January 2021

What we've been playing

3 years 3 months ago

Hello! Welcome back to a new regular feature where we write a little bit about some of the games we've found ourselves playing over the last few weeks. This time: an R-Type off-shoot, a landlord game and a bit of Trials.

I got to interview a bit of a hero of mine in the early hours of Tuesday morning - Irem alumni and R-Type Final director Kazuma Kujo - and I kept myself up by partaking in some tangential research. There are so many gems in Irem's back catalogue, and a fair few of them I'm ashamed to admit I'd never even played before. Games like X Multiply, a glorious offshoot from R-Type that gets to the heart of why I love shooting games so very, very much.

There's a 2am eeriness to my favourites of the genre - the likes of Gradius and Darius - that's shared with great sci-fi cover art; a sort of vast melancholy that works as a counterpoint to the high energy thrills of playing the thing. X Multiply takes all that to an extreme. Giger-inspired levels are pretty much a prerequisite for shooting games of this era, but none of them are as squishy, as full of dank horror, as X Multiply's effort. As the opening level, it sets the tone for an enjoyably weird game.

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Grindstone and games that balance luck and skill

3 years 3 months ago

Here's an embarrassing confession: when I was a student, I got too far into Bejeweled Blitz. Facebook was new, everyone was on it, and this was the perfect "one more round" game to endlessly procrastinate with. It was a habit that worried me enough to make me become more conscious of my screen time, but now and then a strategy or puzzle game will hit exactly the same notes for me. Might and Magic: Clash of Heroes. Into the Breach. Slay the Spire. Grindstone. Each of them offer me the same satisfaction of surprise chain reactions and the equal possibility for winning and losing.

Some people are saying about Grindstone that any puzzle based on a simple gameplay idea, in this case colour matching, stretched over several hundred levels, ought to get, well, grindy at some point. I've never played any of the games I've just mentioned with finishing them in mind, or getting somewhere. I just enjoy seeing what will happen, as if I have little to do with it. All these games have something beyond the perfect amount of challenge that's supposed to be conducive to flow - it's the sheer variety of gameplay options that stumps me. By mixing and matching just a handful of obstacles and some well-crafted gadgets, developer Capy made sure that I have a myriad of ways to solve each level in Grindstone. What's not to love about flexible game design like that?

Of course elements will start to repeat, but I'm constantly in awe of how different a level feels when it uses, let's say, both moving enemies and moving bridges, instead of just one of the two. Add to this that through its many levels, Grindstone gives you enough time to figure out how each obstacle works before it raises the difficulty by using it in a different way, and I'm just constantly looking forward to what's next.

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Sega Restructuring to Streamline Its Structure & Accelerate Decision-Making; Haruki Satomi Becomes CEO

3 years 3 months ago

Today Sega announced with a series of press releases that it’s restructuring its corporate organization, while relevant changes are happening at the helm.

The gist of the restructuring itself is happening mostly at the corporate/administration level.

While it’s fairly complex, you can find a visual summary below. Basically, the company is unifying its corporate structure, which was previously split across multiple subsidiaries.

The reasons for the challenge are as follows.

Author
Giuseppe Nelva

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The First Shin Ultraman Movie Footage Is a Modern Blast From the Past

3 years 3 months ago

Shin Godzilla was a Japanese movie that brought the idea of the original Godzilla—a mindless giant monster and merciless force of nature—to see how modern Japan would handle him. Shin Ultraman, a similar reimagining of the hero who spawned the entire genre of tokutatsu shows from the same team behind Shin Godzilla, is…

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Rob Bricken on io9, shared by Brian Ashcraft to Kotaku

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Halo Infinite Engineer Explains How the Game Is Being Optimized For Every Device, Not Just Xbox One

3 years 3 months ago
An engineer working on Halo Infinite has explained how the game will be optimized to run well on all platforms, and not just Xbox One. In the latest 'Inside Infinite' development blog for January 2021, Game Foundation Architect Danielle Giannetti discussed how the studio rebuilt the "engine multi-threading solution" to ensure the game runs optimally across every device that it is launching on - Xbox One, Xbox Series X & S, and PC. "For Halo Infinite, we rebuilt the engine multi-threading solution to ensure high execution efficiency across all platforms and PCs, instead of running optimally just on Xbox One," Giannetti explained. "We used this new system to transition the renderer to a massively parallel multi-threaded framework to support the increased cost of all our new rendering features and achieve high graphics efficiency on PC CPUs of various size as well as Xbox Series X/S and Xbox One X/S hardware." [ignvideo url="https://www.ign.com/videos/2020/08/11/halo-infinite-delayed-to-2021"] What this suggests is that even though the game will be launching on last-gen consoles, players shouldn't expect too many compromises on more powerful devices because of that. On the flip side, back in 2019, the Halo's Franchise Development Director Frank O'Connor said that the Xbox One "is not going to be a second-class citizen" when it comes to how the last-gen console will run Halo Infinite. Gianetti's explanation doubles down on 343's promise and gives us an idea of how that works from a technical perspective.
Author
Jordan Oloman

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Yakuza Creator to Become Sega Creative Director, Stepping Down as CCO

3 years 3 months ago
Yakuza creator Toshihiro Nagoshi will step down as Sega's Chief Creative Officer, and take on the role of creative director – a move being seen by some as taking Nagoshi closer to active game development, as opposed to a supervisory role. Announced in a press release, the move comes among several changes in executive staff at Sega, and a wider restructure – although parent company Sega Sammy makes clear that there have been "no changes in the names, locations, business content, capital or fiscal year end" of Sega's companies as a result of the changes. No specific reasoning has been given for Nagoshi's change in role, but many have taken it to mean that the creator will be moving back into more active development. [ignvideo url="https://www.ign.com/videos/2020/11/04/yakuza-like-a-dragon-review"] Nagoshi is most famous for creating the Yakuza series, and subsequently founding the Ryu Ga Gotoku development studio, which develops the series for Sega. He also created Daytona USA, Virtua Striker, Super Monkey Ball, and Binary Domain, among many other credits. In recent years, his role has been less hands-on, serving as executive director on every Yakuza game since 2015's Yakuza 0. We awarded the latest Ryu Ga Gotoku game, Yakuza: Like a Dragon with a 7/10 review, saying it "takes some bold steps in a new direction for the series but neglects to maintain its balance." [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News, and he desperately wants you to play Binary Domain. Follow him on Twitter. Have a tip for us? Want to discuss a possible story?
Author
Joe Skrebels

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The Last Campfire Review

3 years 3 months ago
[Editor’s Note: We missed The Last Campfire when it first came out in August, but we’ve since had time to circle back and highlight this lovely game.] Finding light in the darkness is something we can all relate to -- whether it be as simple as discovering the solution to a small puzzle or as grand a notion as searching for one’s purpose in life. The Last Campfire addresses both ends of this spectrum and does so throughout with charm, smarts, and grace. Hello Games’ short-ish adventure hits the mark with cleverly designed puzzles, eye-catching style, and a touching story that left me feeling anything but forlorn. Forlorns, in this world, are lost souls scattered around the colourful land of The Last Campfire; they’ve seemingly abandoned all hope and feel bereft of a purpose. This is in stark contrast to our character, Ember, whose purpose appears more predestined; Ember makes their way through forests, swamps, and caves trying to help as many lost souls as possible, while also questioning what their purpose in the world is. By lighting campfires along the way you’re helping guide the Forlorns on their journey and allowing them to follow in your footsteps. Granted, you never quite know where those footsteps will take them, but by showing the Forlorns that they exist, you allow them to see that there is always light worth finding in the darkness. It was a clear and ultimately highly rewarding journey as I became more and more invested in the world and the creatures calling it home. [ignvideo url="https://www.ign.com/videos/the-last-campfire-official-launch-trailer"] Progress is made through solving consistently enjoyable puzzles that almost always hit that sweet spot of not being so simple that they’re boring but being challenging enough to satisfy upon solving, without becoming so complicated that it induces groans.
Author
Simon Cardy

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Fallout 76 is introducing CAMP slots, allowing switching between builds

3 years 3 months ago

Hot on the heels of an inventory update to significantly increase the stash limit, Fallout 76 is due to get another update - and a couple of really significant improvements to SPECIAL attributes and CAMPs.

The first of these is a change to how SPECIAL attributes work, introducing a way for players to quickly and easily reset their build. The blog post explains that once a player has reached level 25, they will be able to access SPECIAL Loadouts which allow you to reboot all of your SPECIAL points for free. All you'll need to do is head to your CAMP, where you can create and switch between custom loadouts. Here's what that looks like:

But perhaps even more significantly, the next update will introduce a way for players to create and save multiple CAMPs. Previously, players could only have one CAMP, meaning they'd have to scrap it and rebuild if they wanted to try something new. Going forwards, Fallout 76 will allow you to build multiple different CAMPs "each with its own location, build budget, custom name, and even a unique map icon". You can still only have one active CAMP at a time, but it adds some flexibility and opens up new creative options for players. In theory, it should also solve the age-old problem of joining a server only to find someone else's CAMP in the location of your own (the dreaded "CAMP cannot be placed" notification). Simply pick one of your CAMPs with a different location, and you're good to go.

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Fortnite now has the Gangnam Style dance

3 years 3 months ago

The latest dances in Fortnite are not just those popularised by Tiktok teens. No, there's something for us old folk as well.

Dust off your history books and look up "Gangnam Style", a popular dance from 2012. This is now available in Fortnite too.

Gangnam Style was surprise-released last night on Fortnite's item shop, and within minutes I saw it being used by numerous people in the game's lobbies. Including by me.

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King Arthur: A Knight's Tale - it has promise but there's a Lancelot left to do

3 years 3 months ago

I really want to like King Arthur: A Knight's Tale, but I find the experience of playing the Steam Early Access release so trudging as to almost be a chore. It's a shame, because there's promise in a lot of the features, and I'm very much on board with the idea of being Mordred, who's usually the villain, chasing down Arthur, who's usually the hero. We're all brought back from the dead - magical stuff: don't ask - and because of it, everything is cast in a graveyard hue, all grey and misty, moody and murky. But what it forgets along the way, or what it doesn't have yet - because I have to remind myself this is early access and there's plenty of time for things to change - is life.

It lacks energy, that kind of snappiness and charisma the best turn-based games have. Games like XCOM, games like Divinity: Original Sin 2, which, given King Arthur has RPG exploration and dialogue, seems an apt comparison. And it suffers all over because of it.

When you're in the RPG layer, wandering around environments, it's slow. And it feels empty, devoid of life in the surroundings, devoid of music or companion banter, devoid, really, of anything much to do. You can loot a body, loot a chest, maybe do a very simple sidequest for a very wooden NPC, but that's it. All there really is to do is fight.

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Destiny 2 targeting "discrepancies" between PC and console weapons ahead of crossplay

3 years 3 months ago

Destiny 2 will be making changes to certain weapon stats ahead of crossplay support later this year.

In the game's weekly update, at present the Recoil stat on several weapon types is reduced by 40 per cent when using mouse and keyboard compared to a controller, leading to players "able to largely ignore the stability weapon stat", Bungie has said.

This has created "unintended discrepancies in weapon performance between controllers and mouse and keyboard", and so the difference in recoil will be halved - to around a 20 per cent reduction - across several weapon types, including auto, scout and pulse rifles, submachine guns, machine guns and hand cannons.

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There's changes afoot at Life is Strange creator Dontnod

3 years 3 months ago

Life is Strange creator Dontnod has secured new funding to self-publish future games, sparking speculation it is no longer aligned with Square Enix, the publisher which oversees the Life is Strange franchise.

Yesterday, Dontnod announced a €30m (£26.5m) financing deal with Chinese tech giant Tencent for "new self-published intellectual properties" - a plan first mentioned to GamesIndustry.biz in an interview last November.

Dontnod has worked with various publishers in the past, including Focus Home Interactive for Vampyr and Xbox for Tell Me Why, though it ultimately self-published its most recent game Twin Mirror after an initial publishing deal with Bandai Namco was dropped.

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Epic Games Store raked in $700 million in sales revenue in 2020

3 years 3 months ago

Digital storefront Epic Games Store has released some pretty hefty figures pertaining to last year's service growth. The store now serves over 160 million registered users, who between them spent a huge $700 million USD in purchases over the course of 2020.

On a daily basis, Epic Games Store sees around 31 million active daily players, which is an increase of 192% from its day-to-day activity back in 2019. The store's catalogue has more than doubled, rising from 190 games at the end of 2019, to 471 games by the end of 2020. Among the most popular titles purchased last year were Rocket League, Borderlands 3, Assassin's Creed Valhalla, Tony Hawk's Pro Skater 1 + 2 and, of course, global phenomenon Fortnite.

It won't surprise anybody to hear that EGS' free game giveaways have proven ridiculously successful, with some 749 million titles nabbed by the store's registered users. The most popular of these was May's offering of Rockstar's Grand Theft Auto V, which saw some 13 million "purchases" - a frenzied rush that actually ended up crashing the store's servers.

Author
Chris Moyse

Can You Guess Who Said these Classic Always Sunny Quotes? Take the Quiz to Find Out

3 years 3 months ago

Okay listen up jabronis. We’ve tested your trivia knowledge, and we’ve even measured your personality and told you which member of the gang you would be most like. This time around, though, we’re going to see if you’re paying close enough attention to what everyone is saying and can remember some quotes.

That’s right, are you as sharp as… a… um… thumbtack! Or, are you an illiterate like Charlie that just goes with the flow? Either way, pound some Fight Milk, focus up, and let’s see if you can get all 20 of the quotes right below.

No hints or anything; just you, me, and a couple of tasty treats… Wait, I’m getting carried away with the quotes now. Just get started.

All images via FXX, FX Networks & Walt Disney.

Author
Ed McGlone

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This Easter Egg in The Medium Has Troy Baker & Mary Elizabeth McGlynn Singing the OST

3 years 3 months ago

The Medium has finally released on Xbox Series X|S and PC courtesy of Bloober Team. The third-person, atmospheric horror title introduces a dual-reality gameplay mechanic that sees players controlling Marianne between both the material and spirit world, but did you know that you can listen to both Troy Baker and Mary Elizabeth McGlynn singing the original soundtrack as a little The Medium Easter Egg if you’re an avid scourer of your surroundings?

Just a heads-up, I will be diving into some brief spoilers for The Medium. If you’d rather enjoy the game entirely spoiler-free, we suggest bookmarking this page and returning once you’ve rolled the credits. Anyway, on with the show!

For a bit of context, Troy Baker voices The Maw — the game’s primary antagonist and a rather unpleasant being. Mary Elizabeth McGlynn joined the acting talent to lend her vocals to the original soundtrack, and it’s a song from this score that players can listen to towards the end of the game.

When Marianne enters the bunker underneath the red house, you’re tasked with seeking out various shards of a broken mirror. Once you’ve opened up a number of different rooms by restoring power, you’ll find an old radio sat atop a washing machine, in a dreary, tiled laundry room.

Author
Chris Jecks

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Biomutant: Here’s Why the Developers Have Been Quiet for So Long

3 years 3 months ago
After an extended period of being almost silent, developer Experiment 101 recently announced a May release date for Biomutant, its long-awaited open-world action game. That silence was for good reason - studio head Stefan Ljungqvist tells us that parts of the game have become bigger and more complex, but with only 20 people to make all that extra work happen. Rather than ship a buggy game, Ljungqvist says Experiment 101 has been taking its time to quietly build a truly finished product. “It's a big game, a big bite for 20 people to chew off,” says Ljungqvist. While Biomutant’s map may be just eight square kilometers, it’s packed with warring tribes, conquerable outposts, strange creatures to fight, and a protagonist who can mutate into new forms to overcome obstacles. As we’ve said before, Biomutant looks bananas, and its many moving parts are a challenge for the studio behind them. That 20-person team, established by ex-Avalanche Studios employees, is determined to stay small. But while that helps keep the studio nimble, it also imposes some restrictions. “At the end of the project, there's only a certain amount of bugs that you can physically fix during the course of the day,” says Ljungqvist. And that’s what much of Biomutant’s last year of development has been: bug squashing. [ignvideo url="https://www.ign.com/videos/2020/06/24/biomutant-10-minutes-of-new-gameplay-footage"] “It’s been a huge amount of work for QA, because it's not easy in an open-world game to find them,” explains Ljungqvist.
Author
Matt Purslow

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