Friday, September 1, 2023

GODDESS OF VICTORY: NIKKE and NieR: Automata Team Up For an Exciting Event

Level Infinite’s third-person shooter GODDESS OF VICTORY: NIKKE has launched to get an exciting collaboration with SQUARE ENIX’s award winning NieR: Automata on September 1, 2023, and it looks to bring the game’s characters 2B, A2, 9S, and Pascal into the world of NIKKE. The event will officially run from September 1 through September 27 on PC and mobile and will come with a story that explains how these two universes collide

Both NIKKE and NieR: Automata feature androids fighting against impossible odds to save humanity and their homes, so it will be interesting to see what happens when they finally meet. Will 2B, A2, and 9S cause the NIKKEs to obtain self-consciousness? Will they grow together for good or will problems arise that threaten everything?

Besides the blended storyline, players will also be rewarded for participating in this collaboration. Some of the exclusive rewards include Pascal as a free SR character, 2B and A2 costumes that will unlock after players get them as playable characters, two free Avatars (white frame and YoRHa frame), and free wallpaper. 2B and A2 will also be getting their NieR: Automata Metamorphic Damage Costumes that will be unlocked as long as 2B and A2 are in their recruitment. Fans of NieR: Automata will be delighted to know their favorite characters will also be getting an updated look that retains the original NieR’s style and applies it to NIKKE’s dynamic technology that will make the characters even more vivid. 2B will get a brand-new weapon design that can only be seen in NIKKE.

While all the details have yet to be revealed about what fans can expect from this team-up, it is confirmed that 9S’ hacking game from NieR: Automata will make its way into NIKKE.

Furthermore, there will be a special coordinated operation called Gatekeeper that will see an exclusive boss appear in the collaboration event’s co-op mode. As if this collaboration wasn’t already a perfect match, fans will also appreciate that NieR: Automata’s 2B and NIKKE’s Rapi both share a voice actor in Yui Ishikawa.

GODDESS OF VICTORY: NIKKE is an immersive sci-fi RPG shooter that features an extensive roster of maidens that players can create the ultimate anime girl squad with, complete with guns and unique sci-fi weapons that are capable of taking down any foe in the right hands. Oh, and these NIKKE are artificial soldiers created to save humanity in a post-apocalyptic future on an Earth that was invaded by mechanical aliens.

NieR: Automata was first released in 2017 from PlatinumGames and Square Enix and is set during the war between alien-created machines and human-created androids. What made NieR: Automata so special was the fact that players would need to complete multiple playthroughs to experience the entire story, which allowed them to view specific events from different characters’ perspectives.

In IGN’s NieR: Automata review, we said it is a “crazy, beautiful, and highly entertaining journey full of nutty ideas and awesome gameplay. It may not include the most sensical story or compelling characters, but its frenzied combat -- coupled with beautiful visuals and a stunning soundtrack – make it too much fun to pass up.”

Goddess of Victory: NIKKE is free-to-play and can be downloaded on the Apple App Store, Google Play Store, and the official websitefor PC version. For those playing on the PC, they can expect a more smooth gameplay experience! NieR: Automata, on the other hand, is available on PS4, PC, Xbox One, and Nintendo Switch.

The Goddess of Victory: NIKKE and NieR: Automata collaboration will run from September 1 through September 27 on both PC and mobile and will feature a new story, exclusive rewards, and new art for your favorite characters.

Super Mario Bros. Wonder Producer Wants to Inspire the Next Generation of Nintendo Developers

Super Mario Bros. Wonder producer Takashi Tezuka has a resume that would make him a household name at just about any other game developer or publisher. But at the famously secretive Nintendo, individual developers are rarely given a chance to speak publicly. Instead, the games are left to speak for themselves. But this week in New York City, I had the distinct privilege to speak to Tezuka-san, who joined Nintendo in 1984 and was a game designer and producer on the original Super Mario Bros., the original Legend of Zelda, and the Super NES classic The Legend of Zelda: A Link to the Past. Read that again. Three of the greatest games of all-time!

As such, I was curious if he felt he commanded instant respect from the rest of the development team. “Well, I don’t know if that’s true or not…” he began with a laugh, before Mouri-san, who himself has been with Nintendo since 1997, interjected. “It’s definitely true,” Wonder’s director said.

Tezuka-san proceeded to tell a story: “But there are a lot of people who want to talk to me. Within our development area we have some small tables with snacks on them, and those are really just traps to entice me to come into that area.” Both men laughed. “So when I’m lured in to take a snack, that’s when they pounce and start talking to me. And they don’t need to do that because I really want to speak with and interact with as many of the younger staff members as I possibly can. And I’m always telling them very frankly, ‘If you have something you want to ask me or something you want to talk about, just come on up.’”

“I’m very very interested to see how the younger generation of players interact with Mario. How do they play Mario? How does that differ from the way I traditionally played Mario? How do they think of him as a character?”

I asked both Nintendo veterans if they considered mentorship of Nintendo’s younger development staff part of his job. Mouri-san answered first and said, “Definitely.” Tezuka-san elaborated: “I’m very very interested to see how the younger generation of players interact with Mario. How do they play Mario? How does that differ from the way I traditionally played Mario? How do they think of him as a character? I’m really curious to see what that difference is between myself and the younger staff members. And that’s because I know that they will become the curators or shepherds of Mario going forward.”

As Tezuka-san also produced both Super Mario Maker games, I wanted to know if he thought those two games in particular, given their core build-your-own-Mario-levels ethos, have shaped the way that the younger Nintendo developers think about building a Mario game. “I really hope that Mario Maker is impacting the really young players,” he said. “Not so much the staff, but the really young children. I would love it if some of those young children would be interested, through Mario Maker, in the game industry and creating games – and if they eventually came to work at Nintendo that would be wonderful.” He paused to laugh, and added, “It’s not Mario Maker, but we do have a staff member who played Mario Paint as a child and became interested in the creation of video games and now works at Nintendo.”

For more on Super Mario Bros. Wonder, don’t miss our first hands-on preview as well as more from my conversation with Mouri-san and Tezuka-san, including their story of how Mario creator Shigeru Miyamoto didn’t like the initial design for Elephant Mario.

Ryan McCaffrey is IGN's executive editor of previews and host of both IGN's weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He's a North Jersey guy, so it's "Taylor ham," not "pork roll." Debate it with him on Twitter at @DMC_Ryan.

The Soulslikes of gamescom 2023 Show the Genre Has Grown Up

In 2014, three years after FromSoftware caused an industrial quake with Dark Souls, Lords of the Fallen was released. Created by Deck13 and CI Games, it was a middling attempt at recreating the punishing magic of FromSoft’s masterpiece. In the years since it has fallen into obscurity; a largely forgotten B-tier relic from the dawn of the eighth console generation. But while Lords of the Fallen isn’t notable for its quality, it will always be an important part of gaming history. It was the first significant ‘soulslike’. An entire genre of FromSoftware copycats began here.

Almost ten years later, gamescom 2023 was the stage for a trio of important soulslike games. Spearheading the show was Black Myth: Wukong, the incredibly slick reinvention of China’s classic Journey to the West story that – based on the hugely excited audience reaction – may be the most important soulslike so far. Alongside it was Lies of P, the big hitter from last year’s gamescom, which once again proved itself as an elegant interpretation of FromSoft’s best designs. And then there was Lords of the Fallen, CI Games’ and new developer Hexworks’ follow-up to the original mainstream Dark Souls clone.

Between the three of them, it’s never been clearer as to how much the formula has evolved and flourished. No longer just an attempt to cash in on FromSoftware’s brutal-but-intricate RPG design, the soulslike is a fully-fledged genre in its own right, and a fascinating space for diverse challenges.

The new version of Lords of the Fallen is both the most traditional and most radical example of this genre growth. Across visual style, map design, enemy placement, and combat heft, it’s obvious that developer Hexworks considers Dark Souls a religious text. But opposing all those adherences is an exciting new parallel realities mechanic that adds complex layers to combat and exploration.

Powered by a magic lantern, the mechanic grants you the ability to pass between Axiom, the realm of the living, and Umbral, the realm of the dead. As alternate versions of the same space, you can interact with them in a similar way as you would Titanfall 2’s time-hopping Effect and Cause mission, or Dishonored 2’s Crack in the Slab. For instance, you may hit a dead end in Axiom, only to jump across to Umbral to find a clear route, and then warp back to Axiom to continue your journey.

The Umbral Lantern isn’t an optional additive, but a significant change in the way the soulslike formula works.

But the Umbral Lantern is far more than a level remixer. It can also be used to solve environmental puzzles; an early example in the gamescom demo saw me push and pull a platform using the lantern’s light to allow passage over a ravine. The same lantern is also a combat tool, used to pull souls out of enemies and open up their physical form to staggeringly high levels of damage.

My initial experience with the lantern was clumsy – the tutorial goes all-in on explaining its many uses, and so it took a while to acclimatise to mixing very conservative Souls mechanics with these brand new additions. But despite that, I was pleasantly surprised to see how well integrated the lantern is to the fundamental systems of Lords of the Fallen. It isn’t an optional additive, but a significant change in the way the soulslike formula works.

Lies of P has no such significant reinvention, but instead thrives on its refined mechanics that subtly tinker with the core formula. Of all the soulslikes I’ve played, this is the one that feels closest to a FromSoftware original. It has the same tightness in its controls, the right weight in the swings of its heaviest weapons, and the ideal sense of melancholy in its haunted streets. The more I play it, the more it’s clear that it’s not a Hidetaka Miyazaki game, but you’d be forgiven for thinking as much on a very quick glance.

Since it was first revealed, its city setting and impeccable Victorian fashion has seen people call Lies of P a Bloodborne clone. But while it certainly does scratch that itch, such an assertment is only partly true. Yes, it’s set in a dark urban sprawl, but Lies of P’s turn-of-the-century setting gives the streets of Krat a much different, less Lovecraftian vibe. If anything, it’s closer to the steampunk of BioShock, especially with its creepy puppet enemies that share commonality with Infinite’s Handymen and Motorised Patriots. They have that same sense of living on the knife edge between comedy and horror; weird and funny designs that move in nightmarish fashion. I’ve been especially charmed by the King of Puppets, the centrepiece boss of the gamescom 2023 demo, who fights because you refuse to dance with him. This grants Lies of P a unique tone; it’s deeply sad and dark, yes, but everything I’ve seen suggests that a lightness plays among the shadows.

The theft of FromSoftware ideas is obvious, but I can’t deny the craftsmanship of the overall effect.

That experimentation with tone extends to the narrative, which in an unusual move for a soulslike allows you to have a certain amount of decision-based agency. Lies of P is, of course, based on the story of Pinocchio, and so lying is an integral part of the experience. Your puppet protagonist’s nose doesn’t grow, but the lies you tell to NPCs are promised to influence which of the game’s three different endings you are served. It’s said that each of these lies will be something of a moral dilemma, with it often being kinder to whisper ‘white lies’ than divulge the truth. Soulslikes rarely, if ever, allow you this much involvement in their stories, and so I’m excited to see how Lies of P handles this and the consequences of a player’s choices.

Mechanically, developer Neowiz has created a cocktail out of the purestrain Soulsbourne games. There’s equivalents to the health regain system from Bloodborne, the weapon arts of Dark Souls 3, and the mechanical arm from Sekiro, which here can fire explosive rockets, grapple enemies with a ‘puppet string’, and spray acid in thick, defensive lines across the floor. Neowiz has effectively taken FromSoft ideas by the fistful and built them into something new. The theft is obvious, but I can’t deny the craftsmanship of the overall effect. I really do think Lies of P feels like a first-in-class soulslike – potentially the best among the crowd that sticks closely to FromSoft’s recipe.

If Lies of P is about finding a new way of presenting the best of FromSoftware’s innovations, then Black Myth: Wukong is an experiment in stretching those innovations into new forms. Undoubtedly the most impressive of the three soulslikes at gamescom, Game Science’s interpretation of the genre’s tenets could be groundbreaking.

Like Bloodborne, Black Myth eschews the block mechanic, which in turn forces combat to be incredibly fast and evasive. But its battles feel nothing like anything in the FromSoft library – there’s an entirely different rhythm to these encounters that positions Wukong as a unique experience. This is something the soulslike genre has struggled with thus far. Few games, if any, have matched the finesse of a FromSoftware game, and so that can leave them seeming a little ‘bootleg’. But by finding its own pace, Black Myth: Wukong has avoided that knock-off feeling.

That new pace is bolstered by magic abilities that recharge via a cooldown. This is a vital change; where in traditional soulslikes you can run out of mana and thus be cut off from your spellcasting, Black Myth allows you to continually cast so long as you can survive each spell’s (admittedly lengthy) cooldown. This makes abilities like Immobilize, which freezes enemies, and Ring of Fire, which surrounds you with a protective flaming barrier, a fundamental part of the combat loop. We’re yet to see how the levelling system affects spells, but the gamescom demo certainly suggested that magic is a key part of your toolkit rather than reserved for a spellcasting build, and that’s a novel approach for the genre.

It’s the finesse of those formula changes that help carve out Black Myth: Wukong’s niche within a niche. But the game’s word and aesthetic is the thing that instantaneously sets it apart from anything else in the genre. I can argue all I want over how the early electric-era design of Krat and its Goosebumps-like puppet enemies are fresh, but there’s no denying the Bloodborne vibe in Lies of P’s visuals. The animal focus of Black Myth: Wukong, however, is a design all of its own. A monkey with a staff fighting a giant tiger in a pool of blood is unlike anything else in the genre. It’s a universe away from the dark, oppressive atmospheres that FromSoftware prides itself on.

New additives don’t dilute the formula, they nourish it. These are soulslikes, afterall, not souls clones.

Black Muth: Wukong’s more open-minded approach to how these games should look and function is something that soulslikes outside of gamescom 2023 are starting to realise, too. At last year’s show I really fell for Flinklock: The Siege of Dawn, which is finding ways to fit the cinematic flair of God of War into the genre template. And earlier this year I was captivated by Star Wars Jedi: Survivor, which reinvented Sekiro’s parry-based system for the best lightsaber combat I’ve ever experienced in a video game. But developer Respawn knew that FromSoftware wasn’t the only place to look for inspiration. Jedi: Survivor pulls as much on exploration-focused metroidvanias as it does Dark Souls, and in turn that expands the boundaries of the soulslike genre.

The developers who are finding new ways to interpret the foundations of Dark Souls are the ones helping the soulslike genre grow and bloom. New additives don’t dilute the formula, they nourish it. These are soulslikes, afterall, not souls clones. The three examples at gamescom 2023 showed that developers have very different interpretations of what that additive layer means, but they do all understand that it is needed in one way or another. In turn, it shows just how far soulslikes have come; it’s no longer shorthand for a cash-in, but one of the most significant and exciting genres in video games. And that’s pretty cool for a trend that began with something as forgettable as the original Lords of the Fallen.

Matt Purslow is IGN's UK News and Features Editor.

IGN UK Podcast 712: Starfield - The Good, The Bad, and The Inventory

Starfield is finally here. Cardy and Jen have been playing it and have many, many thoughts. Joining them is Mat who has watched all of Netflix's One Piece adaptation and again has thoughts. There's then a round-up of indie games to keep on your radar including The Plucky Squire, Thank Goodness You're Here, Harold Halibut, and Helskate.

What do you think of Starfield? Had any good snacks recently? Drop us an email: ign_ukfeedback@ign.com.
IGN UK Podcast 712: Starfield - The Good, The Bad, and The Inventory

Stardew Valley Cookbook Announced With Recipes for Pink Cake, Strange Buns, and More

Stardew Valley is set to get its very own cookbook which will allow fans to experience the tastes of over 50 recipes from the beloved farming RPG when it releases in spring 2024.

“I would like to announce the upcoming Stardew Valley Cookbook,” read a post on developer ConcernedApe’s X account. “It'll be out next spring, and includes 50 recipes from the game such as Pink Cake, Salad, and the Strange Bun," it said.

Food is a cornerstone of Stardew Valley experience. Players hoping to get the most out of the short in game day can replenish energy by consuming the pixelated snacks, while those slogging their way through the sleepy town’s monster-infested mines rely heavily on meals to replenish health lost in combat. It is also part of the social fabric of the game. Recipes for new dishes can be given by grateful NPCs, which in turn can be cooked and given to villages to strengthen the bond between them and the player.

According to the post, and judging by the cover, the Survival Burger, Lucky Lunch, Pink Cake, and the questionable Strange Bun will all likely be featured in the book.

The post announcing the recipe book already has 47,000 likes and almost 10,000 reposts, with many fans taking to the comments to express their excitement at the prospect of discovering the canon tastes of their favourite in-game dishes.

In an updated 2018 review IGN gave Stardew Valley a 9.5/10, describing it as a “beautiful, fun game” that has benefit from several major updates that have helped nurture it “into an even greater farming RPG, with a better base for new players, and plenty of new goals for seasoned farmers”.

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

Starfield Inventory Tips: How to Expand Your Storage and Not Be Encumbered

One of the things you’ll learn real quick in Starfield is that your pockets are only so deep. And by that I mean, unless you’re very particular about what you loot, you are going to find yourself encumbered a whole lot. Increasing your storage space both on your person and on your ship should be an early priority, along with learning some easy workarounds so don’t have to play the game of “what should I throw away so I can fast travel back to my ship,” Here are our tips on how to increase and deal with Starfield’s Storage.

You Have an Infinite Storage Locker in The Lodge

It may not be obvious, and the game definitely never tells you this, but let’s get this out of the way first: You have unlimited storage at The Lodge on New Atlantis. You can leave stuff in your personal safe in your bedroom at the Lodge, once you become a member of Constellation through the main quest. Take the stairs up, head through the third door on the right, go all the way down the hall, take a left, and it’s the second door on the left. Or if you need a second box of infinite storage, there’s one right on the desk in the basement in the form of an unassuming storage box.

Increasing Your Personal Storage

When it comes to increasing your own inventory space, there’s really only one way to do so… Well one that doesn’t involve hunting down a whole bunch of Freestar Collective Magazines. You’ve gotta add to the Weight Lifting skill when you level up. At the first level, it’ll increase your max weight by 10 kilograms, which isn’t much, but will at least let you equip a few extra weapons, giving you some other options if you run out of ammo with one of your main guns in a fight.

You can add more points into the Weight Lifting skill, but in order to do so, you’ll first have to level it up. Fortunately, the way to level up this particular skill is actually fairly easy: You just need to sprint a certain amount of distance while at 70% or higher carrying capacity. Chances are, you’ll do this without even trying to, but nonetheless, make sure to keep an eye on your equip load and make sure that if you do want to further this skill along, you’re carrying a relatively heavy load and running around a whole bunch.

By maxing out this skill, you’ll be able to increase your personal weight limit by a total of 100kg, which makes it a very worthwhile investment if you plan on using heavy weapons, heavy armor, and plan on hauling a bunch of heavy resources. Or maybe you just don’t want to deal with the pain in the ass of being over encumbered, which hey, I get it. If that is the case though, and you’re just carrying around a bunch of non-essential items that you don’t want to just throw away, there’s another option.

Using Your Companion as a Mule

In classic Bethesda fashion, your companion can also double as a secondary backpack. If you find yourself over encumbered and you just need to offload a few things to allow yourself to fast travel, the easiest option is to chat with your companion, ask them to trade with you, and then just give them whatever you don’t want to carry.

Then when you get back to your ship you can store the excess items in your ships cargo hold. There’s a handy feature that lets you automatically drop off all resource materials, which you absolutely should because they’re easily among the heaviest things you can carry and all that weight adds up quickly.

That said, if you do that, you’ll run into another problem, which is:

Increasing Your Ship Storage

Your ship has a storage limit as well, which you will likely quickly reach if you’re just offloading all of your resources into your cargo hold. In order to increase your ship’s cargo capacity, you’re going to have to delve into some ship customization.

You can find a Ship Services Technician near the landing pad of virtually all of the big cities in Starfield. Talk to them and you can either outright purchase a bigger, better ship with more storage, you can modify the ship you currently own and upgrade your cargo hold, or you can build an all new ship from scratch.

In order to increase your ship's cargo capacity, you're going to have to delve into some ship customization

All of these options cost either a lot or an obscene amount of credits. The cheapest option is to just upgrade your existing ship, but be aware that it’s not as simple as just slapping on a larger cargo hold and then calling it a day. When you open up the ship builder and start editing your ship, the first thing you’ll find is that there’s nowhere to actually put a larger cargo hold. So the first thing you’ll have to do is make some space for it. I’d recommend deleting the currently existing cargo hold, adding a structural mount in its place, and then placing however many side mounting cargo holds you want on the sides.

This will make your ship too heavy to properly maneuver, so you’ll need to upgrade or add new engines. Upgrading your engines is the cheaper and easier route, but if you’d prefer to go big: grab your two engines and pull them out, place large engine bracers in their place, reattach the engines you already had, and then add two more rear facing engines, and you should be good to go.

If you do this though, you will likely make your ship too heavy to grav jump, so you’ll need to either upgrade the one you have, or delete it and add on a better one. This is all of course, just an example of something I did, and you’re free to customize your ship however you’d like. If you’d like to learn more about it, we’ve already got a ship building guide that goes into far more detail than this, including where and how to find special cargo holds that shield your contraband from scans.

You can also get more out of the storage you currently have on your ship by investing in the skill “Payloads,” which is in the second tier of the Tech skill tree. One point will increase your cargo holds’ capacity by 10%, while maxing it out will increase it by 50%.

Other Storage Tips

If you still don’t have enough storage, you little space hoarder you, or maybe you’re just looking for a way to save on some credits, you can also use the captains locker on your ship, which is located just to the right of the cockpit and can store 40 kilograms of cargo. If you find Freestar Collective Magazines, you can increase your storage space by five for each magazine you find.

And finally, if you want to be truly chaotic, you can also just… drop stuff on the ground and they will stay there right where you left them. In your ship, in your home, or on an outpost. Like a dang child. I hope your mother doesn’t see this.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Thursday, August 31, 2023

Beyond Good & Evil 20th Anniversary Edition Rated by ESRB

Beyond Good & Evil might be coming to modern platforms soon as a ratings board has listed an anniversary edition of the game.

As reported by Gematsu, the Electronic Software Ratings Board (ESRB) has rated Beyond Good & Evil: 20th Anniversary Edition for PlayStation 4, PlayStation 5, Xbox Series X|S, Nintendo Switch, and PC.

The ESRB’s summary of the game calls it an action adventure game where players assume the role of a reporter who is accompanied by a pig-like companion. On the planet of Hillys, the two investigate a conspiracy by exploring fantasy locations, taking photos of evidence, solving puzzles, and fighting enemies.

Ubisoft has not announced Beyond Good & Evil 20th Anniversary Edition officially so the release isn't guaranteed, though is perhaps likely. The original was released in 2003 for PC, PlayStation 2, Nintendo Gamecube, and the original Xbox. It was then ported to PlayStation 3 and Xbox 360 in 2011.

A second game, Beyond Good & Evil 2, was officially announced all the way back in 2017 and has been in development ever since. It’s unclear when or if this game will see the light of day as updates from Ubisoft have been non-existent. It is reportedly still in pre-production even after more than six years of development.

In IGN’s 9/10 Beyond Good & Evil review, we said: “While it's over a bit before you'd want it to be, Beyond Good & Evil tells its story with amazing pizzazz and polish. Even better, it's a story well worth telling.”

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

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...