The Future of Apex Legends

This week’s Unlocked column is a little different. As a seasoned Apex Legends player, I’ve been playing the game ever since it was released. With its biggest update ever on the horizon, I spoke with the developers to see what’s in store.

Apex Legends turns four this year and ever since it hot-dropped on February 4th 2019, it’s held its ground as one of the best battle royales in the market. It set the bar for mechanics every battle royale should have, such as the intricate ping system, resurrection for eliminated teammates, and Evo armor that evolves into higher tiered protection as you do more damage. But Apex has had its ups and downs since launch.

In recent seasons it’s been very apparent that Apex needed an overhaul to its game to keep up with the four years of Legends, weapons, and map updates poured into it. The community called for a season health update for Apex to match the seasonal updates applied to Fortnite, where the game would be taken offline over a few days to have massive quality of life changes implemented before being restored.

While Apex Season 16 Revelry isn’t forcing the game offline for a few days, it is providing a huge overhaul to how it’s played, most notably with the rework of Legend Classes that now give different exclusive gameplay perks to each one. This completely changes how you play as specific Legends, as any Control Legend can now scan the Ring Console to see the next circle location on the map as opposed to giving that ability to Recon Legends.

Season 16 will almost be like learning a new game of Apex. Not only does it feature the Class System rework but Revelry also brings in new Legend balancing and weapon changes. While Legend and Weapon tweaks usually happen between season launches, Revelry’s system is being retouched to reflect just how big Apex has gotten over the years.

In light of the new season, I spoke with Apex Legends’ Game Director Steven Ferreira and Design Director Evan Nikolich to discuss the future of the game.

Stella Chung: Did you ever expect Apex would be what it is now after Respawn shadow dropped it four years ago?

Steven Ferreira: Well you always hope, but we definitely didn’t know what we were in store for. I think that was definitely a learning curve. It still is today, honestly. I wouldn’t say that we know exactly what we’re going to do and how we’re going to do it all the time.

We make plans, but really it’s influenced by players and what’s happening in the live game. That is really what steers the ship to a certain extent. We have goals and things that we set out for, and there’s obviously lead times to getting content out in the game, but generally a big part of a live game is reacting to how players are playing the game. And so we can’t make a plan that sees out into the future too far because we always have to have some wiggle room to be able to adapt to how players are playing the game.

One of the things I enjoy about a live game is we get to surprise players on a regular basis

So it’s been a great ride. Super exciting and fun. And that’s one of the best things, is there’s just been surprises along the way. And it’s one of the things that I really enjoy about a live game is that we get to try and surprise players on a regular basis and vice versa, we get surprised by how players react to the content and what they do with the game.

Stella Chung: Apex is having a huge rework after four years. How did you come about this decision?

Evan Nikolich: When I joined the team just over a year ago, we were taking a look holistically at the game. And some of the most immediate feedback I got, particularly from the Legends team, is that there was this constant pace of adding a new legend, new legend, new legend…

They recognized all these old legends had opportunities to improve and grow, but weren’t given the chance because of the cadence of delivering new legends. My proposal was, “Why can’t we pause adding a new legend for one season? And if you got that opportunity, what would you do?” Then we came back with the pitch of ‘rework all the legend classes’. We’d add a new class and would make them actually live a class fantasy instead of just being an icon on the portrait, which is what it basically became.

We’re leaning into this philosophy about evolving the game and building this everlasting hobby people can play for years to come

So we worked through multiple prototypes, multiple pitches, to take the things people already know and love about Apex and level them up. We’re leaning into this philosophy about evolving the game and building this everlasting hobby people can play for years to come. And yes, part of that is adding new content.

We’ll have more content coming season after season, but it’s also bringing existing content up to date, to how players are playing with it; meeting that challenge and then driving players to play in new, interesting ways.

Steven Ferreira: Part of it came from the players and a lot of the feedback we’ve been getting from the community is that the game has been getting harder and harder. And obviously, adding new content to the game isn’t going to generally fix that.

What we have to do is look at the game holistically and look back at what we’ve released over the last four years and think about how we can change the systems, to both increase the level of competition and increase the ceiling for players who have been with us for the last four years and have gotten better and better. At the same time, there’s a ton of new players joining all the time and we want to make sure they have as fun an experience onboarding and getting into that level of competition as everyone else had over the last four years.

Stella Chung: So how long has this overhaul been in development for?

Steven Ferreira: We really kicked it off in earnest last year, working in different pieces. You’re seeing a lot of those [updates] now in the upcoming season of Revelry, but you’re going to see more over the next few seasons this year.

There’s a long tail on some of it and it takes time for us to develop, and some is dependent on many pieces. The legend classes is an example of that. The changes were not something we really wanted to drip feed to the legends themselves. We wanted to make sure we had those changes ready to go as a package, so that when we put it into the game, it actually had an impact on the experience.

That’s really a key part of how we’re looking at a lot of these changes over this coming year of seasons – we’re going to be putting stuff into the game we feel has an impact, which means that sometimes the formula and the expectations of a given season won’t be the same. I hope that, like I said earlier, we’ll be able to surprise players throughout the year.

Stella Chung: This is Respawn’s first live service game. I know in the beginning it was very overwhelming, so how has the team learned to evolve a live service game over the last four years now?

Evan Nikolich: Part of the reason I was hired is I had a lot of live service experience coming from working on Destiny and Destiny 2. So I took a lot of lessons from there. One of the big lessons was focusing on evolving the core, evolving the hobby, evolving the systems. For me, I was excited to jump onto a competitive game like Apex because at its core it was so solid, so it was all about ‘now how do we build out that core?’

The biggest lessons I’ve learned over the last year is how do we talk to the community? How do we listen to them, find out their needs? The community says a lot about what it wants but really it’s picking apart what they need. And part of that response is evolving the legend classes and the onboarding systems and things of that nature.

The community says a lot about what it wants but really it’s picking apart what they need. 

Those are some of the big lessons we’ve focussed on and we’re finally displaying them now in this coming season. It’s been hard, particularly last season when people were like, “Ah, there’s no meta changes…” And I was like, “It’s coming! We’re almost there and now’s the time.”

Steven Ferreira: As Evan just said, that’s the core that’s driving the way we’re looking at this. At the end of the day it’s a balancing act of making sure the team remains having fun making the game, and that means we have to balance how much content we put out and that we’re working on things the team actually wants to work on.

One example was the class system. The team was saying, “We love making new legends and want to continue to do that, but we’re also really invested in the content we’ve already made and want to be working on that.” So we listen to what the team’s excited and passionate about, and what the community’s excited and passionate about, and find a balance. How much can we do in a given season and make sure the team is doing that in a healthy way, and in a way that keeps them engaged and passionate about the game and having fun, because at the end of the day I think that’s how Apex came to be.

That means that sometimes it’s a challenge to find the balance. That’s an ongoing thing we do day after day and we’ll continue to grow in order to accomplish all the things we want to do. The team has so many things it wants to work on. We can’t get to it all and we can’t do it in the timeframes we have season over season, so we look at the long game. Like I said, we can’t look too far ahead because the nature of the live experience will end up steering that on its own, but we do need to look ahead nonetheless.

Stella Chung: You speak about these challenges. What would you say is the biggest challenge with keeping up with the live service game?

Steven Ferreira: The cadence of release is a challenge. With most, let’s say ‘traditional non live games’, there’s anywhere from a year to a couple of years of development, in which you go through pre-production and start to figure everything out. Then the game starts to gel and you begin play testing, and start getting some early views from the community. Then, around release, there’s an intense peak of development before you have a break after the end. We don’t have the luxury of those peaks and valleys, and everything is condensed into a very short amount of time. We’re effectively releasing every six weeks, putting something out into the live game.

That itself is a challenge, but it’s also part of the ingredients of making the game great. I wouldn’t change that for the world, and I think we have a sweet spot of seasonal releases that allows us just enough time to build the things we want to build. It also allows us to stay connected to the community on a regular enough basis that we’re getting live feedback and adapting the game. So I don’t see us changing that cadence anytime soon and I’m excited to continue evolving the game over the long term using that model.

We want Apex to last for 20 years, like Counter-strike. It has to be self-sufficient and stand on its own

Stella Chung: Do you think there will ever come a point where Apex will stop releasing new legends or weapons? Because that legend screen is getting pretty crowded.

Evan Nikolich: There definitely is a point. We’re not close to it, I don’t think, but there is a point where you reach a point of saturation when new legends don’t add anything. You can see that in some of the big MOBAs like League and Dota. Every time they add a hero, it dilutes the pool. They don’t get played as much.

We want Apex to last for 20 years, like Counter-strike. It has to be self-sufficient and stand on its own. The systems have to be strong and interesting and good for players to play season over season, even if we’re not adding new, bespoke content. But there’ll always be some attending there in terms of creating interesting choices, creating interesting challenges and shifting the rule set to build the healthiest game.

If you look at some of the most established sports in the world, they’ve been around for 100-plus years. Basketball is my favorite game and it has evolved a lot in just 100 years. With Apex, we’re in the early, first five years of basketball where there’s no shot clock, no three-point line, all that stuff. And we’re slowly moving to what we know in the NBA game today.

Stella Chung: Is that still something Apex is trying to do, to expand outside of the battle royale? Or is the focus now back on battle royale?

Steven Ferreira: The focus is definitely on Battle Royale. We believe Apex, as a core experience, has a lot of potential within the battle royale, and that’s what you saw with some of the bigger modes we’ve done as LTMs leading up to this season. Things like Control, things like Gun Run, like Team Deathmatch… then packaging all of that together into a mixtape players can play all the time. That’s how we were looking at that.

We continue to experiment with things and look at different opportunities, but the key to Apex – and a lot of the design around what Apex is and why it works – is built around that Battle Royale experience. So that’ll always be at the heart of Apex, but we will continue to explore and have other Apex experiences outside of the Battle Royal, but they’ll always funnel back into the BR. They’ll be there as a way of either onboarding players or allowing people to get better at a certain element of the game, but it’s always in service of the BR.

Dragon Quest Series Producer Leaves Square Enix After 13 Years

Ryota Aomi moves onto a “new journey”.

Dragon Quest series producer Ryota Aomi has announced that he has left Square Enix after working with the company for 13 years.

Sharing the news on Twitter (via Gematsu), the long-time producer — who first worked on Dragon Quest Swords: The Masked Queen and the Tower of Mirrors while he was working at Genius Sonority — joined Square Enix in 2009. He was the lead producer on the musou spin-offs Dragon Quest Heroes and its sequel, Dragon Quest Heroes II as lead producer, while also helping out on a number of mainline Dragon Quest titles. The Heroes duology has been rereleased as a package on Switch, but in Japan only.

Read the full article on nintendolife.com

Five years on, Wizard Of Legend is still kicking ass and taking names

chill little potion brewers that let you coo over a bubbling cauldron all nice and cosy like; there’s your darker, more supernatural witchy adventures that dig into the spookier side of the fae realm, and then you’ve got your lovely genre mash-ups that add spicy, magical seasoning to well-worn action tropes, like the excellent bullet-hell Metroid-like The Knight Witch I wrote about the other day. But if I thought that was pushing against my limits of gamepad dexterity, Contingent99’s 2018 roguelike Wizard Of Legend is on another level entirely.

Read more

Nintendo Updates Its ‘Switch Online + Expansion Pack’ Trailer With New Footage

Game Boy has arrived & more N64 games are coming.

Nintendo yesterday bolstered its Switch Online + Expansion Pack service with some new retro libraries. Now, following on from this, it appears to have updated its official “overview trailer” for the service in its homeland of Japan. Within it, you can see footage of the Game Boy Advance library.

In addition to this, it’s also shown off some footage of the 2023 wave of N64 titles including games from the Mario Party and Pokémon Stadium series, as well as Excitebike 64. While there’s not much remaining in this original wave of N64 games, it seems they are at least on course for a release in the near future.

Read the full article on nintendolife.com

Genshin Impact Developer: ‘We Deeply Regret the Harm’ After Voice Actor Accused of Sexual Abuse

The English voice actor for Genshin Impact character Tighnari, Elliot Gindi, has been accused of grooming underage fans, transphobic behavior, and emotional abuse by moderators of his Twitch and Discord server. Gindi has since admitted that numerous screenshotted chatlogs demonstrating him engaging in such behavior are real, and both he and Genshin developer HoYoverse have issued statements.

The chatlogs were posted to Twitter by FretCore and phiotan, two of Gindi’s moderators. FretCore shared a 21-page Google Doc containing screenshots that show multiple victims coming forward to mods about Gindi’s behavior, which included asking for inappropriate photos and videos, pursuing relationships with underage individuals, sending sexual content, and making diminishing or invalidating remarks toward multiple individuals for being transgender or asexual, including refusing to acknowledge their pronouns. He was also accused of streaming in his underwear repeatedly, allegedly standing up and stretching on camera while in this state in one situation.

In a Twitlonger apology post, Gindi has acknowledged that all of the screenshots were real, and affirmed that he also engaged in emotional manipulation by threatening suicide if victims came forward. He admits to streaming in his underwear, though he denies it had a sexual intent. Gindi also denies “knowingly” engaging in inappropriate behavior with those who were underage, or disrespecting pronouns changes. Gindi has since stepped away from social media.

Genshin Impact developer HoYoverse has issued a statement to GamesRadar+:

We deeply regret the harm and damage that happened to our fans, gamers, community and anyone affected. Both our internal teams and external partners including our voice acting studio have been working together on an urgent solution. And we will keep you posted on the progress.

Since the accusations came to light, a number of Genshin Impact voice actors have come forward to denounce Gindi’s behavior and support victims, including Aether voice actor Zach Aguilar, Hu Tao actor Brianna Knickerbocker, Raiden Shogun actor Anne Yatco, Xiangling actor Jackie Lastra, Cyno actor Alejandro Saab, and Kaeya actor Josey Montana McCoy.

“Disappointed and angry,” said Aguilar. “I have removed the stream with Elliot and will no longer be associating with him. I refuse to give someone like this a platform in any way. To use your power this way over fans is disgusting and shameful. My heart goes out for the victims of this situation.”

Tighnari was added to Genshin Impact in the most recent major patch 3.0, which added the continent of Sumaru, the Dendro element and featured Tighnari as one of the first playable characters to use Dendro. It is unclear at this time whether or not he will be recast.

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

A Division 2 Fix Accidentally Made Updates Impossible

The Division 2 development team has notified players that a recent update has caused an error that is now preventing the team from updating the game at all.

The Division 2 development team took to Twitter to explain the unfortunate situation, saying it was caused when they were trying to deal with a localization issue. While they were fixing that particular problem, another one popped up that “brought down the build generation system for The Division 2.” This, in turn, broke the whole updating system.

“Dear Agents, last week, we shared news that the season would be delayed due to a localization issue,” The Division 2 development team wrote. “This past Saturday, in the process of creating the update which would resolve the issue, we encountered an error that brought down the build generation system for The Division 2. As a result, we cannot update the game until this system has been rebuilt.”

In the past, when a season was delayed, the team had been able to extend activities from the previous season. However, they are unable to do this as they can, once again, make no updates to the game until “the build generation system is restored.”

“We are working to resolve the situation as quickly as possible,” the team wrote. “We have made good progress over the last 96 hours and have been able to restore critical aspects of the system and will share the timeline for resolution when available. We deeply appreciate your understanding and patience and will share our in-game compensation plan details soon.”

The Division 2 was getting ready to begin Season 11: Reign of Fire on February 7, and hopefully it won’t be too long to wait for its actual launch. The team promised another update will arrive tomorrow, February 10, so stay tuned The Division 2’s Twitter account and IGN for the latest updates.

For more, check out the latest details on the free-to-play The Division Heartland and why Ubisoft changed its mind and began planning more content for The Division 2 in 2021.

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Guide: Every Nintendo Switch Online Game Boy Advance (GBA) Game Ranked

All the GBA games, ranked by you.

Nintendo’s announcement that a selection of Game Boy Advance titles is now on Switch means that subscribers to Nintendo Switch Online Expansion Pack have instant access to a small but growing library of brilliant handheld games from yesteryear, including entries in some of Nintendo’s biggest series.

Are they all brilliant, though? Which GBA games on Nintendo Switch Online are the best? Well, with the help of you lovely Nintendo Life readers, we can answer that question for you.

Read the full article on nintendolife.com

Team Fortress 2 Is Getting Its First Major Update in Years

After years of smaller updates, Team Fortress 2 is set to get a major update this summer that will add items, maps, taunts, Steam Workshop Creators’ content, and much more.

The Team Fortress 2 team shared the update in a blog, and addressed it mainly to Steam Workshop Creators.

“Steam Workshop Creators, can we have your attention please,” The blog reads. “The following message is so urgent, so time-sensitive, we made the executive decision to skip TikTok and Twitter entirely and break the glass on the most bleeding-edge communication technology available. Welcome to the future. Welcome… to a ‘blog-post.'”

After the funny intro, it went on to confirm that, while “the last few Team Fortress summer events have only been item updates,” there are much bigger plans in store for this year.

“We’re planning on shipping a full-on update-sized update — with items, maps, taunts, unusual effects, war paints and who knows what else?! Which means we need Steam Workshop content! YOUR Steam Workshop content,” The TF2 team said.

For those interested, be sure to get your submissions into the Steam Workshop by May 1 so they can be “considered for this as-yet-unnamed, un-themed, but still very exciting summer-situated (but not summer-themed) (unless you wanted to develop summer-themed stuff) update.”

As previously mentioned, Team Fortress 2 has been getting small updates over the past few years, and it got a bigger Jungle Inferno update in 2017 that added a new official map, five community maps, new taunts, war paint, contracts, and more.

The smaller updates have been important, however, as Team Fortress 2 was dealing with a botting problem that rendered the game actually unplayable in 2022.

Team Fortress 2 was first released in 2007 and, in our review, we said, “With its powerful artistic style and blazingly quick, yet accessible gameplay, it’s enough to melt the icy cynicism imprisoning the hearts of even the most jaded among us.”

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.