Foxhole’s developers are bringing their massively multiplayer formula to medieval warfare

Foxhole finished its early access journey last year as an expansive massively multiplayer World War 2 shooter that looks and functions like an RTS in which every soldier is an individual player. Now developers Siege Camp (formerly Clapfoot) have announced Anvil Empires, which seems similar in every way except its now thousands-strong armies are forging arrows and sieging castles in medieval warfare.

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Start Exploring The Long Dark: Tales from the Far Territory on Xbox Today

Grab your favourite pair of wool socks, Survivors – it’s time to explore the wild reaches of the Far Territory!

Today, Hinterland is excited to launch the new Tales From the Far Territory Survival Mode Expansion Pass on Xbox, featuring the first paid content for its popular survival game The Long Dark. This update includes two incredible content drops – Part One: Forsaken Airfield and Part Two: Signal Void.

northern lights

Adventures in the Far Territory begin with Part One: Forsaken Airfield. Explore a brand-new Airfield region featuring a vast, frigid plain, an airport with hangars and a Control Tower, and new mysteries waiting to be explored. Watch out for Glimmer Fog and the new Insomnia Affliction, search for new Rifle Variants, and experience stunning new Survival music by Sascha Dikiciyan, composer of award-winning music for games including The Long Dark, The Division 2, Deus Ex: Mankind Divided, Mass Effect, and many more.

screenshot

Part Two: Signal Void introduces the first “Tale”, offering Survival Mode players new objectives to follow while weaving in compelling narrative elements. Explore the Tale with new Transponder gameplay and use the Handheld Shortwave to pick up mysterious signals, leading to hidden caches, crash sites, and more. Signal Void also introduces three new clothing items – a Hockey Jersey, a leather Flight Jacket, and a matching Aviator Hat. You’ll find them scattered around Great Bear as you explore locations and search containers. Be alert, Survivors… you might even discover a few surprise items that can only be found using the Handheld Shortwave.

Tales From the Far Territory will continue to receive multiple updates over the span of the 12-month campaign, including new Regions, new Gameplay, all-new objective-based Tales, and more. Plus, each Part will also contain free updates for anyone who already owns Survival Edition.

For a sneak peek at your next survival adventure, check out the trailer for Tales from the Far Territory  at the top of this post.

To start your journey into the Far Territory, and access great new content, visit the Xbox Store today!

Xbox Live
Xbox Play Anywhere

The Long Dark

Hinterland Studio Inc


2

PC Game Pass

The Long Dark is a thoughtful, exploration-survival experience that challenges solo players to think for themselves as they explore an expansive frozen wilderness. Monitor your Condition, search for life-saving supplies, and master survival skills like fire-building, maintaining your gear, hunting, fishing, and landmark-based navigation. There are no zombies — only you, the cold, and everything Mother Nature can throw at you.

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Blizzard Reveals Most Popular Diablo IV Beta Weekend Classes

Blizzard has revealed the Diablo IV beta that took place over the last two weekends was the largest in the franchise’s history. Thanks to the official Diablo Twitter account, we now have information on how many times players died, which classes were the most played, and more.

The popular classes throughout both betas were the Sorcerer and Necromancer. The Sorcerer was available during the Early and Open Beta, while the Necromancer was only playable during the Open Beta.

In our review-in-progress of the Diablo 4 beta we wrote that all three of the initially available character classes in the beta were “pretty great,” saying of the Sorcerer, “The Sorcerer has a similar set of mostly long-range skills based on fire, electric, and ice attacks, but I found them to be better at controlling large groups of enemies (like with a chain lightning attack that zaps six enemies with every blast) rather than doing high damage to a single opponent. Plus, dealing elemental damage and freezing enemies in their tracks or lighting them on fire is great – they even have different death effects.”

We also called the Necromancer “among our favorites” out of the gate. “The fantasy of raising a private militia and making atrophy and death your wicked allies is wonderfully realized, and once I got aboard the dastardly train the Necromancer was all I wanted to play,” reviewer Travis Northup wrote.

A popular beta

Throughout the six days that Diablo IV was available, players invested over 61 million hours of gameplay, equating to a little over seven thousand years, and over two million players earned the Beta Wolf Pack.

With all those hours invested into the game, players managed to kill over twenty-nine billion monsters. But there were also forty-six million deaths recorded, with Ashava being the cause of ten million people dying and the Butcher being responsible for over a million players being killed.

Even though both of these monsters were the main reason for many people dying, players managed to kill the Ashava over one hundred thousand times and the Butcher over five hundred thousand times.

For more news on Diablo IV, check out our story on how one streamer basically defeated Ashava on their own.

Luis Joshua Gutierrez is a freelance writer who loves games. You can reach him at @ImLuisGutierrez on Twitter.

Cyberpunk 2077’s Turnaround Just Gave CD Projekt Its Second-Best Revenue Year Ever

With the rocky launch of Cyberpunk 2077 firmly in the rearview, CD Projekt seems to have fully bounced back from where it was at the end of 2020 both in good will and in financials, celebrating its second-best earnings year in 2022 despite no new major releases.

Per CD Projekt’s earnings report, Cyberpunk 2077 revenues were up 18% year-over-year in 2022, with 94% of the units sold being digital. That’s a pretty unusual figure in video games, which typically release to enormous unit sales and then see a steady but consistent drop over time. CD Projekt attributes the sales to their long-term work on improving issues with Cyberpunk 2077, as well as the success of the companion Netflix series Cyberpunk: Edgerunners. And having The Witcher 3 around doesn’t hurt either.

It’s a significant turnaround for a game plagued with bugs and glitches on the base PS4 and Xbox One at launch, which its own developers reportedly did not expect to be ready by its 2020 launch date. But multiple patches since slowly began to rebuild good will, and the one-two punch of a next-gen update in February last year and Edgerunners seems to have convinced people it was worth returning to night City.

CD Projekt expects to release a Cyberpunk 2077 expansion in the second half of this year, titled Phantom Liberty. One slide in the investor presentation indicates that a “marketing campaign” is planned to begin for the expansion in June.

Consolidated revenues for CD Projekt in 2022 reached 953 million PLN ($222 million), with 347 million PLN ($81 million) in net profit. Both revenue and net profit were the second-best in company history. CD Projekt says it has reinvested over 200 million PLN ($47 million) back into future development projects, including the recently “re-evaluated” multiplayer Witcher game codenamed Project Sirius from Molasses Flood.

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Infinite Guitars Fuses Rock, Role-Playing, Rhythm, and Robots

Summary

  • Infinite Guitars is out today! Pick it up for Windows PC, Xbox One, and Xbox Series X|S, plus it’s included with Game Pass.
  • Developed by Nikko Nikko, Infinite Guitars is an anime-inspired rhythm role-playing game with a blazing original soundtrack.
  • Gather up a party, tune up your electric guitars, and get ready to battle the metal war machines!

In a world devastated by a war against colossal, monstrous Mechs, a scavenger named JJ searches through the scrap to survive. But humanity’s grim future looks even grimmer when the war machines start powering back up – and only JJ’s electric guitar can turn their technology against them in Infinite Guitars, out today on Windows PC, Xbox One, and Xbox Series X|S, plus it’s included with Game Pass!

Crafted by indie developer Nikko Nikko, Infinite Guitars is a creative fusion of founder Nikko Ronsayo and his collaborators’ passions – making music, playing guitar, getting lost in great RPGs, and animating rad anime-inspired fight sequences. Infinite Guitars grinds up these elements into a genre-melting game with personality, heart, and bombastic indie spirit.

Infinite Guitars

Rhythm is everywhere in the world of Infinite Guitars. In battles, you strum, smash, and hold notes to try to achieve 100% perfect sync and max out your damage. (And hey, sometimes just smacking Mechs with your guitar real hard does the trick.) The Mechs are merciless, assaulting you even as you explore the overworld, so you’ll need to time dodges as you traverse the planet or to sneak in to trigger an over-the-top boss fight.

Luckily JJ doesn’t have to handle all of this solo. While JJ grew up a loner (and intended to scour the wasteland that way), JJ soon assembles a party of guitar heroes – fellow wastelanders with their own strengths and distinctive abilities – to help save the world. Together they can perform duets, amp up each other’s skills, and take their Mech-crushing skills to new levels.

Infinite Guitars

Gold-hearted Sam spent childhood as a thief, but her compassion still shines through – now her scrap-crafted arms give new meaning to the term power chord. Kaylee once took down a Colossal-Type Mech solo as a kid, and ever since people have been singing her praises (but only Kaylee knows the real truth behind this rock legend). And reliable Ru carries the weight of the wasteland on her shoulders – but even the most rock-solid foundation can crack under a mountain of mechanized metal.

All of this metal-crushing rhythmic role-playing is set to the tune of a 100% original soundtrack that’ll have you amped up for more Mech-fighting, composed and performed by Nikko and a diverse crew of guest musicians.

So crank up the volume, and get ready for the ultimate showdown against the War Mechs in Infinite Guitars!

Xbox Live

Infinite Guitars

Humble Games

$19.99

“In a world shredded by the devastating war against the Mechs, the remnants of humanity scavenge and fight to survive. Now, the metal war machines have reawakened—and only your electric guitar can turn their technology against them!

Gather up the party, tune up your favorite axe, and get ready to rock in Infinite Guitars, a genre-melting rhythm RPG featuring vibrant anime-inspired art, adrenaline-fueled Mech battles, and a blazing original soundtrack.

Role-playing rhythm
Amp up your skills and test your reflexes in rock duels that mix elements of turn-based role-playing, action, and rhythm games.

Electrifying anime-inspired adventure
Explore a stylish sci-fi world filled with Colossal-Type Mechs, guitar-wielding heroes, and over-the-top attacks.

Guitar-driven team battles
Perform metal-crushing solos and devastating duets as JJ, Sam, Kaylee, and Ru—a scrappy team of wastelanders with their own strengths and abilities.

Rage against the Mechs
Unleash the full force of your skills in epic boss battles that fuse electrifying anime-inspired action and hyperkinetic rock.

Explosive 100% original soundtrack
Crank up the volume to steel-shattering levels for the ultimate showdown against the War Mechs!”

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Interview: Tim Sweeney and Saxs Persson on What’s Holding Back True Next-Gen Gaming

Tim Sweeney isn’t a fan of what blockchain has done to game development. Epic’s CEO bemoans “a whole generation” of computer scientists focusing on technlogy such as cryptocurrency, which he believes is impacting the core technology needed to make truly revolutionary game experiences

“There’s been a lot of neglect, as everybody’s going off…we’re missing a generation of computer scientists who would traditionally be pushing forward that set,” Sweeney says. “So, we’re trying to fill in the gaps in building the research team we have here. I think there are new genres of games that will emerge from the technologies that are just in the pipeline being built right now.”

Saxs Persson, Epic’s executive in charge of Fortnite’s ecosystem, agrees.

“I think it’s non-obvious because it’s not like the thing you put on screen right now, but most… all game engines really… commercial game engines, their architecture is what it’s been for, I don’t know, 20, 30 years,” he says. “Nothing really has changed. It has to change, or you’re just trying to squeeze more blood from that stone. The fundamental programming model has to change in order to break into beyond what battle royale really can do.”

The pair is fresh off Epic’s State of Unreal presentation, which last week saw the company unveil Unreal Engine 5.2 while rolling out new creation tools and revenue sharing for Fortnite players.

Speaking with IGN in an interview conducted during the Game Developers Conference [GDC], they talked about the potential of the Unreal Editor for Fortnite [UEFN] toolset, which they liken to an evolution of the modding scene that has birthed a host of new genres over the years. They also reflected on state of gaming tech in 2023, which is so heavily driven by Epic’s Unreal Engine.

Looking toward the future

Both are planning ahead, as they so often do, with Sweeney regularly bringing up the concept of the metaverse – a term that tends to serve a punchline in gaming circles, but makes more sense when paired with Fortnite’s flourishing ecosystem. Epic’s latest developments, which empower Fortnite’s creators while giving them a share of revenue, are intended to make good on the common sentiment that Epic’s battle royale is the real metaverse, though Persson cautions against calling it a “platform.”

“It’s not a technology platform; it’s a place people go to get entertained and we need to entertain them, and more and more of them. That’s the challenge: how do we find a way for people that don’t care about shooters? They should be welcome too…The real challenge for us is, in the maturation of Fortnite, is to embrace that we are much broader than just the day one shooter that was launched,” Persson says.

Epic recently announced a new revenue-sharing plan, setting aside 40% of the game’s net revenue for creators. Payments are based on overall engagement with custom islands and other creations. It’s a major change that seeks to push Fortnite further beyond the bounds of the battle royale genre.

But even as Epic looks to grow Fortnite’s ecosystem, fans are looking back with growing nostalgia for the original battle royale. When the UEFN tools became available, players immediately scrambled to remake the original Fortnite Battle Royale as it existed in 2018. Asked for his reaction to this development, Sweeney said “we have nostalgia for it too,” but that for him it “immediately highlighted a topic about intellectual property.”

How do we find a way for people that don’t care about shooters? They should be welcome too.

“You can’t just remake a Call of Duty map. And we were digging into what was happening with Fortnite Chapter One map, and we decided that was a really cool thing to happen because it was for Fortnite, so we gave permission to do it on a non-monetized basis. But I think the real innovations here have got to be an original new work, right?” Sweeney said. “Because some of these things… Works of nostalgia are cool, but most of the time they’re going to be other people’s work and they’re likely not going to give permission. And we really urge everybody to think about what can we really do to create news genres or games and really very original things”

Persson added that “nostalgia is often the first thing that comes to people’s mind when you get capabilities,” but that Epic “wants people to make their own [stories and characters].”

What they really want is something like what happened with Defense of the Ancients, better-known as DOTA, which was popularized by Warcraft 3’s map editor scene, or PlayerUnknown’s Battleground [PUBG], which sprang out of Arma 3. In fact, Sweeney says he recently ran into PUBG creator Brendan Greene at GDC, whom he credits with “really reinvigorating shooters.”

The problem, Sweeney claims, was that map developers on platforms like Warcraft 3 couldn’t easily profit on their creations, leading them to create standalone games elsewhere. It’s a problem that he claims Fortnite’s newly updated revenue-sharing system will solve.

“The tragic thing that happened there was, in order to succeed on their own scale, they had to leave their own ecosystem behind and build a new one. That’s a failure we don’t want to have in our system. We would love to be able to grow Fortnite and the financial opportunities for all creators, to the point where if you build a really successful game, you don’t have to leave and build it as a standalone game in Unreal Engine,” Sweeney says. “Now, you’ll be able to, and we’ll support you in doing that if that’s what you want. We really want the best opportunity to stay in this as we build the open metaverse together.”

‘Underestimating the opportunity’

Elsewhere, Sweeney says that he’s interested in further advances in proceduralism, calling the implications “really awesome.” He’s also impressed by the growth of content marketplaces, which are making it easier for game developers to obtain generic assets that allow them to save time. But there are still a lot of improvements to be made, he says.

“I think people are underestimating the opportunity for advances in the programming, language technology, and programming stack to improve the state of game development. Fortnite Battle Royale is 100 players because we can’t support more. That’s as many players as we can fit on a single server, on a single floor, on a machine,” Sweeney says. “We don’t have the technologies to scale up to lots of cores or a core data center. Nobody’s just built technology for doing that without really dire loss of quality in the programming model. I think there’s a lot of core computer-science level improvements that can be made there.”

With the release of Unreal Engine 5.2, though, Sweeney is hopeful developers will “jump right in” to the new tools.

Fortnite Battle Royale is 100 players because we can’t support more.

“I start using this month, and of course the pipelines… building a game of the caliber that uses this kind of tools is generally pretty long. But I think people can immediately use the procedural systems, the MetaHuman animator capabilities and these things, and they’re all just designed to take away the existing flows developers already use, make them more productive and higher quality. I think what the big impact you’ll see is that just quality goes up without an increase in cost or development time,” Sweeney says.

Persson claims that developers are already reaching out to him about the possibilities of the tech.

“The first demo we did with the Rivian R1T demo… two separate indie developers that were in the audience that I know both texted, and one of them was like, ‘That’s the workflow that will enable us to make the game we want. Taking custom-built areas, but turning them into procedural assemblies.’

“And the second one had a comment about MetaHuman and how this is what was missing for them to unlock the last bit of how they can make a range of NPCs, not just the one NPC that they could afford. I think that’s the beauty of it. A lot of these tools they lay upon workflows that already exist. They just make them more productive.”

That’s ultimately one of the biggest themes in the games industry right now: streamlining game development in a way that makes today’s increasingly ambitious projects more achievable. Otherwise, game development teams will be forced to continue scaling up in a way that’s unsustainable.

In the meantime, AAA developers are still working to unlock the secrets of Unreal Engine 5. While several Unreal Engine 5 games are currently under development, with others pivoting to the technology, it has yet to reach mass adoption.

We’ll see it gain more of a foothold later this year, with S.T.A.L.K.E.R. 2: Heart of Chornobyl and Ark 2 among the games that will utilize Epic’s tech. For now, Epic will try to realize its dreams for the future elsewhere, with its new Fortnite ecosystem serving as the starting point.

Kat Bailey is a Senior News Editor at IGN as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Xbox Games With Gold for April 2023 Announced

Microsoft has announced that the Xbox Games with Gold line-up for April 2023 includes Out of Space: Couch Edition and Peaky Blinders: Mastermind.

As detailed on Xbox Wire, the two Games with Gold offerings will be available to anyone with Xbox Live Gold or Xbox Game Pass Ultimate, with Out of Space: Couch Edition available first from April 1 to 30, and Peaky Blinders: Mastermind available later from April 16 to May 15.

If the title wasn’t obvious, Out of Space: Couch Edition is set in outer space. The aim of the game is to create resources and work out housekeeping systems to build a sustainable environment, all while dealing with a deadly alien infestation that has also settled in.

After exploring the vast cosmic arena, you might want to dive into the criminal underworld in Peaky Blinders: Mastermind. This puzzle-adventure game acts as a prequel of sorts to the first season of the TV show, with players taking control of Thomas Shelby and his cohorts.

New games approaching also means that March’s Games with Gold will soon leave the service, so be sure to download Lamentum, Trüberbrook, and Sudden Strike 4: Complete Collection before it’s too late.

Adele Ankers-Range is a freelance entertainment writer for IGN. Follow her on Twitter.

Wildfrost review: cute, compelling, and chaotic card battling

Wildfrost is excellent at creating moments of triumph. Early on in my playthrough while I was still getting to grips with the game, I came face-to-face with a boss who got stronger when hit. Its card art had become bigger, juicier, more tauntingly malevolent, and easily could have taken out any of my team with a single hit. Thankfully, three of my team members were due to act one turn before it. The first chipped away a little of its health (its job was mostly healing) but the next doubled a stacked debuff that I had set up and turned the goliath into a giant bomb, and the effect of my two cards combined was just enough to trigger it. BOOM! My backline leader didn’t even need to lift a single finger.

Playing with turn order and setting up synergies is a key part of how Wildfrost plays as a roguelike deck builder. Each individual card on the stage is part of a counter system, with both delaying and advancing them on the playing field being strategic choices. Some actions are free, like moving your cards around the stage or withdrawing them for healing, but playing cards out of your hand or shuffling your deck will pass the turn.

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