Friday, March 31, 2023

Vampire Survivors' Second Expansion Arrives in April

Poncle has announced a second expansion for Vampire Survivors called Tides of the Foscari, which will arrive on April 13.

As revealed on Xbox Wire, the expansion takes players to western Europe in the Great Forest with the developers were influenced by local fairy tales and folklore. At the center lies the Foscari Academy, a school that trains the next generation of warriors, scholars, and leaders.

It’s divided into three houses: the Azure Tower trains magical sorcerers and warlocks; the Crimson Anvil focuses on strength, engineering, and blacksmithing; and the Amber Sickle consists of professions such as accounting, agriculture, and archery.

As for the new content, there are eight new characters, 13 new weapons, one new stage, seven music tracks, and 20 new achievements. And this all costs $1.99.

Vampire Survivors’ first expansion, Legacy of the Moonspell was released back in December 2022, and now Tides of the Forscari will arrive soon.

In IGN's Vampire Survivors review, we said: “Vampire Survivors is outwardly simple but turns out to be an incredibly deep hole to fall down – though it's not without extended dull periods when you get ahead of its curve."

George Yang is a freelance writer for IGN. He's been writing about the industry since 2019 and has worked with other publications such as Insider, Kotaku, NPR, and Variety.

When not writing about video games, George is playing video games. What a surprise! You can follow him on Twitter @Yinyangfooey

Thursday, March 30, 2023

CDPR Confirms Multiplayer Witcher Project Is Restarted, Not Canceled

CD Projekt Red has officially confirmed that The Molasses Flood's upcoming Witcher game, codenamed Sirius, is not canceled, but it has restarted development on the upcoming multiplayer game.

During a recent financial earnings call, The Witcher and Cyberpunk 2077 developer confirmed that it decided to reevaluate the project but that it would not scrap the entire concept altogether. Noting that the company was looking at ways to extend the popular fantasy IP.

"So this is a project which is, I would say, insourced. It's also new to us in terms of design and format. For those reasons, it's very different from the big productions we are known for. To stay competitive, we have to keep looking for new ways to extend our franchises," said the president and joint CEO of CD Projekt Adam Kiciński, during an earnings Q&A. "At the same time, we need to be ready to reevaluate our original concepts, even if the development work is already underway."

Earlier this month, the developer shared an announcement from investors, noting that it was taking an impairment charge on Project Sirius. Kiciński noted that while it was "a tough decision to make," the company felt it was the right choice. "Our intention was to cut costs early and give ourselves time for reassessment. We don't want to carry on with projects that we are not aligned with. So basically, that's all we would like to share about Project Sirius for now," Kiciński explained.

Project Sirius was among one of three new Witcher games announced last October by CD Projekt Red, with Project Sirius described as offering "multiplayer gameplay on top of a single-player experience." Additionally, Kiciński hinted that a new Witcher trilogy was in the works during an earnings call last September. Not to mention CDPR is teaming up with Fool's Theory to remake the original Witcher using Unreal Engine 5.

Taylor is the Associate Tech Editor at IGN. You can follow her on Twitter @TayNixster.

Cyberpunk 2077's Turnaround Just Gave CD Projekt Its Second-Best Revenue Year Ever

With the rocky launch of Cyberpunk 2077 firmly in the rearview, CD Projekt seems to have fully bounced back from where it was at the end of 2020 both in good will and in financials, celebrating its second-best earnings year in 2022 despite no new major releases.

Per CD Projekt's earnings report, Cyberpunk 2077 revenues were up 18% year-over-year in 2022, with 94% of the units sold being digital. That's a pretty unusual figure in video games, which typically release to enormous unit sales and then see a steady but consistent drop over time. CD Projekt attributes the sales to their long-term work on improving issues with Cyberpunk 2077, as well as the success of the companion Netflix series Cyberpunk: Edgerunners. And having The Witcher 3 around doesn't hurt either.

It's a significant turnaround for a game plagued with bugs and glitches on the base PS4 and Xbox One at launch, which its own developers reportedly did not expect to be ready by its 2020 launch date. But multiple patches since slowly began to rebuild good will, and the one-two punch of a next-gen update in February last year and Edgerunners seems to have convinced people it was worth returning to night City.

CD Projekt expects to release a Cyberpunk 2077 expansion in the second half of this year, titled Phantom Liberty. One slide in the investor presentation indicates that a "marketing campaign" is planned to begin for the expansion in June.

Consolidated revenues for CD Projekt in 2022 reached 953 million PLN ($222 million), with 347 million PLN ($81 million) in net profit. Both revenue and net profit were the second-best in company history. CD Projekt says it has reinvested over 200 million PLN ($47 million) back into future development projects, including the recently "re-evaluated" multiplayer Witcher game codenamed Project Sirius from Molasses Flood.

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

Interview: Tim Sweeney and Saxs Persson on What's Holding Back True Next-Gen Gaming

Tim Sweeney isn't a fan of what blockchain has done to game development. Epic's CEO bemoans "a whole generation" of computer scientists focusing on technlogy such as cryptocurrency, which he believes is impacting the core technology needed to make truly revolutionary game experiences

"There's been a lot of neglect, as everybody's going off...we're missing a generation of computer scientists who would traditionally be pushing forward that set," Sweeney says. "So, we're trying to fill in the gaps in building the research team we have here. I think there are new genres of games that will emerge from the technologies that are just in the pipeline being built right now."

Saxs Persson, Epic's executive in charge of Fortnite's ecosystem, agrees.

"I think it's non-obvious because it's not like the thing you put on screen right now, but most... all game engines really... commercial game engines, their architecture is what it's been for, I don't know, 20, 30 years," he says. "Nothing really has changed. It has to change, or you're just trying to squeeze more blood from that stone. The fundamental programming model has to change in order to break into beyond what battle royale really can do."

The pair is fresh off Epic's State of Unreal presentation, which last week saw the company unveil Unreal Engine 5.2 while rolling out new creation tools and revenue sharing for Fortnite players.

Speaking with IGN in an interview conducted during the Game Developers Conference [GDC], they talked about the potential of the Unreal Editor for Fortnite [UEFN] toolset, which they liken to an evolution of the modding scene that has birthed a host of new genres over the years. They also reflected on state of gaming tech in 2023, which is so heavily driven by Epic's Unreal Engine.

Looking toward the future

Both are planning ahead, as they so often do, with Sweeney regularly bringing up the concept of the metaverse – a term that tends to serve a punchline in gaming circles, but makes more sense when paired with Fortnite's flourishing ecosystem. Epic's latest developments, which empower Fortnite's creators while giving them a share of revenue, are intended to make good on the common sentiment that Epic's battle royale is the real metaverse, though Persson cautions against calling it a "platform."

"It's not a technology platform; it's a place people go to get entertained and we need to entertain them, and more and more of them. That's the challenge: how do we find a way for people that don't care about shooters? They should be welcome too...The real challenge for us is, in the maturation of Fortnite, is to embrace that we are much broader than just the day one shooter that was launched," Persson says.

Epic recently announced a new revenue-sharing plan, setting aside 40% of the game's net revenue for creators. Payments are based on overall engagement with custom islands and other creations. It's a major change that seeks to push Fortnite further beyond the bounds of the battle royale genre.

But even as Epic looks to grow Fortnite's ecosystem, fans are looking back with growing nostalgia for the original battle royale. When the UEFN tools became available, players immediately scrambled to remake the original Fortnite Battle Royale as it existed in 2018. Asked for his reaction to this development, Sweeney said "we have nostalgia for it too," but that for him it "immediately highlighted a topic about intellectual property."

How do we find a way for people that don't care about shooters? They should be welcome too.

"You can't just remake a Call of Duty map. And we were digging into what was happening with Fortnite Chapter One map, and we decided that was a really cool thing to happen because it was for Fortnite, so we gave permission to do it on a non-monetized basis. But I think the real innovations here have got to be an original new work, right?" Sweeney said. "Because some of these things... Works of nostalgia are cool, but most of the time they're going to be other people's work and they're likely not going to give permission. And we really urge everybody to think about what can we really do to create news genres or games and really very original things"

Persson added that "nostalgia is often the first thing that comes to people's mind when you get capabilities," but that Epic "wants people to make their own [stories and characters]."

What they really want is something like what happened with Defense of the Ancients, better-known as DOTA, which was popularized by Warcraft 3's map editor scene, or PlayerUnknown's Battleground [PUBG], which sprang out of Arma 3. In fact, Sweeney says he recently ran into PUBG creator Brendan Greene at GDC, whom he credits with "really reinvigorating shooters."

The problem, Sweeney claims, was that map developers on platforms like Warcraft 3 couldn't easily profit on their creations, leading them to create standalone games elsewhere. It's a problem that he claims Fortnite's newly updated revenue-sharing system will solve.

"The tragic thing that happened there was, in order to succeed on their own scale, they had to leave their own ecosystem behind and build a new one. That's a failure we don't want to have in our system. We would love to be able to grow Fortnite and the financial opportunities for all creators, to the point where if you build a really successful game, you don't have to leave and build it as a standalone game in Unreal Engine," Sweeney says. "Now, you'll be able to, and we'll support you in doing that if that's what you want. We really want the best opportunity to stay in this as we build the open metaverse together."

'Underestimating the opportunity'

Elsewhere, Sweeney says that he's interested in further advances in proceduralism, calling the implications "really awesome." He's also impressed by the growth of content marketplaces, which are making it easier for game developers to obtain generic assets that allow them to save time. But there are still a lot of improvements to be made, he says.

"I think people are underestimating the opportunity for advances in the programming, language technology, and programming stack to improve the state of game development. Fortnite Battle Royale is 100 players because we can't support more. That's as many players as we can fit on a single server, on a single floor, on a machine," Sweeney says. "We don't have the technologies to scale up to lots of cores or a core data center. Nobody's just built technology for doing that without really dire loss of quality in the programming model. I think there's a lot of core computer-science level improvements that can be made there."

With the release of Unreal Engine 5.2, though, Sweeney is hopeful developers will "jump right in" to the new tools.

Fortnite Battle Royale is 100 players because we can't support more.

"I start using this month, and of course the pipelines... building a game of the caliber that uses this kind of tools is generally pretty long. But I think people can immediately use the procedural systems, the MetaHuman animator capabilities and these things, and they're all just designed to take away the existing flows developers already use, make them more productive and higher quality. I think what the big impact you'll see is that just quality goes up without an increase in cost or development time," Sweeney says.

Persson claims that developers are already reaching out to him about the possibilities of the tech.

"The first demo we did with the Rivian R1T demo... two separate indie developers that were in the audience that I know both texted, and one of them was like, 'That's the workflow that will enable us to make the game we want. Taking custom-built areas, but turning them into procedural assemblies.'

"And the second one had a comment about MetaHuman and how this is what was missing for them to unlock the last bit of how they can make a range of NPCs, not just the one NPC that they could afford. I think that's the beauty of it. A lot of these tools they lay upon workflows that already exist. They just make them more productive."

That's ultimately one of the biggest themes in the games industry right now: streamlining game development in a way that makes today's increasingly ambitious projects more achievable. Otherwise, game development teams will be forced to continue scaling up in a way that's unsustainable.

In the meantime, AAA developers are still working to unlock the secrets of Unreal Engine 5. While several Unreal Engine 5 games are currently under development, with others pivoting to the technology, it has yet to reach mass adoption.

We'll see it gain more of a foothold later this year, with S.T.A.L.K.E.R. 2: Heart of Chornobyl and Ark 2 among the games that will utilize Epic's tech. For now, Epic will try to realize its dreams for the future elsewhere, with its new Fortnite ecosystem serving as the starting point.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Crusader Kings 3's Royal Court DLC Comes to Consoles in May

Crusader Kings 3's critically acclaimed Royal Court DLC is coming to PlayStation 5 and Xbox Series X and S on May 17.

Royal Court is a major expansion to Crusader Kings 3, adding several elements including the Throne Room, Grandeur, an Inventory System, and more.

The Throne Room is available to king and emperor characters as a visual representation of the player's royal court that reflects their success. The royal court can also be improved with the Grandeur feature that lets players bling up their residence to attract better guests and impress rivals.

Similarly, Inspired People such as talented artists, craftspeople, and thinkers can work on new projects, adding further treasures and artifacts.

The Royal Court update also adds hybrid creatures, cultural divergence, and more that resulted in the expansion being praised by critics. In our review of the PC version, IGN said it's "the best kind of strategy expansion, weaving in new features that make running a kingdom a more complete and cohesive experience."

And this comes on top of the already critically acclaimed base game. In our 10/10 review, IGN said: "Crusader King 3 takes the throne as the new king of historical strategy by expanding on and deepening the best parts of what made its predecessor memorable and unique."

Ryan Dinsdale is an IGN freelancer and acting UK news editor. He'll talk about The Witcher all day.

Naughty Dog Releases First Patch for The Last Of Us Part 1 on PC

Naughty Dog has released its first patch for the troubled PC port of The Last of Us Part 1. The hotfix addresses "several performance and hitch-related issues," according to the developer.

In addition to remedying some of its performance woes, The Last of Us Part 1 v1.0.1.5 adds "extra crash diagnostic information to assist in investigating shader building related crashes and other common reported stability issues", according to Naughty Dog.

The studio notes it is "closely watching player reports and actively working on a patch with more bugfixes, to be released soon."

The patch comes just two days after The Last of Us Part 1 was released on PC. Users have reported issues with excessive crashing and performance, specifically related to shader compiling, leading to a "mostly negative" rating on Steam with over 9,000 reviews.

The PC port was developed by Iron Galaxy, which previously released the Switch remaster of Metroid Prime and the Uncharted: Legacy of Thieves Collection.

The troubled PC launch has temporarily taken the wind out of the sails of a franchise that had been flying high following the release of The Last of Us Part 1 for PS5 in September and the conclusion of its HBO series earlier in March, which we called "a breathtaking adaptation" in our The Last of Us: Season 1 review.

Jordan covers games, shows, and movies as a freelance writer for IGN.

Amnesia: The Bunker Feels Like A New Beginning For The Series

The Amnesia series from developer Frictional Games sits comfortably among the scariest horror games ever. Each entry tells a personal story about survival against supernatural forces, injecting a palpable sense of dread as you carefully move in near-darkness, constantly staying one step ahead of nightmarish monsters nipping at your heels or the growing anxiety that slowly chips away at the sanity of the protagonist.

But the upcoming sequel, Amnesia: The Bunker, takes a unique approach to story-driven survival horror, focusing more on the moment-to-moment actions and choices you make taking that daring plunge into the unknown. After my hands-on time with it, I felt more unnerved and impressed with what tricks this series has yet to show off.

Amnesia: The Bunker takes place during the height of World War 1. Playing as the French soldier Henri Clement caught in the trenches during a grueling battle, he finds himself in a seemingly abandoned bunker's infirmary, with little memory of what occurred since the conflict. Planning an escape, he procures resources and uncovers the creepy experiments that have occurred in the facility, including an encounter with a monster known as "The Beast," which lurks throughout the bunker while avoiding the light.

According to game director Fredrik Olsson, he stated that he wants The Bunker to be a game that you'll want to play multiple times over, with each run leading to different moments in the "player story."

"It's a game where the gameplay is definitely in the center, and the story has a bit of a backseat," said Olsson. "However, it's more about the player story. Even in the early stages of design, we talked about how everything in this game should be fun to play a second time. Even up until the ending of the game, there is really not that many strictly narrative-driven walking moments, and I'm super happy we managed to do that. Everything is a bit of a challenge, and we even put a custom mode for you to tune the game how you want, so we put a lot of effort into replayability for this one."

After the more cinematic and plot-heavy Amnesia: Rebirth, The Bunker feels more like a back-to-basics approach with a more streamlined narrative. This is to give way for the new world design, which features a less guided and semi-open setting to explore. As Henri, you'll need to collect resources and ammo to survive in the base, all while keeping the bunker's power on. In an added twist, the placement of collectible items like bullets and fuel, are also randomly placed around the environment to ensure you will stay comfortable within the base.

What I found truly unique and intriguing about The Bunker is that it moves the moody aesthetic of the Amnesia series to a more traditional survival horror experience. Compared to previous entries, this sequel is closer in the vein of classic Resident Evil but with that deliberate and steadfast pace that Amnesia is known for. Henri, who you'll learn more about from the game's many diary entries and bits of storytelling, is a soldier and more capable of survival than other protagonists from the series. Along with a gun, Henri can also use grenades, flares, and other makeshift instruments to defend himself.

However, as with Amnesia, you're much better off avoiding conflict and laying low. For instance, using your revolver will require careful aim, and to check your ammo, you'll need to unfasten the ammo cylinder to count how many bullets you have. It's all very Amnesia in how it carefully and deliberately gets you to interact with the world, which adds to the tension.

During my first hour, I had to find some explosives and a detonator to blow open a collapsed exit. Both key items were in different areas of the bunker, requiring some maneuvering to get to. Outside of the safe room in the administration office, which has the storage container and the bunker's generator, some tunnels led deeper into the bunker. While checking the rooms, I could find some precious fuel for the generator and cloth to craft healing items, but just as I was about to descend further, the lights in the halls began to dim, and the growing roars of the beast filled the halls. I immediately returned to the safe room and locked the door behind me.

Therein lies the core of what sets The Bunker apart from the rest of the Amnesia series, in that it's a game of extremely careful resource management in an open setting, as opposed to a tight, linear narrative experience. Every time you decide to leave your safe haven, you're on the clock before the generator runs out, so you'll need to make your moves outside count.

One more terrifying and unsettling moment came when I had an almost face-to-face encounter with The Beast. As I hid in a room near a booby-trapped officer's quarters, it came and inadvertently triggered an explosive device, destroying several doors, which sent it scurrying away. I immediately picked up any stray items and bolted back to the safe room.

I did enjoy the expansive nature of the game and its freeform approach to careful navigation, but sometimes I felt that it caused a paralyzing feeling. In addition, there were some moments when I felt overwhelmed by the game's scope and relentless vibe, which ended up making me make some wasted trips because I was too careful. This did cause some feelings of minor frustration, but I always managed to find my footing again and made some progress.

The Bunker, so far, feels like an exciting and still terrifying move forward for the Amnesia series. However, I do appreciate the change in scope in gameplay, and its larger storytelling. This isn't to say that the game ditches the narrative in favor of open-ended exploration, but Henri's survival story serves as the bedrock for a more front-facing focus on the story that the player will see as they explore the bunker.

The Bunker, so far, feels like an exciting and still terrifying move forward for the Amnesia series.

Blending the dense and unnerving atmosphere of Amnesia with the resource management and the act of carefully navigating into danger is a potent mix for a horror game, and Amnesia: The Bunker so far feels like an exciting turn for the franchise that I've got my eye on.

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

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