Friday, April 28, 2023

IGN UK Podcast 694: Star Wars Jedi: Survivor is Everything We Wanted Fallen Order to Be

Star Wars Jedi: Survivor is here and Matt P has finished it and had a bloody lovely time with it, too. He's joined by Cardy and Mat J, as they discuss what makes the sequel to Fallen Order so good before delving into the latest season of The Mandalorian, their favourite Black Mirror episodes, and another reminder of why you should be watching Barry.

What wettest film? What smells do you like? Drop us an email: ign_ukfeedback@ign.com.

IGN UK Podcast 694: Star Wars Jedi: Survivor is Everything We Wanted Fallen Order to Be

Sony Looks to Break Records by Selling More PlayStation Consoles Than Ever Before This Year

Sony has high hopes for the PS5 in the current financial year as it aims to break PlayStation records by selling 25 million units.

The company briefly mentioned its goals for next year during its latest earnings report, where it revealed the PS5 had now sold more than 38 million units thanks to its best year on the market so far.

The 19.1 million units it sold in financial year 2022-23 weren't enough though. "We aim to continuously accelerate penetration of PS5 and aim for PS5 sell-in units for the current fiscal year to be 25 million units, the highest ever for any [PlayStation] console in history," Sony said.

It would certainly be an impressive figure because, as mentioned, no PlayStation console in history has sold so many units in a single financial year, not even the PS2, which is the best selling console of all time with 159 million units sold.

The PS5 is certainly trending towards an incredibly strong year as its sales figures grew significantly as component shortages that plagued the video game industry waned. Sony recorded 7.1 million and 6.3 million sales in quarters three and four last year, compared to the 2.4 and 3.3 recorded in the two before that.

Especially compared to financial year 2021-22's figures, where Sony sold 3.9 million and two million PS5's in quarters three and four, Sony Interactive Entertainment president Jim Ryan's comments that the stock shortage is essentially over seems accurate.

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

Star Wars Jedi: Survivor Slammed on Steam Over Performance Issues

EA and Respawn Entertainment's Star Wars Jedi: Survivor has been slammed with several negative reviews on Steam as users report performance issues.

Survivor, the galaxy-spanning sequel to 2019's Jedi: Fallen Order, currently has a Mostly Negative rating on Steam with only 31% of 1,216 users recommending it.

"Game is extremely fun but performs terribly," said Steam user Doctor TacoChocolate. "I'm using a 3090 FE and 5700x and getting a consistent 30 fps in some areas. Other areas give me a mostly consistent 45. This is at 1440p."

Users have also taken to Reddit to voice their complaints, with Delicious_Pea_3706 saying "the concerning comments on performance for PC are true". Running Survivor on an RTX 4090 and AMD Ryzen 9 7900X3D saw it crash not only itself but the entire PC, they said.

"Running a 4090 with Epic Settings and Ray Tracing was getting me around 90 FPS, which is pretty good, but the frame stutters were way too frequent. I don’t want to imagine how bad it must be for mid range hardware."

Other users reported crashes too, alongside graphical issues, and an "unexpected error" that saw the player bypass story elements without seeing them, forcing them to either continue in a broken game state or load a previous save and hope it worked the second time.

Other users have said that performance issues are mitigated once the player moves on from the first main area of the game, however. "After the first world it ran perfectly fine," said Steam user bike._. Another user, Al Falsafchy, said: "story [and] combat compensates the lack of performance in the first area".

There are also users experiencing no issues. "Currently three hours into the game and haven't had any stuttering while playing on a 3070," said gildner99 on Steam. "Not sure if I got lucky or what but I have been loving the game."

Respawn released a day one patch for the game that appeared to address a lot of performance issues, though it also said that more are on the way in the coming weeks.

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

PSA: Your Copy of Star Wars Jedi: Survivor Might Need a Big Day One Download

Star Wars Jedi: Survivor has a complicated day one update situation that might mean users have to download a hefty patch whether you're on PlayStation 5, Xbox Series, or PC.

EA announced on Twitter (below) that it's releasing a day one patch for Survivor that address some performance issues, but some PC players are reporting colossal file sizes. Even some players who pre-loaded the game on Steam are reporting a launch day update of up to 128 GB.

EA also released patches throughout the week before launch, meaning that, depending on when users pre-loaded, there might be some updates that were missed. IGN's day one update on PC came in at 46.5 GB, for example, and while this is a lot less than some PC users' experience, it's still a hefty addition for those looking to enjoy the game on launch day.

Those who have pre-loaded the game on PS5 and Xbox Series should have the smoothest experience, as the day one patches here are only a few GB each (though there may also be a mid-week patch to download too that adds a few GB).

Buying Survivor on disc is a completely different story, however, as a significant download is required before users can start playing the game. This is because the file sizes of the PS5 and Xbox Series X versions of Survivor exceed the 100 GB that can be stored on the Blu-ray discs used for games.

The PS5 base install size is 147.9 GB while the Xbox Series X is 134 GB, with the remaining data being added to the game through a separate download. Essentially, it's the same as when Red Dead Redemption 2 or Grand Theft Auto 5 came with an install disc and a play disc, except the install disc is now a download. This also means that, despite being a solely single player game, Survive cannot be played without an internet connection.

While this is advertised on the front of the box in some regions (like in the tweet above), it's kept to the small print in others. "Internet connection required to download mandatory content updates required to play the game," reads the terms and conditions on the back of the UK version. "Mandatory content updates require internet connection."

This is reiterated in the game's official FAQ, that states: "Players who purchase a physical copy of Star Wars Jedi: Survivor will be required to connect to the internet to install a Day 1 patch but can play offline after that."

It's unclear how big this download is for disc players, but based purely on the math, it will be a minimum of 47.9 GB on PS5 and 34 GB on Xbox Series X. IGN understands it to be a substantial figure, but EA declined to comment when asked for a specific number.

As noted in the previously mentioned tweet from EA, these complicated day one updates won't be the last of Survivor's stream of patches. "In the weeks ahead, we'll deploy patches that will: fix bugs, improve performance, [and] add more accessibility features," it said

That being said, it should return to a more familiar (and simple) process after it's all installed on day one. These patches should also be fairly small on console, though PC could be a different story. The PC version of The Last of Us Part 1 just received its seventh update in a month, for example, which came in at a pretty big 25 GB.

Once Survivor is all installed and players can finally start playing, however, they should have a pretty good time. IGN gave the game a 9/10 in our review, saying: "If Respawn makes a third game like Star Wars Jedi: Survivor and Fallen Order, it'll complete the best Star Wars trilogy in 30 years, hands down."

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

Thursday, April 27, 2023

CMA Says Nintendo Platforms Aren't 'Technically Capable' of Running Call of Duty, Disputing Microsoft's Claim

As the UK Competition and Markets Authority blocked Microsoft and Activision Blizzard’s merger yesterday, it also asserted that Nintendo’s consoles aren’t technically capable of running Call of Duty.

“Nintendo does not currently offer CoD, and we have seen no evidence to suggest that its consoles would be technically capable of running a version of CoD that is similar to those in Xbox and PlayStation in terms of quality of gameplay and content,” the CMA explains in a final report.

The entity believes that Xbox and PlayStation consoles compete more closely with each other in terms of content, target audience, and technology. On the other hand, Nintendo competes less closely with both Xbox and PlayStation because its consoles have different technical specifications and more child-friendly titles.

This comes after Microsoft already committed to a 10-year deal to bring Call of Duty to Nintendo platforms, but it seems like that wasn’t enough to convince the CMA to approve the merger, even though Microsoft previously said it was "confident" it could get it running on the Switch. The UK regulator cited Microsoft’s potential dominance in future cloud gaming as its main concern for blocking the merger.

Cloud gaming is still a small part of the overall industry, but even Nintendo has gotten into it by releasing cloud versions of popular AAA titles like Control and Resident Evil Village. Perhaps that could be a solution to putting Call of Duty on Nintendo platforms in the future.

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

Respawn CEO Would Love to Make Another Titanfall, But There Are No Plans Just Now

Respawn Entertainment's CEO Vince Zampella has said he would love to make another Titanfall game but it's not on the cards yet.

Speaking to Barron's, Zampella spoke about the possibility of developing Titanfall 3 but he said there aren't any plans for the studio to do so at the moment.

He said he doesn't get fans' hopes up because if he says yes, they'll get disappointed when it doesn't come. However, if Titanfall 3 does come to be, it would have to be the right project and at the right time.

"It has to be the right thing," Zampella said. "It's such a beloved franchise for the fans and also for us. If it is not the right moment in time, the right idea, then it just doesn't make sense."

This reiteration comes nearly three months after EA cancelled a secret single-player Titanfall game codenamed Titanfall Legends, which is set in the same universe as Titanfall and Apex Legends. This cancellation came after the mobile versions of Apex Legends and Battlefield were shut down.

In September 2021, Titanfall's community coordinator Jason Garza said it was unlikely that Respawn would develop Titanfall 3, as it was focusing on improving Titanfall 2 and Apex Legends, the latter of which had quickly grown in popularity ever since it shadow-dropped two years prior. The former game fell short of its projected sales, but still managed to gain a cult following.

The company also shifted its focus to Star Wars following the success of Star Wars Jedi: Fallen Order. Its sequel, Star Wars Jedi: Survivor, launches on April 28, and director Stig Asmussen wants to make Cal Kestis's story a trilogy.

Cristina Alexander is a freelance writer for IGN. She has contributed her work to various publications, including Digital Trends, TheGamer, Twinfinite, Mega Visions, and The Escapist. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

How Forza Motorsport’s Next Entry Is Introducing Innovative Visual Accessibility

Xbox’s accessible innovations and developments have benefited disabled players for years. The 2018 release of the Xbox Adaptive Controller, feature tags on store pages, award-winning accessibility in titles like Forza Horizon 5, and even an annual showcase highlighting the varying ways in which Xbox and its studios are incorporating accessibility into their projects have put the disabled community at the forefront of Xbox conversations.

The newest entry in the Forza Motorsport series (simply called Forza Motorsport) has already been revealed to include numerous accessibility options commonly found in most modern games like control remapping, subtitles, and varying colorblind modes and filters. And now, blind/low vision players can experience a brand-new feature set – called Blind Driving Assists – a series of audio cues that provide track and vehicle information allowing blind/low vision players to complete races.

Speaking with IGN, Turn 10 Studios developers, an accessibility consultant, and Xbox head Phil Spencer discuss the development process behind Blind Driving Assists, the importance of community involvement, and Xbox’s desire to create an inclusive and accessible industry.

Creating Blind Driving Assists

Blind/low vision accessibility is still relatively sparse in video games compared to other accessibility options and design practices. Games like The Last of Us Part 1’s 2022 remake and The Last of Us Part 2, every NetherRealm Studios title since 2013, and The Vale: Shadow of the Crown are examples of games that are accessible to blind/low vision individuals within a vast industry of iconic series and genres. However, blind/low vision players still cannot reliably purchase most new games despite increased interest and awareness from the disabled player base. And with Forza Motorsport’s Blind Driving Assists, Turn 10 Studios wants to change that expectation.

Blind Driving Assists are a series of settings that disabled players can activate that translate visual information into audio cues. Where the vehicle is, when and how to turn, and even how much cars should decelerate are just some examples of information that blind/low vision individuals can receive via audio cue with these features activated.

For Turn 10 Studios, not only does Blind Driving Assists open the Forza series to a new group of people, but its creation is also indicative of a growing acknowledgment of often-underrepresented players. Gameplay and accessibility producer Neha Chintala, and senior sound designer Todd Helsley explain the challenges behind opening racing games to blind/low vision individuals.

“What we wanted to do is build something that fit into the oral landscape of the game already,” Helsley said. “You get a lot of cues from the game’s audio already like what surface you’re driving on, what your car’s RPM is, how fast you’re going with the wind flying by you, and what we wanted to do was make sure the sounds that we were using to provide this extra information that the blind player needed to get around the track wouldn’t conflict with those sounds.”

Helsley notes finding the right noises took multiple attempts, as several trials weren’t distinguishable enough from the natural game audio. Eventually, the team chose varying “beeps and boops” to help teach blind/low vision players how to interact with the game.

Alongside audio indicators, Helsley explains that another feature within Blind Driving Assists, the steering guide, took several years of fine-tuning before it was in an entertaining and usable state. It aids blind/low vision players when making turns on tracks, regardless of vehicle, allowing them to stay on course in addition to listening for audio cues. Further, it needed to account for the individualistic nature of disabilities. Not every racer needs the same accommodation, and the team wanted to ensure that everyone could find an appropriate range when using this setting.

“Not everybody is built the same and we wanted to make sure we were accounting for that,” he said. “Even on top of all that tuning, we still allow the player to offset some of these values just a little bit to account for reaction time, and that’s something that maybe they’ll tune it lower when they first start while they’re learning the system, and as they get in there and start to recognize it and move faster and the reaction time becomes better, they can start to turn those values up.”

Consulting for Turn 10 Studios

Creating an extensive feature set for blind/low vision individuals required not only the right engines and technology, but also disabled users and consultants who could provide their lived experiences. For Turn 10 Studios, this meant conducting numerous user research surveys, as well as bringing on Brandon Cole, a blind consultant with credits on games like The Last of Us Part 2, Marvel's Guardians of the Galaxy, and The Vale: Shadow of the Crown. Neha Chintala notes that Cole’s involvement was crucial for each option within Blind Driving Assists, and his work started during the preproduction phase.

“Before we even started diving into the full design, implementation, and execution of any of these features, we brought Brandon on from the start,” Chintala said. “Being able to partner and design and think about each assist, what we could do involving Brandon and folks in our process, even during the planning phases has been monumental in developing this feature. We couldn’t have done it without them.”

Cole is sightless, born with Retinoblastoma, causing him to go blind within two months. His lived experiences as a disabled individual afford him the opportunity to provide insight that is not only beneficial for developers, but also the blind/low vision community itself. Accessibility features for blind/low vision players need to offer as much information as possible for them to be able to play without any form of sighted assistance. From the audio cues to Steering Guide, each individual asset of the Blind Driving Assists needed to go beyond assumptions and cater toward real players.

The people they’re making this game accessible for may have never played a racing game, or ever driven a car before.

“What I showed them was how different audio cues could work together, and how they could also run over each other if done incorrectly,” Cole said. “They need to be considered in the mix. They need to consider what kinds of audio cues were used for each thing. I also brought them the perspective that when making this game accessible, the people they’re making this game accessible for may have never played a racing game, or ever driven a car before. The blind, by majority, have never driven a car.”

Blind/low vision individuals use transportation every day. But the mechanical understandings of when to turn, when to accelerate or decelerate, or the overall feel of driving a vehicle are inherently inaccessible. This meant that aside from learning how to consult on this specific project, Cole needed to familiarize himself with cars.

“I didn’t really understand how cars worked,” Cole said. “I’ve been in many cars, but I’ve never been behind the wheel of one. I had to learn to slow down when going into a turn. I thought that it’s a racing game, so shouldn’t you go as fast as possible all the time? No, you actually don’t.”

Aside from the general nature of driving, racing sims like Forza Motorsport add complexity like vehicle, weather, and even environmental physics depending on the car and terrain that players drive on. For sighted individuals, this information is learned over time by trying different cars or courses. For blind/low vision players, each feature within Blind Driving Assists attempts to translate that knowledge through different means. And Cole acknowledges that many disabled players may hesitate to try this game, especially one as in-depth as Forza. Yet, he encourages blind/low vision individuals to listen to others in the community and trust these settings.

“The thing that I want to stress here is that we offer a ton of customization,” Cole said. “If you feel you don’t need this giant suite of features that we made, you can turn them off, you can turn some of the audio cues down, or modify every volume individually. You can change the pitch of the audio cues, and the narrator customizations that we have are the best in any game that I’ve seen.”

Xbox and Accessibility

Blind Driving Assists are just one example of Xbox’s continuous support of disabled players. And Cole’s understanding and expertise being blind is just one of many disabled experiences that Xbox looks for when creating games. As Microsoft gaming head Phil Spencer notes, these partnerships ultimately shift the accessibility movement to continuously refine and innovate, both for studios and players.

“Inclusive design is an important consideration in how we build everything now, starting with recognizing the barriers that people might have, learning from the diversity of experience that people have,” Spencer said. “In many ways, when we look at these opportunities, we start solving for one specific scenario, or even personal situations, and then think about how we can extend that [solution] to many.”

We start solving for one specific scenario, and then think about how we can extend that [solution] to many.

Forza Motorsport’s new features are not the end of blind/low vision accessibility. As technologies advance and as more disabled individuals offer their skills to developers, the design practices and features that disabled people use will eliminate even more unintentional barriers. However, Spencer acknowledges that studios need to continue learning for this to happen.

“We have a lot more work, a lot more learning, a lot more experience [left],” Spencer said. “But it’s cool to see how the industry learns and is inspired by each step, whether it’s the Adaptive Controller, or the work that The Last of Us has done, whether it’s individual game teams that are going out to spotlight, and frankly, build empathy for people who have a different lived experience. I think that’s fundamental to the progress that we need to make, and I think we have years and years of progress to make in this area.”

Regardless of the preferred platform, the creation of Blind Driving Assists is indicative of the growth of blind/low vision accessibility. And because studios continuously learn from each other, these initiatives have the potential to shape how developers approach designs and features for blind/low vision players. As Spencer notes, the games industry wants to support disabled players.

“Accessibility is not about competition. It’s about more players and more creators. And that just grows the industry for everyone.”

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...