IGN
Returnal: How to Find and Use Reconstructors
Xbox Series X|S Getting 74 More Games With FPS Boost
League of Legends Animated Netflix Series Arcane Gets a New Teaser Trailer
The world of @LeagueofLegends is coming to Netflix. Arcane drops this Fall. pic.twitter.com/7DJgqHpODM
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Returnal Walkthrough: A Guide to All Biomes and Bosses
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23 Things Returnal Doesn't Tell You
New Pokemon Snap: How to Take Four Star Photos
Returnal: How to Get An Extra Life
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Returnal: A Complete Guide to Beating All Bosses
Sea of Thieves: How Commodities Work
Here's How Long It Took IGN Staffers to Finish New Pokémon Snap
Rebekah Valentine, Reporter
Playing with a relative balance between revisiting courses to try for more interesting shots while also progressing the story, I finished New Pokémon Snap's campaign in about 15 hours. Had I not been reviewing the game, I probably would have taken a bit more time than that, as the continually rising Research Levels had me constantly curious what was changing on each course, but with a deadline looming I had to make sure I finished the game proper before I got too in the weeds. Having rolled the credits, there are still tons of Photodex slots I need to fill, and several Pokémon that only appear in the post-game that I'm still looking for, so I anticipate I'll get several more hours out of New Pokémon Snap before I'm ready to put it away.Casey Defreitas, Guides Editor
I would usually take my time with a game like New Pokémon Snap, but since I was working on the walkthrough and guides content, I tried to “beat the game” pretty quickly. It took me about 12 hours to reach the credits, and that includes about two hours of repeating courses I didn’t need, since I didn’t know how to progress at a certain point! There was still so much I hadn’t done.New Pokemon Snap Walkthrough - How to Unlock Everything
Terry Crews Demanding the Localization of Mother 3 is Your Friday Mood
While Crews' wishes certainly won't sway Nintendo one way or another, it's already adding fuel to the hype train, with dozens of folks voicing their approval of Crews' demands.LOCALIZE MOTHER 3!
— terry crews (@terrycrews) April 30, 2021
I hope @NintendoAmerica is hearing this!!
Witness the Bizarre Creativity of Miitopia's Community
In its prior incarnation, Miitopia was an RPG where all the characters were Miis, and not just any Miis. In the 3DS version players were able to assign their friend’s Miis as party members or critical NPCs, while smaller roles were cast automatically from a pool of random Miis, meaning you got weird combinations like a romance between Princess Birdo and Nigel Thornberry, or Dr. Mario guarding the royal King Dr. Zoidberg. These assignments were played out to hilarious effect as the characters had both scripted and random interactions throughout your journey.
Now, it's being ported to the Nintendo Switch, but without the same robust Mii sharing features that the 3DS had, it’s taking a different approach by introducing more robust Mii creation tools. This has inspired the Nintendo community, who are using the surprisingly detailed wig and makeup tools in the demo to get real wild with their creations.
The expressions are pretty hilarious! pic.twitter.com/3vMbqtnzDA
Returnal Director Says Difficulty is 'Integral Part' of Housemarque's Philosophy
Housemarque's ambitious PS5-exclusive roguelike shooter Returnal is out today, and while it's received plenty of praise (including from us) for its haunting atmosphere, clever story, and shooter action, it's also sparking discussion about its considerable difficulty. And now, the game's director has weighed in too.
On Next-Gen Console Watch, game director Harry Krueger and marketing and business development director Mikael Haveri both affirmed that Returnal's challenge stems from Housemarque's "arcade roots." Housemarque has historically incorporated arcade systems and styles in its games since its origins in the 90s, and while it declared years ago after Nex Machina that "arcade is dead," Housemarque clearly isn't abandoning that spirit in its newer titles.
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"We started development four years ago, and I don't think the vision has changed that much. Housemarque games are known for their, let's say... challenge... there's usually a difficulty to them," Haveri said. "Nex Machina for example, you can go through the game on Easy, but you'll never get to the last level, and then there's other unlockables, and so on. So there's an 'easy to learn, but hard to master' mentality at work there."
Krueger agreed. "Without a challenge we don't feel like you can have that strong sense of accomplishment, you know? The closer to the verge of frustration you get, the bigger the feeling of triumph when you do eventually prevail."
Against All Odds, PS5 Is Outselling PS4
Titanfall 2 Will be Free to Play This Weekend As Interest Soars
We heard people want to play Titanfall 2 this weekend? So do we!
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Resident Evil Village Started Development 6 Months Before Resident Evil 7 Came Out
Here's Every Pokemon You Can Find in New Pokemon Snap
Resident Evil Village Could Have Skipped PS4 and Xbox One Altogether
Resident Evil Village could have skipped last-gen platforms entirely, with the developers waiting to make sure it ran well enough before committing to making a PS4 and Xbox one version.
Resident Evil Village is gorgeous on next-gen platforms and PC, but recent demos and IGN’s own hands-on time have indicated that the game also looks great and runs smoothly on last-gen platforms, the PS4 and Xbox One. However, according to producer Tsuyoshi Kanda, Capcom did not decide to release the game on last-gen platforms until after Village was announced in June last year.
“We developed Village as a game for next-gen hardware, but in order to make it accessible to more players, we went through a lot of trial and error to somehow provide a comparable experience on last-gen hardware,” Kanda told IGN. “In the end, we were able to deliver a high-quality product for last-gen hardware as well. That being said, if the quality hadn’t been sufficient, I don’t think we would have released it.”
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“If there was a big difference in graphical quality or framerate, it would not have been something we could deliver to players, so we did our best to make sure it would be satisfying on any platform,” added director Morimasa Sato.
Fans were pleasantly surprised with the quality of the PS4 Pro footage IGN exclusively revealed earlier this month, which was captured by us from a preview build of the full game. With the recent demos, players have been able to directly test a cut-down version of the game on their platform of preference.