Nintendo’s Planned Maintenance May Make Several Services Temporarily Unavailable Today

Across Switch, Wii U and 3DS.

Nintendo has announced its server maintenance schedule for the next few days and today (13th March) is set to be a big one.

The maintenance officially began earlier on this morning (or yesterday, if you are in North America) with Nintendo working on the save data cloud for Nintendo Switch Online services. This level of tweaking is set to continue across several of the company’s other servers over the next 24 hours, with the risk that these may become temporarily unavailable while the work is taking place (thanks, Nintendo Everything).

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The Last of Us’ Neil Druckmann Says They’d Only Consider Recasting Bella Ramsey if She Wanted to Leave

Warning: This article contains minor spoilers for HBO’s The Last of Us and The Last of Us Part II.

The first season of HBO’s The Last of Us has officially ended, which means it’s time to turn the page to Season 2.

The hugely successful HBO series has been renewed for a second season that will adapt the story from Naughty Dog’s The Last of Us Part II. As fans of the game know, The Last of Us Part II takes place five years after Part I, leading to some discussion surrounding if the show would part ways with Bella Ramsey and recast the role of Ellie for the time skip.

Speaking at a press conference ahead of the season finale, executive producer and Naughty Dog co-president Neil Druckmann put those concerns to rest, saying he and showrunner Craig Mazin want to make Season 2 with Ramsey at the forefront.

“When we made the game, I felt we were incredibly lucky,” Druckmann said. “It was like lightning in the bottle that we found Ashley Johnson. I can’t imagine that version of Ellie being anybody else. And then somehow we got lightning in the bottle again with Bella.

“We are extremely lucky to have Bella and the stuff you saw throughout this entire season. The only way we would ever, ever consider recasting Bella is if she said, ‘I don’t want to work with you guys anymore.’ Even then, I’m not sure we would grant her that. We might still force her to come back to Season 2.”

Mazin shared Druckman’s enthusiasm for Ramsey’s Ellie, and he also pointed out that “[Ramsey]’s 19 now, which — by the way — is the age of Ellie in The Last of Us Part II.”

The structure and story of Season 2 are a bit of a mystery right now. Mazin has previously said that Part II is “more than a season’s worth of television, for sure,” implying they could split up the sequel into at least two seasons. Plus, the non-linear timeline of Part II’s storytelling could be presented in multiple ways.

Season 1 also routinely altered story beats from the game, most notably drastically shaking up Bill and Frank’s love story. Mazin is setting similar expectations for Season 2, saying some moments could be “radically” different than what players experienced in The Last of Us Part II.

“[Season 2] will be different just as this season was different,” Mazin said. “Sometimes it will be different radically, and sometimes it [won’t] be fairly different at all, but it’s going to be different. It will be its own thing. It won’t be exactly like the game. It will be the show that Neil and I want to make, but we are making it with Bella.”

For more, check out our The Last of Us season finale review, which we called, “a thrillingly faithful adaptation of one video games’ greatest endings, even if it doesn’t pack quite the same punch as the original.”

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over six years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Soapbox: Why Aren’t There More Books About Games?

Seeking the novels of tomorrow, and tomorrow, and tomorrow.

Soapbox features enable our individual writers and contributors to voice their opinions on hot topics and random stuff they’ve been chewing over. Today, Michelle reads an incredible novel about games, and argues that books and games should get on the same page…


Two kids pore over Super Mario Bros. in a hospital game room. One asks the other, ‘What’s the secret to landing high on the flagpole?’ This is the beginning of Sam and Sadie’s friendship, the centrepiece of Gabrielle Zevin’s novel, Tomorrow, and Tomorrow, and Tomorrow.

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STALKER 2 Devs Say They Were Hacked, Ask Fans to Stay Away From Leaks

Editor’s Note: The war in Ukraine is an ongoing, painful and emotive topic. IGN urges community members to be respectful when engaging in conversation around this subject and does not endorse harassment of any kind.

STALKER 2: Heart of Chornobyl developer GSC Game World has revealed it was hacked by a group on a Russian social network.

On Twitter, the GSC Game World team posted a statement about the hack, explaining what happened and revealing that the studio has faced cyberattacks since Russia’s invasion of Ukraine in February 2022.

“Recently, our employee’s account for a collective work-with-images application was hacked,” GSC Game World wrote. “The responsibility for this was claimed by a community from a Russian social network. They are threatening to use the data obtained for blackmail and intimidation.

“This is not the first attempt to hack and leak our data, including personal information. We have been enduring constant cyberattacks for more than a year now. We have faced blackmail, acts of aggression, hacks, attempts to hurt players and fans, and efforts to damage the development process or the reputation of our company.”

GSC Game World is asking fans to “refrain from watching or distributing information” about STALKER 2 in the event of any leaks. The studio said that outdated and work-in-progress materials are not representative of the final product.

Elsewhere in the statement, GSC Game World also reiterated its “unwavering commitment to supporting” Ukraine, adding that “attempt to blackmail or intimidate us are completely futile.” Finally, the team expressed its appreciation for the STALKER 2 community, ending by saying, “Your support is our inspiration.”

The Ukrainian studio has been very vocal about the ongoing war in its home country. When development was sidelined due to the conflict, GSC Game World said work on the game would continue “after the victory.”

In the months following, the studio shared a look at GSC Game World’s Kiev office and workers before and after Russia’s invasion of Ukraine. Now, work on the game has continued, with reports that some of the developers have relocated. There’s no release date for STALKER 2 yet, but last we heard the game was targeted for release sometime in 2023.

Logan Plant is a freelance writer for IGN covering video game and entertainment news. He has over six years of experience in the gaming industry with bylines at IGN, Nintendo Wire, Switch Player Magazine, and Lifewire. Find him on Twitter @LoganJPlant.

Countdown: 3DS eShop Spotlight – Pocket Card Jockey

#17 – Fine equine.

For the month before the 3DS and Wii U eShops close for new purchases on 27th March, each day we’re going to highlight a specific eShop game for one of those consoles and give a short pitch as to why we think it deserves your love and attention — before it’s too late. The chance to add these to your library will be gone for good soon and, for one reason or another, these eShop-exclusives are close to our hearts.

Today, Gavin highlights Game Freak’s best game…

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Final Fantasy and Castlevania Creators Discuss the Rise, Decline and Revival of Japanese Video Games

During a panel at the Monaco Anime Game International Conferences 2023 (MAGIC 2023), two legends of the Japanese videogame industry looked back on 30 years of history they helped shape. Final Fantasy creator Hironobu Sakaguchi and Castlevania: Symphony of the Night creator Koji Igarashi gave their opinions on how Japanese video games became a worldwide phenomenon, how things went wrong in the early 2000s, and how Japan made a comeback over the last decade.

Sakaguchi said that the release of Dragon Quest in 1986 greatly inspired him. Before Yuji Horii’s domestic hit, Sakaguchi believed that developing RPGs for the NES (or Famicom in Japan) would not be possible. The Legend of Zelda, which was released in that same year, was a game he greatly enjoyed as a player, but did not directly inspire him.

“Nintendo and (Shigeru) Miyamoto’s games were on another level,” Sakaguchi said.

“Mario already kind of had a story,” he added. “I think that the story in Zelda was an extension of that. In these games, the story is not the most important component. I personally wanted to make a game in which the story comes first, which is why Dragon Quest felt closer to what I wanted to achieve. The music and systems are of great importance as well, but it is the scenario and story by Yuji Horii that made Dragon Quest special.”

“At the time, people in the West saw pixel art and three-heads-high characters as something for children.”

For Igarashi, it was quite the opposite. He has previously stated that he was influenced by The Legend of Zelda when creating Castlevania: Symphony of the Night.

“In my games, action is the most important component,” said Igarashi. “I think that action games can be compared to boot camp training, as you have to jump and dodge at the exact right moment. Without a purpose it simply becomes a penance, which is why we need to have a story to keep the player motivated. In that regard, the story is definitely important, but it doesn’t come first.”

If Dragon Quest made RPGs popular in Japan, it was Sakaguchi’s Final Fantasy series that made Japanese RPGs popular around the world. Sakaguchi says that while he was happy to see his games gain popularity on the NES and SNES in Japan, he was frustrated to see the games weren’t picked up in the Western market.

“At the time, people in the West saw pixel art and three-heads-high characters as something for children,” Sakaguchi said. “It was frustrating that our games were struggling there, as we wanted to find a way to expand our business. That finally happened when we were able to incorporate CG for Final Fantasy VII.”

Final Fantasy became one of the most iconic and popular series on the original PlayStation and PlayStation 2. However, by the time the PlayStation 3 came around, Japanese games started to fade to the background, with the exception of Nintendo.

“I think that one of the main reasons for that is the fact that consoles like the NES and PlayStation were very specific hardware,” suggested Sakaguchi. “This made it easier for Japanese developers to master the hardware, as we could ask Nintendo or Sony directly in Japanese. This is why – I realize it might be impolite to say this – Japanese games were of a higher quality at the time. As a result, Japanese games were regarded as more fun, but when hardware became easier to develop for, things quickly changed.”

“Japanese developers had been developing skills specifically for console games, but in North America and Europe, there was a long history of PC culture,” Igarashi said.

“By the time there was no longer a big difference between developing for console and for PC, Japanese developers could no longer rely on their specialty as console developers, and had to master PC development,” said Igarashi, positing that this was the major reason Japanese games started falling behind.

“This is why – I realize it might be impolite to say this – Japanese games were of a higher quality at the time.”

Sakaguchi added: “Many Western gamers grew up playing Japanese games. When games by Western studios started to improve, they felt new and fresh when compared with the Japanese games those players were more familiar with. I believe that in entertainment, freshness is extremely important.”

After Sakaguchi left Square and created his own studio, Mistwalker, in 2004, Western RPGs started to overshadow their Japanese counterparts. Series like The Elder Scrolls, Dragon Age and Mass Effect gained massive followings, while Japanese RPGs like Final Fantasy XIII and Sakaguchi’s own Blue Dragon failed to attract mainstream audiences in the way they once did. However, Sakaguchi says he never felt it was necessary to derive inspiration from Western RPGs.

“In the West, children often get their own room from a very young age, whilst in Japan the whole family sleeps together in the same room,” said Sakaguchi. “I think that such small cultural differences can be felt through the games we make today. Even when Western games became mainstream, I didn’t feel the need to be inspired by them. I believe that cherishing my Japanese cultural background is what attracts people towards my games in the first place.”

For Igarashi, things are a bit different. Today, the Metroidvania genre he helped create is one of the most popular genres among indie developers, and there are dozens of recent games directly inspired by Castlevania: Symphony of the Night.

“I would like to start by telling everyone to please leave my field!” Igarashi said, jokingly.

“In all seriousness though, I think that it is only natural for works to be inspired by each other. As for games within the genre, I try to play the good ones. More so than me, the director (of Bloodstained) researches these games to see what they do well and learn from their mistakes at the same time. In that regard, I guess I should call [other Metroidvania developers] our friends. We all learn from each other in the hope of creating better games.”

Sakaguchi and Igarashi are not the only legendary Japanese developers who left a major development company to become independent. Hideo Kojima, Yu Suzuki and Hidetoshi Nagoshi are only a few examples of the many Japanese talents who have set up their own studios.

“In my case, (at Konami) I wasn’t able to make the type of game that I knew fans were waiting for anymore,” Igarashi said.

“Mobile games were gaining popularity in Japan,” he recalled. “As a company, I think it was the right decision to shift focus. However, as a result it was no longer possible for me to make the same type of games. That’s when I heard the voice of a devil inside me telling me to quit. I think that to a greater or lesser extent, the direction of companies and what developers wanted to make started to diverge.”

With titles like The Legend of Zelda: Breath of the Wild, Metal Gear Solid V, Elden Ring and Final Fantasy XIV, it is safe to say that Japanese developers are at the forefront of the game industry once again today. That being said, the climate is fundamentally different from the 1980s and ’90s. Free engines like Unreal and Unity offer more documentation in English than in Japanese, putting Japanese developers at a disadvantage; and while Nintendo remains a very Japanese company, SIE (Sony’s videogame division) moved its headquarters from Tokyo, Japan to San Mateo, California in 2016.

“I believe that cherishing my Japanese cultural background is what attracts people towards my games in the first place.”

“Nintendo is a very creative company,” said Sakaguchi. “They want to create games they believe are fun, and Shigeru Miyamoto is still central to that, which in turn is reflected in their marketing. That’s why their headquarters need to remain in Japan. Sony (PlayStation), on the other hand, is a much broader company that does business in many different genres. The biggest market is the West, and with their strength in marketing it is natural for them to make that market central.”

“The way I see it is that Sony is approaching videogames as a more cinematic type of entertainment,” said Igarashi. “Of course, they are aiming at the biggest market, but I think they need to be located where the best cinematic entertainment is made. Nintendo, on the other hand, is closer in spirit to a toy manufacturer.”

Igarashi said that while he is impressed by the success of modern Japanese titles like Breath of the Wild and Elden Ring, he wants to stay focused on the type of game he does best.

Sakaguchi has been playing so much Final Fantasy XIV that he has found no time to play such titles. Final Fantasy XIV is one of the most noteworthy successes among modern Japanese videog ames. The MMORPG genre has traditionally been a territory largely dominated by Western developers, but FFXIV has held its own alongside titles such as World Of Warcraft, EVE Online and Everquest.

“As the director (Naoki) Yoshida says himself, FFXIV is like a Final Fantasy theme park,” noted Sakaguchi, explaining the reason he thinks Final Fantasy XIV became such a big success. “It seems like an MMORPG on the surface, but in reality it’s a bit different. It’s a game that celebrates 35 years of characters and worlds from Final Fantasy, similar to something like Disneyland. In that regard, you might even call it a new genre.”

IGN interviewed Sakaguchi about his love for Final Fantasy XIV in 2022. At MAGIC 2023, Sakaguchi also looked back at the development of Chrono Trigger.

Igarashi’s Bloodstained: Ritual of the Night was released in 2019. It was well received by critics and sales topped 1 million units in 2020. Igarashi is currently working on a sequel, although details are still sparse. Sakaguchi’s studio Mistwalker released the classical RPG Fantasian on Apple Arcade in 2021. As he said at MAGIC 2023 that he hopes to make a sequel and bring the original to PC.

Esra Krabbe is an editor at IGN Japan. He thinks 2023 will be another big year for Japanese videogames.

Poll: Box Art Brawl: Duel – Mega Man X2

Wily Wars.

Hi Folks – welcome back to another edition of Box Art Brawl!

In last week’s battle, we took a look at The Legend of Zelda: Twilight Princess for the GameCube, pitting North America and Europe against Japan. It wasn’t a close one, either: North America and Europe absolutely smashed it, bringing in 86% of the vote at the time of writing. Indeed, the very first comment on the piece from ‘Scooby-Doo’ nailed it by stating “The one with the dog wins. Easy.”

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Upcoming Switch Fighter DNF Duel Announces Season Pass Roadmap

Game launches this April on Nintendo’s platform.

Following last December’s reveal of a DNF Duel Nintendo Switch port, Nexon and Arc System Works have now announced a Season Pass roadmap.

Part one will launch in Summer 2023 with Spectre (the new playable fighter) and will also include a “new awakening system” and “new system”. Additional details haven’t been revealed just yet. This will be followed with Fall and Winter updaters – adding new characters.

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Gallery: Team Reptile Teases ‘Bomb Rush Cyberfunk’ With Brand New Screenshots

Arriving on Switch in 2023.

If you’re seeking a Jet Set Radio style fix on the Nintendo Switch, one game arriving on the eShop in summer 2023 is Bomb Rush Cyberfunk from the creators of Lethal League.

Developer Team Reptile has kicked off the new year by sharing a batch of screenshots – showcasing all sorts of action players can expect from this upcoming release. There are bad guys, guns, BMX bikes and you’ll even have a fancy mobile device. These screenshots have been retrieved from the game’s official Discord channel, as well as the social channels.

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Mario Kart 8 Deluxe (Version 2.3.0) Character & Vehicle Performance Balance Changes Revealed

Here’s what’s been updated.

Earlier this week, Nintendo rolled out the Wave 4 DLC for Mario Kart 8 Deluxe on the Switch. The patch notes specifically mentioned how Version 2.3.0 improved the performance of “some characters and vehicle customisations” and now we know what exactly has been updated.

Here’s the rundown courtesy of the Japanese website Mario Kart Blog via Meester_Tweester on the Mario Kart subreddit) – explaining how most racers have had their ground, water, air and anti-gravity speed stats increased. Other characters, vehicles and tires have also had their mini-turbo values increased.

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