsewhere on the call, concerns were expressed about all the other premium games that have also gradually been pushed into next fiscal year (which starts in April of next year), Prince of Persia, Avatar: Frontiers of Pandora, Mario + Rabbids: Sparks of Hope, Skull & Bones, Rocksmith+ and Tom Clancy’s The Division Heartland. Much of the worries seemed centered around the fact that Ubisoft has lowered its guidance for the full fiscal year ever-so-slightly, projecting new bookings either flat or slightly down from the previous year as opposed to its previous projection of single-digit growth.

Ubisoft tried to head off questions about Skull & Bones and Kotaku's report specifically in its report, prompting the following insistence that all is well at Ubisoft Singapore:

"Work on the game continues to progress well and the Singapore team passed important new production milestones," it read. "Producing ambitious new IPs is hard, requires fortitude and long-term vision. This is how major industry franchises like Assassin’s Creed and Tom Clancy’s The Division have been created. Ubisoft is passionate about innovation and new technological breakthroughs, and nurtures an environment for its talents to thrive and unleash their full potential."

And the Prince of Persia Twitter account was also trying to stave off worry by letting everyone know that the game is...still in development. Well, that's something!

Despite a pretty consistent trend of numbers going up, Ubisoft is in a very strange place as a company as it tries to turn its ship in different directions -- some of them more effectively than others. Its series of delay-ridden headlines aren't inspiring confidence and while franchises like Assassin's Creed and Far Cry have plenty of staying money power, it's hard not to look at games like Prince of Persia, Roller Champions, and Skull & Bones without cynicism or, if you've got money sunk into them, outright concern. The best Ubisoft can probably do to sort this all out is release some good games on time.

Meanwhile, its company culture issues remain the worst problem on the table that investors remain uninterested in inquiring after — as long as they don't appear to impact the bottom line.

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

Amended after publication to reference Ghost Recon Frontlines, rather than Breakpoint.

Facebook Rebrands Itself Under a New Name: Meta

Facebook, the beleaguered social media company, has announced that is renaming itself under a new parent company name called Meta.

It was reported earlier this month that Facebook was interested in rebranding itself in order to divorce itself from being seen as "just a social media company." Instead, as founder Mark Zuckerberg spent an hour explaining, the company's big focus is the Metaverse.

This is why Facebook has appropriately renamed itself as Meta, a company that will focus on the metaverse and other future technologies. Meanwhile, social media services like Facebook, Instagram, and WhatsApp will become brands under the Meta umbrella.

In fact, Zuckerberg announced that in the future, customers will not have to use Facebook at all to work with its Metaverse products. To sideline its flagship app is a dramatic step for the former social media company.

Rebranding is not new in the tech industry. Google, for example, created a parent company called Alphabet to which Google is just one brand under its umbrella. Likewise, Meta will exist as an umbrella company where historic Facebook brands exist and new metaverse technologies will be developed under.

But at the end of the day, a new name will not change Facebook or Instagram. But it's clear that Zuckerberg's interest is now fully invested in the metaverse, not social media.

Matt T.M. Kim is IGN's News Editor. You can reach him @lawoftd.

Oculus Quest to Phase Out Facebook Account Requirement

During Facebook Connect, Mark Zuckerberg announced that a personal Facebook account would soon no longer be required to use Oculus Quest hardware.

"As we've focused more on work, and frankly as we've heard your feedback more broadly, we're working on making it so you can log into Quest with an account other than your personal Facebook account," Zuckerberg said during the Facebook Connect keynote.

Last year, Facebook announced that Oculus VR headsets would require a Facebook login starting in October 2020, and independent Oculus account support would end at the start of 2023. The move was massively unpopular, as many people did not want to link their personal social media – or use Facebook at all – in order to use their Oculus VR devices.

Now, it seems the company has reversed course.

"We're starting to test support for work accounts soon, and we're working on making a broader shift here within the next year," Zuckerberg said.

During today's event, Facebook also announced that GTA: San Andreas would be coming to Oculus Quest 2, teased a next-generation VR/AR headset called Project Cambria, and said the company would be changing its name to Meta.

Bo Moore is IGN's Executive Tech Editor. You can find him on Twitter @usebomswisely.

Grand Theft Auto: San Andreas VR Announced for Oculus Quest 2

During today's Facebook Connect, CEO Mark Zuckerberg announced that Rockstar's classic open-world game Grand Theft Auto: San Andreas is coming Oculus Quest 2.

While no footage of the VR port was shown, Oculus Quest 2 is no stranger to porting classic games and re-imagining them for VR. Oculus previously worked with Armature and Capcom to bring Resident Evil 4 to VR.

Grand Theft Auto: San Andreas is set in the fictional southern California city and tells the story of the CJ, a framed man who returns to his old San Andreas neighborhood to save his family.

Like other Grand Theft Auto games, San Andreas is an open-world game where players can freely explore San Andreas and its neighboring areas. Facebook didn't reveal details about how this open-world saga will be translated into VR.

While we don't have a frame of reference for this upcoming Rockstar VR port, you can check out our review for Resident Evil 4 VR, a successful VR port we quite enjoyed.

Matt T.M. Kim is IGN's News Editor. You can reach him @lawoftd.

PlayStation Plus November 2021 Lineup Has Six Games, Includes Knockout City and Kingdoms of Amalur Remaster

Sony has announced the PlayStation Plus lineup for November, and it includes six free games for PS Plus subscribers. The lineup includes First Class Trouble and Knockout City for PS5/PS4, and Kingdoms of Amular: Re-Reckoning on PS4.

To celebrate PlayStation VR's 5th anniversary, PS Plus subscribers can also download three PS VR games: The Walking Dead: Saints and Sinners, The Persistence, and Until You Fall. The games will be available for download starting Tuesday, November 2.

Knockout City is a team-based multiplayer dodgeball game that launched earlier this year. We said the game was amazing in our Knockout City review, saying, "Knockout City is one of the best team-based PvP games to come out in years. It's a fresh take on the American schoolyard staple that proves that lowering the mechanical bar for entry doesn’t have to come at the cost of deep tactical gameplay.

First Class Trouble was just detailed in this week's State of Play. and it's a new multiplayer mafia-like game that sees a group of players trying to escape a cruise ship, while two of the players work to sabotage the rest of the team. Finally, the Kingdoms of Amular remaster brings the 2012 game to modern consoles, but in our review, we said the remaster only meets the bare minimum expectations.

Sony announced earlier this month that it would give away free PS VR games to celebrate the platform's 5th anniversary. VR is still in the long-term plans for PlayStation, as Sony is working on a PS VR 2, which could include a 4K display, eye tracking, haptic feedback, and more.

October 2021's PS Plus lineup, which includes Hell Let Loose, PGA Tour 2K21, and Mortal Kombat X, is still available until November 1.

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...