CD Projekt latest: next Cyberpunk game might have multiplayer, Witcher 4 enters “production phase”

The next Cyberpunk game from CD Projekt – currently codenamed “Orion” – might have multiplayer in it, according to co-CEO Michal Nowakowski. Please let it be some kind of deckhead ‘passenger-seat-driver’ mode, where you get to play a crusty celeb uploaded to another character’s brain implants, who strolls around the landscape as a hologram, offering gritty commentary on your Night City-based endeavours. Watch those corners, samurai! Hey, you missed an ammo pack. SAMURAI ARE YOU LISTENING TO ME.

It’ll be a while till we find out for sure: Orion is still in the conceptual phase, with CD Projekt expecting to have about 80 people working on it by the end of this year. The higher priority in 2024, it seems, is the next big steaming helping of The Witcher.

Read more

Magic: The Gathering’s Clue Crossover Is a Strangely Compelling Mix of Both Games

With all the pop-culture crossovers Magic: The Gathering has been getting lately, the board game Clue certainly isn’t one I was expecting to see. More than that, it’s not one I initially expected to be quite so much fun. Ravnica: Clue Edition is a standalone box that mixes the pick-up-and-play simplicity of something like Magic’s introductory Jumpstart packs with the murderous deduction mechanics of Clue, and we’ve got details on how it works, what’s inside the box, and an exclusive look at all the new cards hiding in its packs. I even got to go hands-on and play a round with a few folk from developer Wizards of the Coast, and the result of this unexpected tie-in is a strange but surprisingly compelling mix of a multiplayer Magic match and a family board game night.

You can flip through the two image galleries below to see all of the unique cards available exclusively in this set, as well as a bunch of photos of what’s inside Ravnica: Clue Edition’s box

Before we get too deep, you’re probably wondering how the heck you play. The answer is to that is actually deceptively straightforward – Ravnica: Clue Edition is meant to played with four players, with each player opening two of the eight included booster packs and shuffling them together to make their 40-card deck. Similar to Jumpstart, there are 10 different themed packs (with a little variation) that you could potentially open, each designed around one of the two-color guilds in Magic’s most iconic city, Ravnica. Players start at 30 life, but largely you are just playing Magic as usual.

The twist, of course, is in the parts of Clue that have been weaved into this box. In addition to the themed boosters, Ravnica: Clue Edition comes with a pack of 21 predetermined suspect, weapon, and room cards – and just like in Clue, one set of those is secretly put in an envelope at the start of the match, while the others are divided randomly amongst all the players. (These are playable Magic cards you could play in other decks as well, but for the purposes of this game they are essentially just used as reminder game pieces.) From there, you can win either by killing all three of your opponents like in Magic or correctly guessing the cards in the envelope like in Clue.

The deduction system cleverly incentivizes you to go to combat.

Mashing two games together like this can run the risk of feeling disjointed, but when I played Ravnica: Clue Edition myself I was impressed by how the deduction system has been used to incentivize a certain kind of behavior in the Magic game – specifically, that behavior is to play lots of creatures and make them fight. That’s because, also like Clue, you are able to ask other players if they have certain suspects, weapons, or rooms in their pile, but here making those guesses is restricted by Magic mechanics: you get the opportunity to do so only when you either deal combat damage to another player, or exile six mana value worth of cards from your graveyard at the end of your turn.

That means you’re basically playing a full game of Clue without the board, and in order to make any headway in your deductions you actively need to be attacking your opponents and casting spells instead of walking between rooms. Turtling up and not attacking may protect your life total, but stalling defensively like this isn’t really in your best interest in the long run since your opponents will still be taking swings at other people, asking questions and getting more intel while you hide in your fort. It’s an interesting way to mitigate the problem some creature-heavy multiplayer games of Magic can have, where players sometimes build up such menacing armies that no one wants to make the first move.

This playstyle is actively supported by the cards that have been put in each of the booster packs, too, which have plenty of ways to help you be aggressive with your creatures. The match I played felt very scrappy, with lots of interaction and combat decisions to make, both in terms of determining when you have a good attack and who you even want to hit for the most useful intel. You only get one shot when you decide to make your final guess and look inside the envelope for a potential win, but while guessing wrong here means you’re locked out of that alternate victory condition, it doesn’t stop you from still trying to come out on top by doing some murders yourself.

With all of the themed packs being based on Ravnica’s guilds, your forty-card deck is basically always going to be split between either three or four colors, but having the right colors of mana was a surprising non-issue in my match. The packs have plenty of ways to account for that built in, including dual-colored lands and other mana fixing cards, but one really clever rule is that revealing a Clue card as part of someone else’s guess also rewards you with a Treasure token. It’s extremely elegant – if you get stuck on mana and can’t cast stuff, you’re likely going to fall behind on board and get hit, which means more people will guess your cards, which means you’re more likely to get Treasures, which then fixes your colors and catches you up.

And while Ravnica: Clue Edition is designed to be packed back up in its box and stored like a little standalone board game, you could always use your own custom decks alongside these rules if you prefer. Now, obviously I don’t think the intent would be to roll in with some super efficient combo deck that kills the table all at once without ever caring about the Clue cards, but it does seem nicely suited for a more casual group of “battlecruiser” style decks looking to shake things up as they turn creatures sideways.

Of course, it’ll take more than just one game to determine how this unexpected combo holds up over time, let alone with decks not designed around it. But what I came in expecting to be a strange, one-off novelty is actually a pretty entertaining and thoughtfully designed package I’d like to try out again. If anything, my biggest takeaway is that while I may be an okay Magic player, I am downright terrible at Clue.

Tom Marks is IGN’s Executive Reviews Editor. He loves card games, puzzles, platformers, puzzle-platformers, and lots more.

Piranha Bytes, devs of Gothic and Elex, are next on Embracer’s chopping block

Embracer Group is once again doing sterling work to demonstrate the perils of consolidation. Piranha Bytes, who are one of well over a hundred studios that Embracer bought up in recent years, today posted a statement on Xitter saying “Don’t write us off yet!”. The statement goes on to say that they’re “convinced they will succeed”. Succeed at what, you might ask? Not being shut down by Embracer.

Read more

Apollo Justice: Ace Attorney Trilogy review: the guilty pleasure boxset

For a series that’s defined by its trials and elaborate murder cases, the greatest crime in Ace Attorney history is arguably one we never get to see or take part in. Okay, maybe crime is too strong a word. Miscarriage of justice is perhaps more appropriate, and specifically that of Apollo Justice, the cover star of this latest trilogy in Capcom’s beloved lawyer ’em up. Except poor old Apollo isn’t really what holds this collection of Ace Attorneys 4, 5 and 6 together at all. Sure, he features in all of them, but at the end of the day, it’s still the series’ original bluffer supreme Phoenix Wright who heads up most of the casework here, relegating his new protegee back to bench-warming duties almost as soon as Apollo’s debut game rolls its credits. What’s more, he quickly has to share that space with Athena Cykes, another new hotshot lawyer that enters the firm in Dual Destinies and continues the scrappy defence trifecta in Spirit Of Justice.

The result is a set of games that feel considerably wobblier than Capcom’s first and more robust Ace Attorney trilogy, and quite a bit more unfocused than the more recent Victorian-era spin-off, The Great Ace Attorney Chronicles. But despite a slightly unsure start, there are still plenty of career highs to be found here for Wright, Cykes and Justice, and Spirit Of Justice in particular remains one of the series’ best entries to date. Those new to Ace Attorney should absolutely begin their journey elsewhere, but for series completionists, the Apollo Justice Trilogy is quite the welcome development.

Read more

Review: Apollo Justice: Ace Attorney Trilogy (Switch) – A Fine Remaster With Some Of Capcom’s Best Writing

Does Apollo justice.

After the success of the original three Ace Attorney games, series creator Shu Takumi was ready to end Phoenix Wright’s story. But the world wasn’t done with these surprisingly intriguing lawyer games, and so he had to figure out how to make a new game without re-treading old ground. Thus, Apollo Justice, pointy-haired greenhorn lawyer, was born – and Phoenix was unceremoniously disbarred. The following three games, now serialised as the Apollo Justice Trilogy, serve as Apollo’s version of Phoenix’s story – but because of that tension between Takumi’s wants and the players’ needs, Apollo never quite gets the spotlight all to himself.

We begin with Apollo Justice: Ace Attorney, set seven years after Trials and Tribulations. In that time, a lot has happened, and the familiar angles of Wright’s face are buried behind stubble, grime, and a deep sense of ennui after having lost his attorney’s badge. But Apollo Justice, our new main character, isn’t going to give up that easily, and joins the Wright Anything Agency (formerly known as the Wright & Co. Law Offices) hoping to make a real difference to the legal profession. Unfortunately for him, he’s entered his career during the Dark Age Of The Law, where cowboy prosecutors and manipulative murderers will stop at nothing to get the results they want.

Read the full article on nintendolife.com

CD Projekt ‘Considering’ Adding Multiplayer to Cyberpunk 2

As CD Projekt staffs up for its various projects in development, the boss of the company has said it is considering adding multiplayer to the Cyberpunk 2077 sequel.

The Cyberpunk 2077 sequel, codenamed Orion, is currently in the conceptual phase. Speaking to Reuters, joint CEO Adam Badowski said CD Projekt expects to have about 80 people working on it by the end of the year. Co-CEO Michal Nowakowski said CD Projekt is considering including multiplayer in Cyberpunk 2, but wouldn’t divulge details.

Cyberpunk 2077’s multiplayer mode was cancelled due to the game’s turbulent launch, with development shifting focus to turning the embattled project around following its disastrous launch. It’s easy to imagine a Cyberpunk multiplayer mode, though, perhaps as a sci-fi take on the eternally popular GTA Online.

We know next to nothing about the next Cyberpunk at this stage, although last month CD Projekt Red narrative director Philipp Weber said it may feature grander branching storylines determined by the player’s starting life path, which were Street Kid, Corpo, and Nomad in Cyberpunk 2077.

Key gameplay decisions like whether it will be first or third-person are still being made. The original Cyberpunk 2077 has finally received its last big update though, so attention has now turned towards its sequel at CD Projekt Red.

Meanwhile, it’s full steam ahead on the next Witcher game. Badowski said CD Projekt would like to have around 400 people working on the project, codenamed Polaris, by the middle of 2024. Reuters reports analysts predict the new Witcher game will launch in 2026 or 2027.

As for the contentious issue of using AI during development, Nowakowski is quoted as saying CD Projekt believes it “can help improve certain processes in game production, but not replace people.”

And finally, Badowski insisted CD Projekt had learned its lesson from the launch of Cyberpunk, with better production processes now in place. “We believe that in the future we’ll avoid a premiere like the one we faced with Cyberpunk 2077”, Badowski said.

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.

Screenshot Saturday Mondays: Cutting through the crypto spam

Every weekend, indie devs show off current work on Twitter’s #screenshotsaturday tag. And every Monday, I bring you a selection of these snaps and clips. This week, my eye was caught by dozens upon dozens of spam accounts hijacking the tag to promote cryptocurrency garbage. Twitter’s journey to uselessness continues. But after reporting dozens of accounts in the vain hope that Twitter might at least knock these particular bots offline (knowing it’ll never actually address the wider problem), I was delighted to admire a great many attractive and interesting indie games. Check out this week’s pick!

Read more

Palworld Devs Says They Have Received Death Threats Amid Pokémon ‘Rip-Off’ Claims

Amid the explosive launch of Palworld, its developers have taken to social media to say they have received death threats.

Last week, IGN reported on how Palworld, aka ‘Pokémon with guns’, had sparked a vociferous debate online about whether it had “ripped-off” Nintendo’s famous franchise.

Some Pokémon fans say Palworld’s Pals are too similar to Pokémon, with a number of social media posts that place Pals next to Pokémon going viral.

Palworld developer Pocketpair has insisted Palworld is more akin to survival crafting games such as Ark Survival Evolved and Valheim than Pokemon, but that hasn’t stopped people from continuing to hit out at the game.

Pocketpair community manager Bucky, who has been active on Twitter / X and Palworld’s Discord, posted to say they had received death threats since the game went live in early access form on January 19.

“Frantically working through all my DMs and emails! I promise!” Bucky said. “However, you’ll excuse me if I skip over the death threats, threats to the company and massively outlandish claims.

“If you’re capable of writing like an actual human being though, I’ll reply asap!”

Pocketpair CEO Takuro Mizobe also tweeted to say they had received death threats, and hit out at “slanderous comments”.

“Currently, we are receiving slanderous comments against our artists, and we are seeing tweets that appear to be death threats,” Mizobe said.

“I have received a variety of opinions regarding Palworld, but all productions related to Palworld are supervised by multiple people, including myself, and I am responsible for the production.

“I would appreciate it if you would refrain from slandering the artists involved in Palworld.”

In a new interview published by Automaton, Mizobe addressed the question of potential legal issues surrounding Palworld’s release and its likeness to Pokémon. According to the site, Mizobe said Palworld cleared legal reviews, and insisted there has been no action taken against it by other companies.

Mizobe said: “We make our games very seriously, and we have absolutely no intention of infringing upon the intellectual property of other companies.”

Last year, a new survey from the Game Developers Conference revealed a majority of game developers see harassment from players as a major problem for the industry. Of the 2,300 developers surveyed, 91% said player harassment and toxicity towards developers was an issue. 42% said it’s a “very serious” issue.

While Palworld is a clear smash hit, it is not without controversy. The Xbox version continues to lag behind the Steam version in terms of key features and updates, and Palworld’s enormous launch has seen its servers struggle, too.

Check out IGN’s Palworld Early Access Review in Progress to find out what we thought.

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.

Piracy, preservation, and the devs who don’t mind if you have to pirate their game

“Most of videogame history is alive and well due to the ability to pirate old video games,” Frank Cifaldi, founder of the Video Game History Foundation, tells me over a call. Last year, the preservation and archival non-profit put out a study revealing that 87% of games made before 2010 are out of print. “There’s no way to access them without either pirating them or buying antiques from vendors. That’s a scary place to be.”

Read more

Prince Of Persia: The Lost Crown Dev Would “Love” To Make A Zelda Game

A Zelda II spin-off, perhaps?

Prince of Persia: The Lost Crown is finally here and has quickly been racking up praise from seemingly everyone who plays it. With such acclaim, it was only going to be a matter of time before speculation began about what the Ubisoft Montpellier team would turn their talents to next and it seems like the devs themselves have some pretty big dreams.

Last week, two of the game’s developers, Christophe Pic (world director) and Rémi Boutin (senior game designer), hosted an ‘Ask Us Anything‘ chat on the r/metroidvania Reddit forum during which they were asked a series of questions about the game, its inspirations and what it means to the Prince of Persia series as a whole.

Read the full article on nintendolife.com