Major World of Warcraft Designer Leaves Blizzard to Team Up With Greg Street on New Studio

Brian Holinka, lead combat designer for World of Warcraft, has announced that he is leaving Blizzard to join Greg “Ghostcrawler” Street in forming a new game studio.

The former World of Warcraft developer made the announcement on Twitter yesterday, saying he’s leaving Blizzard on Friday after working with Team 2 for nearly 11 years. This comes over two months after Street, former executive producer of the upcoming League of Legends MMO, stepped down from Riot Games and the game due to personal reasons.

“After nearly 11 years, Friday will be my last day on World of Warcraft and at Blizzard,” Holinka wrote in his Twitter thread. “I’m excited to spend time off with my family this summer, after which, I’ll begin a new adventure with my old friend and mentor, Greg Street.”

He continued, “I will miss the combat team tremendously and my biggest regret is not being there to see them grow, develop and thrive as designers. [Team 2]’s new leadership is very strong and will serve them well. I leave confident that they are in good hands.”

Holinka joined Blizzard in 2012 as lead PvP designer for World of Warcraft, eight years after working on Battlefield 1942 and other first-person shooters for DICE, Trauma Studios, THQ, High Moon Studios, and Kaos Studios. In 2017, he took a break from World of Warcraft to develop an unannounced Blizzard project as a senior designer, and returned to the game to oversee the entire class and combat design team as lead combat designer.

Street nor Holinka haven’t released any details regarding the name of their new independent studio nor the games they will be developing. Even so, we can’t wait to see what projects they’ll be cooking up.

Cristina Alexander is a freelance writer for IGN. To paraphrase Calvin Harris, she wears her love for Sonic the Hedgehog on her sleeve like a big deal. Follow her on Twitter @SonicPrincess15.

May Updates for the Xbox App on PC

Earlier this month, we shared that PC Game Pass is now available in 40 new countries, the ability to take the expansive Game Pass library everywhere you go with the Asus ROG Ally, and the new PC Game Pass Friend Referral program where you can invite your friends and play together. You can find Friend Referral invitations on the Game Pass Home screen in the Xbox App on PC, just click the “Give PC Game Pass” button to share with up to 5 friends.

Now, we’re excited to share the latest Xbox app update to improve your PC gaming experience. Let’s explore the new features and improvements.


Improved Discovery with Updated Game Card, Filtering, and New Collections


Improved Discovery with Updated Game Card, Filtering, and New Collections

We’ve updated game cards throughout the app to give you more information and convenience. Now, you can see the game’s title along with contextual metadata like publisher, pricing, HowLongToBeat time, coming to Game Pass date, leaving Game Pass date for those games leaving soon, and more! You will see all this information as you browse through games in the app. We have also made it easier for you to filter and sort game collections and your library with new filter options, including accessibility features and game ratings, as well as introducing HowLongToBeat as a new sorting option. This way, you can easily find the games you love and discover new ones that match your preferences. 

Speaking of discovering new games to play, we have new collections to help you find that next game. Want to play what’s currently popular in your region? Check out the Trending collection. We’re also bringing you new collections powered by HowLongToBeat. You will soon see collections such as “Take a game break”, which highlights games that take less than 5 hours to complete, or “Clear your schedule”, which introduces a collection of games which will require more time to complete.


New Accessibility Options & Menu


New Accessibility Options & Menu

Another important update focuses on unifying your accessibility settings, ultimately elevating your PC gaming experience. The new centralized location allows you to customize your accessibility settings, such as enabling or disabling animations and background images, or customizing the ability to browse for games by accessibility features. We have made it easier for you to manage all these settings, as well as PC gaming-related settings in one place. To learn more, check out this short video.


At-a-Glance Social


At-a-Glance Social

Now, you can keep your friends list, chat, and party windows up even while you’re in game! If you have two desktops, simply drag these windows onto the desktop that’s not in a full-screen game and continue to stay updated with your friends, all at-a-glance.

Instead of a dedicated tab, enjoy seeing all your online friends at-a-glance in a streamlined friends list at any time and even pop it out on your desktop to always be ready for multiplayer gaming with your favorite people. Simply click on an active friend to open a chat window and begin chatting with them, all while browsing for your next favorite game.

We’ve made it easier than ever to discover and add new friends directly from the friends list. See everyone you’ve recently played with on one click or link your Steam account to bring your friends into the Xbox ecosystem to play together.


Thank you for continuing to provide us your feedback. We are listening to improve your gaming experience with the Xbox App on PC. Keep dropping your comments in the Feedback Hub, to us on Twitter @XboxGamePassPC or the Xbox Insiders Reddit.

Related:
Coming Soon to Xbox Game Pass: Amnesia: The Bunker, Car Mechanic Simulator 2021, Dordogne, and More
Xbox Insider Release Notes – Xbox App for Windows [2305.1001.5.0]
Xbox Insider Release Notes – Xbox App for Windows [2305.1001.1.0]

Fable Fans Are Convinced a Big Reveal Is Coming After Xbox Games Showcase Tweet

Fans think that Microsoft and Xbox are teasing some Fable news at its upcoming Xbox Games showcase next month.

On Xbox’s official Twitter account, a video was posted showing a person’s Xbox controller covered in glitter. Then it’s revealed that the glitter forms a trail that leads to a screen that shows the Xbox Games Showcase logo with the caption, “seems important.”

In the Fable games, a glitter trail guided players to their next destination on a mission. So this trail of glitter implies that the Fable reboot will appear at the Xbox Games Showcase. The game is being developed by Forza Horizon developer Playground Games.

The Fable reboot was first announced back in 2020 for Xbox Series X and PC. In the meantime, we’ve learned that the game is being developed using the Forza engine and that Horizon Forbidden West writer Andrew Walsh left Guerrilla Games to join Playground and work on it.

This is the latest mainline entry in the Fable series since 2010’s Fable 3. The Xbox Games Showcase is set to premiere on June 11.

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

PlayStation Stars campaigns and digital collectibles for June 2023

Hey there, PlayStation Stars members! It’s almost June, and we’ve got new campaigns and digital collectibles coming your way. Get ready to put your skills to the test again and make some new memories. Keep an eye out for more updates on PlayStation App throughout the month. Now let’s jump into the featured lineup for June.

Score points with NBA 2K23 on PlayStation Plus

Available June 6 for all PlayStation Plus members

Starting on June 6, PlayStation Plus members can get 50 points by playing NBA 2K23. Check out the PlayStation Plus Monthly Games announcement for June to discover the exciting titles available this month.

Get rewards for playing selected titles on PlayStation VR2

Available June 1

PlayStation Stars members can get 50 points by playing any one of the following games on PlayStation VR2:

  • Horizon Call of the Mountain
  • Resident Evil Village
  • Gran Turismo 7
  • No Man’s Sky
  • Tetris Effect: Connected
  • Kayak VR: Mirage

These games for PlayStation VR2 have thrilled and chilled us to the core. From heart-stopping horror to pulse-pounding racing, there’s something for everyone.

Hard Game Club | Dead Space 

Available June 1

Join the Hard Game Club by completing difficult in-game challenges in some of PlayStation’s toughest games to get exclusive digital collectibles.

This month’s featured game is Dead Space. To get the June Hard Game Club Balloon digital collectible, members must complete the “Untouchable” trophy challenge in Dead Space. Take on the challenge and once completed, you will receive this month’s digital collectible. Good luck!

PlayStation & You Limited Release Digital Collectibles

“PlayStation & You” is a recurring campaign that celebrates players who have been with us over the years. Here are two of the campaigns we’ll have in June.

PlayStation & You: PlayStation 3D Glasses

Available June 1

We’re celebrating owners of the PlayStation 3D Display, a 3D TV/glasses combo that supports SimulView. If that’s you, unlock the PlayStation 3D Glasses digital collectible by playing any game on your PS4 or PS5 and get ready to add this unique item to your collection.

PlayStation and You: PlayStation 3 Scarlet Red

Available June 15

For PlayStation Stars members who owned the PS3 Scarlet Red. Play any PS4 or PS5 game to unlock this digital collectible. 

New PlayStation Stars Digital Collectible Display Cases

Starting June 2

Check out the new selection of five iconic display cases to store your favorite digital collectibles releasing throughout the month soon. You can update your display case by selecting the “Scenes” option located at the bottom right corner of your current display case. 

As a reminder, PlayStation Stars members can get digital collectibles or points by completing monthly campaigns. PlayStation Plus members enjoy additional opportunities to get points through exclusive campaigns and PlayStation Store purchases. Points received can be redeemed in your Rewards Catalog for PlayStation Network wallet funds, select games, and limited-release digital collectibles.  Learn more about PlayStation Stars and join here

The Tartarus Key review: an absolutely nails thriller-puzzler that’s worth the effort

If you woke up in a mysterious mansion, with no memory of how you got there and only a walkie-talkie and a bunch of security cameras for company, how d’you reckon you’d handle it? Personally I know, sure as eggs is eggs, that I would absolutely go to pieces. I’m not hitting the end credits of The Tartarus Key in real life, but fortunately, it’s a nails thriller puzzle game that fuses PS1-style retro graphics with Saw-esque murder traps. Plus, you know, it’s only about six hours end to end, which isn’t bad for a semi-magical kidnap plot.

In this situation I am not me, of course, but Alex Young, and Alex upon escaping a locked study (an easy warm-up puzzle involving postcards) she finds and frees Torres, an ex-cop turned private detective, who sets up a base of operations around the mysterious mansions main fireplace. From there game’s rhythm is clearing the different wings of the house by completing increasingly difficult puzzle rooms, each eventually culminating in finding a new person to save from a new death trap – concocting the antidote for poison or following the instructions to get through an electrocuted floor maze.

It’s an odd group, but if you rescue everyone you start to see the edges of a wider story. There’s a nice layering of paranoia, because most of the puzzles have an element of, for want of a better word, magic to them. One of the very first sees you tasked with getting an academic out of a living flesh-blob, and failure results in it and him vanishing into nowhere. You also find an underground lab with notes on scientific experiments, and a holding cell slash testing chamber – but given that next door is a giant meat freezer sokoban, is it not the case that the lab is just another puzzle room set? The low-poly, low-draw distance style of everything really adds to this, and you keep suspecting that some new puzzle or trap or maybe a weird murderer is going to suddenly loom out of the darkness in front of you. It’s the kind of head melting I haven’t had since playing Old Gods Rising.

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Konami Reportedly Isn’t Recording New Voice Acting for Metal Gear Solid 3 Remake

Metal Gear Solid 3: Remake (officially Metal Gear Solid Δ: Snake Eater) will reportedly feature the 2004 game’s original voice acting.

As reported by The Verge, Konami’s head of communications for the Americas Tommy Williams said the remake will feature the original game’s dialogue with no changes despite being released close to two decades ago.

The status of the remake’s voice acting was up in the air due to unclear wording from Konami, who said alongside the announcement last week that it will “star the original voice characters”.

This also means that David Hayter, who voiced Snake in nine different Metal Gear games before being passed over for Metal Gear Solid 5: The Phantom Pain, will sort of make his return to the franchise. This will seemingly only be through his original lines recorded for the game, of course, and not through new voice acting.

Hayter said following his replacement that he doesn’t “feel any need to go back” and work with franchise creator Hideo Kojima (though he’s not involved in the remake), and appeared fairly hurt by Konami’s decision not to have him return.

“That’ll be 60 hours of humiliation that I can’t get to,” he said of playing Metal Gear Solid 5 at the time. “I haven’t played the latest two iterations because it’s just too painful.”

As for Metal Gear Solid Δ: Snake Eater, Konami has also had to explain why there’s a strange symbol in its name and that it’s not just coming to PlayStation 5 but Xbox Series and PC too.

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

Bridge-building puzzler Poly Bridge 3 is out now

Poly Bridge 3 offers up more puzzles about building bridges with goofy physics, and it’s out now. The third entry follows a similar formula to the previous ones, asking you to help vehicles cross gaps from one side of the map to the other, all while constructing normal bridges, loop-de-loop bridges, drawbridges, and bridges that break everything I thought I knew about physics. All sorts of bridges; it’s in the name.

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Venture to the Vile Preview: a Victorian-Inspired Metroidvania with Layers

Venture to the Vile clicked with me the first time I switched layers to solve a puzzle. I was trying to get to a lever that would open a door farther in, but there wasn’t a lever in the area I hadn’t pressed, and none of the ones I had opened the door. Then I remembered that one of them had extended a bridge to an area in the background. So I walked back to the bridge, shifted to the layer in the background, worked my way to the lever, and bingo: one open door. I love it when a plan comes together.

Venture to the Vile is a 2D Metroidvania with a twist. It’s set in a 3D world, and you can switch between areas in the foreground and background as long as you find a path to get you there. See something cool? You can probably go there. Developer Studio Cut to Bits wants to emphasize exploration and a sense of surprise in Venture to the Vile, and based on my time with it, I think they’ve nailed it.

Part of the appeal of Venture to the Vile is the world itself. Venture to the Vile takes place in and around the town of Rainybrook, where a mysterious substance called The Vile is corrupting everything, transforming the inhabitants of an otherwise charming and colorful world into horrifying monstrosities. Rainybrook takes cues from the Victorian period, and you can see it in the architecture of the town itself and the masks the characters wear. Speaking of characters, Venture to the Vile’s cast has a lot of personality, from Dr. Crow, who wants to dissect you, to friendly town butcher, or the two shady guys who really don’t want you listening into their conversation. Rainybrook is core to Venture to the Vile: other characters will give you quests, and you’ll be able to visit the town’s many shops to upgrade the abilities you’ll acquire by… ahem, venturing into the vile.

The dynamic weather and time of day will change where characters are, what monsters inhabit an environment, the quests you can pick up and do, the narrative you’ll experience, and the upgrades you’ll find.

Venture to the Vile also features a dynamic weather and day/night cycle and it’s not just for show. The weather and time of day will change where characters are, what monsters inhabit an environment, the quests you can pick up and do, the narrative you’ll experience, and the upgrades you’ll find.

That, of course, is where the actual gameplay comes in. Venture to the Vile’s unnamed, stag-masked hero is looking for his friend Ella, who has disappeared in the Vile. Going into the Vile is dangerous; it corrupts everything it touches: plants, animals, people, you name it. Our stag-masked hero has a few tools up his sleeve to fight back, though. He can attack enemies with the retractable blade coming out of his arm, parry telegraphed enemy attacks, and double-jump. I was early on, so my ability set wasn’t as robust as it would be later, but it felt good and appropriate to the environment I was exploring. You can save at camps to replenish healing items, but it also returns defeated enemies to life, making for interesting risk-reward decisions if you have to backtrack. Naturally, you will have to if you want to see everything Venture to the Vile’s dynamic weather and day/night cycle opens up. I enjoyed Venture to the Vile most when it asked me to do a bit of everything: switch between the different layers of the world to solve puzzles, fight off corrupted Vile-monsters, and mix my basic platforming abilities up with environmental additions like ziplines.

In fact, I was so into it that I didn’t realize I’d walked into a boss fight against the world’s angriest grasshopper until it started. Like the rest of Venture to the Vile, the fight was a mixture of platforming and combat. I spent most of the fight avoiding the grasshopper, who attacked from various angles, spawned Vile on platforms to limit my movement, and did an area-of-effect attack that forced me to dodge, only hitting him when he stopped for a breather after a flurry of attacks. The fight wasn’t complex, but it was enough to keep me on my toes, and I barely prevailed. My reward was a dash ability.

You see, killing enemies in the Vile rewards currency that can be used in Rainybrook, but killing bosses like the grasshopper allows the protagonist to absorb their abilities, as well. Absorbing Vile means becoming more and more like the monsters you’re fighting, adding an intriguing hook to the narrative. I was excited to try the dash for myself, but the playable section of the demo ended there.

Absorbing Vile means becoming more and more like the monsters you’re fighting, adding an intriguing hook to the narrative.

However, I did get to see what Venture to the Vile looked like a little later courtesy of a hands-off showing by Studio Cut to Bits. In it, our stag-masked hero was exploring a windmill overrun with Vile. In addition to the dash I’d unlocked, which can be used in the air as well as on the ground, he also had the time-honored Metroidvania ability to wall jump and a tentacle arm that allowed him to leap to nearby grapple points. The windmill had more layers than the environment I’d seen earlier and was much more vertical. Traversing it meant using those abilities and manipulating the windmill’s internal machinery by riding conveyor belts, hitching a ride on grapple points, and freeing wooden gears from the Vile while navigating environmental obstacles and contending with Vile-infested spiders and rats.

The segment ended with a multi-stage boss fight against a giant tentacle-eye. It’s a complex fight, with players having to deal with the eye’s attacks in addition to stage hazards, a moving conveyor belt that can change directions, and rope-grapple points. I can’t wait to play it for myself.

Honestly, that last sentence sums up how I feel about what I played and saw of Venture to the Vile. Studio Cut to Bits is developing a unique, literally layered Metroidvania with beautiful art and an intriguing world, and I can’t wait to see more of what awaits us – and what our stag-masked protagonist might transform into – in the future.

Will Borger is a Pushcart-nominated fiction writer and an IGN freelancer. His work has also appeared at TechRadar, GameSkinny, DigitiallyDownloaded.net, and Into the Spine. He specializes in covering fighting games, action games, strategy games, and first-person shooters. You can chat with him on Twitter @bywillborger.

Xbox tease a Fable announcement ahead of showcase

Xbox’s official social media channels seem to be teasing something to do with Fable. The main Xbox channel posted a clip to Twitter that moves through a house, following a glittery trail from a controller to a monitor displaying the Xbox Games Showcase art. The Fable games used sparkly breadcrumb trails as a waypoint of sorts and the clip also had some jolly fairytale music on top, leading many to guess that the long-dormant series would finally rear its head again.

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Double Dragon Gaiden: Rise Of The Dragons Lands On Switch In July

Dragon’s (gai)den.

Revealed at the start of May, Modus has announced the release date for the upcoming retro-flavoured Double Dragon Gaiden: Rise of the Dragons. It’s launching for PC and consoles on 27th July 2023.

The release date reveal is accompanied by the requisite release date reveal trailer, of course — which you can see above — showcasing the return of Billy and Jimmy in a beat ’em up “with roguelike elements” courtesy of Secret Base, the devs behind Streets of Red.

Read the full article on nintendolife.com