(For Southeast Asia) Big Games Big Deals promotion comes to PlayStation Store

PlayStation Store welcomes the Big Games Big Deals promotion on 10 May. For a limited time* you can enjoy discounts across a huge number of franchises and different editions.

That includes 70% off FIFA 23 PS4 Standard Edition, 60% off the PS5 Standard Edition, 30% off WILD HEARTS™ Karakuri Edition and 25% off WWE 2K23 Deluxe Edition.

Head to PlayStation Store to see the full list and find out your regional discount.

*PlayStation Store Big Games Big Deals promotion starts Wednesday 10 May and runs until Wednesday, 24 May.

Xbox Games Showcase Predictions, Round 1 – Unlocked 594

Phil Spencer’s recent comments about Xbox’s third-place standing in the video game marketplace have created quite a stir in the Xbox community. We play Phil’s quote and then spend a LOT of time reacting to and discussing it. Plus: it’s the First Annual Xbox Games Showcase Draft! We compile a list of the games we think are most likely to make an appearance at next month’s Showcase. Some of our choices might surprise you!

Subscribe on any of your favorite podcast feeds, to our YouTube channel, or grab an MP3 of this week’s episode. For more awesome content, check out our interview with Todd Howard, who answered all of our Starfield questions after the big reveal at the Xbox Showcase:

For more next-gen coverage, make sure to check out our Xbox Series X review, our Xbox Series S review, and our PS5 review.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Guide: Zelda: Breath Of The Wild Story Recap – What Happened Before Tears Of The Kingdom?

Story time.

We have been looking forward to The Legend of Zelda: Tears of the Kingdom for around six years now. Ever since we first rolled credits on Breath of the Wild, we have been eagerly anticipating what is to come next, speculating about who Link will be facing, what’s the deal with his arm, and what the sequel will do to the Zelda timeline.

This long wait has meant that the anticipation for the follow-up is at an all-time high, but it has also meant that the details of what happened all those years ago are a little hazy — there was something about a giant smoky pig, and then an electric camel spat a laser at him?

Read the full article on nintendolife.com

Diablo 4 Battle Pass Pricing and Season Details Revealed

As Diablo IV inches closer to its June launch date, Blizzard has revealed battle pass pricing and how the RPG will handle its seasonal content.

As detailed in its latest livestream developer blog, Blizzard outlined the Diablo IV season basics with a breakdown on rewards and progression. The first season begins in mid to late July, with four seasons planned per year–one per quarter, each set to last for three months.

Seasons aren’t meant to expand upon Diablo IV’s main narrative; that’s being left to its expansions. Instead, it’ll focus on separate, themed content iterating on the base game and introducing “fresh concepts and ideas into the world of Sanctuary.” Those concepts include new gameplay mechanics, characters, questlines, items, and balancing tweaks.

With each season, Diablo IV adds seasonal questlines and self-contained stories to the mix. Those quests walk you through new gameplay events tying into the RPG’s latest themed experience. During the stream, Diablo general manager Rod Fergusson added this split from the core campaign’s story allowed the team to create quests and mechanics “not bound by the campaign.”

“You’re basically creating questlines in the open world that can be completely different and not constrained to it has to be about the narration level of story,” Fergusson said. “It can be about anything that’s interesting you want to play into in the open world.”

You’re basically creating questlines in the open world that can be completely different and not constrained to it has to be about the narration level of story

Diablo IV’s quarterly updates are for post-launch adventuring, so you’ll need to complete the base game before jumping in. After playing through once, every new character can skip the campaign and begin the seasonal update immediately. Seasons will require a new character, and though your older characters are still accessible, they can’t participate in these additions.

Every quarter adds a seasonal journey to support you through Diablo IV’s new additions, which include challenges and rewards that work towards completing the battle pass using its experience point system, Favor. Blizzard’s seasonal pass offers a free path to completion, along with paid routes and additional perks.

Blizzard reveals Battle Pass pricing

The free battle pass is available to everyone, adding 27 tiers with rewards like Smoldering Ashes and other cosmetics. Ashes can be redeemed for seasonal blessings (buffs) for experience points, gold, potion extensions, or Obols. Blizzard noted that paid pass rewards don’t include additional Smoldering Ashes, and you’ll need to hit certain character milestones before claiming goodies that affect gameplay.

As for Diablo IV’s paid battle pass options, additions include:

Premium Pass (~$10)

  • 63 additional tiers
  • Two full cosmetic armor sets for each class
  • Weapon and armor cosmetics
  • Seasonal mount and mount armor

Accelerated Pass (~$25)

  • All perks from the premium pass
  • Immediately unlocks 20 tiers
  • Wings of the Creator emote

Since seasons only last three months, the accelerated pass is geared toward anyone who starts the season late, retroactively unlocking tiers for a boost. Some perks unlocked through the season, like unique items and powers, join you in Diablo IV’s base game after the events wrap up. Along with its monetized battle pass tracks, Blizzard also says it’s planning a rotating assortment of gear for Diablo IV’s cash shop. Items purchased in the shop are purely cosmetic, and class cosmetics are available for all characters account-wide.

Diablo IV Season 1 has yet to set an exact date, and Blizzard’s developer panel noted details around its theme would be discussed after launch on June 6, 2023. And while its debut is hardly a month out, you can still check out the final Diablo IV beta planned for May 12 through May 14.

Andrea Shearon is a freelance contributor for IGN covering games and entertainment. She’s worn several hats over her seven-year career in the games industry, with bylines over at Fanbyte, USA Today’s FTW, TheGamer, VG247, and RPG Site. Find her on Twitter (@Maajora) or the Materia Possessions podcast chatting about FFXIV, RPGs, and any series involving giant robots.

What’s better: petting the dog, or entering cyberspace?

Last time, you decided (by an overwhelming majority) that heals harming the undead is better than voice chat. I cannot say I’m surprised by this outcome, yet nor can I say I’m not wistful thinking about how much I now hate a feature which had brought me so much joy across the years. Ah well. Onwards! This week, I ask you to choose between a simulated cute little moment and a simulated whole new layer of reality. What’s better: petting the dog, or entering cyberspace?

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Why Horizon Forbidden West: Burning Shores’ Hugs Are a Secret Technical Marvel

When Guerilla Games released the trailer for Burning Shores, the new expansion for Horizon Forbidden West, developers from other studios quickly took notice of a moment that might otherwise have gone unremarked upon:

“that hug at 0:45 is a technical flex like YOU HAVE NO IDEA,” wrote Strange Scaffold head Xalavier Nelson Jr. He was echoed in the replies by numerous other developers and fans, all of whom were struck by the realization of why we so rarely see two characters hugging one another in games. Turns out, it’s very, very hard for developers to make this happen while making it look normal and believable. And yet, Guerrilla has been making Aloy warmly hug her friends since Zero Dawn.

So how is Guerilla pulling off this technical feat? I spoke with Guerilla studio animation director Richard Oud, who admitted he was pleasantly surprised that anyone was noticing how impressive this was. Oud says that because Aloy is a hugger, Guerrilla’s gotten used to the extreme challenge required to get all these hugs to happen…and recently, it’s made some technical strides in the field of video game hugs.

WARNING: While this article’s text does not contain spoilers, the video content in this article shows cutscenes from the endings of Horizon: Forbidden West and the Burning Shores DLC. Watch at your own risk!

Solving for Hug

The challenges facing Guerilla – and other developers – begin with the motion capture [mocap] suits used to record motion and facial expressions, which have become a standard sight in the games industry. Mocap suits work through sensors dotted all over them, which software is able to follow and translate into recorded movement. But when two actors wearing mocap suits hug, their bodies are pressed against one another…and so are the sensors. This results in fully half of the sensors on each person simply vanishing from the view of the software.

Oud explains this means a human has to manually “solve” the movement data that’s been captured, meaning that the software has to know where a sensor should be at any given moment. In this case, they have to solve for every missing sensor over the entire time that the hug lasts. It’s a time-consuming task that Oud says machine learning may actually make faster in the future, but right now either has to be done by hand in-house or outsourced to another studio. Animators can’t touch the scene until this is done.

Once that’s taken care of, there’s a second problem: motion capture suits are basically just a fancy second skin, but the characters hugging in the game are generally wearing clothes.

“If you look at things like the armor, for example, that Aloy is using… all that kind of stuff is not to be taken into account with the motion capture,” he says. “So even with the solved data, you only have the base. So you still need to go in there and start addressing everything towards the fact that somebody’s actually reaching around a piece of armor, for example. So the whole animation after that point needs to be addressed so it doesn’t intersect with the cloth that that person is wearing that they’re hugging.”

If you’ve ever played the Horizon games, you can imagine this isn’t a simple task. Aloy and her friends all wear elaborate, detailed outfits, often with lots of decorations or other elements sticking out of them, and Aloy herself has multiple different outfits that all must be accounted for.

The Hair Tube Physics Problem

Even after that, the troubles aren’t over. Normally, as Oud mentioned, Horizon’s mocap actors wear head mounts to track their facial expressions and give the animators data to work from. But you can’t wear a giant head mount when you’re hugging, so animators have to fully animate the characters’ expressions by hand. Oud tells me that means all three different endings of Burning Shores were fully keyframe animated because of this.

Once the animators get their hands on the scene, still more problems arise. Oud explains that one problem is that scenes involving hugs actually need their animations to run at a higher frame rate, otherwise they end up looking ridiculous or wrong.

“You really want to feel that connection between people, and that means that we have to actually run those animations on a higher frame rate or a higher position rate, or else you will basically get a little bit of jitter,” Oud says. “[T]he engine actually interpolates between frames. Usually we actually animate at 30 frames per second, but we are running our game at 60 or 120 frames per second where those missing frames are usually just being calculated by the PlayStation in this case.

“And if we have too low of a refresh rate on it, things actually can start shaking, for example. And that basically means that it doesn’t look correct because then you still have a little bit of intersection or it doesn’t feel like they’re actually reaching and grabbing somebody steadily. So we actually have to up the compression on those types of animations to be super precise so we don’t have the jitter and they’re basically playing at their full maximum power that the machine can handle at that point.”

You really want to feel that connection between people, and that means that we have to run those animations on a higher frame rate.

Finally, there’s the gorgeous, flowing, red elephant in the room: Aloy’s hair.

Oud explains that in Horizon: Zero Dawn and Forbidden West, Guerrilla was working with a hair setup where the team essentially had eight different hair “poses” to accommodate the majority of Aloy’s moves and movement speeds. Her hair is made up of a bunch of “collision capsules,” which for non-animators you can imagine as a ton of tubes that would attract to one of the set poses, then release once the pose was done, making it look like fairly natural hair in motion.

But for Burning Shores, her hair got some upgrades. The team wanted to push Aloy’s hair further, but their ideas for doing so only came up near the end of the project, when much of the gameplay was done. However, because cinematics are normally done toward the end of a project, they were able to implement Aloy’s new hair features in cutscenes like a certain hug between Seyka and Aloy.

“The way Zero Dawn and Forbidden West were working was that collision, the collision of the hair was kind of locked, right?” Oud explains. “There was no way to actually override it unless we actually had an outfit change where that hair was posed into a new pose so it actually wasn’t intersecting with her armor.”

To solve this issue, Guerrilla introduced what Oud calls a “movable collider.” Oud explains it to me this way: if Aloy’s hair is made up of a bunch of small tubes, those tubes have a physics to them where if they come into contact with another tube, they just bounce off one another. But they aren’t movable in and of themselves. So the team introduced a new collision capsule that responds specifically to them, but is only available in the cinematic, and wrapped it around Seyka’s arm. The result was a hug where the hair appears to move naturally as the arm comes through it, rather than the arm sitting awkwardly on top or clipping weirdly through.

“So in this case, when Seyka reaches around and starts going through the hair right there, we actually animate a capsule like a movable collider,” he says. “We actually animate it at the same speed and the same position as the arm is actually going, which responds to the hair and it actually looks like her arm is moving away the hair to make room for the arm to hug around. I think that’s as simple as I can put it, hopefully.”

This change was made possible thanks to Jolt Physics, an open source physics engine that Guerrilla switched to for Forbidden West. Among its many other advantages, it allows there to be more objects with actual physics in a given scene, such as allowing for Aloy’s numerous hair strands.

“A static world is awesome, but once things actually start to move and actually have AI and they have reactions with a physics object, the more you have of that, the more calculation a computer application in this case needs to do, and the less you can basically put on screen at a certain point,” Oud says. “Which is also one of the reasons why we actually went for just PS5 only in this case. We were just able to put a lot more visual fidelity and a lot more objects on screen than we could have done with the PS4.”

Engineering Intimacy

Problems like the ones Oud describes impact not just hugs, but just about any kind of intimate interaction characters have. It’s one of the reasons why many games don’t often show the simple act of one character handing an object to another character: the rules, physics, and animations involved with getting a 3D object to detach from one character and attach to another, all while looking smooth and natural, is a “technical nightmare,” Oud says.

Kissing runs into similar problems as this and hugs, or basically any time two characters need to touch and then move in tandem in a way that feels like something normal people would do. It’s cheaper – financially, technically, and in terms of time – to not do these things at all, or to hide such interactions behind camera tricks or off-screen in the case of handing off items.

“But we’re a little bit more ambitious sometimes, you know what I mean? So that’s when we do one and see how far we can push those boundaries or how much we can actually have characters interact with each other, which is also the reason why we let Aloy hug so much maybe.”

Oud and I are both reminded of a similar discussion that cropped up in the gaming community over a year ago, where developers surprised many by explaining how difficult it was to do something as simple as make a door that opens and closes normally. Oud notes that things like hugs and doors are not just hard to animate generally, but grow even more challenging in the games space where players must also be able to pause the game, move the camera around, or do other things while the activity is taking place. “You have to get it right or else people just won’t believe it and won’t buy into it.”

But, he adds, Guerrilla finds such interactions – especially intimate ones, like hugs – important for the kinds of human stories they want to tell. After all, humans beings hug. Some hug often. It would feel strange for the studio’s characters to not be allowed to do that. He’s especially delighted when audiences – whether consisting of other developers or regular players – notice and call out when those interactions are done well. But, he adds, success is for players not to notice them at all. It’s supposed to feel natural.

“If we just bail out of those hugs or those intimate moments, the story just doesn’t come across,” Oud says. “So we have to find a way to actually do these things and still make sure the emotion and the connection is delivered to the player and they don’t really have to think about it. But as long as [the players] feel it, then I’m already blessed that we actually hit our target.”

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

VShojo’s Anime VTubers Fight Gods in Smite’s Newest Crossover

Get ready for an epic adventure as VShojo’s legendary Vtubers make their way into the Battleground of the Gods! This WILD crossover will feature six new skins created alongside the VShojo cast – Vei, Ironmouse, Nyanners, Silvervale, Kson, and Apricot.

As a huge fan of both VShojo AND Anime, I couldn’t be more excited about getting these amazing personalities in Smite! Ahead of our full update show on May 11, I wanted to give y’all a sneak peek at the content and art coming in the VShojo Update – dropping May 16!

Smite x VShojo Crossover Event

Featuring Vei as Nu Wa, Ironmouse as Persephone, Nyanners as Serqet, Silvervale as Skadi, Kson as Nemesis, and Apricot as Izanami, these skins are the perfect way to show off your love for VTubers while dominating the Battleground. Each skin reflects the personality of the VTuber, with unique and captivating designs that truly bring their virtual personas to life.

Plus, every VTuber voice acted for their skin, so it truly feels like you’re playing as your favorite VTuber! That’s not all – this massive crossover event also includes a multitude of gaming and anime-inspired cosmetics, one of which even features Zentreya! Fans of Smite and VShojo alike will love these skins – I can’t wait for everyone to get their hands on all this great content! My personal favorite is Silvervale Skadi – as an ADC main and anime enjoyer, this skin is the perfect combo for me, with its anime vibes, Sakura petal influences, and vivid colors!

Smite x VShojo Crossover Event

Once the event starts, we’ll be kicking off a Smite x VShojo Twitch Drop Campaign, giving everyone the chance to earn and unlock VShojo content for FREE. That’s right! From May 16 – 30, you’ll claim up to 12 Voice Packs and Avatars just from watching Vei, Ironmouse, Nyanners, Silvervale, Kson, or Apricot – make sure to tune in so you don’t miss out. Check out the blog post on https://www.smitegame.com/ for more information on the Smite x VShojo Twitch Drop Campaign!

Smite x VShojo Crossover Event

Now, here’s your exclusive first look at more of the Splash Art for the VShojo Crossover Event, starting with the Anime Demon Queen herself, Ironmouse! Let the chaos ensue!

MUAHAHAHAHAHAHA!

Smite x VShojo Crossover Event

In addition to the new skins, the Smite x VShojo event also features Announcer Packs, allowing fans to hear their favorite VTubers cheering them on during the game. It’s a great way to add some personality to the game and connect with the VShojo community. Just imagine – you’re running it down mid, securing kills with Kson cheering you on!

Overall, the Smite x VShojo crossover event is a must-play for fans of Smite and VShojo alike. The skins are beautifully designed and capture the essence of each VTuber, providing a new and exciting way to experience the game. The event is sure to be a hit, so be sure to check it out when it launches on May 16!

Xbox Live

SMITE

Hi-Rez Studios


1541

Xbox One X Enhanced

Enter the Battleground of the Gods

Join 40+ million players in SMITE, the world’s most popular action multiplayer online battle arena. Become a legend of myth, enter the Battleground of the Gods, and play FREE now!

100+ Gods
Unleash each deity’s unique strategies, legendary weapons, and earth-shattering powers. Rain lightning down upon your foes as Zeus, assassinate from the shadows as Loki, or transform and trick your foes as the Monkey King, Sun Wukong. Which God will you choose?

Unique Perspective
Unlike other MOBAs, SMITE puts you directly onto the battlefield with a third-person action viewpoint. From blind-side ambushes to aimed shots, a new pantheon of strategic possibilities awaits.

Become Godlike
Never played a battle arena before? Don’t worry. Auto-buy, auto-level, and the deathmatch-like Arena mode let you jump right into divine MOBA action. Aspiring pro? Top the ladders, join a competitive team, and you too could be playing at the SMITE World Championship.

Related:
Apex Legends Arsenal – the New Season Starts Today and Includes a New Legend, Major World’s Edge Map Updates, and Much More
How Neverwinter Blazed a Trail for Console MMORPGs a Decade Ago
Enter The Duviri Paradox Today on Xbox with Warframe’s Newest Free Expansion

Ubisoft Hit by More Layoffs in Customer Service and Elsewhere

Ubisoft has laid off 60 people from its North Carolina and Newcastle, UK offices. The cuts seemed to have impacted Ubisoft’s customer service department the most.

“Ubisoft’s Customer Relation Center team is evolving its organization to focus on where we can have a significant impact while remaining steadfast in our commitment to consistently support our players anywhere in the world.” the company said in a statement.

Ubisoft continued: “We estimate that, due to organizational changes, 60 team members from our offices in Cary, North Carolina in the US and Newcastle in the UK could be impacted.”

Several now former employees have already taken to Twitter to confirm that they’ve been laid off by the company. According to these employees, they were not given advance notice about the cuts.

This news comes after a report back in January where Ubisoft CEO Yves Guillemot addressed a company-wide Q&A about an upcoming restructuring. Guillemot’s comments during the Q&A also prompted a call for a strike at the company’s Paris studio.

The company has faced several hardships over the past few years. Ubisoft delayed Skull & Bones for the sixth time and canceled three unannounced games. Additionally, games like Mario + Rabbids: Sparks of Hope and Just Dance 2023 underperformed. Back in February, Ubisoft admitted that all of the delays and cancelations were necessary because the company was making too many games at once.

Ubisoft isn’t the only video game company that is currently going through layoffs. Others such as Unity, Private Division, Xbox Games Studios, and Riot Games all laid off employees this year.

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

Get the PCIe-5.0-beating Samsung 990 Pro 2TB SSD for £159

Samsung’s 990 Pro 2TB drive is the fastest gaming SSD we’ve ever tested – even after we looked at next-gen PCIe 5.0 options! That makes it well worth keeping an eye on for price drops, and today we spotted a great deal on the drive over at Tech Next Day.

Here, you can use the code TND-10 to pick up the drive for just £159, a solid tenner off its previous price and significantly cheaper than any other retailer (eg £179 at Amazon).

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