Saturday, October 28, 2023

How Remedy Created Alan Wake 2's Horrifying Game Over Screen

A good game over screen doesn’t just serve as a notice that you need to start over. In the survival horror genre, a well-crafted, properly terrifying game over screen should serve as a deterrent, ensuring you stay alive the next time to avoid seeing the bloody words ‘Game Over’ appear on your screen. And sometimes, like in Alan Wake 2, they could be so terrifying you never want to die again.

If you’ve played the game, you know exactly what I’m talking about, and IGN got a chance to speak with Alan Wake 2 creative director Sam Lake to discuss how Remedy created this terrifying game over screen.

Alan Wake 2 is finally here to pick up the writer’s story 13 years later. Unlike the first game which was more of a supernatural action-thriller, Remedy has gone full survival horror for the sequel, with an emphasis on ‘horror’.

Remedy’s horror game is effectively split into two sections where you play as either FBI profiler Saga Anderson or the unfortunate mystery novelist Alan Wake. It’s in the Wake sections specifically that Remedy’s spooky game over screen appears. If Alan Wake is to die, the screen will flash horrifying images of Wake, played in live-action by the Finnish actor Ilka Villi, lying bloody on the ground, his head looking like it’s been caved in.

“It felt like we needed to show the horror in between when you die, we need to make it disturbing”

Lake says the process of creating the game over screen for Alan Wake was built on top of their experience with working on live-action set pieces for Control and Quantum Break. But the creative process was still largely trial-and-error. “It felt like we needed to show the horror in between when you die, we need to make it disturbing,” Lake says. “We had already kind of discovered that this is how we do horror flashes and that's suitable for it, but then we wanted to create just really striking violent imagery for it.”

The entire sequence was shot on a film set says Lake, with Alan Wake’s leading man, Ilka Villi, “lying on the ground… we had our makeup artists come in and kind of create a disturbing, violent vision of him all bloody and kind of having suffered a violent death.”

The team at Remedy learned a lot of new tricks since they released the first Alan Wake game. With games like Quantum Break and Control under their belts, the studio has become one of the most cinematically inclined game studios currently working in the industry, mixing live-action footage in with their games to create a visually distinct experience that blurs the lines between mediums. And it’s this eye for the movies that led to such a memorable, and bloody game over screen. However, in this case, mixing the live action footage with the game actually made the horror less intense.

Lake reveals, “What we also then discovered fast, that if we want to do this more as an aggressive flash like thing, then the idea of blending it on top of the game footage actually loses its meaning, it isn't giving us anything… for more horrifying moments — we started calling them horror flashes — and ended up just doing them kind of full screen and stylizing them quite strongly as black and white and just aggressive in many ways.”

Ultimately, Lake and the team leaned on their leading actor Villi and trusted him to capture the terror of dying in Alan Wake 2, no matter how bloody things got. “This ended up being a relatively long shot, we just kept adding to the blood on him and on the ground around him,” Lake reveals. At times they were saying, “‘Yes, we can go one step further and we can go one step further and we can go one step further,’ and then we have this whole library of this material.”

“He keeps on dying, but essentially then he wakes up and it's almost like in this constant state of waking from nightmare into another nightmare, and it's just endless torture."

Lake says that the nightmare that Alan Wake has been trapped in for 13 years is violent and dark, and that this was the most important aspect Remedy wanted to convey to players. That Wake has died in the nightmare, many times, and that it’s been a living hell for the character. “He keeps on dying, but essentially then he wakes up and it's almost like in this constant state of waking from nightmare into another nightmare, and it's just endless torture. It felt to me as an important aspect where when you die, actually die in the game, we should somehow bring the horror into that moment.”

For Alan Wake 2 and Lake, the game over screen isn’t just meant to be a notice for the player that they failed a specific challenge. It’s part of the overall story of Alan Wake, and his imprisonment in the Dark Place. It’s also, of course, a nice scare to keep the tension high — something that’s essential in a survival horror game.

“I am happy and I feel that we have achieved what we were after,” Lake says. “In some ways we think about it — the event of death in video games, your character dying — it kind of easily loses its meaning and its impact and it just becomes a matter of frustration. You are trying to get past an obstacle, get past a certain dangerous combat, you fail, more than anything, you feel frustration in that moment, trying again.”

“But having this in between keeps that disturbing element as part of it flow and extends in some ways. To me, kind of being stuck in this nightmare loop of dying and trying again kind of brings the horror to it, and this being a horror game, I am really happy that we have it there.”

With Alan Wake 2, Remedy’s alchemy of mixing in-game visuals with live action footage hits new highs, and the fact that the studio's painstaking approach to survival horror bleeds into the game over screen itself is just one of many ways the studio is raising the bar for itself, the genre, and the medium as a whole. While the screen might be fleeting, the scares will last much, much longer, and I wouldn’t have it any other way.

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

Friday, October 27, 2023

Sony Defends PS Plus Price Rises

Last month, Sony raised the price of all its PlayStation Plus 12-month subscriptions globally, across all tiers, by roughly 30%. In a new interview, PlayStation’s top business executive defended the decision, insisting the company had to “adjust” to market conditions.

In September, Sony increased the price for 12 months of PlayStation Plus Essential from $59.99 to $79.99, PlayStation Plus Extra from $99.99 to $134.99, and PlayStation Plus Premium from $119.99 to $159.99. At the time, Sony issued a brief statement explaining the significant price hike: “This price adjustment will enable us to continue bringing high-quality games and value-added benefits to your PlayStation Plus subscription service.”

In a recent interview with Barron’s, Sony Interactive Entertainment business chief Eric Lempel was asked to justify the price hike to consumers. Lempel responded to say Sony had no choice but to raise the price of PS Plus. “We want to make PlayStation Plus great,” he said. “With our reboot last year and introducing the tier system, a lot of consumers have recognized that there’s a lot of value in PlayStation 5.

“Like practically everything else in the world, we have to look at our pricing and we have to adjust to market conditions.

“I’m happy to say, unlike a lot of other subscription services out there, we haven’t touched the PlayStation Plus pricing for 85% of the world in many years. So, this was the first time we did something there.”

The PS Plus price hike came not long after Microsoft raised the prices of Xbox Game Pass. Subscription services across entertainment have seen price rises this year, most recently to Apple TV+ and Apple Arcade. Disney+ and Netflix have also raised their prices. Be sure to check out our roundup to see what other streaming services got a bit more pricey.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

IGN UK Podcast 720: Don't Sleep on Alan Wake 2

Alan Wake 2 is finally here and Cardy thinks it may well be one of the best horror games ever made. He's joined by Jesse and Mat to discuss whether or not the Five Nights at Freddy's movie reaches those same heights. Then there's still time for a chat about a couple of the new trailers for this week's Xbox Partner Preview.

Have any thoughts about The Endless Search theme? Got any good demo disc stories? Get in touch at ign_ukfeedback@ign.com

IGN UK Podcast 720: Don't Sleep on Alan Wake 2

Sony Expects Record-Breaking PS5 Sales This Year, Boosted by Supply and Spider-Man 2

Sony is confident in its ability to shift PlayStation 5 units during the rest of this year, predicting “record-breaking sales”.

In an interview with CNBC, PlayStation business executive Eric Lempel said Sony was on track to meet its ambitious target of 25 million PS5 units shipped during 2023, a figure that would make it the best year for any PlayStation console in history.

Lempel put this down to Sony producing plenty of consoles in time for the crucial holiday period, as well as the launch of Insomniac’s Spider-Man 2, which is the fastest-selling PlayStation Studios game of all time over a 24-hour period.

“We launched back in 2020,” Lempel said. “We suffered from the same supply chain issues that everybody was dealing with. Unfortunately, we weren’t able to deliver PS5 to every consumer that wanted one. This holiday season is the first holiday season we will be fully stocked on PlayStation 5 in every geography.”

It was a similar sentiment in an interview with Barron’s. “We’ve had consoles a bit here and there over the last three holidays, but this is the first time we’re in full supply and we’re thrilled about that,” Lempel said.

“We launched back in 2020, and the reality was it took some time for us to catch up, like everybody else in the world, with some of the component shortages coming out of COVID. But now we’re excited that anyone who wants a PS5 will be able to get one.

“Our outlook on PS5 is really strong. We’re expecting one of the strongest seasons in our history in terms of console sales. It’s a combination of the great product we have and the titles that have released since launch — as well as most recently with Marvel’s Spider-Man 2.”

In August, Sony said sales of the PS5 could pick up in order to hit the 25 million target. Sony kicked off the current financial year by selling 3.3 million PS5s during the three months to June, a figure up significantly on the 2.4 million sold during the same period last year but lower than expectations. Since going on sale in November 2020, PS5 has sold 40 million — a figure tracking slightly behind the PlayStation 4.

It’s busy times on the PlayStation hardware front, too. Sony is about to launch the PS5 Slim, which has a reported release date in the U.S. PS5 streaming handheld PlayStation Portal launches November 15. Sony's PlayStation Access controller is due to launch later this year, too.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Thursday, October 26, 2023

Microsoft Picks Up Third Most-Wishlisted Game on Steam for Day-One PC Game Pass Launch

Microsoft has snapped up eye-catching PC city-builder Manor Lords as a day-one Game Pass launch title.

Publisher Hooded Horse announced Manor Lords launches on PC via Steam and GOG in early access form on April 26, 2024, and will be available then on PC Game Pass. A release on consoles and Xbox Game Pass is due “later”.

Manor Lords is currently the third most-wishlisted game on Steam behind only Hades 2 and Hollow Knight: Silksong, and appeared during Microsoft’s Xbox Partner Preview October 2023 broadcast. The new trailer is below:

Developer Slavic Magic has created a historical city-building strategy game that mixes city-building systems with complex production chains alongside a real-time combat layer that turns workers into warriors. It’s set in a world inspired by 14th-century medieval life, with the player tasked with building a new home for the people.

Here’s the official blurb:

“Exploit local resources, expand the settlement, and establish robust trade routes to meet the people's ever-growing demands. Surviving the first winter will be challenging, but once players have mastered their surroundings, they’ll need to be wary of new threats such as bandits and rival lords seeking to claim territory for themselves.”

Slavic Magic is a Polish development studio led by Greg Styczen, the (mostly) solo developer of Manor Lords.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

EA Sports FC 24 Title Update 4 Patch Notes Revealed — Here’s What It Does

EA Sports has unveiled the next big update to FC 24, which makes just a handful of gameplay changes but addresses one significant bug.

The bug in question, dubbed the ‘Trickster Glitch’ by the community, involved using a player with the Trickster+ PlayStyle to stick the ball to the dribbler’s leg, leaving them free to simply run into the goal to score. The bug swept through Ultimate Team’s competitive multiplayer last week, with high-profile streamers using it to dominate the ultra hardcore Weekend League.

Here's how it looked:

Eventually EA Sports disabled the Trickster+ PlayStyle, although the developer has yet to address calls for those who used the glitch to be punished. FC 24 Title Update 4 aims to tackle this bug, alongside a number of other issues, but there's no mention of the Trickster+ PlayStyle returning to the game.

Gameplay changes are light, much to the disappointment of FC 24’s core community who had hoped for a line on what's called the '71 depth meta'. Title Update 4 reduces the amount of curve that could occur on first time precision passes taken at extreme angles, slightly reduces potential accuracy of acrobatic shots, and when crossing from a wing position, players will now prefer to use the foot closest to the touchline.

Other highlights include this note: “Addressed instances of Controller Settings sometimes resetting.” With any luck this will address a long-standing issue with EA Sports’ football game that sees controller settings reset.

EA Sports said Title Update 4 will soon be available for all versions of FC 24. Here are the EA Sports FC 24 Title Update 4 patch notes in full:

Ultimate Team

Made the following change:

  • Added an Evolutions Overhead Indicator on/off setting found in Game Settings

Addressed the following issues:

  • The penalty kick accuracy indicator was not visible during penalty kick shootouts in Champions matches.
  • A Bronze Tifo could have incorrectly displayed for some Rivals Milestone Stages instead of the correct reward, this was a visual issue only.
  • Some specific Player Item pairs could not have been placed in the same squad.
  • Gerd Müller & Bobby Charlton, Franck Ribéry & Jairzinho, and Abily Camille & Xabi Alonso.
  • The Founders Evolution could have incorrectly displayed a Player Item that was not selected for it, this was a visual issue only.
  • After bidding on a Player Item found on the Transfer Target compare price screen, exiting the screen did not function as intended.
  • After opening a Pack and swapping a duplicate Item for a tradable version on the New Item screen, the Quick Sell value did not always display, this was a visual issue only.
  • Longer Pack descriptions did not automatically scroll in the Store.
  • After bidding on a Player Item found on the Transfer Target compare price screen, exiting the screen did not function as intended.
  • After opening a Pack and swapping a duplicate Item for a tradable version on the New Item screen, the Quick Sell value did not always display, this was a visual issue only.
  • Exiting the See All Rewards screening Squad Battles resulted in being taken to the Opponent Select instead of Your Rank screen.
  • Addressed an issue that could have impacted Evolution Player Item selection.
  • Concept Items did not get automatically replaced in a Squad if a replacement Player Item was obtained through the Transfer Market UI on the Squad screen.
  • An error message could have displayed after attempting to select a Concept Item for an Evolution.
  • When swapping a Manager Item, the CHM UI displayed a green color instead of red for lower CHM values, this was a visual issue only.
  • In Rivals, the pause menu displayed the opponent’s Squad name instead of Club name.
  • Season Progression tifo rewards could not always be previewed.

Gameplay

Made the following changes:

  • Reduced the amount of curve that could occur on first time Precision Passes taken at extreme angles.
  • Slightly reduced potential accuracy of acrobatic shots.
  • When crossing from a wing position, players will prefer to use the foot closest to the touchline.
  • This change does not apply to Trivela Crosses and High Crosses.

Addressed the following issues:

  • In some situations, the ball could have incorrectly stuck to a dribbler's leg as they ran.
  • In some cases, Lob Precision Passes did not go to the intended receiver.
  • When changing the aiming input in the final moments of an outside foot shot animation, the shot could have sometimes gone towards the keeper instead of the intended spot.
  • Low powered lobbed drop kicks did not always send the ball to the intended receiver.
  • Manual passes affected by Pinged Pass and Long Ball Pass PlayStyles did not always function as intended.
  • When attempting to block a pass as a defender, an incorrect block animation could have sometimes occurred.
  • During a specific goalkeeper save animation, the keeper’s arm could have gone through the pitch, this was a visual issue only.
  • In some rare situations following a save, the goalkeeper could have momentarily faced towards their own goal while getting up.
  • In some rare situations, the goalkeeper faced away from the ball when attempting to save a shot.
  • Flair Passes could have sometimes occurred when requesting Swerve On Demand Passes with 40% power or more.
  • Players could have sometimes passed through a camera operator near the ad boards.

Career Mode

Addressed the following issues:

  • Press conference tutorials could have continued to appear after the first press conference in Manager Career.
  • In Manager Career, Scout Reports for lower league clubs could have shown reports for high OVR top league players that weren’t interested in moving to a lower league.
  • The GK PlayStyles, Any PlayStyles, and None scouting instructions were not available in Career Mode.
  • In Manger Career, if a player was to retire, the expiring contracts warning could incorrectly display even if all other contracts were renewed.
  • The Brand Exposure Objective did not function correctly in Manager Career.
  • The Read A Book By A Club Legend Activity could have occurred more often than intended in Player Career.
  • At the end of a Player Career season, an offered contact could have displayed an incorrect team when signing for a target team.

Clubs

Addressed the following issues:

  • When playing as a goalkeeper at the StrongHER stadium, the view was incorrectly limited due to stadium geometry.
  • In some specific scenarios, PlayStyles not intended to be equipped on a Virtual Pro could have been equipped.
  • Some accessories did not display in the Drop-In lobby.
  • Goalkeeper Attributes did not always display correctly when viewed through Leaderboard and My Pro Presets screens, this was a visual issue only.
  • Editing the appearance of AI teammates could have resulted in them not looking as intended, and could have prevented the ability to further edit them.
  • After completing a Player Career match, players were unintentionally taken to the Perks screen.
  • Club names could have been edited when the setting was greyed out.

VOLTA

Addressed the following issues:

  • Scoring in the last second of a Foot Golf Arcade game resulted in the next round’s timer not functioning as intended.
  • Squads could have become corrupted in 3v3 Rush matches in Kick Off.
  • The Cross Facial Hair did not display correctly.

General, Audio, and Visual

Made the following changes:

  • Updated some out of match scenes, UI elements, crowds, broadcast packages, Pack animations, stadia, and audio.
  • Added 17 new starheads and updated 1, they will appear in-game following an upcoming Server Release.

Addressed the following issues:

  • [PS5/XBSX|S/PC Only] In rare cases, Personal Settings could not be saved.
  • Addressed instances of Controller Settings sometimes resetting.
  • Addressed several UI elements and button callouts not displaying and functioning as intended.
  • Addressed instances of incorrect and unformatted text displaying.
  • Clubs specific stadia could have been selected in unintended modes.
  • Addressed some stability issues that could have occurred.
  • [Switch Only] Addressed instances of touch screen input not functioning as intended for some UI elements.
  • [Switch Only] When playing horizontally on a single Joy-Con, SL and SR did not function correctly on the Video Calibration screen.
  • Addressed cases of some buttons not being able to be remapped to others.

FC 24 launched last month but has already endured a microtransactions controversy, with the community reacting in shock to a $30 Ultimate Team pack that was made available to buy before the game even properly launched. FC 24 launch sales are down 10% compared to the launch sales of FIFA 23 last year in Europe. FIFA 23 was a monster hit for EA, but FC 24 launch sales are still down compared to 2021’s FIFA 22 by 3.7%. Of course, it’s worth pointing out that EA’s football video game franchise changed its name this year after EA Sports’ relationship with FIFA broke down. This month, EA announced FC 24 had more than 11.3 million players worldwide, including through EA Play. New players in FC 24 are up nearly 20% year-over-year, EA added.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Wednesday, October 25, 2023

PS5 Slim's Optional Disc Drive Needs to Connect to the Internet to Pair It to a Console

The upcoming PlayStation 5 Slim has popped up online, and with that comes fresh information about how the optional disc drive will work with the Digital Edition of the console.

The charlieINTEL Twitter account published images of the Call of Duty Modern Warfare 3 PS5 Slim bundle, and eagle-eyed observers noticed a disclaimer that has set the cat among the pigeons within the video game community: “Internet connection required to pair disc drive and PS5 console upon setup.”

The smaller PS5 design comes with 1TB storage for the PS5 and PS5 Digital Edition, up from 825GB in the original versions of the console, and the new model provides the option to add an Ultra HD Blu-ray Disc Drive to the PS5 Digital Edition.

If you buy the PS5 Digital Edition, you can add the Ultra HD Blu-ray Disc Drive for PS5 later, as it will also be sold separately for $79.99 | €119.99 | £99.99 | 11,980 JPY. Once inventory of the current PS5 model has sold out, the new PS5 will become the only model available.

Here are the recommended retail prices for the new PS5 model, beginning with the rollout in November at participating retailers:

  • U.S.
    • PS5 with Ultra HD Blu-ray disc drive – $499.99
    • PS5 Digital Edition – $449.99
  • Europe
    • PS5 with Ultra HD Blu-ray disc drive – 549.99 EUR
    • PS5 Digital Edition – 449.99 EUR
  • UK
    • PS5 with Ultra HD Blu-ray disc drive – £479.99
    • PS5 Digital Edition – £389.99
  • Japan
    • PS5 with Ultra HD Blu-ray disc drive – 66,980 JPY (includes tax)
    • PS5 Digital Edition – 59,980 JPY (includes tax)

It's worth noting the PS5 Digital model has gone up in price with the introduction of the slim version. The original PS5 Digital Edition costs $399.99, whereas this slimmer PS5 Digital Edition costs $449.99. This means the slimmer PS5 with a disc drive costs $50 more than the slimmer PS5 Digital Edition.

A horizontal stand is included with the new PS5 model. A new vertical stand compatible with all PS5 models will be sold separately at $29.99 | €29.99 | £24.99 | 3,980 JPY.

Word that the optional disc drive requires an internet connection upon setup has raised game preservation fears. Digital Foundry’s John Linneman, a long-time proponent of physical game media, called the move “highly concerning and very strange”. “Hardware connectivity shouldn't be determined by a server that may not always be available,” he said.

The concern stems from a potential problem years down the line, at a time when Sony may have switched its authentication servers off. Perhaps Sony will issue an update at some point to remove the check, but as it stands now, a connection is required.

As video game downloads come to dominate game sales, concern over game preservation has risen. The big Xbox leak of September revealed Microsoft’s potential plan to release disc-less refreshes of the Xbox Series X and S, signalling a dramatic move from first-party.

Reliably leaker Billbil-kun, reporting on French website Dealabs, recently claimed the PS5 Slim standard edition bundled with Insomniac’s Spider-Man 2 launches in the U.S. on November 8, priced $559.99. That’s the same price as the current standard edition PS5 with Spider-Man 2.

Billbil-kun also mentioned a release date of November 10 for the standard and digital versions of the PS5 Slim in the U.S., so perhaps there will be a staggered release throughout that week, with the bundle going live ahead of the new console’s standalone launch.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

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...