Saturday, April 30, 2022

Chinatown Detective Agency Is the Carmen Sandiego Reimagining I Always Wanted

Before I ever owned a game console or settled into the identity of being a gamer, I was still playing games. Specifically, educational games on a clunky Packard Bell like Reader Rabbit, Cluefinders, and one of my favorites, Where in the World is Carmen Sandiego?

This was before our household had internet, or even before internet game guides were a thing. So when an in-game witness told me, a nine-year-old child, “He asked if I wanted to come along, because he had reservations for two in Kisumu,” my options were limited to staring at a giant globe we had on the nearby mantlepiece, thumbing through a dictionary or encyclopedia, or running to my mom to ask if she knew what it meant (a hit or miss strategy, depending on the clue). I always got a thrill out of this kind of sleuthing, and a lot of my earliest geography lessons came from trying to puzzle out where one of V.I.L.E.’s worst villains had run off to after swiping entire landmarks off the map.

When I opened Chinatown Detective Agency for the first time last week, I didn’t expect to be transported back to the old Packard Bell and globe deductions almost 30 years later, but there I was. Set in Singapore in 2037, its story follows private investigator Amira Darma as she investigates a series of mysteries both within the city and abroad. Each case leaves a trail of clues to follow, but many of them require additional sleuthing outside of the game and are designed specifically to be researched online. For instance, one of the earliest puzzles gives you a cryptic quote, and asks you to learn either the name of the book it came from, or its author. You won’t find either in-game anywhere, but a quick Google search brings it up immediately and lets you proceed.

Chinatown Detective Agency’s inspirations are clearly painted all over it, from the clunky moving menus, to the research puzzles, to the interface that prompts you to deduce where in the world you need to buy a plane ticket to next. Creative director Mark Fillon immediately reassures me that my intense experience of Carmen Sandiego nostalgia was intentional. He, like me, grew up on Carmen’s adventures, puzzling over a world map and encyclopedias for answers outside of the in-game fiction and marveling at what he learned. But what’s different about Chinatown Detective Agency is that it is thoroughly a game for adults. More of a “hard-boiled” detective story, as Fillon puts it.

“If I were to summarize it, it's Carmen Sandiego for people who've grown up,” he says. “I felt that if we were going to do this it would tackle mature themes, subject matter that requires real thinking, requires real research.”

And they certainly do. Fillon says he wanted to ensure the puzzles weren’t too esoteric, but they do cover a span of topics such as ancient languages, cryptography, history, and more. And they become more difficult as you go. Fortunately, stumped players can always reach out to the in-game librarian Mei Ting for enthusiastic help, either a vague hint or a flat-out solution.

It's Carmen Sandiego for people who've grown up.

One minor wrinkle in Fillon’s plan to have players do their own research turned out to be, inadvertently, the very research tool he wanted players to use. During my own playthrough of Chinatown Detective Agency, my Google searches for answers almost immediately pulled full game guides to the top that simply gave away all the answers even in the article’s metadata, making the pursuit of information far less rewarding than it would have been had I been forced to properly sift through more normal, historical search results. Fillon admits the team probably should have foreseen this problem and planned for it, but what’s done is done.

“We just didn't know that it would skew the algorithm so much,” he says. “And I suppose it's a testament to how well received it is, that people are actually doing it. But I know it makes it really tricky for first timers who are genuinely looking for material that can help them progress…I am of the opinion that folks who are immersed in that moment, in the mission, when they type it on their Google they'd be forgiving and just look past and gloss over a lot of those walkthroughs and look for real results, whether it's from Wikipedia or whichever reference material.”

It’s certainly easy enough to become immersed in the Singapore of Chinatown Detective Agency, in no small part due to the care Fillon and his team put into creating it. Fillon tells me they strove for authenticity in every part of their adventure, including its voice acting, sound design, and visuals. Some of those elements were a bit more difficult than others to create, however, especially with a fully remote team during a pandemic. For instance, art director Ricardo Juchem had never visited Singapore when he initially began working on the project. He did eventually, but in the meantime Fillon would frequently send him photos of locations around the city to inform the game’s backgrounds. Juchem also used other, more imaginative ways of getting the lay of the land, including Google Street View and, in one case, flying an airplane in Microsoft Flight Simulator to get a good angle on a specific location, and taking a screenshot to base his own environments on.

It felt like if Singapore were at that level of disorder you know the world has gone completely wrong.

Of course, the Singapore of Chinatown Detective Agency isn’t a modern day Singapore. It takes place in 2037 – so the future, but not the far-off future. Fillon says that was intentional, as he wanted to tell a futuristic story that was still understandable for the audience as a real, near possibility rather than something imaginative and far-off. It’s our world, but it’s a version of our world where things never really get better.

“We envisioned a world where the pandemic has just basically cost a mass economic stagnation,” he says. “People are out of jobs. Governments are running out of funds. The Singapore you see in Chinatown Detective Agency is like a very extreme opposite of what Singapore is today. Singapore is known for being a well-oiled machine, right? It's very well organized. It's a case study in how a government should run a country. Things just work.

"But in Chinatown Detective Agency we imagined what would happen if the police force ran out of money, what would happen if public transportation ran out of money. It would pretty much drastically change Singapore on a fundamental level, and that informs the plots and the story arcs beyond Singapore.”

Fillon adds that designing this particular vision of Singapore felt a bit like “eating forbidden fruit” – a dystopian future for his country just isn’t something people want to talk about.

“It stands out to someone who's been to Singapore because everything here is squeaky clean,” he says. “There are no cracks on the glass. The stickers and the posters on the subway are super neat. The edges are super straight and they're light colored. In the game they're dark gray and barely running and noisy and just broken, and imagining that was a little bit scary because it felt like if Singapore were at that level of disorder you know the world has gone completely wrong.”

Chinatown Detective Agency, then, uses nostalgia for the past to tell a futuristic story. Fillon feels that with the advent of the internet, knowledge has become so accessible that the journey of discovery and learning new things has become something most people take for granted. He hopes that with Chinatown Detective Agency, he can renew some of that spark for his audience.

“The hope is that if someone has enjoyed playing it, that it's rekindled some sort of interest in just learning something new again. I don't want to use that word ‘edu-tainment’ because it has such a stigma attached to it. But I suppose if it's used as a vehicle to tell a captivating story, hey, you know what, I have no problems with that.”

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

Metroid 64 Imagines the 64-Bit Entry That Never Happened

While the Nintendo 64 never got a Metroid game, two fans are working on showing the world what a Metroid 64 could have looked like.

As reported by Nintendo Life, Luto Akino took to Twitter to share his Unity 3D project that aims to create what Metroid 64 could have been.

Instead of opting for a first-person camera a la Metroid Prime, this version features a third-person perspective and shows Samus running around a purple cave area, using her arm canon, and even using her Morph Ball form and bombs.

There are currently no enemies besides static blocks, but it gives a good glimpse into Akino's vision and what a Metroid game on the N64 would play and look like. Akino is working on this project with a friend and has revealed no plans as to when they would make this available to the public.

You can check back through Akino's Twitter to see even more updates on this Metroid 64 project.

Super Metroid was released for the SNES in 1994 and it took eight years for fans to get a new entry. While Samus did show up in the original Super Smash Bros., she never had a proper entry on the N64.

The wait may have been tough, but fans were treated to two new adventures - GBA's Metroid Fusion and GameCube's Metroid Prime - just days apart in 2002.

Nintendo tried to make Metroid happen on N64, but it revealed it "couldn't come up with any concrete ideas or vehicle at that time." Metroid co-creator Yoshio Sakamoto also said he couldn't imagine how the N64 controller could be used to control Samus.

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.

Friday, April 29, 2022

Libertalia: Winds of Galecrest Board Game Review

Back in 2012, the pirate-themed title Libertalia, from a then little-known designer called Paolo Mori hit the shelves. Its blend of bluffing and hand management with that popular piratical theme made it a minor hit -- but after stock sold out it sunk without trace.

As it transpired, it’s a favourite of Stonemaier game’s Jamey Stegmaier, who has now bought the considerable might of his publishing house to issue a new edition. Moving the action from the high seas to the higher skies, Libertalia: Winds of Galecrest (see it at Amazon) adds some new cards and refreshes the components for modern production values.

What’s In The Box

Libertalia: Winds of Galecrest is mostly a card game, with an identical deck for each player, and the cards themselves are something of a letdown. While sturdy enough for play, the art, depicting anthropomorphic pirate animals, is odd. The aim is to emphasise the move from the high seas to high fantasy but the execution is lacking.

Other components are much better. There’s a big bag of chunky plastic loot tiles to draw from, similar to those in Azul, which slide and clack in a most satisfying manner as you rummage around amongst them. Players have score dials to track their booty and there are also coin tokens with a fun little plastic treasure chest to keep them in.

The only other component is a board plus some tiles to place on it to vary the effects of the loot tokens. It’s double-sided, printed with player aids and everything is laid out in a neat and effective manner to help facilitate the gameplay.

Rules and How it Plays

At the start of Libertalia: Winds of Galecrest, one player shuffles their deck of forty crew cards and draws six at random. The other players then go fishing in their own decks and draw out the same, matching cards. So everyone starts with the same cards. You also draw out one loot tile per player to lay on the board for each day of the upcoming voyage. There are three such voyages, starting at four days and then increasing to five and six.

Each day players must choose a card from their hand in secret. The card will have a rank number and one or more special powers. Once all players have chosen, the cards are arranged in rank order and their “day” powers get activated from left to right, in increasing rank. Then, their “dusk” powers get activated in the opposite direction, highest rank first, after which the owning player can choose a loot tile from that day’s selection. These loot tiles sometimes also have a dusk effect which happens as they are picked. Finally, a few cards have a “night” effect which is applied simultaneously.

That’s pretty much all the rules: it’s very easy to learn and teach the basic game flow. But beware, because the devil is in the details. The special powers on both crew and tiles are very varied and spice proceedings up like a tot of rum. At the same time, the information you need to play strategically is printed on the cards and tile effects and makes the game feel more complicated to newcomers than the tiny rule booklet.

It’s very easy to learn and teach the basic game flow. But beware, because the devil is in the details.

Let’s illustrate this with an example. Loot tiles aren’t all equal in value: indeed one, the Relic, costs you points if you collect it. So if there’s a day with a couple of Relic tiles among the loot and you have the rank 5 card Cabin Boy, you might be tempted to play it. The Cabin Boy’s “day” power nets you gold if he’s the leftmost card, which is likely given that he’s rank 5. At “dusk” he stops you from taking any loot which, if it’s a Relic, is quite helpful. So he looks like an easy choice: except all the other players will have a Cabin Boy and they’ll all be thinking the same thing. All of a sudden he’s not likely to be the leftmost card anymore, and you might want to reconsider. Unless all the other players are also thinking that same thing, in which case ...

And so the decisions go on, like a galleon spinning in an endless whirlpool, until you’ve tried to out-think all the double-think and come to a conclusion. After the tension of waiting for the other players, you go up the scale and back down again, scrabbling to try and work out what the cascade of powers is going to be and what loot you’re going to secure. It’s a neat mechanic with plenty of scope for excitement, planning and bluff. At the same time, the simultaneous choice of cards means your strategies can and will get torpedoed through no fault of your own, which can be unsatisfying.

At the end of each voyage, some cards and most loot tokens also have an “anchor” power that activates. These mostly net you some bonus gold but there are fun exceptions such as the hook token that lets you keep a card you’ve played in your tableau, which can be handy if it has an ongoing “night” effect. Libertalia: Wind of Galecrest makes full use of the simple day, dusk, night and anchor system to come up with some really engaging effect combos, ensuring there’s plenty of variety among its motley crew. The flip side of the board even has a whole new set of loot token effects to increase player interaction.

Before starting a new voyage, players get six new cards for their hand -- and this is where things really start to heat up. Although all players get the same six cards, chances are they played different cards during the preceding voyage which means everyone is now holding different hands. This brings a memory element into the game as you’ll be at an advantage if you can recall what other players are holding; but either way, it opens up more variety in potential effect combos. Despite this fresh blood, the arbitrary nature of simultaneous play does make the hour-odd play time feel a little overlong.

One thing that comes as a particular surprise for a game that thrives off having lots of cards working in opposition to each other is that it works well as both a solo board game and a two-player board game. Played solitaire, there’s a simple AI system to choose cards from an opponent’s hand together with a random “pilferer” card to mix up the order. With two players, there’s a dummy rank 20 card that punishes low play by stealing a loot token if both players have cards that rank below it. These are neat, simple solutions that keep the game fast and fun at every player count.

Where to Buy

Marvel's Heroes Are Being Dragged Into Fortnite's Greatest Battle Yet

A big part of the appeal of Fortnite is that it gives life to all our childhood fantasies about heroes from different universes teaming up to battle evil. The game now includes skins based on Marvel, DC, Star Wars, Tron, Naruto, Street Fighter and countless other iconic franchises. But sometimes those crossovers are more than merely superficial, and that's where Fortnite x Marvel: Zero War comes in.

A followup of sorts to 2021's Batman/Fortnite: Zero Point, Zero War explores a major escalation in the endless conflict raging on Fortnite's Island. In this story, a fragment of the Zero Point lands in the Marvel Universe, forcing the heroes of Fortnite to join forces with the Avengers to prevent a disaster that could affect all worlds. It's a conflict that fans will see play out in both the game itself and the pages of the comic.

The comic series reunites the Zero Point writing team - Epic Games' Chief Creative Officer Donald Mustard and prolific Marvel writer Christos Gage - with Sergio Davila (Wonder Woman) handling the art. Check out an exclusive preview of the first issue in the slideshow gallery below, and then read on to learn more about this major crossover from Gage himself.

From the DC Universe to the Marvel Universe

Zero War is probably the closest thing comic book fans will see to a true Marvel/DC crossover for the foreseeable future (unless you count the recent reprint of JLA/Avengers). While there won't be any DC characters appearing in this story, Fortnite's Island has now officially played host to heroes from both universes. Zero War's conflict builds on the foundation of Batman/Fortnite: Zero Point and the previous, Thor-centric Fortnite x Marvel crossover, so it's just as well Mustard and Gage are collaborating again.

"It’s still a delight," Gage said regarding that collaboration. "If anything it’s more instinctive now, as Donald and I are really familiar with each other’s creative processes, but that was true midway through Batman/Fortnite…we clicked really quickly. So from the standpoint of collaborating with Donald, it felt like a direct continuation. We both love comics, we both love the Fortnite lore, and we both want to deliver something awesome for fans of both the comics and the game. Hopefully that showed last time, and will show again this time."

The biggest change between Zero Point and Zero War is that Gage and Mustard are working with Davila, whose recent Marvel work includes Black Knight: Curse of the Ebony Blade. While Davila's style is similar in some ways to what we saw on Zero Point, Gage said he also brings some particular skills to the table in this story.

"The idea is to find the best artist for the story we hope to tell, and when [editor Alanna Smith] recommended Sergio, we saw what he’d been doing with his inventive layouts and crazy action scenes and knew he was perfect," Gage said. "Given that we’re depicting what is basically the culmination of the war between the Seven and the Imagined Order, the poor guy was going to have to draw armies, but he was also going to have to make some smaller, more character-focused scenes work too. And he’s done it brilliantly, as the images released thus far show beyond a shadow of a doubt. He’s the hardest working one on the team, for sure!"

We both love comics, we both love the Fortnite lore, and we both want to deliver something awesome for fans of both the comics and the game.

As mentioned above, this isn't the first Marvel/Fortnite crossover comic, but it's certainly much larger in scope than 2020's Fortnite x Marvel: Nexus War - Thor #1. Where that comic was basically a prologue story setting up an in-game story event, Zero War is a five-issue series telling a complete story unto itself. However, Gage teases there will be some major connective tissue between the comic and the game, particularly as the Zero War event reaches its climax later in 2022.

"There’ll be a few things you see in both the game and the comic – mostly in our final issue," Gage said. "But for the most part, what happens in the game and what happens in the comic are different fronts in the same war. Some questions that players might have about the game are answered in the comic, and vice versa, though neither are required to follow the story in the other."

The Heroes of Zero War

Another notable difference between the previous Thor tie-in and the Zero War miniseries is that the former springs out of a very specific moment in Donny Cates' ongoing Thor series, whereas Zero War takes a slightly more evergreen approach to the Marvel Universe. The costumes and team rosters are reflective of the current state of the Marvel U., but the plot isn't necessarily pinned down to a specific point in time.

"We talked about the fact that in the future, people will be reading the story as a collected edition," Gage noted. "So the emphasis wasn’t about 'This moment takes place on page X of comic book Y.' Now, we are reflecting the current status quo of the Marvel Universe. The Avengers lineup is what it currently is in the Avengers title. But someone who picks up the collected edition two or three years from now won’t need to know exactly what issue of Avengers was out that month and what was happening in it."

For Gage, one of the main challenges with Zero War was writing a comic that could be accessible to both Fortnite fans who don't actively read Marvel's comics and comic fans who haven't been playing the game. It's a tough balance to strike, given how steeped in Fortnite lore this new series is. In the end, Gage followed Smith's editorial advice, using Wolverine and Spider-Man as focal points to deliver critical information to Fortnite newcomers in issue #1.

"It was challenging, because you have to consider that this will be read both by Fortnite fans who aren’t immersed in Marvel lore and vice versa, but luckily everyone on the creative team was aware of that and eager to make it accessible. That’s why we were given 30 pages for issue #1. (Subsequent issues are the usual 20 pages…until our explosive 30-page finale!) Our editor, Alanna, had a brilliant suggestion after reading the first draft of the first issue’s script, which was to move Spidey finding Wolverine from the end of the issue to the beginning, and then have Spidey narrate the whole issue as a sort of flashback as he brings Wolvie up to speed. Which was utter genius. Because now, instead of exposition, you have Spider-Man’s distinctive voice telling this insane story about converging realities and giant robots and never-ending battles where people break for a dance every now and then."

Gage added, "I’ve written my share of Spider-Man in the past 17 years…loads of comics, and a PS4/5 video game you may have heard about... so his voice leaps into my head pretty naturally. Alanna’s approach made it all fall into place. And that, folks, is just one aspect of what a good editor does."

The comic will feature a sizable cast of Marvel heroes, but the story specifically centers around three - Wolverine, Spider-Man and Shuri. That cast of characters wasn't mandated by either Epic or Marvel, but rather by which best suited the story and which characters the creative team had the most affinity for.

"Donald loves Wolverine, and specifically his 'Patch' identity from the early days of his first solo series," said Gage. "Every time we’d talk over Zoom, I could see two pages of original art from that book framed on his wall behind him. So we decided to use that take on Wolverine. The idea is that when he wants a breather from all the stuff going on in Krakoa, Logan heads over to Madripoor for some cheap beer and a good brawl, and that’s where we find him. Donald also really wanted to use Spidey, who is in Fortnite now, and I love me some Spidey, so that was a big thumbs up. I think it was Alanna who suggested Shuri after the talk of Patch led to the idea of an almost Indiana Jones-style quest for an artifact – in this case, the Zero Shard, a crystallized piece of the Zero Point itself that broke off and was drawn back to the Marvel Universe when Galactus was driven out of Reality Zero in the previous Marvel/Fortnite crossover."

Gage continued, "We were talking about cool Marvel locations, and of course Wakanda came up, and we realized Shuri was a natural. There was also discussion of what Fortnite characters would have good chemistry with the Marvel characters we were using. So we have a very familiar Fortnite character in Jones, who we will be learning some previously unrevealed things about, and a pretty recently introduced character in The Imagined. Conversely, there are some Marvel characters appearing in Fortnite right now, like Moon Knight, who aren’t in the comic at all. It was all about the story and what serves it."

Fortnite x Marvel: Zero War #1 will hit comic shops and Marvel Unlimited on Wednesday, June 8.

Epic has added all sorts of interesting new characters to Fortnite in 2022. Nathan Drake from the Uncharted movie and games was recently added, alongside Marvel's Moon Knight, Dwayne Johnson, Bruno Mars, and outfits from Cobra Kai. It even added virtual attendees of Coachella alongside music from the festival itself.

It all appears to feed into Epic Games' metaverse, with the Coachella collaboration in particular feeding into the idea of bringing "the real world" into a shared online space, especially as the event was announced just days after Sony and LEGO's parent company KIRKBI invested $2 billion into the publisher.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Xbox Games With Gold for May 2022 Revealed

Microsoft has announced that May 2022's Games with Gold are Yoku's Island Express, The Inner World - The Last Wind Monk, Hydro Thunder Hurricane, and Viva Piñata: Party Animals.

As revealed on Xbox Wire, the four Games with Gold will be available to anyone with Xbox Live Gold or Xbox Game Pass Ultimate, with Yoku's Island Express and Hydro Thunder Hurricane available starting on May 1.

Yoku's Island Express is an open-world pinball game with Metroidvania and platforming elements. Players take on the role of Yoku, a pint-sized mailman turned hero as he traverses and works to save Mokumana Island.

We named it among our top ten Metroidvania games (that aren't Metroid or Castlevania), and in our 8/10 review said: "Yoku’s Island Express is a novel Metroidvania-pinball hybrid that stands as something wholly unique and incredibly fun."

Also available on May 1, but only until May 15, is Hydro Thunder Hurricane. This rocket-powered speedboat racing game from 2010 didn't receive as much of IGN's favor.

"Between uninspired references to the original game and its reliance on aged arcade racer elements," we said in our 5/10 review, "Hydro Thunder Hurricane is a dull, monotonous experience that shows its hand early and fails to deliver on its pedigree."

Available later in the month on May 16 is The Inner World - The Last Wind Monk, a sequel to the 2013 point and click adventure game. Players take on three characters - Robert, Laura, and Peck the pigeon - as they embark on an adventure to save their friends in a completely wacky world.

Last but not least, Viva Piñata: Party Animals is available on the same day but only available for two weeks until May 31. This isn't a traditional Viva Piñata but a party game instead, featuring a number of minigames that players take part in using beloved characters of the franchise.

IGN didn't love this one either, as in another 5/10 review, we said: "The inherent problem that really bogs down the action in Viva Pinata's aesthetic successor is that the mini-games simply don't stem from a fun design scheme."

Be sure to redeem April 2022's Xbox Games with Gold before they leave the service, which includes Another Sight, Hue, Outpost Kaloki X, and MX vs ATV Alive.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

PlayStation Cat Game Stray Pushed to Summer 2022

PlayStation has quietly announced a delay to it's cat game Stray with a release now expected this summer.

The release window was previously set as spring 2022, but in a tweet (below) advertising indie games coming soon spotted by Eurogamer, PlayStation sneakily confirmed the delay.

Stray's launch on PS5, PS4, and PC will mark two years since it was first shown at the PS5 reveal event, when it was originally expected to be a 2021 release.

Developer BlueTwelve's objective is simple: "Our goal is to create a unique experience playing as a cat," they said at the time.

But this isn't your average house cat, as the players controls the kitty as it explores a robotic cybercity and tries to return home with the help of a drone called B-12.

BlueTwelve has been pretty quiet since the original reveal, only really sharing more information about the game in July last year when the postponement to spring 2022 was announced.

Several games from the original PS5 reveal, which took place in September 2020, have suffered from delays, with the COVID-19 pandemic doing game development no favours.

Gran Turismo 7, Horizon: Forbidden West, Deathloop, were among the biggest games to see delays, but Stray, alongside Goodbye Volcano High and Forspoken, remain the only games to remain unreleased.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

Final Fantasy 16 Is in the 'Final Stages of Development'

Final Fantasy 16's producer Naoki Yoshida has said the game is in its final stages of development.

Yoshida confirmed the progress in a pamphlet that accompanied the franchise's official clothing line, translated by Twitter user @aitaikimochi, saying "We're in the final stages of development for the numbered game in the series, Final Fantasy XVI."

Yoshida added that he thinks the game's story, which is obviously a very different experience from Final Fantasy 14 Online (which he also produces), is a fleshed-out experience that will bring older fans back.

"Unlike an online game that involves many players at the same time, Final Fantasy 16 offers a different experience where it focuses on the individual player and immerses you in the story," he said per the translation.

"For those who have grown up and realised that reality isn't kind to you and have drifted away from Final Fantasy, we hope that Final Fantasy 16 will be a game that can bring back anew the passion that you once had with the series."

Yoshida has been fairly open about the game's development timeline. He said in July last year that the story and English voice over was almost complete but the game was later delayed as a result of COVID-19.

He also promised that a big reveal would take place in spring this year, meaning it may not be long before fans find out when they can expect to play the game.

Given that Final Fantasy 16's development is in its final stages, and 2022 marks the franchise's 35th anniversary, it would certainly make sense for Square Enix to release the first mainline entry since 2016 this year.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

Star Wars: Tales of the Jedi Explained - What Is the Animated Anthology Series?

While Star Wars Celebration 2022 is still weeks away, we already know one of the new projects Lucasfilm will be revealing at the convention. Thanks to a now-deleted panel schedule posting, we've learned a new animated anthology series called Star Wars: Tales of the Jedi is in the works.

Fans of the classic Legends timeline will probably recognize that particular branding. Tales of the Jedi is a name with deep significance to the Star Wars mythos. The original Dark Horse Comics series was among the first Star Wars stories to flesh out the ancient history of the Jedi Order and their war with the Sith. Will this animated series follow that example? We don't know much yet, but this is a good opportunity to look back at Tales of the Jedi and how the original comics may inform the newest animated Star Wars series.

These are the topics we cover here:

Tales of the Jedi: The Basics

Star Wars: Tales of the Jedi is a series of comic book story arcs published by Dark Horse between 1993 and 1998. The series was originally conceived by writer Tom Veitch, who is considered to be one of the core architects of the Star Wars Expanded Universe. While Veitch's first Star Wars project, Dark Empire, was a sequel set six years after the events of Return of the Jedi, Veitch included references to ancient Jedi Knights and Sith Lords in that series. Those references became the foundation on which Tales of the Jedi was built.

Tales of the Jedi is largely set 4000 years before the era of the movies, in a time when the ancient Jedi Order is at war with the Sith (who at that point were depicted as a singular race of Force-sensitive aliens rather than the secretive order they would later become). Later Tales of the Jedi arcs delved even further back in the Star Wars timeline, exploring a period 5000 years before the movies.

Together with co-writer Kevin J. Anderson (who also penned the Jedi Academy Trilogy of novels around the same time), Veitch fleshed out an era of Star Wars history that fans knew almost nothing about at the time. And even though Tales of the Jedi has been rendered non-canon like most of the Expanded Universe, it's a series that continues to exert a strong influence on contemporary stories.

Tales of the Jedi is largely set 4000 years before the era of the movies, in a time when the ancient Jedi Order is at war with the Sith.

The Plot of Tales of the Jedi

While Tales of the Jedi is ostensibly an anthology series focused on different characters and conflicts in the Old Republic era, the various stories do connect to form an overarching narrative. The series is largely about the rise and fall of Ulic Qel-Droma, a Jedi Knight from Alderaan who becomes corrupted by the Dark Side. Over the course of the series, Qel-Droma battles the Sith Empire and falls in love with fellow Jedi Nomi Sunrider, only to succumb to the temptation of darkness himself.

Qel-Droma's story is deeply intertwined with that of Exar Kun, another former Jedi who turns to the Dark Side. Kun was originally created by Anderson for the Jedi Academy Trilogy, which reveals that his spirit was tethered to the abandoned temple on Yavin IV that briefly served as the base of the Rebel Alliance. Working together, Anderson and Veitch integrated Kun into the overarching Tales of the Jedi storyline, and the comics showcase the Sith Lord at the height of his power and reveal how he met his eventual end.

Tales of the Jedi proved to be hugely influential for the franchise, establishing key pieces of the Jedi/Sith mythology in a time before the Star Wars prequels began to cover that ground. Among other things, these comics cover pivotal conflicts like the Freedon Nadd Uprising and the Great Hyperspace War and introduce the ancient Sith Empire and the warriors of Mandalore. Above all, Tales of the Jedi proved that even thousands of years before the time of Luke And Anakin Skywalker, some of the galaxy's most powerful Jedi battled the influence of the Dark Side.

The Knights of the Old Republic Connection

You may be wondering where the Knights of the Old Republic games fit in. The KOTOR name actually originated in the comic, as it's the subtitle of one of the major Tales of the Jedi story arcs. The games themselves are also essentially direct sequels to the comic. The original Knights of the Old Republic is set roughly 40 years after the conclusion of Tales of the Jedi.

KOTOR builds on the Jedi/Mandalorian conflict introduced in the comic, introducing Sith Lord Darth Revan and their apprentice Darth Malak. Like Exar Kun and Ulic-Qel Droma before them, Revan and Malak were distinguished Jedi Knights who fell to the temptation of the Dark Side. The exact reasons for their shared downfall weren't revealed until the release of The Old Republic, an MMORPG set several centuries later. In the process, The Old Republic ties back to the Sith Empire mythology introduced in Tales of the Jedi.

KOTOR puts players in the shoes of an amnesic main character and a ragtag band of Jedi, smugglers, Mandalorians and one extremely cranky droid as they seek to prevent Malak from unleashing one of the galaxy's deadliest super-weapons. The sequel, set a decade later, shifts focus to a disgraced Jedi known as the Jedi Exile as they battle a triumvirate of upstart Sith Lords.

While the KOTOR games are sequels to Tales of the Jedi, there are some storytelling discrepancies between the two. Tales of the Jedi was released before the Star Wars prequels materialized, whereas KOTOR arrived a year after Episode II hit theaters. When Tales of the Jedi was being published, George Lucas hadn't established basic details like the idea that "Darth" is an honorific adopted by all Sith Lords, not just Vader. The technology and architecture of KOTOR is also wildly different from Tales of the Jedi. The latter showcases the Star Wars universe in a much more primal and less technologically advanced state, one where the influence of Westerns and samurai movies is even more apparent.

With the announcement of a Tales of the Jedi animated series and the upcoming Knights of the Old Republic remake, it'll be interesting to see how closely intertwined the two projects are. Will we see a more unified vision for how the Star Wars universe looked 4000 years before the movies?

Tales of the Jedi: The Animated Series

Currently, very little is known about the Tales of the Jedi animated series, and that likely won't change until the show's official reveal at Star Wars Celebration 2022 on May 28. For now, only two details have emerged - Tales of the Jedi is an anthology series consisting of short, animated episodes (similar to the anime-styled Star Wars: Visions), and The Clone Wars executive producer Dave Filoni is involved. Presumably, the series will be exclusive to Disney+, but even that detail has yet to be confirmed.

At this point, it's unclear if Tales of the Jedi is directly inspired by the original comics or simply repurposing the name. It's possible the series will take place in a similar setting, exploring the Old Republic era and introducing reimagined versions of characters like Ulic Qel-Droma and Nomi Sunrider into the official Disney canon.

However, it's also possible the series might cast a wider net. The show might focus on established Jedi like Luke, Rey and Ahsoka Tano as well as older generations of Jedi Knights. It could also explore the High Republic era, a setting that has been a major focus of Lucasfilm's publishing division in recent years. If so, it would be the second Star Wars series to take place during the High Republic, after Leslye Headland's Star Wars: The Acolyte.

Be sure to stay tuned to IGN for more on Tales of the Jedi and other big announcements from Star Wars Celebration. Until then, cast your vote in our poll and let us know what era you most want to see in Tales of the Jedi:

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

IGN UK Podcast #642: Overwatch 2 is a Playable Thing that Exists

The Overwatch 2 beta is live, so of course, we’re going to talk about it. To do just that are Cardy, Matt and Alex who delve into just how new it feels. We also have impressions of Switch Sports and Richard Linklater's latest film, Apollo 10 ½. Then there’s the stuff you care about, such as milk, out of date chocolate, and father and son bonding stories.

Want to get in touch to talk about digging graves? Or maybe about chocolate? Feel free to send us an email at ign_ukfeedback@ign.com.

IGN UK Podcast #642: Overwatch 2 is a Playable Thing that Exists

Skull & Bones: Gameplay Leak Shows Combat, On-Foot Exploration, and More

Gameplay from Ubisoft's pirate game Skull & Bones has leaked online, giving us a look at several mechanics, including naval combat and on-foot exploration.

It's unclear which version of the game this "technical test build" is from, as Skull & Bones received a major reboot before entering an alpha stage in July 2021. Ubisoft invited some players to test an early version last month, however, meaning this leaked gameplay, shared by Wesam_L on reddit, could well be from this Insider Programme.

In this version of the game, Skull & Bones gameplay revolves around a hub area – similar to The Tower from Destiny 2 – that players will frequent in order to craft items, visit shops, take on missions, and so on. The hub, called Sainte-Anne, is "the centre of pirate activity" and thus where players are encouraged to socialise (through emotes) and organise their teams of up to three players.

Players will then head out into the world to complete quests through gameplay similar to what's been shown before: naval battles that appear slightly more complex than those from Assassin's Creed.

Most of Skull & Bones appears to revolve around this gameplay loop, though it's mixed up by different types of battles, including attacks on forts and settlements, NPC ships and player ships, and bigger "world events" such as taking on a merchant and its fleet of escorts.

Players will need to prepare beforehand so they have enough resources to keep their ship in good health, and food and drink to keep their crew's morale up. Not doing so will result in the boat being sunk (players then respawn and can return to collect their cargo) or a mutiny (where the crew takes over the ship and likely just returns the player to an outpost).

Island exploration appears a little less freeform than what players might expect. Instead of being able to stop the ship anywhere, the gameplay showed only specific outposts that the player can dock at and then explore on-foot.

While a narrator in the video states everything in Skull & Bones can be played solo, co-op is also available and missions come with a "recommended number of players".

The Infamy system is at the centre of progression, with the player starting as an Outcast before rising to Swashbuckler, Cutthroat, and so on. While the gameplay didn't show all levels of Infamy, there appeared to be around 15 different levels.

Each one unlocks more ship upgrades, recipes to craft, tools, and so on, including "vanity" cosmetics for both the player character and ship. There appear to be dozens, if not hundreds, of different cosmetics available as "it's also important for you to look the part".

Players will also gain access to bigger and better ships as they level up their Infamy, which will also gradually rise through exploration, battling, treasuring hunting, and more.

Skull & Bones was first revealed five years ago in 2017 but suffered delay after delay and as of July last year had reportedly been in development for eight years.

It does appear to be inching closer to release, though, as Ubisoft is now showing it to at least some members of the public.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

The First Few PS Plus Premium Retro Games Seem to Have Leaked

A handful of retro games likely coming in PlayStation Plus's upcoming Premium tier have seemingly leaked online.

Tekken 2, Worms Armageddon, Worms World Party, and Mr. Driller for the original PlayStation have all appeared on the PSN backend, alongside Ridge Racers 2 for PSP.

Reddit user the_andshrew spotted the hidden games, as reported by Eurogamer, which will likely be part of the most expensive PS Plus tier when the service is refreshed in June.

The Premium tier, which will cost users $119.99 a year, will include 340 retro games from the PS1, PS2, and PSP, plus the ability to stream PS3 games and access to around 400 PS4 and PS5 games that are included in the previous Extra tier.

PlayStation itself has yet to confirm which games are coming to the service, meaning these leaks aren't official and need to be taken with a pinch of salt, but the games definitely have been added to the PSN backend complete with artwork.

With the refresh due for release as early as May 23 in most of Asia, PlayStation will likely unveil the full list of games soon, especially as they're already being leaked online.

The service is expected to launch in the U.S. on June 13 and Europe on June 22 after finally being revealed in March following months of reports and speculation around Sony releasing a competitor to Xbox Game Pass.

The services are not the same however, most evident by the fact the new PS Plus will not offer first-party games as part of the service on the day they're released, but will only add them much later.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

Thursday, April 28, 2022

Xbox and Bethesda Showcase Set for June 12

Xbox and Bethesda have announced that a summer showcase will air on June 12 at 10am Pacific / 1pm Eastern / 6pm UK (that's June 13 at 4am Sydney time).

This showcase will include upcoming games coming to Xbox and PC, as well as Xbox Game Pass. Currently, Xbox's most highly anticipated game with a set release date is Starfield on November 11 - we'll almost certainly see first gameplay at the showcase, if it doesn't come beforehand. Arkane's Redfall is also scheduled to launch sometime in 2022, so a release date for it might be revealed too.

While Bethesda already announced The Elder Scrolls VI back in 2018, it might be a while until we hear anything else about it. Since it was annouced before Microsoft's acquisition of Bethesda, we could possibly receive confirmation of Xbox and PC exclusivity. MachineGames announced last year that the studio was working on an Indiana Jones game, so more information about it could be shown as well.

One last possible reveal could be Deathloop's inclusion into Xbox Game Pass later this year when its timed-exclusivity period on PlayStation 5 expires. Of course, Bethesda can also announce new games in addition to the ones already mentioned above.

As for Xbox's other first-party studios, Ninja Theory is hard at work on Senua's Saga: Hellblade 2 and Undead Labs is working on State of Decay 3. A Perfect Dark reboot is in development at The Initiative as well as a Fable reboot over at Playground Games, though they are most likely to be farther out from release. Obsidian is also working on Avowed. There hasn't been much information on Rare's Everwild recently. The last bit of news heard was that it was reportedly overhauled.

Last year's Xbox showcase saw reveals such as The Outer Worlds 2 and Forza Horizon 5.

George Yang is a freelance writer for IGN. You can follow him on Twitter @yinyangfooey

Mass Effect: Dark Horse Reveals Reaper Sovereign Ship Replica

Dark Horse Direct is returning to the Mass Effect series with another replica statue. This time around, the fearsome Reaper Sovereign ship is being immortalized in three dimensions.

Check out the slideshow gallery below for an exclusive first look at the Reaper Sovereign ship replica:

The Reaper Sovereign is cast in polyresin and was sculpted by Gentle Giant Studios. The piece measures roughly 14 inches in height and 11 inches in diameter. The display base is meant to depict the battle-ravaged terrain of the planet Eden Prime, with the statue itself inspired by the original Mass Effect game.

The Reaper Sovereign is priced at $299.99 and is limited to 1000 pieces worldwide. The statue is available to preorder now on the Dark Horse Direct website, with an estimated release window of November 2022 to January 2023.

This piece should pair nicely with Dark Horse's previously released Alliance Normandy SR-1 ship replica, which was also re-released with a metallic silver paint job. Unfortunately, both versions of the Normandy are now sold out, as are the rest of Dar Horse's Mass Effect ship replicas.

In other Mass Effect news, Amazon is reportedly close to a deal to adapt the games as a live-action series. We have some ideas about what we want to see from a Mass Effect adaptation.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Return to Monkey Island Will Have an Easy Mode and Hint System

Always getting stuck on point-and-click adventure games? Return to Monkey Island has a solution.

During an interview with Ars Technica, creator Ron Gilbert confirmed that the game will have an easy mode, as well as a hint system.

“[One thing] that people really want in games today are built-in hint systems,” he explained. “If [players] don't have a built-in hint system, they're just going to jump over to the web and read a walkthrough.” Encouraging players not to do that, Return to Monkey Island will use a hint system that has been designed to make sense in-game.

It will be “more than just a walkthrough,” he added.

Of course, getting stuck is part of the fun of point-and-click adventures.

Back when The Secret of Monkey Island was released in 1990, I spent hours upon hours clicking around looking for ways to solve puzzles and growing increasingly frustrated when I couldn’t solve them.

But what you always remember is the satisfaction when it finally clicks.

"[There was] a lot of stuff that we did back then and didn't think much about—a lot of very obscure puzzles,” said Gilbert. “Hiding a piece of information somewhere with no clues about where to find it—that kind of thing just wouldn't fly today... Having hint systems means that if you make the puzzle just completely weird and obscure, people just go to the hint system.”

Of course, everyone knew what to do with a rubber chicken with a pulley in the middle. Right?

Thankfully, there’s also a new easy mode – borrowed from Gilbert’s recent Thimbleweed Park.

This new feature, called “casual mode” in Return to Monkey Island, is designed for “people [for whom] this is their first adventure game, or they haven't played adventure games in a long time, or maybe they have lives and kids now,” explained Gilbert. “They can play the casual mode, which is just a lot of simplification of the puzzles. That is our main way to get people into playing a point-and-click game if they haven't done it before.”

Return to Monkey Island sees Gilbert return to the legendary point-and-click series and is expected to be released later this year.

Ryan Leston is an entertainment journalist and film critic for IGN. You can follow him on Twitter.

‘Dedicated Masochists’: Meet the Fans Still Spending Thousands of Hours Searching for Shiny Pokémon

Nobody asked Zetamasterx to devote a year and a half of their life to capturing Legendary Pokémon with slightly different colour variants to their regular counterparts, but once they started, it became an obsession. For the vast majority of trainers, capturing a Legendary at all is triumph enough – but there are a select few who strive for a prize much, much rarer than that.

In the Pokémon community, these toiling prospectors are known as shiny hunters – a narrow demographic of players who regularly invest hundreds, if not thousands of hours into honing their trade long after the rest of the fanbase have moved onto the inevitable next generation. What this entails is simple: In Gen 8, the most recent generation of mainline Pokémon games, every ‘mon has a 1/4,096 chance to be a different colour to the rest of its species. These odds can be increased to almost 1/100, but even those chances make it a slow process.

If you haven’t already guessed, the objective of shiny hunting is to locate and catch these extremely rare Pokémon. That’s not taking into account that Legendary Pokémon are far rarer than almost any other, meaning shiny versions are very hard to come by.

Zetamasterx collected every single shiny Legendary available in Gen 8.

For Zetamasterx to catch shiny Regirock, they had to soft-reset the game 18,000 times.

It’s important to establish the sheer level of busywork here. For Zetamasterx to catch shiny Regirock, they had to soft-reset the game – meaning they saved before the battle, instigated the fight, and then reset their Switch when they realised the Pokémon they were hunting wasn’t shiny – a whopping 18,000 times. And that was after failing their first shiny chance when Regirock struggled to death after 4,000 encounters. Imagine the frustration…

For shiny Palkia, meanwhile, the player embarked on 612 unique Dynamax Adventures, the roguelike minigame introduced in Pokémon Sword & Shield’s’s Crown Tundra expansion. Both the Regirock and Palkia hunts took an entire month to complete, but at time of writing, Zetamasterx is chasing shiny Cresselia in Pokémon Brilliant Diamond and is starting to worry that they’ll break that record once more – which certainly isn't helped by the fact they failed to catch their first one of those, too.

These are the most extreme examples of Zetamasterx’s hard work, but there was much more to do than just those – catching every shiny Legendary in Sword & Shield required roughly 18 months of regular play.

What is it that motivates players like Zetamasterx to commit to a time investment of that magnitude?

Danners99, a relatively green practitioner, recently completed their second shiny hunt. Prior to Sun & Moon, their interest in Pokémon was next to non-existent – but after stumbling across some well-known hunters on YouTube, that interest was instantly piqued.

“One [hunt] only took a few hours, but the second spun over two days,” Danners99 says. “As for if I have been enjoying it, I’d say yes – however, I have taken long breaks between hunts because I’m not accustomed to long grinds just yet.”

For some, however, shiny hunting is even more interesting than the base games themselves:

“I got into Pokémon because of shiny hunting,” Late_Experience_1990 says. “I would see YouTubers hunt for them and thought, ‘I want to give this a try!’

“I’ve only been shiny hunting for about a year. As of now, I’m more casual about it – I have school and other games I’m interested in. But it’s pretty rewarding, because most of the time you have to work quite hard for them. It’s like a trophy after a long hunt.”

“That moment when you see the different colour ‘mon with the sparkles after hunting for ages – it feels like pure ecstasy."

YouTube is also responsible for FR00DA87’s gravitation to hunting, although their entry point was slightly different. Instead of watching streamers chasing shinies, they got into hardcore Nuzlocke runs, which revolve around a highly specific, self-imposed ruleset: You can only catch the first Pokémon you encounter on each route; if a Pokémon faints, it’s dead; and if you white out, it’s game over. This served as a gateway to shiny hunting, which FR00DA87 soon developed a passion for.

“I think people do it for the satisfaction of the final product,” FR00DA87 says. “That moment when you see the different colour ‘mon with the sparkles after hunting for ages – it feels like pure ecstasy." FR00DA87 is quick to lambast people who pay hackers to artificially generate their shinies, which they see as missing the point.

It's easy to see where they're coming from. FR00DA87 once spent six hours a day, for a week straight, chasing a single, elusive shiny Giratina, which made their reward a whole lot more special than if they'd just bought it off a cloning site for $5.

FR00DA87 is very aware that this isn’t something everyone would be into: “It’s an excessive and boring process for barely anything of worth. If you enjoy feeling great satisfaction after a long deal of non-enjoyable activity, then it’s for you. But if you don't have much spare time or much patience, absolutely not. I just shut my brain off and do a monotonous task for hours on end, so the adrenaline at the end is worth it for me.”

It's no surprise, then, that the single sentiment echoed by all of our interviewees is that the drive to chase shinies boils down to one specific feeling: it’s less the thrill of the hunt itself than the rush of having finished it, with a reward so few other players will have.

This is perhaps best articulated by our most enthusiastic interviewee – a Redditor who goes by the handle Warcraft101.

“I've been into Pokemon for as long as I can remember,” Warcraft101 says. “The hype was unlike anything I'll ever experience again. The cards exploded in popularity – everyone was trading them at school. If you had a holo Charizard, you were Arceus [the name of a Pokémon God].” Just like those shiny cards, the game’s own shinies offer a similar mixture of personal pride and envy from others:

“I believe shiny hunting is popular because of the reward that comes from it. As with most things in life, it’s the journey you remember. Anyone can go out, catch a Pokémon in a minute, and forget all about that moment. When you've spent 20 hours hunting, you feel all types of emotions – and when that sparkle finally appears, it’s absolutely exhilarating.

“We do it because we're dedicated masochists.”

Warcraft101 isn't being hyperbolic when they mention masochism. They're currently 140 runs into their hunt for shiny Ho-oh – whom they affectionately refer to as their "sparkly silver birb" – and it took them an astronomical 1,822 eggs to hatch shiny Pichu, whose very existence they questioned on multiple occasions.

"I started shiny hunting thinking, 'I just want Ho-Oh & Eevee'," they explain. "Boy was I wrong. I still have yet to get my own shiny Ho-Oh, and after I got that first hatched Eevee in 441 eggs, I thought, 'Okay, well maybe I'll just do the Eeveelutions'. Nope. I keep finding random reasons from childhood that inspire me to hunt more.

"Hunts can be very time consuming depending on your method of choice, but [they’re] more rewarding than anything I've ever experienced in a game."

“We do it because we're dedicated masochists.”

Interestingly, despite some fans’ love for the grind, more recent Pokémon games have taken it upon themselves to streamline the process of shiny hunting. Pokémon Let’s Go Eevee & Pikachu introduced shiny chains, which increase your shiny odds for every Pokémon of the same species you consecutively catch. Pokémon Legends: Arceus, meanwhile, implemented a revised mass outbreak mechanic (a spruced-up version of the similarly named phenomenon from Pokémon Diamond & Pearl) that also heightens your chances. In both of these cases, shinies are visible in the overworld, meaning you don’t have to waste time instigating battles to check your luck.

But the real king – or curse, depending on your preference – of shiny hunting is mobile game Pokémon Go, where your odds and encounter rates can skew higher than any traditional Pokémon game. Alongside Let’s Go and Legends: Arceus, Go is something a lot of shiny hunters feel pretty ambivalent towards.

“I've noticed there are mixed opinions throughout the games,” says Warcraft101. “I personally love most shinies the same, regardless of acquisition. The only ones I'm slightly less fond of are from Go. A lot of people tend to dislike the Pokémon Go shinies because they are easy to get at 1/500 without any extra effort. I've seen some say full odds shinies are the only way.”

Danners99 reckons Arceus’ odds specifically are a little too high. Another interviewee, Whiskey_Rain_, agrees – they believe shiny hunting was too difficult in early games, but was made too easy in Legends: Arceus. In their eyes, Sword & Shield marked the point where Game Freak struck a good balance between the two.

The rest of our shiny hunter interviewees are less worried about the modern trend towards making shiny hunting less approachable.

“I don’t think making shiny hunts easier is a bad thing, because to be honest the 1/4,000 odds are just tedious and monotonous,” says FR00DA87. “Nobody does it for the experience of hunting, so easier odds are never bad. But not stupidly easy like Arceus seems to be, or the Max Lair, which can seem excessive at times when you get two in a row.”

“I think it depends on the game,” another hunter, shiniki, counters. “For example, Dynamax raids feel pretty appropriate for Sword & Shield since that's the mechanic for this gen. I'm not as familiar with Pokémon Go, but I do really enjoy shiny hunting in [Legends: Arceus] – if you complete all the tasks in a Pokémon's ‘Dex entry, you have a higher chance of encountering a shiny. You have to work for it, but the reward is worth it, and you can choose which Pokémon you would prefer to hunt first.

“I know Dynamax wasn't as popular as it could have been due to the NPC AI not being very intelligent, but I would love to see more co-op modes with shiny hunting.”

So what about the future of the series – where do these hunters want their niche pursuit to go in the upcoming Pokémon Scarlet and Violet?

Whiskey_Rain_ is hoping for an additional, ultra-rare shiny variant – particularly for ‘mons like Gengar, whose shiny sprite is barely distinguishable from its ordinary one. Some might point to the even rarer “square shinies” introduced in Gen 8, which are only differentiated by a slightly altered sparkle animation – but fans tend to prefer the idea of all-new colour schemes. For Late_Experience_1990, meanwhile, the current odds in the mainline games are fine. Their main concern about the practice becoming more streamlined is that easier shiny hunting will lead to less valuable shinies.

“I’d like there to be similar odds, because the 1/100ish with the Shiny Charm isn’t awful, but also for each Pokémon to have equal methods of hunting,” FR00DA87 says, referring to how some Pokémon types aren’t affected by the Shiny Charm. “I’ve seen some hunts go into stupid numbers just because of luck, so a hard cap would be nice.”

"I'd love for a returning mechanic such as Mega Evolutions over a new gimmick like Dynamaxing."

“I look forward to seeing the new shinies for Gen 9 for sure,” says a more enthusiastic Warcraft101. “I could wish for a ‘complete game’, but I know with the current market in gaming we'll probably be getting a DLC-type deal. I'd love for a returning mechanic such as Mega Evolutions over a new gimmick like Dynamaxing. I've always flirted with the idea of half-shiny distorted-type Pokémon as well.

With all of the above accounts, it’s safe to say that the future of shiny hunting is unclear even for those who devote hundreds of hours to it. After all, with shiny hunting important to such a small sub-set of players, it’s unlikely to be a headline announcement for any new Generation – but that only increases the anticipation for fans when they first get to try out the new games.

One thing is for sure though – shiny hunters will remain as obsessed with the practice as ever. While Zetamasterx has their fingers and toes crossed for a return to Dynamax Adventures, they’re still reeling from the 18-month odyssey they embarked on to complete their collection of shiny Legendaries.

“I’m not sure if I'll hunt them all again in future games,” they say. But the obsession is seemingly never far away. “Maybe I'll give it a try.”

Cian Maher is a freelance journalist. You can follow him on Twitter.

PlayStation Plus Games for May 2022 Announced

Sony has revealed the PlayStation Plus games for May 2022 are FIFA 22 (PS5 & PS4), Tribes of Midgard (PS5 & PS4), and Curse of the Dead Gods (PS4).

Revealed on the PlayStation Blog, all three games will be made available at no extra cost to all PlayStation Plus subscribers on May 3.

FIFA 22 is the latest entry in EA's football series, which is now almost 'officially' the best football game on the market thanks to the pretty disastrous launch and subsequent updates to Konami's eFootball 2022.

Back to the freebie though, in IGN's 7/10 review, we said: "Microtransactions still loom large, but small iterative changes and the horsepower of new-gen consoles combine to make FIFA 22 feel like a worthwhile upgrade without needing anything revolutionary or terribly exciting from EA’s side."

Tribes of Midgard is a co-op survival game based on Norse mythology, and it's up to the player (or players) to resist the incoming invasion of Giants during Ragnarok. We also gave this one a 7/10 review, saying: "Tribes of Midgard is a hectic, exciting, Norse-flavoured action RPG that is best faced with a shield wall full of friends."

Perhaps saving the best for last, Curse of the Dead Gods is a roguelike action game with fast-paced combat and intense challenges. Players traverse procedurally generated dungeons from an isometric perspective as they build their arsenal before facing different enemies and bosses.

In our 9/10 review, IGN said: "Great action, smart strategy, and random curses carry Curse of the Dead Gods to top tier of the action-roguelite genre."

Players have until May 2 to download April's PlayStation Plus games and PS5 users have until May 11 to add Persona 5 to their library before it leaves the PS Plus Collection.

Sony is launching its "all new PlayStation Plus" in June with three separate tiers that offer different rewards including access to games from PlayStation's entire history.

Users who already have PlayStation Plus alongside PlayStation Now will get the highest Premium Tier at no extra cost for the remaining length of their subscription.

Ryan Dinsdale is an IGN freelancer who occasionally remembers to tweet @thelastdinsdale. He'll talk about The Witcher all day.

Wednesday, April 27, 2022

Nintendo Switch Sports Review

Remember when everyone and their grandma was caught up in the Wii Sports craze more than 15 years ago? Nintendo Switch Sports tries to recapture that lightning-in-a-bottle moment with a tighter but all too familiar experience, refining the same concept of simple, family-friendly motion-controlled games and applying it to new and old sports alike. Just like Wii Sports before it, Nintendo Switch Sports is best played as a fun but shallow party game that you can break out for friends and family in a pinch, though this time it’s not quite the novelty it was back in 2006.

You can play any of Switch Sports’ six games (volleyball, badminton, bowling, soccer, chambara/sword fighting, and tennis) alone or with friends, both locally and online. They’re all generally high quality, but pale in comparison to Wii Sports Resort’s 12 (admittedly less consistent) games when taken as a full package. My first day I spent time playing each sport alone to get a feel for them, and while putting spin on a backhand return in tennis to the tune of its excellent music tracks gave me a dose of nostalgia, it wasn’t until I decided to play a few rounds with my parents that the magic of Wii Sports came back in force. There’s fun to be had in playing a quick tennis match against some NPCs or bowling a few frames alone, but Switch Sports is undeniably at its best when you’re playing in the same room with other people, waving your arms and legs around like maniacs.

Although I stood relatively still when playing a match of badminton against my mom, making the bare-minimum motions with the Joy-Con necessary to trigger on-screen movements, my mom would lunge across the room to return a shot, throw her shoulder into each smash, and ultimately ended up winded because she wasn’t playing Switch Sports like a video game: she was playing it like the real thing. Similarly, when bowling, both my parents tended to walk up to the screen every time they threw the ball because the simplicity of it made those movements feel all the more natural to them – like they were bowling a round in real life. The special sauce that Wii Sports always had to bring in frequent gamers and the uninitiated alike is absolutely still here, and it’s the simplicity of the motion controls that makes it work.

But to really test out Switch Sports in its natural environment, you need a party. So I got together with a group of 12 friends and let them have at it. Beyond some of the routine headaches with connecting all the Joy-Con correctly, getting my friends up and at it was a breeze. Every single game in the collection is immediately more fun in this setting – chambara becomes a series of wild flails while onlookers cheer on, badminton emerges as an intense back and forth with neither player willing to accept defeat, and soccer turns into a mad sprint to the ball to try and get some last-second diving headers in before the clock hits zero.

Some games fare better than others when it comes to intuitive controls.

Some of the individual games fare better than others when it comes to the intuitiveness of the controls – specifically, volleyball is the most difficult sport to simply pick up and play. During any given match you’ll be automatically shuffled through all the different positions, from server to setter to blocker. Your success is almost entirely based on cooperation with your teammate, because well-timed sets, jumps, and spikes compound into stronger, harder-to-return shots. Once everyone gets the hang of these motions it’s a lot of fun and made us feel like we were working as a team, but getting to that point wasn’t nearly as instinctive as the other games.

Badminton is easily my favorite sport of the bunch. It offers the most control, rewarding underhand returns, smashes, birdie placement, and more fine-tuned executions. You can even hold the trigger to initiate a drop shot, forcing your opponent to rush the net so you can then satisfyingly smash the birdie to the opposite corner of the court. It’s limited to two players at a time, but the often-heated returns feel much more intense for it. Badminton is also the only sport in the collection that made me notice the Joy-Con’s HD Rumble – precise haptic feedback that I could feel in my hand whenever the racquet connected with the birdie to make a satisfying *ting* sensation.

Bowling also gives you a high degree of control over the ball, and I was quickly bowling 150-point games without breaking a sweat. But the real challenge is in the Special mode, which throws increasingly difficult obstacles in the path of your strike and will give even the best Wii bowlers a run for their money. It also gives you and up to three friends the option to play simultaneously, so everyone doesn’t have to sit around and wait for each person to finish a frame – the result is chaotic and fittingly fun. Unfortunately, the 100-pin bowling mode from Wii Sports Resort is nowhere to be found.

Soccer is the most disappointing.

Soccer is the most disappointing: it plays like a slower, less flashy version of Rocket League. The ball is larger than the players, and you spend most of the time in a match slowly running across the field. 1-on-1 was generally more enjoyable simply by virtue of the field being smaller, while 4-on-4 takes forever with the ball constantly trading possession. Soccer also bafflingly only allows for up to two human players at a time, preventing it from being redeemed as a fun party game.

Chambara’s sword fighting produces the most intense bouts of the lineup. Both fighters enter a sort of stilted dance, where one blocks while the other attempts to pull off parallel slashes to cut through their defenses. If you’ve chosen to use the Charge Sword, more successful blocks result in a powerful and satisfying return strike, while Twin Sword wielders can swing their weapons in unison to execute a Zelda-like spin attack that makes their generally more awkward handling worth it. Though the motion controls don’t always feel perfectly accurate, the matches can result in memorable come-from-behind moments where you go from being on the defensive to moving in for the “kill,” so to speak. The loser just comically falls into a pool of water – this is Nintendo, after all.

The loser just comically falls into a pool of water – this is Nintendo, after all.

Switch Sports’ version of tennis is almost exactly like it was in Wii Sports, and you can only play doubles (with other players or against NPCs), which differentiates it from the 1v1 matches of badminton. It feels far more timing-oriented than badminton too, but it does give you the ability to slice and lob based on how you hit the ball. Those differences make it better for bigger parties, but it feels shallow by comparison.

Switch Sports includes online play, which allows you to unlock additional cosmetic options for your characters, but we weren’t able to test it out during our review period. However, I primarily consider Switch Sports to be an in-person party game, and could not care less about how my character looks, so even if online play doesn’t work at all for some reason, I wouldn’t be terribly broken up about it – the lack of depth to these games means that if I’m not playing it in a living room with friends, I might as well be playing against an NPC.

It’s unlikely to take you more than an hour or two with some friends to play through everything Switch Sports has to offer. While simplicity is what makes it work so well as a party starter, its selection of six sports feels meager in comparison to Wii Sports Resort’s 12 games. The lack of golf at launch is also sorely missed, but it’s an exciting prospect to hit the links again when the DLC is released this fall.

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