Friday, September 30, 2022

FIFA 23 Review

FIFA is dead; long live FIFA. EA’s football simulation behemoth has returned for one last hurrah after a nasty public divorce with its licensor, calling itself ‘The World’s Game’ ahead of a painful name change to EA Sports FC, coming next year. But the tagline transcends its bittersweet pomp because, for all intents and purposes, FIFA 23 fittingly does feel like the same game the world has been playing for the past few years, with its reliable end-to-end gameplay and familiar frustrations.

Even at the end of an era, FIFA 23 marks another year of careful attrition from EA, as several tactical and aesthetic revisions supplement its sturdy gameplay blueprint. Yet it’s also an entry that feels both propped up and consumed by its Ragnarok status, begrudgingly pulling down a ruby-red final curtain as the football game genre descends into a maelstrom of chaos.

Theatrical additions to gameplay, like the ferocious Power Shots, ensure that the FIFA name goes out with a bang rather than a whimper. Holding the bumpers and pressing shoot turns your striker into a raid boss with an interruptible attack, the camera pulling focus as they leather the ball, sending bootstrap shockwaves booming through the PS5’s controller speaker. If you get the angle wrong, FIFA 23’s newly improved acrobatic goalkeepers might be able to stop it with their individually simulated fingers, which have saved my bacon on a few occasions.

This meta-shaking type of shot teases out the halcyon days early 2010s FIFA.

Get it right, though, and if the forward has enough space, it’s likely to end up in the back of the net, regardless of how far out you are. This meta-shaking type of shot teases out the halcyon days of Francesco Totti hit-and-hope long shots seen in early 2010s FIFA, but don’t worry; online multiplayer is still plagued with speedy wingers passing it across the box on the break. Why try and have fun, eh?

While it can’t escape the series’ perennial problem of being over-reliant on pacey players entirely, FIFA 23 does reward careful execution across the board. My fingers hurt from pulling the triggers to jockey dangerous counter-attacks, and the intensity of a pass has to be fine-tuned, which is hard to master but satisfying when you place the perfect through ball. Rogue tackles will also leave you wide open, as holding down the associated buttons for too long can lead to a dangerous, crunching commitment that sometimes pays off – but, more often than not, it leads to a nail-biting penalty. This turns tackling with the last man back into a risky but inherently thrilling endeavour.

This turns tackling with the last man back into a risky but inherently thrilling endeavour. 

These changes make FIFA 23 a much slower game than FIFA 22, but the tradeoff is that matches are consistently meaningful. There’s an abundance of drama in each half, usually multiple goals per match across single-player and online, and very few 0-0 draws. Keeping with the theatrics, any goal worth its salt will also result in a victory lap slow-motion replay with overlaid statistics, guaranteeing that hard drives and social feeds the world over will be clogged with viral-friendly goal clips by year’s end. Set Pieces are similarly convincing, affording you more control over the curl and power of your corners and free kicks. It took some time, but the free kicks grew on me eventually, as they’re far more intricate and preferable to the chaotic stick-pulling of previous years. Likewise, Penalty shootouts play out like an intense rhythm game, one in the hands of the gods.

FIFA 23 also includes a visual upgrade – though it’s far more iterative and gradual than last year’s leap to PS5 and Series X – focusing this time on scuff-happy grass and bouncy hairdos. It’s primarily seen in player animations on the pitch rather than actual faces, which still vary wildly in quality between cover stars, regular players, and the cultish crowd. Defenders will poke their leg around the back of a player they’re jockeying, and keepers react convincingly when they don’t have vision, diving to the floor as a defender blocks or stumbling backwards to swat a deflected ball.

The exhausting match commentary is back with a vengeance, but after hearing “he dispatched it with aplomb” one too many times, I was giddily reminded that this year you can turn it all off and attempt to undo the years of psychic damage from all the negging about your play style. This lets you pump in the typically dazzling soundtrack, which offers Bad Bunny bangers and underground earworms from DOSS and Cryalot. There’s something about slotting away a Bruno Guimarães assist while listening to pounding German Drill that makes grinding out a lousy Career Mode season much more palatable.

The microtransaction-ridden Ultimate Team is flush with additions.

Beyond the moment-to-moment gameplay, FIFA 23 predictably focuses its changes on the mode that makes EA the most money. The microtransaction-ridden Ultimate Team is flush with additions, but Career Mode and Volta Football barely get a look-in, which says much about EA’s long-standing attitude to these modes, especially in this supposedly ornamental final FIFA-branded entry. It’s the same gripe we have with Madden NFL 23 and NBA 2K23: despite how much we hate how they tilt the playing field in favor of whoever pays the most, enough people are playing and spending on it that EA just keeps doubling down on it instead of the fair and balanced modes we enjoy more.

Player Career has a new personality system that lets you, in most dramatic air quotes, roleplay as your chosen footballer. For me, this amounted to receiving 25 ‘Maverick Points’ for purchasing a ‘High-end Hybrid Mattress’ for a Serbian striker in the K-League, so you can imagine how long I stuck with that.

You can now choose a real manager (or Ted Lasso).

You can now choose a real manager (or Ted Lasso, however real you consider him to be) to play as in Manager Career too, but unless you want to cosplay as a mute Jason Sudekis, or dress Eddie Howe in a lovely sweater vest, there’s not much to do beyond gawp at the awkward cutscenes. The time spent importing AFC Richmond for its brief novelty value could have easily been better used on, for example, implementing Women’s Club Football into Career Mode, but that’s still not included. It’s a shame because the women’s game is such a compelling example of the power of EA’s HyperMotion motion-capture technology, offering authentic animations that dial up the immersive tension.

This year, Volta Football and Pro Clubs have been folded into one neat section, and they coincidentally both suffer from similar problems. As we know, hell is other people, and nowhere is that more apparent than in Pro Clubs, where drop-in games are brimming with wingers who overwhelm the AI with ludicrous calls to pass the ball. It’s fun to develop your create-a-pro into a Shrek-adjacent goal monster with a closet full of silly hats, but when your progression is tied to your in-game rating, you’re incentivised to perform dispossessing skill move runs that even Saint-Maximin wouldn’t bother with.

It seems EA listened to my cries for an enhanced Volta Arcade, so I take full credit.

Unfortunately, FIFA’s street football vehicle, Volta, suffers a similar fate, epitomised by the new ‘Take Flight’ Signature Ability that turns you into an aerial maestro. Because the power relies upon crossing and teamwork, most just pick Power Strike and haphazardly smack the ball after a glory-seeking run. The good news is that it seems EA listened to my cries for an enhanced Volta Arcade, so I take full credit for the fact that it has now been expanded into a moreish battle royale mode of silly minigames and obstacle courses that evoke the best parts of Fall Guys. I still think it’s criminal that it’s only available on weekends, though.

Quelle surprise, Ultimate Team has received the most attention, and the team training mode I’ve long been looking for has arrived in the form of FUT Moments. Moments offers bite-size pockets of FIFA gameplay in the form of rewarding challenges designed to test your shape and figure out how different cards work together. It’s early doors, but there’s tantalising scope to chronicle player careers and recreate immortal moments of football history with this mode. The current selection features highlights from the golden years of Jurgen Klopp and Kylian Mbappe, but in next year’s game, it’d be awesome to see what EA’s team can do with other footballing legends like Pelé and ‘King’ Kazuyoshi Miura.

Elsewhere, there are sweeping changes to the chemistry system. Chemistry is no longer affected by a player’s position in the formation relative to other players, a change that enables greater diversity across leagues and nations. I don’t think it will change anyone’s strategy too much, but it’s nice knowing that you can throw in wildcard players and have more ways to connect them to top-division players. Trying to find the perfect midfielder to hit that coveted ‘33’ chemistry feels very much like a Squad Building Challenge now, which feels intentional. Squad Building Challenges are still a fine way to lose a few hours doing frankly nothing, but EA’s ‘sudoku for football nerds’ is best played on the companion app, away from Ultimate Team’s sluggish console menus.

Trying to find the perfect midfielder to hit that coveted ‘33’ chemistry feels very much like a Squad Building Challenge.

In a dark portent of the football game licensing wars to come, FIFA has lost the J1 League license this year, which meant no more King Kazu. Instead, this caused a pivot to an exciting Bronze and Silver Australian A League team, featuring the feared strike force of Hibs winger Martin Boyle and the aptly named David Ball. Much like last year, my underdog team caused a few rage quits from opponents with million-coin ensembles, exposing Ultimate Team as a gilded farce. I still felt the deep shame of a double-digit thrashing when the pros found me out, though. When more people started rolling in, I quickly noticed that playing three at the back is a quick route to a 3-0 deficit if the opponent’s wingers have any modicum of pace (as they usually do). Overall, it's par for the course as far as the online multiplayer is concerned, with fidgety twitching and emotions on high across the board; it’s the FIFA we know, at its very frustrating best.

Regardless, Ultimate Team’s bread and butter of buying and selling silly little guys is still impossible to recommend. Even if I still have a bit of fun with it every year without paying, it’s the barbarous nature in which you can quickly be pulled into debt by going full Gollum with one last precious player pack. Beyond consolidating the transfer markets, there have been no meaningful changes to EA’s morally questionable approach to microtransactions, but I did notice that ratings now trickle upwards during the glitzy reveal, which somehow makes it feel even more like a one-armed bandit…

Destiny 2: Where Is Xur Today? Location and Exotic Items for September 30-October 3

The pile of mysteries, Xûr, is now live in Destiny 2 for the weekend until next week's reset. If you're looking to get your some shiny new Exotic armor or weapons for your Guardian, look no further.

Each week, Xûr has a random assortment of Exotic armor, one for each Guardian class, as well as a random Exotic Weapon and an Exotic Engram available for purchase. In addition to his Exotic wares, he's got a random collection of Legendary weapons and armor to deck out your Guardians.

We've rounded up all the info on Xûr for the week including where to find Xûr, which Exotic weapons and armor are available, as well as which Legendary weapons you should pick up, either for PvE or PvP.

Where Is Xûr Today?

Xûr's location can be found at The Tower on September 30 through October 3. To reach him, travel to the landing point at The Courtyard and make your way to the Hangar. You'll find ol' snake-face chilling near the stairs at the back of the Hangar area.

What's Xûr Selling Today?

Exotic Engram

Cerberus+1 - Exotic Auto Rifle

ST0MP-EE5 - Exotic Hunter Leg Armor

  • 4 Mobility
  • 22 Resilience
  • 6 Recovery
  • 12 Discipline
  • 2 Intellect
  • 16 Strength
  • Total: 62

Dunemarchers - Exotic Titan Leg Armor

  • 7 Mobility
  • 26 Resilience
  • 2 Recovery
  • 12 Discipline
  • 2 Intellect
  • 12 Strength
  • Total: 61

Astrocyte - Exotic Warlock Helmet

  • 18 Mobility
  • 7 Resilience
  • 8 Recovery
  • 16 Discipline
  • 7 Intellect
  • 9 Strength
  • Total: 65

The highlight this week is the Astrocyte Verse, a glorious Warlock exotic with a pretty decent roll. The others are pretty forgettable.

Exotic Weapons

Hawkmoon - Exotic Hand Cannon

  • Paracausal Shot
  • Arrowhead Brake
  • Alloy Magazine
  • Quickdraw
  • Combat Grip

Dead Man's Tale - Exotic Scout Rifle

  • Cranial Spike
  • Fluted Barrel
  • Accurized Rounds
  • Subsistence
  • Composite Stock

Another week of rolls of these two reliable exotics and either would make a fine roll (though we've definitely seen better in the past). Pick them up if you need them -- both are pretty decent!

Legendary Weapons

Whispering Slab - Combat Bow

  • High-Tension String/Natural String
  • Fiberglass Arrow Shaft/Natural Fletching
  • Killing Wind
  • Opening Shot
  • Accuracy Masterwork

Timeline's Vertex - Fusion Rifle

  • Impulse MS3/Toch HS3
  • Accelerated Coils/Ionized Battery
  • Lead From Gold
  • Disruption Break
  • Range Masterwork

Jian 7 Rifle - Pulse Rifle

  • SPO-57 Front/SPO-28 Front
  • Armor-Piercing Rounds/Flared Magwell
  • Full Auto Trigger System
  • Rampage
  • Range Masterwork

Sojourner's Tale - Pulse Rifle

  • Arrowhead Brake/Full Bore
  • Appended Mag/Light Mag
  • Moving Target
  • Opening Shot
  • Reload Speed Masterwork

Lonesome - Sidearm

  • Full Bore/Hammer-Forged Rifling
  • Armor-Piercing Rounds/Light Mag
  • Zen Moment
  • Demolitionist
  • Range Masterwork

Friction Fire - Submachine Gun

  • Extended Barrel/Full Bore
  • Appended Mag/Extended Mag
  • Auto-Loading Holster
  • Wellspring
  • Handling Masterwork

Falling Guillotine - Sword

  • Hungry Edge/Jagged Edge/Temptered Edge
  • Burst Guard/Heavy Guard
  • Tireless Blade
  • Surrounded
  • Impact Masterwork

The only weapons I like this week are Whispering Slab, which has a great roll for aggressive bow play, and Falling Guillotine (which is always good).

Warlock Legendary Armor

For Warlocks, Xûr is selling the Wild Hunt set which includes:

Wild Hunt Gauntlets

  • 2 Mobility
  • 10 Resilience
  • 17 Recovery
  • 14 Discipline
  • 15 Intellect
  • 2 Strength
  • Total: 60

Wild Hunt Chest Armor

  • 20 Mobility
  • 6 Resilience
  • 6 Recovery
  • 19 Discipline
  • 6 Intellect
  • 8 Strength
  • Total: 65

Wild Hunt Helmet

  • 13 Mobility
  • 6 Resilience
  • 12 Recovery
  • 6 Discipline
  • 20 Intellect
  • 6 Strength
  • Total: 63

Wild Hunt Leg Armor

  • 13 Mobility
  • 8 Resilience
  • 10 Recovery
  • 14 Discipline
  • 2 Intellect
  • 15 Strength
  • Total: 62

Wild Hunt Bond

Warlocks have been served up one quite good piece this week in the chestpiece, which has spikey mobility that some floating friends might enjoy. Skip the rest!

Titan Legendary Armor

For Titans, Xûr is selling the Wild Hunt set which includes:

Wild Hunt Gauntlets

  • 16 Mobility
  • 2 Resilience
  • 12 Recovery
  • 9 Discipline
  • 11 Intellect
  • 12 Strength
  • Total: 62

Wild Hunt Chest Armor

  • 16 Mobility
  • 2 Resilience
  • 12 Recovery
  • 23 Discipline
  • 8 Intellect
  • 2 Strength
  • Total: 63

Wild Hunt Helmet

  • 16 Mobility
  • 10 Resilience
  • 2 Recovery
  • 2 Discipline
  • 7 Intellect
  • 20 Strength
  • Total: 57

Wild Hunt Leg Armor

  • 2 Mobility
  • 19 Resilience
  • 9 Recovery
  • 6 Discipline
  • 6 Intellect
  • 18 Strength
  • Total: 60

Wild Hunt Mark

Titans have a halfway decent chestpiece, but nothing that I can enthusiastically recommend, unfortunately. Keep your chin up, Titan -- maybe next week!

Hunter Legendary Armor

For Hunters, Xûr is selling the Wild Hunt set which includes:

Wild Hunt Gauntlets

  • 6 Mobility
  • 24 Resilience
  • 2 Recovery
  • 18 Discipline
  • 2 Intellect
  • 9 Strength
  • Total: 61

Wild Hunt Chest Armor

  • 22 Mobility
  • 7 Resilience
  • 2 Recovery
  • 10 Discipline
  • 12 Intellect
  • 9 Strength
  • Total: 62

Wild Hunt Helmet

  • 6 Mobility
  • 12 Resilience
  • 10 Recovery
  • 2 Discipline
  • 20 Intellect
  • 7 Strength
  • Total: 57

Wild Hunt Leg Armor

  • 13 Mobility
  • 2 Resilience
  • 16 Recovery
  • 2 Discipline
  • 14 Intellect
  • 13 Strength
  • Total: 60

Wild Hunt Cloak

Just like Titans, Hunters are in for a world of hurt if they were hoping for some good legendary armor rolls. RIP.

That's a wrap on Xûr for this week, Guardians! What do you think of this romantic tension between The Drifter and Eris Morn? Do you think something will come of it? Let us know in the comments! For more on Destiny, check out all the news from the Lightfall reveal and read about how Sony's purchase of Bungie fits into its larger plans.

Travis Northup is a writer for IGN. You can follow him on Twitter @TieGuyTravis and read his games coverage here.

Company of Heroes 3: Modding Details Revealed – IGN First

With two full single-player campaigns alongside skirmish and multiplayer, there's already a lot to do in Company of Heroes 3. But some of us would rather make our own fun. And we're in luck, since this third installment will be launching with mod tools and Steam workshop support on day one. Mods have been a huge part of the RTS scene going back to the ‘90s, with entire genres like the now wildly popular MOBA spawning out of user-generated maps. Relic is fully aware of this, and that's why they made a point of shipping the new Essence Editor at release.

"It has always been a priority from the beginning to have mod tools as part of our story. We've gone back and forth on what that could look like in terms of timing. But as we've seen over and over again with our really invested community group" … "It was such an important beat and hopefully a love letter to the creators who have stuck around for so long for us in our community, to have tooling and editors that are available day one."

To have it ready for launch, the initial release of the Essence Editor will be somewhat limited. Notably, custom unit skins and meshes won't be supported just yet – though you can mix and match different clothing items and accessories from the units already in Company of Heroes 3 to create custom kits.

"Our modding community really helped us understand what was the most impact and highest priority capabilities in the toolset. So what we initially thought would be super important, for example asset swaps or making skins, was actually lower on the priority list. And what was higher was being able to do tuning, to be able to do their own modes, scripting, and also their own maps."

Fine-Tuned

One of the key pieces of this implementation is a type of all-in one balance mod Relic is calling tuning pacaks. If you're the kind of World War II RTS fan who has very specific opinions about the speed and armor penetration on a Tiger II, or simply want bigger battles with more guys on screen, this is where you get to take matters into your own hands.

Mod tools have come a long way since Company of Heroes 2 dropped almost a decade ago.

"A tuning pack really allows players to balance the game in their own way. To make some units stronger, some units weaker, faster, slower." … "You can mess around with pop cap and all those sorts of features. It can affect performance if you raise it too high, so use at your own discretion."

Mod tools have come a long way since Company of Heroes 2 dropped almost a decade ago. And Relic has faced the challenge of both expanding what their tools can do, while also trying to keeping them usable and learnable by today's standards.

"I think the tools will be much more user-friendly and better-received than previous Company of Heroes' tools. We've spent a lot of time making quality-of-life improvements, workflow improvements, collaboration improvements."

You can build new, different types of modes you never could before.

"What we're now seeing and providing is a lot more capability in making new maps, atmospheres. You can even do a lot of different terrain molding and mesh management, which is amazing. But we've also added a lot of lua capability. So a much richer scripting environment. So you can build new, different types of modes you never could before."

"You can adjust time of day. You can transition time of day from morning to night. We have a new cloud system. You can make custom clouds that are all animating and cast shadows. So there are a lot of visual things you can do with the editor."

Fog of War

Total conversion mods have been high on the community priority list and, like custom skins and models, it's something that won't be ready for launch. But if you want to build some individual missions set outside the theaters of Company of Heroes 3's Italian and North African campaigns – it is a World war after all – you should have quite a few tools to do that.

"If someone wanted to make a Normandy map or something else on the Western Front, they really could use the assets we've provided." "We actually have more than we have in the past in terms of natural terrain. Rocks and stuff like that. Foliage, a lot of which is native to all of Europe." "Architecture is very similar. So you could definitely get away with some buildings near the South."

And if you're less interested in creating very authentic, historical experiences, there will be plenty of opportunities for more chaotic and unorthodox mods as well.

"What you're able to do for new modes is substantial. So almost anything you can think of, you could probably build. We've already had some really fun internal ideas of what that could look like. We've thought through how do we make, you know, battle royales with just tanks."

"We've thought through how do we make, you know, battle royales with just tanks."

"If you wanted to give some personality to some of the units, make them more aggressive or more passive, you can absolutely do that. You can tell units to do certain patrols or to stay in certain areas, or away from certain areas."

To make all of this user-generated mayhem easy to find, Company of Heroes 3 will have Steam Workshop integration ready to go as soon as we hit the beaches as well.

Google Reportedly Passed on a Stadia-Exclusive Follow-Up to Death Stranding

Hideo Kojima was reportedly working on a follow-up to Death Stranding that was meant to be an exclusive title for Google Stadia. However, it was apparently canceled due to its single-player nature.

According to a report by 9to5Google, the next Death Stranding (there's no word on whether it was a sequel prequel, or spin-off) would not have had the first game’s collaborative and asynchronous multiplayer features, such as building bridges in your world that could show up in other players’.

This was reportedly the basis for Google’s decision to cancel the game, as the company believed that a solo experience wouldn’t sell very well. The game was reportedly in early development as Google greenlit the project, but when the company was shown mockups in 2020, the project was subsequently canceled. The final decision was reportedly made by Stadia general manager Phil Harrison.

We've contacted Kojima Productions and Google for comment.

Google announced yesterday that it would be shutting down Stadia on January 18, 2023. Thankfully, Google is offering full refunds for those who bought into the platform. It’s been a rocky road for the game streaming platform, as the first biggest sign of its decline was when Google decided to shut down its first party development studios last year.

Currently, Hideo Kojima is working on a game with Microsoft that will utilize the company’s “cutting edge technology,” particularly its cloud services. Earlier this year, Norman Reedus seemingly confirmed that a sequel to Death Stranding was also in development.

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

IGN UK Podcast #664: Our Favourite First-Person Shooters

Bang! This week's IGN UK Podcast is all about shooters. Cardy has Overwatch 2 impressions to share, Mat J has been getting stuck into the Call of Duty Modern Warfare 2 Beta, and Matt P has been enjoying the Doom-inspired Prodeus. They then share some of their favourite FPS games, as well as some that have been lost to time, but live long in the heart.

Got a game for us to play or some feedback you'd like read out on the show? Why not email us: ign_ukfeedback@ign.com.

IGN UK Podcast #664: Our Favourite First-Person Shooters

How Trombone Champ Evolved from an Inside Joke to a Viral Success

Combine the dramatic story of Dark Souls (if it had baboons in it), the gameplay of Guitar Hero (if Guitar Hero was drunk, and played with a single button), the card collecting of The Witcher 3 (if the cards were chiefly of dead composers), and you might get a game akin to Trombone Champ. What began as just a single, funny idea from husband-and-wife development team Holy Wow Studios has become 2022’s most hilarious game, created with a simple philosophy: 'If it’s funny, it goes in.'

Trombone Champ is a rhythm game that has players – in its own words – “honk, blow, and toot” their way through more than 20 songs as they attempt to solve the mysteries of the Trombiverse and collect Tromboner Cards as they go. It’s ridiculous, and creator Dan Vecchitto knows it.

“My ethos for this game was: if it's a funny idea, do it,” Vecchitto told IGN. “I didn't let standard rules of game design or common sense inhibit the comedy. I let the game gradually grow into a big sloppy pile of jokes: lots of poop jokes, lots of inexplicable baboon references, and lots of parodies of other games.”

But where did the idea for a trombone-based rhythm game come from? Again, a joke. “I originally imagined Trombone Champ as an arcade game, where the player used a huge, rubber trombone controller and attempted to desperately play along with squiggly note lines,” Vecchitto said, but “at that point, it was nothing more than a funny mental image.”

It wasn’t until later he imagined using a mouse to emulate the motion of playing a trombone, and from there Vecchitto created a prototype that was almost as funny as he imagined. “I decided that it was a solid idea and worth developing into a full game,” he said.

Holy Wow had made games before, but these were all smaller, browser-based titles. The Curse of the Chocolate Fountain is a sidescroller about chronic diarrhoea and dodging birds. Icarus Proudbottom Teaches Typing is a typing game with fun facts such as: “Typing was invented by Steve Jobs in January, 1984”. World of Typing is an episodic, Twin Peaks inspired sequel, followed by Typing Party, a two player local multiplayer spin-off.

"My ethos for this game was: if it's a funny idea, do it. I didn't let standard rules of game design or common sense inhibit the comedy."

Trombone Champ is the team’s first game that’s being sold as an actual product, however - despite Vecchitto expecting it to be a relatively quick and easy game to make. “I thought the project could be completed in under six months but, as is often the case, it proved to be much more work than expected,” he said.

It ended up taking four years to develop in total, with a few starts and stops along the way. Holy Wow isn’t a full-time game studio, with the work done during evenings and weekends, outside of Vecchitto's day job as a web designer.

One thing that extended Trombone Champ’s development was the need for an additional hook that would keep people playing beyond the few hours of songs. The first thing to be added was the Tromboner Cards mechanic, where players can open packs and collect cards with famous trombone players like J. J. Johnson, Al Grey, and more. These are also a parody of lootbox systems in other games like FIFA, as players unlock the packs in a variety of over the top ways.

Inspiration from other games was taken too. “The storyline is a direct parody of the Dark Souls series, which I found funny because those games are intensely dark and serious, the exact opposite of a goofy trombone game,” Vecchitto said.

While Trombone Champ has blown up now – with Overwhelmingly Positive reviews on Steam – the game only had a small following throughout its development: fans of the comedy in Holy Wow’s previous games. An open playtesting period one month before launch caused the first stir of wider interest, though, with Holy Wow receiving a completely unexpected and overwhelming 600 feedback forms. Things really exploded at launch though, which came as a complete surprise to Holy Wow.

“I've always thought the game concept was fundamentally solid, and knew it would have some viral appeal,” Vecchitto said. “But realistically, what I expected was for a handful of people to share funny videos, and for those videos to go viral.

“I really didn't expect the virality to lead to an explosion of interest in the game itself. It's been nice, but is also overwhelming — it's too much demand for us to keep up with. We're currently trying to strategize how to deal with it.”

"[The success has] been nice, but is also overwhelming — it's too much demand for us to keep up with. We're currently trying to strategize how to deal with it."

While the future is still a little unclear, Holy Wow is committing to work on Trombone Champ for a while instead of moving onto other games. “I have a ton of game ideas, and my initial idea was to update Trombone Champ for a while and then move on,” Vecchito said, “but given the intense response, we'll probably stick with Trombone Champ for a while.”

A console version may also be released eventually. “I can't say for certain that Trombone Champ will come to consoles, but I can say for certain that we'll start pursuing it soon,” he added. Holy Wow will explore other ways to expand its audience too, such as localising Trombone Champ into different languages, but there’s still a lot of different things for the duo to figure out.

Vecchito puts it in terms worthy of the game itself: “The challenge for us will be navigating this without losing our minds."

Ryan Dinsdale is an IGN freelancer. He'll talk about The Witcher all day.

Thursday, September 29, 2022

World of Warcraft Dragonflight Launches This November

The latest World of Warcraft expansion, Dragonflight, launches on November 28.

Activision Blizzard announced today that World of Warcraft Dragonflight will be available from 3 pm PT on November 28… and it comes with lots of new content.

“Dragonflight was crafted with our incredible community in mind and with the desire to return to what we all love most dearly: the splendor of Azeroth and its characters, with our players cast as heroes,” said World of Warcraft executive producer Holly Longdale. “We invite everyone into this new adventure where we will bask in the landscape of dragons, become a part of their ancient legacy, and watch the secrets of this land unfold together.”

World of Warcraft Dragonflight will launch with 8 new dungeons as well as four new zones – the Dragon Isles – each themed around the ancient dragon aspects.

“As the Dragon Isles awaken, so too do long-forgotten secrets, and players will traverse land and sky as they explore what the Dragon Isles has to offer,” said the official press release.

Dragonflight also unlocks the Drachtyr race – a draconic race that can switch between humanoid and dragon forms at will. They also come with a unique Evoker class which can specialize in ranged damage-dealing or aiding their allies as a healer by harnessing the mystical gifts of dragonkind.

The Drachtyr will become playable in a pre-expansion patch to those who pre-ordered Dragonflight.

There’s also the all-new skill-based Dragonriding – allowing players to soar through the skies on the back of a Dragon Isles Drake. The drakes themselves come in millions of different combinations, so it should be easy to make your new companion your own.

World of Warcraft Dragonflight also introduces the new talent system as well as an updated professions system.

Of the new dungeons, four of these can be tackled with friends as you journey towards level 70. The remaining four will unlock once you’ve reached the new level cap, and the first Dragonflight raid will become available on December 18.

Dragonflight is available to pe-purchase as a base edition ($49.99), a Heroic edition ($69.99), and an Epic edition ($89.99). Each edition includes one or more digital items to help celebrate the launch:

  • Base: Includes Drakks pet.
  • Heroic: Includes Drakks pet, the new Murkastrasza pet, a Dragonflight-level character boost (level 60), and a new Tangled Dreamweaver flying mount.
  • Epic: Includes all Base and Heroic items as well as the Timewalker’s Hearthstone effect, the Diadem of the Spell-keeper head-slot transmog, the Wings of Awakening back-slot transmog in five color variants, and 30 days of game time.

You can also enjoy the Winds of Wisdom +50% experience buff beginning the week of October 4.

Want to read more about World of Warcraft? Check out our Dragonflight preview as well as a breakdown of the new expansion by World of Warcraft developers.

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

Google Is Shutting Down Stadia, Its Cloud Gaming Service

Google has announced it is winding down its Stadia video game streaming service and will shut it down on January 18. 2023.

In a new blog, the search engine company revealed that Stadia "hasn't gained the traction with users that we expected," and as a result, the company has made the "difficult" decision to begin winding down the service. Google will be refunding users who purchased either hardware or games from Google and Stadia.

"We're grateful to the dedicated Stadia players that have been with us from the start. We will be refunding all Stadia hardware purchases made through the Google Store, and all game and add-on content purchases made through the Stadia Store."

Players will still be able to access their game library and play until January 18.

Stadia is Google's cloud gaming service where users are able to stream video games, including AAA titles like Assassin's Creed Odyssey and Cyberpunk 2077, directly through Google cloud service. Meaning there was no need to purchase physical hardware so long as someone had access to Google Chrome. There was a dedicated controller players could purchase, however.

Google says that the underlying technology that powers Stadia has proven to be powerful, and Google has already started offering Stadia as a white-label product, meaning other companies can use the technology without becoming a part of Stadia's ecosystem.

AT&T for example used Stadia technology to offer Batman: Arkham Knight to users for free, and Google says the tech will be used to power other parts of Google including YouTube, Google Play, and Augmented Reality.

Stadia's closure is not a death-knell for video game streaming. Xbox and Nvidia offer cloud gaming as part of Xbox Game Pass Ultimate and GeForce Now respectively. And Logitgech is making a dedicated cloud gaming handheld called the Logitech G.

While booting up a game instantly on Chrome or Chromecast could feel like magic, and Stadia's tech lowering latency and other streaming-based issues, the main issue with Stadia was always its catalog and promised features that never materialized. For our full impressions, read our Stadia review.

Developing...

Xbox Games With Gold for October 2022 Revealed

Microsoft has announced October 2022’s Xbox Games With Gold, including Windbound and Bomber Crew Deluxe Edition.

As revealed at Xbox Wire, next month’s lineup is led by the shipwreck survival game, Windbound. Bomber Crew Deluxe Edition rounds out this month’s offerings – a strategic World War II bombing game that puts you in the cockpit.

The two new Games With Gold titles will be available throughout October for anyone with Xbox Live Gold or Xbox Game Pass Ultimate.

Beginning on October 1, Windbound will kick things off with a neat shipwreck survival experience.

Windbound is available on Xbox One and Xbox Series X|S – a delightfully challenging survival game that sees you play as Kara, shipwrecked on the Forbidden Islands with nothing except what she can scavenge and build.

Windbound is available throughout the month until October 31 and will task players with crafting weapons and tools to survive, as well as building a new boat to explore the Forbidden Islands for yourself.

Bomber Crew Deluxe Edition arrives halfway through the month, on October 16.

A strategic World War II bombing game, it’s available for Xbox One and Xbox Series X|S and will see you taking to the skies to head off on strategic bombing runs. But it’s not just about where to drop your payload – you’ll manage fuel, ammo, and hydraulics all while trying to avoid enemy gunners. It’s available on Games With Gold until November 15.

IGN’s Bomber Crew review gave it 8/10 and said: “Bomber Crew is an exciting, in-depth management sim with a charming style that offsets the occasionally brutal difficulty of keeping your crew alive and trying to hit a target, all in real-time. A rewarding upgrade cycle makes some trial-and-error frustration worthwhile, and once you get into the groove you can lose hours to its enjoyable rhythm.”

As previously announced, Xbox Games With Gold will no longer include Xbox 360 games from October 2022, so now is your last chance to grab Portal 2 – available until tomorrow, September 30.

Be sure to check out what's headed to Xbox Game Pass in September.

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

Rewrite Destiny in Valkyrie Elysium

Valkyrie Elysium is an action RPG out now on PlayStation 4, PlayStation 5, and coming to PC on November 11. It's the latest game in the Valkyrie Profile line of role-playing games. The series is noted for its somber depiction of Norse mythology, as well as for its unique twists on conventional RPG mechanics.

Valkyrie Profiles' overarching story involves instances of mortals and gods getting tangled up in each others' worlds—and their wars. Valkyrie Elysium centers on Nora, a new Valkyrie who's brought forth to stop Ragnarok, the divine battle that's ripping the world apart.

Nora recruits the souls of destined mortals, called "Einherjar," to aid her in her fights. Nora herself is also endowed with gifts and weapons that make her a fast and deadly opponent on the battlefield.

Nora Must Learn, Grow, and Choose Her Own Path

Nora was created by the ailing All-Father Odin for the sole purpose of saving the world from Ragnarok, a devastating event that was triggered when the god Loki rebelled against Odin. But Nora's task to stop the apocalypse isn't as simple as it initially seems.

As players delve deeper into Valkyrie Profile, Nora uncovers secrets and meets characters who throw light on new paths and different choices. A dark-armored former Valkyrie named Hilde is intent on testing Nora's strength, and Loki herself gives Nora reason to wonder about her mission. She has no memories of who she was before Odin turned her into a Valkyrie; how can she know what's wrong and what's right?

Nora travels her life's path and finds her destiny according to the player's choices. Her fates are revealed through several endings.
Nora Writes Her Destiny with Fast-Paced Action (and a Few Friends)

In combat, Nora's strength and agility let players rack up combos while mowing down huge waves of fiends. Fighting involves mixing magic with physical attacks, a combination made even stronger through Divine Arts. When found and used, Divine Arts unleash powerful, wide-reaching attacks at the cost of a magic charge.

Nora is even stronger when she's supported by her Einherjar, the souls of warriors who've pledged to serve her. When summoned, Einherjar fight alongside the Valkyrie with an assortment of magics and weapons—and not all of them are happy about being in Nora's service. Death doesn't always erase a mortal's problems.

The Locales are Somber but Striking

Valkyrie Elysium has a dark, ethereal atmosphere that gives a lot of weight to Nora's troubled journey. Players take Nora and her Einherjar through cities and palaces that have been deeply scarred by Ragnarok, but not everything is a wreck. Valkyrie Elysium also shows Nora sprawling fields of flowers and forests that are thick with mists and briars.

Valkyrie Elysium's otherworldly locations are inspired by art nouveau architecture, as well as classic European fantasy mixed with references to Norse mythology. Valkyrie Elysium's gods, monsters, and mortals are familiar, but feature artristic alterations and narrative twists that make them distinctive, like Odin's casual lean and Fenrir's burning purple eyes. Players familiar with previous Valkyrie Profile games might feel a twinge of nostalgia.

Valkyrie Elysium is an energetic action RPG for both new and old Valkyrie Profile fans. Fights require tactical thinking: mindless button-mashing is a one-way ticket to the grave. Taking down the game's room-sized bosses effectively means balancing Einherjar summons with attacks, magic, and Divine Arts. The question remains if Nora will use her talents to serve Odin—or to find and walk her own path.

Skyrim: Anniversary Edition Got a Surprise Switch Release Today

Surprise! Skyrim Anniversary Edition just landed on Nintendo Switch.

Nintendo has announced that The Elder Scrolls V: Skyrim Anniversary Edition is available now on the Nintendo eShop – a nice surprise for fans who want to play the classic RPG on the move.

“New quests, foes, weapons, and more await you in Tamriel,” said Nintendo via Twitter. “The Elder Scrolls V: Skyrim Anniversary Edition is out now on #NintendoSwitch!”

Of course, it’s been on the cards for a while. Skyrim was released on Nintendo Switch back in 2017 and with the arrival of the Anniversary Edition on other platforms, it was only a matter of time. It's a lovely surprise to wake up and find it's already out, however.

The Elder Scrolls V: Skyrim Anniversary Edition is available from today, September 29 as a stand-alone bundle or as an upgrade if you already own the base game on your Switch. The bundle includes the base game and all bonus content for $69.99 USD, whereas the upgrade will set you back $19.99.

IGN’s original Skyrim review gave it 9.5/10 and said: “It's difficult to ever feel completely satisfied with a play session of Skyrim. There's always one more pressing quest, one more unexplored tract of land, one more skill to increase, one more butterfly to catch. It's a mesmerizing game that draws you into a finely crafted fictional space packed with content that consistently surprises.”

Since its release in 2011, Skyrim's become one of the most beloved games of modern times, seeing many, many re-releases. We've since placed it at number 41 in our list of the 100 best games of all time.

Want to read more about Skyrim? Check out our full walkthrough to help you defeat the World-Eater as well as the new mod that lets you play Skyrim in two-player co-op mode.

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

How Nintendo Is Finally Embracing the Grassroots Competitive Super Smash Bros. Scene

Like most major corporations, Nintendo is very protective of its brand as a leader of family friendly entertainment. This protectiveness has sometimes come at the expense of the competitive Super Smash Bros. community, which for years has often gone it alone to organize grassroots tournaments and nurture a passion they all share.

But in November 2021, Nintendo announced it was partnering with Panda Global on the first officially licensed Super Smash Bros. Circuit. A series of tournaments throughout 2022 will all lead up to the Panda Cup Finale from December 16 to 18. The Los Angeles event will offer a $100k prize pool for 32 of the best Super Smash Bros. Ultimate and Super Smash Bros. Melee players across the country.

Nintendo Embraces the Grassroots

The Panda Circuit could finally bring Nintendo together with the powerful grassroots community that has grown alongside the popularity of Super Smash Bros. IGN spoke with Nintendo’s Bill Trinen and Panda Global’s Dr. Alan Bunney about what the Panda Circuit means for Super Smash Bros. and its competitive future.

“For [Nintendo], Panda Cup was really an important kind of step for us and finding a way to partner with the community, finding a way that we can partner with a company like Panda who’s been in the community, knows the history of the community, and is really familiar with all of the grassroots efforts that have gone into it,” Trinen says.

The basic structure of the Panda Circuit is broken up into qualifiers at various grassroots tournaments, and existing events like CEO and Dreamhack will field competitors for the Panda Cup Finale. Online qualifiers have also taken place for additional competitors, with the final invitations handed out to players chosen by a panel composed of trusted members of the Super Smash Bros. competitive community.

Nintendo chose Panda for its ability to engage and organize the Smash Bros. grassroots community that has built itself over the years, and give it the official backing of Nintendo’s brand.

“We’ve been in this community for eight and a half years… We understand it very intrinsically. We know what it needs, we know we have that vision. But also we’ve been doing it, we create infrastructure, we create stability,” Bunney explains.

"Smash Bros. kind of epitomizes what has really been at the heart of Nintendo and the smiles that it tries to bring through the entertainment it creates.”

Along with elevating the grassroots tournaments, Panda can also upgrade the health and safety of these events and let these tournaments highlight the players who’ve dedicated themselves to Smash Bros. That's a key element considering some of the controversies the community has faced over the years.

As for Nintendo, becoming an official partner means that these grassroots events can be taken to a new level of polish, with clear goals and prizes for winners.

“In terms of what we’re bringing to the table obviously number one is the license, and licensing this circuit with Panda means Panda becomes the only officially licesned Super Smash Bros. circuit that there is. That opens up a lot of opportunities,” Trinen explains.

Aside from having access to Nintendo’s partners for potential sponsorship opportunities, Nintendo is also helping with logistics, production, and even helping individual tournaments that make up the building blocks of the Panda Circuit series.

Trinen and Bunney point out that this is a true partnership, and Bunney wanted to clarify exactly what that means: “Some people see this little legalese clause that Nintendo’s not a sponsor at the bottom of some of our trailers and social media things and whatnot,” Bunney says. “They make a big deal about that. That specifically means that Nintendo is not paying us to put advertisements like a sponsor would. That is what a sponsor is… [Nintendo is] truly a partner of us.”

Overcoming Internal Challenges

Nintendo has hosted various Super Smash Bros. events and tournaments over the years, most notably the E3 2018 Super Smash Bros. Ultimate invitational. But the community has also criticized Nintendo for attempting to shut down some grassroots events and competitive ventures.

Trinen says that it is a result of internal challenges that can sometime override the grassroots community.

“We love the grassroots community, we want to see it thrive, we want to see it be strong, but there’s also- we as Nintendo have our own internal challenges,” Trinen says. “For example, if we run into issues where people are trying to do things that aren’t using the brand in a way that’s appropriate, that can be a challenge for us. If people are either not engaging with us or are maybe engaging with us without giving us enough time to be able to work through some of those questions or requests, that becomes a challenge.”

“That’s actually why we wanted to specifically partner with Panda, because they’ve been in the community for a long time as an organization. They’ve been around for a number of years and have been a part of that. But what it does bring is it brings a place where those grassroots tournaments can find a home.”

Bunney says that working with Nintendo elevates the production of these grassroots tournaments. “Nintendo also gives us access to assets that are official from the game, from the brand, and also know the guidelines to be able to assist these events - and doing promotional materials and to do things correctly.” Bunney cites access to “really high quality” character renders which Panda can use for its events.

“I firmly believe that we don’t really want to do the same stuff that everyone else is doing.”

It's Ultimately About Smash Bros.

The crowning jewel of the circuit is the Panda Cup Finale in December and there’s one thing the Panda Cup has that other esports don’t: Super Smash Bros. itself.

“The thing about Super Smash Bros. - and really competitive Super Smash Bros. - is that there’s a camaraderie there that I think is unique among a lot of games,” Trinen explains.

“The way that game brings people of many different backgrounds together, you get exposed to lots of different types of people and the number of people that have made friends through that grassroots community over the years has, to me, been really touching.”

“I think that to me is really kind of what Nintendo is about. If you even go back to the days of the Nintendo Entertainment System or the Nintendo 64, or even the Wii, a lot of what Nintendo has been about is bringing people together in front of the television to enjoy that fun and enjoy that camaraderie and enjoy a little bit of that competition. Smash Bros. kind of epitomizes what has really been at the heart of Nintendo and the smiles that it tries to bring through the entertainment it creates.”

“I firmly believe that we don’t really want to do the same stuff that everyone else is doing,” Bunney agrees. “Everyone’s got what you think of certain ways for competitive play, you think that everyone wants to be that super cool thing and fog machines and all that stuff. That’s fine, that is totally fine. But we view this and the Panda Cup and what we want to create hopefully is more — it’s going to sound corny, I apologize — but magic.”

“We love the grassroots community, we want to see it thrive, we want to see it be strong."

Presently the focus is on the Panda Cup final, and while Nintendo and Panda are keen on growing the competitive Smash Bros. scene they’re not ready to discuss plans beyond 2023 just yet. While the E3 2018 invitational was a huge event for the series, there are no plans for adding next year’s E3 to the event schedule just yet.

“I wish I could answer that question, but obviously, I think the E3 news, at least the most recent news, just hit [this week]. I don’t have any plans at the moment, but also we’re still looking at what the future holds and where we might try to put some of those tournaments and what tournaments Nintendo may be looking at running versus what Panda may do on its own for Panda Cup or how the two of those may mix together.”

While Trinen tells IGN to stay tuned, it seems clear that Nintendo is moving forward with competitive Smash Bros. Lucky for them, the enthusiasm and community for the game are already there, waiting for them.

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

Scorn Release Date Moved Forward

Scorn, the upcoming H.R. Giger-inspired puzzle adventure, is coming out earlier than expected. The game will now be released on October 14 instead of October 21.

Coming to Xbox Series X/S and PC, no reason has been given for the move in date – but given how many delays we've had this year, it's a welcome bit of news.

Scorn promises to take players "into an isolated, strange, dream-like world. Left unguided to fend for themselves, players must explore Scorn’s interconnected bio-labyrinth, learning its rules and mastering grotesque puzzles along the way as they come to understand their own predicament."

We went hands-on with the first hour of the game recently, saying, "At its best, Scorn already feels like a deeply odd, deeply thoughtful approach to more open puzzling, perhaps most easily comparable to The Witness. Personally, that’s what I hope to see more of – but if you’re looking for a dose of real unpleasantness, it seems to have you covered there too."

Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

PlayStation Stars Loyalty Program Currently Offers Better Customer Service as a Reward

Sony's PlayStation Stars loyalty programme is offering better customer support to those at a higher reward tier.

As reported by VGC, those using the service after its launch in Japan today, September 29, have complained that those on the service's fourth tier get improved customer support. Users can move up tiers by buying games from the PlayStation store and earning trophies, effectively meaning that those with more money will receive better support from Sony.

"When contacting PlayStation Customer Support, you will be given priority in the chat order," the reward list reads, and getting there requires users to first buy four games from the PlayStation Store and earn 128 rare trophies.

Those who've done so will therefore be able to speak with PlayStation's customer support ahead of those who've spent less money, something that has some users upset.

It's not guaranteed that this PlayStation Stars reward will arrive with the North American, European, and other versions of the service, but Sony hasn't indicated that anything will be different between regions.

The reward programme will also give players the likes of PlayStation Store wallet funds and select PlayStation Store products, alongside a series of virtual collectibles (that are definitely not NFTs).

Ryan Dinsdale is an IGN freelancer. He'll talk about The Witcher all day.

Wednesday, September 28, 2022

Dead Space Remake Team Showed Diehard Fans the Game Every Six Weeks in Early Development

Dead Space developers used diehard fans to help keep them on track. During a new blog post, creative director Roman Campos-Oriola revealed that the Dead Space remake devs consulted with their very own community council every six weeks.

“Really, really early in development, we started discussions with some members of the community who were identified by our team as diehard fans,” he revealed. “We met with them every six weeks, roughly, and we gave them full access to what we were doing.”

Why did they consult the fans? Well, it seems they wanted to get opinions on a variety of “polarizing” topics.

“Because we have our opinions, but that doesn’t mean we’re right!” said senior producer Philippe Ducharme. “There were a number of polarizing topics we wanted to get a gut-check on, so we gathered feedback from these groups to make informed decisions. A focus on community is one of the key pillars of this project, so we also took feedback from our livestreams, read through user reviews and Twitch comments—there was a lot of intake of information. It was all to understand who we’re addressing with this game, and what made Dead Space spectacular for them.”

The upcoming remake will re-tell the story of systems engineer Isaac Clarke – an unlucky spacefarer who ends up aboard the USG Ishimura, a ship overrun by deadly necromorphs before crew members managed to activate its distress beacon.

EA Motive is handling the remake, with a release date in January 2023.

“First, we honor the legacy,” said Ducharme. “We look at the original game with the utmost respect. So, the core foundations will remain the same. However, we are making several enhancements to the experience to make it enticing for both new players and returning ones.”

Despite this deep respect for the original game, original creator Glen Schofield isn’t part of the upcoming remake.

“I took [the announcement] as a compliment,” he said. “I still do take it as a compliment. I'm still kind of bummed about it too. There's this weird, weird thing, like you're not attached to your own game," Schofield told Game Informer. "It's a weird feeling. [...] They want to make a game better than the one you made.”

Still, it sounds as though the Dead Space remake is going to great lengths to recapture the magic of the original game.

“We want the fans of Dead Space to rediscover Dead Space as if for the first time,” said Campos-Oriola. “But with everything feeling familiar and recognizable. That’s something that’s really important to us.”

Want to read more about Dead Space? Check out every EA game currently in development as well as a deep dive into how Dead Space is being remade.

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

Skull and Bones Delayed for the Fifth Time

Skull & Bones, Ubisoft's pirate battler that's been in development limbo for years now, has been delayed yet again. This is the fifth time.

In a press release today, Ubisoft has given a new release date of March 9, 2023, allowing Skull & Bones to sneak in just ahead of the end of its financial year. The publisher explained in the release that while "game development is finished at this stage," the extra four months will be used to "further polish and balance the experience" following technical tests and Insider Program feedback from prior closed betas.

Skull & Bones' development has been a tumultuous ride. It was first revealed back at E3 2017, appearing at the time to be a riff off of the naval combat in Assassin's Creed: Black Flag. At the time, it was set to come out in fall of 2018, and focused on prior-gen consoles.

Its first delay was announced the following year, pushing Skull & Bones back to "2019-20". When it didn't surface for sometime after, reports suggested that it had been quietly rebooted. It was delayed a second time to 2020, and then again to 2021. In the meantime, further reports alleged a toxic work culture at developer Ubisoft Singapore amidst wider accusations of a hostile work environment company-wide.

Skull & Bones was later delayed into 2022-2023, and then given a November 8 release date, which is what we've expected up to now. We also learned earlier this month that it will be the first of Ubisoft's published games to retail at a $70 price point.

Assuming we don't get a sixth delay, Skull & Bones is coming to Xbox Series X and S, PS5, Google Stadia, Amazon Luna, and PC, with Ubisoft+ users on PC, Stadia, and Luna getting the game day one as part of the service. Ubisoft will be holding an open beta sometime before release.

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

Mina the Hollower: The First Preview

Over the past decade, developer Yacht Club Games has created an empire under their Shovel Knight brand making them arguably the face of the indie game space. But with Mina the Hollower, the studio is aiming to bring something completely new to the table, and after my first-look demo, I am eager to see more.

Inspired by the Game Boy Color era and more specifically, The Legend of Zelda franchise, Mina the Hollower wants to bring the best in old and new game design while introducing its own mechanics into the mix. After playing a full level of the game, I was met with fair, but challenging obstacles to overcome alongside fresh, but also familiar gameplay. The result was something that felt completely its own.

At first glance, Mina the Hollower plays as your go-to 2D action-adventure with a top down perspective, but it also reminds me of what I would find in a platformer without traditionally being one. Instead of jumping, your protagonist Mina burrows underground. You can ascend from the ground whenever you want, but you can’t stay burrowed forever. If she is near the ledge of a gap she will leap across, giving you control on where she can land. Throughout my demo I was approached by multiple skill challenges where I had to master the timing of my burrows and jumps to progress through a section of the level. Burrowing will also allow Mina to pick up rocks and pots that can be thrown at enemies.

It is ultimately your confidence in the mechanics that determines what you will do in each combat scenario.

Mina is equipped with a whip that serves as her primary weapon, but it also has an additional special property. If Mina isn’t at maximum health, hitting bad guys will build a yellow bar past your current health, and by using a flask you can gain your health back to that level. This is similar to flasks in Dark Souls, but this time around you have to earn your healing bringing an engaging risk vs reward system as combat is the way to both your potential survival or death. There were many moments throughout my playtime where I considered whether or not it was worth fighting an enemy to gain healing or to burrow and escape the encounter. It is ultimately your confidence in the mechanics that determines what you will do in each combat scenario.

Other ways to heal include hitting random objects or by visiting any of Mina’s underlabs, an underground location which serves as a checkpoint as well as where Mina can store items. There were several moments throughout where I felt accomplished by getting to the next underlab, thus allowing myself to breathe and regain my bearings in this charmingly little sanctuary.

What makes Mina the Hollower so fun is how everyone will attack every room differently

Partnered with her whip, Mina can gain access to sidearms like throwing knives and axes that can be lobbed at your foes. Defeating enemies will earn you bones, which not only serves as your currency to increase your stats, but determines your level-ups as well. Mina not only has a health bar, but also sparks which can be compared to lives in most other games. When Mina dies, the spark is consumed by the enemy that kills her, requiring you to kill that enemy on her next trek to gain that spark back.

What makes Mina the Hollower so fun is how everyone will attack every room differently. You can choose to take the offensive, defeating anything that is in your path or you can avoid combat in most cases and burrow past each threat in your way. Naturally though, you’re going to find the balance that is right for you. Hopefully we won’t have to wait too much longer for the complete package .

Pokemon Scarlet and Violet Will Finally Answer the Question 'What if Diglett Was a Worm?'

Have you ever considered what Diglett might look like if it were a worm? Well, even if you haven't, tough luck because Pokémon Scarlet and Violet will introduce Wiglett.

Wiglett was revealed during the World Pokémon Ecological Society Webinar (via Serebii). “I’ve never seen a Pokémon quite like that one,” says the voiceover. “Could it be a Diglett? It resembles Diglett but its coloring is different. Could it be a regional form unique to Paldea?”

The new Pokémon looks a lot like Red and Blue's Diglett, but now in more elongated form. It's actually based on the common garden eel rather than a worm but, you know, it is called Wiglett.

“They must be an evolved form of Diglett,” says a second voiceover. “Instead of evolving into triplets like Dugtrio, they adapt to a marine environment with another form.”

“They do have certain anatomical similarities,” says the video voiceover. “Since their appearance is different to this extent, it must be a completely different species!” the video continues. “This is the first time we witness this Pokémon.” The voice then goes on to christen the Pokémon, “Wiglett”.

“Although they appear to be the Paldean form of Diglett, we’ve learned that they live and eat differently,” they go on to explain. That settles it – Wiglett is an entirely different type of Pokémon and definitely not a dodgy-looking Diglett.

“According to the research, it is said that it is a coincidence that they have similar bodies, as they both burrow in the ground and the sand,” they reveal.

Want to read more about Pokémon Scarlet and Violet? Check out Pokémon Scarlet & Violet’s three main stories and get a look at the new starter Pokémon.

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

New Overwatch 2 Players Will Need to Play 100 Matches to Unlock Original Characters

New Overwatch 2 players won’t be able to use classic Overwatch heroes straight away.

A new blog post over at the Overwatch website has revealed that new players will need to grind out around 100 matches to unlock the complete roster of original Overwatch 1 characters.

“New players begin with access to a limited set of game modes, heroes, and some other restrictions to onboard them more gradually,” they revealed. “The first phase of our new [First Time User Experience] rapidly unlocks all the game modes and the ability to chat in-game, and the second phase unlocks all the original Overwatch heroes over the course of approximately 100 matches.”

The idea behind the move is to prevent overwhelming new players with too much to learn. Considering each hero has a unique set of abilities and counters, this is certainly an understandable and structured way to get into the game.

“This focused experience eases new players into the world of Overwatch by teaching them about different modes, rules, and other high-level aspects of the game in an approachable way.,” they said.

Importantly, these restrictions won’t be in place if you’re in a group, so new players can still team up with their friends and try out heroes (and game modes) they don’t have yet. “Competitive is the exception to this rule because new players must complete a specific challenge to access this game mode.”

While this move could be seen as controversial, it looks as though the Overwatch community is pretty pleased with the change.

“100 games for 32 heroes, that's roughly a new hero to try out every 3 matches,” said one Overwatch Reddit user. “That sounds like a good way to keep players in that 'just one more game' mindset.”

“It's about as close to a practical ‘Tutorial Mode’ I think devs can get in an FPS,” said another. “I’m certainly not complaining. If this includes matching new players in separate server instances with other new players, all the better. It will definitely keep new players from getting immediately ROASTED by better players and by match chat which will probably create a higher retention rate of new players which is what Blizz is going to be wanting to bolster with it being a F2P model.”

As well as easing new players into the game in an organic way, fans are also pleased that the change will potentially reduce the number of smurfs and hackers.

Want to read more about Overwatch 2? Check out Overwatch 2’s new Portugal map and find out how to merge your Overwatch account ready for cross-progression.

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

FIFA 23 Will Let You Disable Commentary Criticizing Your Play

FIFA 23 lets you turn off commentary criticizing your play, so you don’t have to hear how you're letting the side down.

According to Eurogamer, this new feature is live right now after FIFA 23 early access launched a day early on EA Play.

Just hop into the settings and check the box marked “Disable Critical Commentary” to make sure you only get the nicest pep talks from the likes of Derek Rae, Stewart Robson, and Alex Scott. Get in!

Checking this box means you won’t get any commentary that’s critical of how you play, so no more comments about your shoddy defense, for starters. However, you will still get the regular comments they say throughout a match.

It’s likely that this feature made it into the game simply to make for a more positive experience for some players. But it’s also pretty useful if your children play the game, too. After all, it can be a bit daunting when you pick up the pad for the first time, and that could be made even worse if Stewart Robson is giving you a grilling over your sub-par performance.

But the feature may still need some work… During tests, Eurogamer found that disabling critical commentary during a FIFA Ultimate Team Division Rivals match did absolutely nothing. “Robson still tore into my finishing and had some choice words for poor Mason Mount,” said Eurogamer.

Still, it sounds like a useful edition for the more sensitive players when it works.

FIFA 23 will officially launch on September 30, but EA Play players and those who pre-ordered with early access can jump on and give it a whirl right now.

Want to read more about FIFA 23? Check out Ted Lasso’s addition to FIFA 23 and find out how the game leaked a month early for some players.

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

Session: Skate Sim Review

Warning: Session is a hard game and will test your patience. Those aren’t my words; they’re the words of the developer, Creā-ture Studios itself, splashed verbatim on each of Session’s trick list menus. That’s a belated caveat for the presumably bewildered people mining the menus for shreds of advice on how to actually do anything in this diabolically difficult skateboarding sim. With a two-stick control system that flies in the face of generations of muscle memory, Session is a complex but very grounded simulation of street skating that can appear wonderfully authentic when executed well. However, despite the fact that it’s just emerged from several years of early access, it doesn’t quite appear fully ready for release: physics bugs, shonky trick detection, and unfriendly mission design are regular frustrations.

Since its debut demo back in late 2017, Session has been previously pegged by some as a spiritual successor to EA’s Skate series. To be honest, it’s not really a great comparison. Session’s stick-based trick controls may sound akin to Skate’s on paper, but the reality is Session’s two-stick system is far more complicated. In fact, the single-stick Skate-like “Legacy” controls Session introduced into its Early Access build back in 2020 have actually been entirely removed in the 1.0 version. Adapting to Session’s two-stick controls is now compulsory.

Bust a Move

Just like rival 2020 skateboarding sim Skater XL, in Session each thumbstick represents a skater’s corresponding foot, and executing flip tricks and grinds requires precisely finessing each stick like you’re trying to crack into a safe. Turning controls are mapped to the triggers, a mind-melting obstacle that took hours for me to hurdle after decades of that being a job for the left stick – and only compounded by the fact that turning is still mapped to the left stick in Session… when the skater is off the board. Unfortunately there aren’t any grab controls, but even without them I was regularly turning my hands into pretzels trying to make tricks.

This isn’t a bad thing per se; it’s just very challenging. However, the complexity does feel likely to be too much for some, such is the steepness of the learning curve here. I’m not confident that a lot of non-skaters or casual skateboarding fans would stick it out to crash through that initial barrier, though Session doesn’t necessarily do itself any favours in that regard. There’s actually a pretty long list of smart gameplay tuning options that can make things noticeably more manageable, but the initial tutorial doesn’t really point any of that out. The most helpful one for me was the option to change the mapping of the sticks from left foot/right foot to front foot/back foot – purists may scoff at this concession, but all the controls being in reverse when riding switch was absolutely cooking my brain. But there are many, many more – pop height, grind alignment, hell, even the gravity can be adjusted. None of this truly turns Session into an arcade skating game, but it can make it a little more friendly.

That said, it is very rewarding – in its own stern way. I’ve once again found myself swept up in the loop of an unforgiving street skating simulation (unfortunately there’s no proper vert skating or grabs) simply because I love to seek out unassuming staircases, ramps, and rails and bust tricks (and presumably digital bones) for no particular reason, until I get bored and move somewhere else.

It should also be said that the list of other places to move is impressively long, with dozens of authentic urban maps and spots of varying sizes spread across three cities: New York, San Francisco, and Philadelphia. With time of day effects and plenty of grimy, granular detail, the maps look excellent – especially at night, lit by the bright lamp of the chase camera. They are a little static and lifeless, though. For instance, piles of lightweight cardboard boxes and wheeled shopping carts are rooted to the ground and completely non-interactive, and there are no moving vehicles despite being set in the hearts of three of the most bustling cities in the US. Also, while NPC pedestrians can be turned on – an “experimental” option Creā-ture has partially buried in a menu for unfinished features – there are no NPC skaters to add a bit of atmosphere.

Trick Tok

Creā-ture has put plenty of work into Session’s replay editor, and it can produce genuinely great clips. There’s an impressive assortment of camera types and filters available to create some properly cool skate videos with Session’s tools, although it really makes zero effort to teach you how to use them.

Unlike Skater XL, Session boasts an actual career mode, with tasks assigned by guest pro skaters scattered throughout the maps. Despite the fact most of the enjoyment I gleaned from Session’s skateboarding sandbox came from simply coasting around the maps and making my own fun, there is something to be said about having some overt objectives to conquer, especially since there’s no multiplayer. These objectives are not always particularly well explained, though, and instructions can’t be repeated if you miss something. This makes for some really annoying moments if you miss a tip, or forget it after returning later, because the mission log text doesn’t explain any extra criteria. It also has an annoying habit of sometimes not crediting the tricks it wants us to complete, even if it appears we’ve pulled them off. One early challenge to manual across a pad refused to detect the required manual despite multiple attempts. It adds a second layer of trial and error on top of an experience that is entirely built on trial and error, and it isn’t welcome. Turning on the trick names is a slight help (Session has trick names off by default) but it doesn’t solve everything.

This is actually part of a whole layer of weird bugs that undermine Session overall, from sudden and inexplicable bails on flat surfaces to ugly board clipping, and janky on-foot navigation (especially ascending and descending stairs) to seriously odd moments of limb spaghettification, like your skater is about to be sucked through a black hole. These are a real shame considering some of the awesome attention to detail elsewhere. For instance, I really love how the boards themselves slowly accumulate realistic wear and tear as we thrash them with grinds, and the sound design is genuinely excellent. There’s a wealth of subtly different audio cues for every situation, and everything from the hiss of free-spinning wheels to the clunk of steel on steel sounds spot-on. The soundtrack is a bit downtempo and dreary, though; Creā-ture has pitched Session as a tribute to the golden era of ’90s skateboarding but there’s nothing about the fistfuls of 21st century chillhop here that helps makes it sound like one.

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