Friday, June 2, 2023

PlayStation Players Are Reporting a Diablo 4 Error That Locks Them Out of the Early Access Launch Period

Some PlayStation 5 players who purchased deluxe versions of Diablo 4 are still unable to play the game thanks to a persistent "invalid licence" error.

“We are seeing reports regarding PlayStation users experiencing Invalid License errors,” read a tweet from the official Diablo account. “The team is looking into this right now and will update once we have more information.”

Diablo 4’s early access period began on June 1 at 4pm Pacific for those who had purchased the $89.99 Digital Deluxe Edition, or the $99.99 Ultimate Edition of the game, but some PlayStation gamers were met with an “unable to find a valid license for Diablo IV” error.

"$140 (Canadian) dollars for a game to play early,” read a post from Twitter user @courtlalonde.. “The game doesn’t work, and gives an error code. Priceless.” Others seemingly recalled the launch issues of previous Diablo titles. “Streamers playing and having fun while I stare at the login screen,” replied user Ardim to an official Diablo forum post. "Hello darkness, my old friend…”

Twitter user @KevlarMack expressed their frustration too: “After over 2 hours of waiting, this is becoming annoying. People literally paid extra money for four days of early access to Diablo 4. Where is our compensation then?"

Many users are reporting an unofficial workaround for the issue, however, saying that redeeming a free game or demo from the PlayStation Store will let the system remember that the user does have a valid license, and so allow them to access the game.

Elsewhere, many PC players seem to have been enjoying a much smoother early access experience. “I just completed Act 1 at level 16, stayed connected the whole time and not even a bit of lag,” wrote Reddit user u/AbraKdabra in a post with 1.4 thousand upvotes. “Blizzard really outdid themselves and this game feels f**king amazing, now it's time for the new content.”

In IGN’s 9/10 review we described Diablo 4 as a “stunning sequel with near perfect endgame progression design that makes it absolutely excruciating to put down”. Be sure to check out our Wiki guide to stay up to date with tips and tricks that’ll help you get the most out of your journey through hell.

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

Thursday, June 1, 2023

Redfall's Development Was Reportedly So Troubled That Devs Hoped Microsoft Would Cancel It

Arkane Studios' development of Redfall was reportedly so troubled that its developers hoped Microsoft would cancel the game after acquiring the company in 2020.

Bloomberg released a report having spoken to several anonymous sources familiar with Redfall's development after it launched last month to poor reviews and significant technical issues. These sources claimed Redfall struggled with a misguided vision, staffing issues, and more.

Things allegedly became so bad at Arkane that, despite having put two years into Redfall at the time of the Xbox acquisition, staff wished it would be rebooted as a single player game or cancelled altogether.

The switch to a multiplayer focus, which was reportedly pushed for by parent company ZeniMax, appeared to be a major cause of Redfall's issues. Developers who worked on the single player Prey (which is a format Arkane is known for thanks to hits like Dishonored) were now working on a multiplayer game, and Bloomberg reported that 70% of these staff members left by the end of Redfall's development.

Replacing them was also claimed to be an issue for the same reasons: applicants looking to replace these roles were developers passionate about single player and not the multiplayer experts that Arkane needed. This led to what's claimed to be a "perpetually understaffed" team of less than 100 employees.

The project also reportedly lacked direction as a result, with developers stuck between making a single player and a multiplayer game. The sources claimed that management would also regularly switch reference points, saying Redfall should be like Far Cry one day and Borderlands the next, leaving designers with no clear idea of what game they were making. Microsoft declined to comment on the report when reached out to by IGN.

Xbox boss Phil Spencer said he was upset with himself and took full responsibility for the handling of Redfall. "There’s nothing that’s more difficult for me than disappointing the Xbox community, and just kind of watch the community lose confidence [and] be disappointed," he said at the time.

This loss of confidence is perhaps most concerning for Xbox when looking ahead to Starfield, the next colossal RPG from Skyrim and Fallout developer Bethesda that's due to launch in September.

Spencer tried to dismiss concerns, however, saying the publisher "did a better job" at supporting Bethesda than it did Arkane.

In our 4/10 review of the studio's latest, IGN said: "Redfall is a bafflingly bad time across the board. Plagued with bland missions, boneheaded enemies, and repeated technical problems, Redfall simply wasn’t ready for daylight in this state."

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

Warhammer 40K: Rogue Trader – How Did it Take This Long to Get a Warhammer CRPG?

It’s truly bizarre that across the nearly 30 years of Warhammer video games, we haven’t had a single one that attempted to channel the tabletop Warhammer experience by utilizing the genre that feels best suited to do so: CRPGs. But that’s all about to change, as Pathfinder developer Owlcats has been cooking up something to fill this void. During an extensive hands-off demo of Warhammer 40K: Rogue Trader, I checked out its extremely chunky turn-based combat system, drowned in its plethora of dialogue options and social skill checks, and nodded approvingly at its lovingly faithful depiction of Warhammer’s morbid universe. While it’s still very early, so far this CRPG is shaping up to be everything I’ve wanted from a Warhammer video game.

If you’ve ever played (or even glanced at) a game of Warhammer 40K, then you probably know it’s designed for a hyper-specific kind of nerd who loves calculations, large-scale drama, and an incredibly detailed world one could easily get lost in. Warhammer 40K: Rogue Trader caters to that same kind of player by being as much of a CRPG as one could imagine.

The first and most immediately obvious example is the combat, which takes a classic turn-based tactics approach that should feel very familiar to Warhammer players and scales it down from a military mass combat encounter to fit a smaller group of ne’er-do-wells that’s more appropriate for a party-based RPG. Galactic scale aside, everything else a Warhammer fan could expect appears to be present and accounted for, whether it’s detailed maps littered with cover, a sandbox of weapons and abilities that allow for slow and strategic engagement of the enemy, and a wide variety of iconic Warhammer factions to fight. If you’re looking to capture the magic of a turn-based Warhammer shootout in video game form, so far Rogue Trader seems to be making all the right moves.

From the nearly two-hour-long demo I was given, there also seems to be a super dense story with more dialogue options and social checks than you can shake a power sword at, and the incredibly detailed environments definitely succeed at recreating the world of Warhammer in all its pessimistic and depressing glory. Playing as a Rogue Trader, one of only a handful of individuals given agency to explore the galaxy and largely do as you please, you’re put in a unique, Commander Shepard-esque position of setting out to chart your own course and make enormously consequential decisions with almost no balances to your power – the perfect setup for an RPG with lots of dramatic choices and consequences, wouldn’t you say?

"You’re put in a unique, Commander Shepard-esque position of setting out to chart your own course and make enormously consequential decisions with almost no balances to your power."

The world itself is quite a departure from the high fantasy Pathfinder environments for which Owlcats is known, and the environments I saw were largely hideous mechanical structures, draped in ornamental skulls and creepy magical artifacts. And the party members that occupy those spaces and serve as your crew come from all different walks of life in the Imperium. This is one way in which Rogue Traders really takes a departure from the tabletop game – you aren’t picking a faction and going to war against another group in a battle of attrition. Instead, your crew is composed of a ragtag group of misfits who are working together towards a common cause, utilizing the rare level of legally permissible free will that only a Rogue Trader enjoys.

The version of Rogue Trader I saw was clearly still in a very early stage in development, as they’ve not even begun the recently announced beta that will likely influence a lot of development going forward. But so far, the premise has the makings of an ideal Warhammer RPG experience, balancing the joys of the extremely dense Warhammer combat system with a smaller ragtag crew that’s more CRPG friendly. I, for one, will be checking out the beta and will be watching this one’s progress with great interest!

Meta Officially Announces the Quest 3

Ahead of the Meta Quest Gaming showcase later today, the company officially announced the Meta Quest 3, which launches this fall for $499.99.

The Meta Quest 3 will feature a next-gen Qualcomm chipset and promises twice the graphics performance of its predecessor. Meta CEO Mark Zuckerberg touted on his latest Instagram post that the Quest 3 is the company's "most powerful headset yet."

A blog post for the announcement notes that the Meta Quest 3 will be compatible with Quest2 games and will have a 40 percent slimmer optic profile compared to its predecessor, the Quest 2. Meta also notes that it has "completely redesigned" the Quest 3's Touch Plus controllers to have a "more streamlined and ergonomic form facto."

The Quest 2, which was introduced nearly three years ago, is also getting a price cut of $299.99 for the 128GB model and $349.99 for the 256GB model. This move comes nearly a year after Meta announced it was increasing the prices of both its Quest 2 models.

Meta also announced in a blog post that the Quest 2 and Quest Pro will receive a new software update, to increase the performance of both VR headsets. The company claims the forthcoming software update will see up to a 26 percent CPU performance increase, up to a 19 percent GPU increase for the Quest 2, and up to 11 percent for the Quest Pro.

Meta did not share too many details about its headset, but it did say that it will share more details at its Connect conference, which will be held on September 27. Though the announcement comes at an interesting time as less than a week from now, Apple is set to hold its annual WWDC 2023 keynote, with rumors heavily speculating that the iPhone maker will announce its own mixed reality headset.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Total War Pharaoh: The First Hands-On Preview

The confusing, violent, and cataclysmic events we know today as the Bronze Age Collapse shook the Mediterranean 3200 years ago, which is roughly how long it feels like it's been since we last had a main series historical Total War game. But much as Ramesses III led Egypt out of this dark era, Creative Assembly's Sofia studio (which most recently released the semi-mythological A Total War Saga: Troy) brings us Total War: Pharaoh. The mysterious Sea Peoples are coming, and as a variety of competing leaders from the Egyptian, Hittite, and Canaanite cultures, it will be up to us to weather the storm.

While we haven't gotten to see the campaign map yet, I was able to get a few details on it. We'll fight over the Nile Valley as far South as Nubia and Kush – modern-day Sudan, basically. Heading North, we'll get to explore Canaan, the region we usually refer to today as the Levant. Opposite Egypt, across the sea, we'll also get to battle for Anatolia, the peninsula today which makes up most of modern Turkey.

We won't be going as far East as Mesopotamia, so don't expect to be tangling with any Assyrians or Babylonians. But the developers were quick to point out that this is a "full-fledged," main series Total War game, though, and not a Saga. So we should expect sandbox gameplay and a scope similar to Rome II or Three Kingdoms.

Born To Be Kings

While the marketing for Pharaoh centers on Egypt, there is no faction called "Egypt" to begin with. Similar to Three Kingdoms and Troy, each faction is organized around a specific historical or semi-historical figure who is in a position to potentially unite their culture under one rule. For the Egyptians, this obviously represents the ambition to become Pharaoh, including the historical winner, Ramesses III. The Hittities in Anatolia have an equivalent office called the Great King. And the Canaanites are kind of stuck in the middle of it all, just trying to survive.

Similar to Three Kingdoms and Troy, each faction is organized around a specific historical or semi-historical figure who is in a position to potentially unite their culture under one rule.

There's quite a bit more variety than just those three cultures in terms of the available units, too. Egypt, by itself, has four different regions with their own local, "native" units to recruit, in addition to a base roster tied to your starting character which is always available. You have Lower Egypt, Upper Egypt, Nubia and Kush in the far South, and the Western Desert on the outskirts where the most rugged and hardy warriors are available. The Hittites will be able to recruit from other Anatolian people like the Phrygians, and the Canaanites have two subcultures with unique units that represent the more settled city-state dwellers closer to the sea, and the pastoral hill folk of the East.

Wrath of the Gods

As this campaign focuses on the Bronze Age Collapse, the world will grow darker and more dangerous as the turns tick by, partly based on how well you're doing at holding everything together. One of the main ways this manifests in battle is a dynamic weather system, in which you might start a fight under a baking desert sun only to be caught in a raging downpour moments later. This can change the terrain mid-battle, with large areas of ground turning into mud that slows down chariots and heavy infantry. Likewise, this marshy muck can dry up if the sun grows too brutal.

Each culture is equipped to handle their native lands better than others. Egyptians are typically lightly armored, which makes them nimble and very capable at fighting in extreme heat. The Hittites are much more heavily-clad in bronze, shrugging off the cold and the rain and able to endure quite a bit more damage, but they will be more susceptible to the relentless desert sun.

Terror From the Deep

Then we come to the enigmatic Sea Peoples, who seemingly overran many ancient and powerful cities during this time. We know very few concrete facts about them, so their depiction in Total War: Pharaoh is assembled from fragments of art and written accounts, along with some historical "best guesses," but their main role is to serve as a major endgame challenge like the Huns in Total War: Attila.

The Sea Peoples' main role is to serve as a major endgame challenge like the Huns in Total War: Attila.

They're ruthless raiders and obviously quite talented seafarers, visually realized as a multi-ethnic coalition with eclectic combat gear that suggests they have gathered warriors from all over the ancient Mediterranean. Some of their troops are clearly riffs on Total War: Troy's Mycenaens. They have multiple units with "Aegean" in their names. Others borrow from ancient depictions of Corsican, Sardinian, or Cretan islanders. They won't be playable at launch, though the DLC roadmap promising multiple "Faction Packs" makes me think that's likely to change.

War Never Changes

Back on the battle side, the siege AI seems remarkably competent for once, though the city defense I played saw the entire opposing army retreating almost the second their general died despite making it past the walls and still outnumbering us. Total War: Pharaoh is promising more granular customizable difficulty settings for campaign and battles than ever before, though.

Another addition is the ability to damage enemy armor over the course of a melee, with units like clubmen being particularly good at this. We're still living in an era without battlefield cavalry, like in Troy, so chariots are your fastest and smashiest units. We're also getting some new "stances" that cut down on micromanagement for infantry a bit, including one where you can tell them to simply advance until they run into the enemy and then attack.

Sea of Sand

From what I've gotten my hands on so far, Total War: Pharaoh doesn't feel like a revolutionary step forward for the series. Not yet, anyway. I really look forward to seeing more of the campaign. This is an era I find especially fascinating, and the fact that we know so little about what actually happened is both a challenge and an opportunity for Creative Assembly. The path ahead lies clear for us to claim the title of Pharaoh this October.

Alan Wake's Sequel Isn't Getting a Physical Version But Its Thermos Is, and Fans are Kind of Annoyed

Fans are questioning the priorities of Alan Wake developer Remedy Entertainment after it revealed plans to sell a real-world version of the game's collectible thermos despite not making a physical version of the actual sequel.

“Good things, like good coffee, take time,” read a tweet from the official Alan Wake 2 account (below). “Airam and Remedy Entertainment, two Finnish household names, have collaborated to bring you the official Oh Deer Diner thermos. Completely true to the thermos bottle found in the game.”

The thermos, which is set to go on sale sometime later this year, is based on one of the 100 Deer Diner thermos collectibles that players can hunt down throughout Alan Wake’s six episode story. However, fans of the series were quick to comment that they would rather Remedy Entertainment focussed its efforts on providing fans with a physical version of Alan Wake 2 when it launches later this year.

“So you made a physical Oh Deer thermos but you can’t make a physical Edition of Alan Wake 2?," commented one Twitter user. “Nice, now collaborate with THQ and release Alan Wake 2 physically,” said another.

Following Alan Wake 2’s reveal during the May PlayStation Showcase, developer Remedy Entertainment revealed that the highly anticipated sequel would only be getting a digital release to keep the price of the game below $70.

In the wake of the announcement, THQ Nordic suggested it might be interested in helping create a disc version of the game for PC, but this did little to assuage the many fans annoyed at the lack of a physical release.

“This is becoming a bad joke,” complained another fan. “We can’t even get a physical copy of the game but I can buy the thermos. You do know you’re a game manufacturer not a thermos company, right? These business practices are taking Remedy from one of my favourite gaming companies to not buying this game.”

The response wasn't all negative, however, as others showed appreciation for the light-hearted marketing move. “This is so funny and great, all we need now is a physical edition as a coaster,” commented one, while a separate fan replied “I really appreciate the commitment to the bit here. I’ll take 10”.

Image Credit: Remedy Entertainment

Anthony is a freelance contributor covering science and video gaming news for IGN. He has over eight years experience of covering breaking developments in multiple scientific fields and absolutely no time for your shenanigans. Follow him on Twitter @BeardConGamer

The Expanse: A Telltale Series - Episode 1 Hands-On Preview

As someone who really loved the narrative-focused Telltale games of yesteryear, playing another opening episode in their instantly recognizable style reminded me just how much I’ve missed them. Good ol’ zombie Telltale picks up right where the original incarnation left off, as the studio’s newest licensed project, The Expanse, is full of drama, tough decisions that leave lives hanging in the balance, and NPCs who will certainly remember your choices. Though there are many notable improvements to the look and feel of the expected Telltale system, The Expanse largely follows in the footsteps of earlier projects, at least going by the first episode, and that comes with advantages and disadvantages in equal measure.

In case you didn’t know, The Expanse is a wildly successful television show based on novels written by James S. A. Corey, and its DNA has all the makings of a series ripe for a Telltale game. There’s deeply troubling political turmoil, war, uneasy alliances, betrayals, and just about everything else you’d want players to worry about as they make their next dramatic decision. Much like The Walking Dead before it, the setting mostly serves as a depressing playground for the developer to pile on high-stakes tension and imminent tragedy. But the science fiction flavor affords for some interesting new moments, like scavenging for scrap in the vacuum of space, or shooting your fellow crewmate out of an airlock for doing you dirty.

Aside from the theatrical new setting, not much has changed from the familiar episodic formula. You’ll walk around exploring the world (or in this case, spaceship) and solve small puzzles in between the real meat of the episode – building up or irreparably ruining relationships with your comrades as you careen towards impossible decisions with far-reaching consequences. In the first episode, I had the opportunity to choose how to deal with a disloyal crewmate and was forced to pick between procuring valuable supplies by dismembering a friend, or losing those supplies but keeping 20% more of said friend. Per usual, making choices and watching the story unfold are an absolute joy. I didn’t realize just how much I missed these bite-sized episodes every couple of weeks.

There are some minor but noticeable upgrades too, like the fact that The Expanse looks and sounds better than any Telltale game before it. It’s not a mindblowing leap forward or anything, but there’s a very tangible jump in quality that’s certainly welcome. In the gameplay department though, the improvements are somewhat heftier, as the episode I played had me floating through space and magnetizing to the sides of a derelict ship in search of scraps. It’s by no means enough to excite those who aren’t drawn in by the story that’s clearly still the main attraction, but they’ve definitely come a long way from the janky tank controls of The Walking Dead Season One.

"The Expanse is more likely to be a moderate upgrade than anything revolutionary."

The only concern I’ve got is that, after going dark for so long, recreating the Telltale magic without changing up the formula too much might not be enough to recapture people’s interest. It certainly felt good to be playing high quality, narrative-focused adventure games again, but without any major surprises to shake up the Telltale recipe, it mostly felt like business as usual. If you were expecting Telltale’s return to blow you away with amazingly improved gameplay and graphics, The Expanse is more likely to be a moderate upgrade than anything revolutionary. For me, that’s fine – I loved Telltale games to begin with and am happy to see them keep the party going, but I don’t see it winning over a ton of new players who weren’t already convinced.

The first episode was only an hour long and only gave me a small taste of the characters and drama that surely lie ahead, but I’m already committed to seeing the series through to the end and basking in Telltale’s glorious revival. Besides, I gotta see how my crew reacts when they find out I straight-up murdered one of their friends.

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...