How Jackbox Games Took a Beloved Party Game and Made a New Remote Play Version

Back in The Jackbox Party Pack 3, Jackbox Games unleashed a social deception game called Fakin’ It that had friends and family pointing at each other, throwing their hands up, and ultimately accusing each other of lying. At the beginning of the game, we let players know the best way to sit and enjoy the game so you can have the best view of your fellow players. Now, in Jackbox Naughty Pack, we are bringing it back, but is it possible to have this explosively funny game work remotely? Spoiler alert: Hell yeah it is!

Hi, I’m Tim Sniffen, the director of Fakin’ It All Night Long. When we started making this new version, one of the team’s biggest hopes (and a request we’ve heard from Jackbox players over the years) was to have the game work in a purely remote setting.

Jackbox Fakin it

Since the game relies on carefully studying your fellow players to see who might be Fakin’ It, we made the player avatars (designed by lead artist Owen Watson) more present in the game so they could raise their hands, point at each other, etc. All of the moments that would traditionally be enacted by players in the room are done by selecting options on your controller, and then those actions are shown on the game screen.

We also paid a lot of attention to the timing and order of operations when things are revealed in the Remote Play version to make sure that it was easy to process all the information on screen. And both Same Room and Remote Play contain the same round categories, including one of our new ones, Emojional Damage (who doesn’t love deception through emojis?), so ultimately the game plays the same, even with the adjusted interactions.

Jackbox screenshot

This way, having your camera on isn’t mandatory… even though it’s always satisfying to watch someone’s face as they wiggle out of an accusation.

So even if you’re feeling like staying in, you can Fake It with the best of them! And for all you original Fakin’ It lovers… the original “in the same room” playing style is present in the Jackbox Naughty Pack too. Because sometimes you just need to honk the nose of the person calling you a dirty liar for the third time.

Jackbox Fakin it screen
Xbox Play Anywhere

The Jackbox Naughty Pack

Jackbox Games, Inc.

$21.99

Bring the heat with a threesome of fun in Jackbox Naughty Pack.

We’ve Seen How You Play Our Games
We know you’ve been begging to burst out of the box. It’s time to set your party aflame with a brand new pack of three adult party games that will bring some harmless heat to your next weekend hang with friends. It’s the perfect pack for your next college party, grown-up game night, bachelor/ette celebration, or hump day gathering.
Play with your phone or tablet – no special controller required. All three games support 3 to 8 players and 10,000 audience members.
We’re spreading the love around the world. All Jackbox Naughty Pack games can be played in English, French, Italian, German, Castilian or Latin American Spanish, and Brazilian Portuguese.

A Threesome of Fun

Fakin’ It All Night Long (Social Deduction): Fakin’ It returns and this time we’re putting it all out there. Everyone gets a secret task except the Faker, who tries to blend in. Find out which of your friends is the best liar… and SO much more! Featuring new categories like “Finger Blasting” and a brand new “remote play” mode. Who doesn’t like a good Finger Blast with their friends?

Dirty Drawful (Drawing, Guessing): It’s Drawful, but dirty… It’s Dirty Drawful. Hosted by the one and only Drawful Owl, as you’ve never seen her before. We’ve taken the game that you love and added prompts to ensure your drawings are both terrible and titillating. This game has everything:, sex, drugs, blasphemy, you name it! Also, if you can’t commit to a relationship, or a drawing, we added an undo button just for you.

Let Me Finish (Presentation): Let Me Finish is Jackbox’s new presentation game that examines life’s serious questions like, “Where is the mailbox’s butt?” or “How does this avocado get aroused?” Everyone gets a chance to speak their mind, but will others pick up what you’re putting down?

Content Warning
Jackbox Naughty Pack contains mature themes and explicit content. It is not intended to be played by children. This game contains references to consensual sex acts, light drug use, non-graphic violence, and crude language

The post How Jackbox Games Took a Beloved Party Game and Made a New Remote Play Version appeared first on Xbox Wire.

Official PlayStation Podcast Episode 494: Bot Thoughts

Email us at PSPodcast@sony.com!

Subscribe via Apple Podcasts, Spotify, or download here


Howdy folks! The PlayStation Podcast gang returns to continue the discussion on Astro Bot, including segments with and without spoilers. The team also talks Animal Well and A Short Hike.

Stuff We Talked About

  • Next week’s releases:
    • The Plucky Squire | PS5
  • PlayStation Plus Game Catalog for September: The Plucky Squire, Night in the Woods, Road 96, Chernobylite, and more
  • PS5 Pro announcement
  • Astro Bot – How team Asobi created a unified vision for fun
  • Destiny 10th Anniversary
  • The Plucky Squire – Reveals explorable city Artia
  • Animal Well
  • A Short Hike
  • Astro Bot (Spoiler-cast starts at 31:50)

The Cast

Kristen Zitani –  Senior Content Communications Specialist, SIE

Tim Turi – Content Communications Manager, SIE

O’Dell Harmon Jr. – Content Communications Specialist, SIE


Thanks to Dormilón for our rad theme song and show music.

[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]

Enotria: The Last Song Review

Enotria: The Last Song is quite like most games inspired by From Software-style action RPGs. You patiently adventure through dungeons, put weapons of various shapes and sizes into monsters, and try not to die terribly in the process. It’s all pretty familiar by now, but all the other stuff around that core is where developer Jyamma Games really tries to spice up this recipe. The ideas that work, like taking the setting out of dank caves and swampy bogs into the shimmering light of sunny mountainsides and colorful cities, really work. The things that don’t, like the overwhelming amount of unintuitive things to unlock and equip and the janky performance issues, keep Entoria’s name from gracing the growing list of games that become more than just another soulslike.

The most striking way Enotria escapes the dark and gloomy shadow of the big games it’s inspired by is its livelier setting and art direction. Where most soulslikes are dedicated to the dank caves and dungeons that are staples of the genre, Enotria gets the sun involved in a big way, beyond simply praising it. Striking skies, rolling fields of golden sunflowers, and clean, sandy shores are front and center. Even places where things go bump in the night still have bold colors and radical environmental aspects like huge, twisting trees. Similarly, many enemy and NPC character designs are covered in little details that make them pop, even when the textures can sometimes feel flat.

This more vibrant world is suffering from a dark corruption that has trapped everyone in it in a constant state of monotony and repetition. There’s lots of metaphor to stage plays and everyone playing a role like an actor, especially early on, but I found my interest waned in the plot as I progressed. Individual interactions with some characters can be interesting, but in true soulslike fashion, much of this story is hidden in mystery, and I was not all too keen to unravel this one.

Each area is filled with enemies that vary greatly from each other, but within each region they can get pretty repetitive over time. That doesn’t mean they can’t be dangerous the whole way through, but I saw most of what I could expect from a given region pretty early into it, and it takes about five or so hours to get through one.

A region’s enemies can get repetitive, but I did enjoy most bosses.

I did enjoy most of the bosses I encountered, the best of them providing unique challenges that broke up the dungeon skulking. They aren’t all hits, though: Sometimes I fought cool stuff like a big, gnarly hermit crab or a golden conquistador who could moonlight as a Final Fantasy dragoon, while other times I fought the same knight with the same sword combos but different colored armor on four separate occasions.

It all gets slightly undermined by some inconsistent performance, too. Even my reliable combo of an Intel Core i9-9000 processor and an RTX 3070 GPU struggled to keep the frame rate smooth, usually when entering new zones or fighting outside in very sunny spots. It was always a bummer to see such pretty spaces chug so dramatically, regardless of the combination of settings I tried.

Even so, there’s a lot of worthwhile exploration to do in each of Enotria’s three zones. Areas like the eerie yet bustling city of Quintia are dense with lots of branching paths that lead to loot or shortcuts. Occasionally, these shortcuts can help you bypass whole sections of a castle or crypt, but very few turn out to be paths to whole new locations. There were plenty of nooks and crannies to despite the relative linearity of each zone , but there were some gimmicks that seemed like they would be a bigger deal early on that showed up very scarcely after, like white glyphs that can be activated to make temporary platforms and structures to open up new locations.

Much more common are the red glyphs all over the world that unleash combat challenges which range from pushovers to absolute menaces – I was happy to see they were optional after I went knocking on their door and got knocked on my ass. It was sort of strange and jarring, then, when I would stumble into rooms that also included bosses that I would later learn were not necessary to beat just lingering around without that same kind of action to opt in, so to speak. It’s like Enotria identified surprise bosses as a problem with soulslikes and made red glyphs to address that, and then in the same game shunned their own solution. It’s not a huge issue – this kind of pushback is par for the course in these games – but it’s a head-scratching moment of inconsistency.

Finding new enemies to beat up is always a good experience.

I’m willing to forgive things like that because combat is pretty strong, so finding new enemies to beat up is always a good experience (framerate issues notwithstanding). Anyone familiar with these sorts of games will be at home with the basic light and heavy attacks being governed by stamina. There is no blocking, and parrying doesn’t stun enemies outright, instead building up a gauge that eventually opens bad guys up for big attacks. Entoria’s parry window is more forgiving than in games like Lies of P, which similarly wraps its defensive strategy around counters, and therefore it felt way more approachable in the early game. Around midway in to this 30ish hour campaign, expect to get that deflect button tested regularly by enemies with longer attack strings, or encounters with multiple baddies at once. I liked the gradual easing into this kind of challenge, but sometimes I felt like the claustrophobic camera and the lock-on with a mind of its own felt like they were working for the enemies.

The risk/reward of the parry system extends to the four status ailments you can afflict on enemies (or be afflicted by), each having a dual set of conditions that help and harm. Causing dizziness on opponents reduces their defenses, but also makes them stronger and lets them recover stamina more quickly. Sick is your standard poison that does damage over time, but if you get too close to a sick enemy you can get sick yourself. It does sometimes feel counterintuitive or regressive on some bosses especially; using the fatuo element against enemies weak to it will do more damage – but it will also put the wicked status on them, which makes all of their elemental power way more destructive. Overall, though, I think the ailment system does encourage staying vigilant even when you have the advantage.

The four status ailments each have dual conditions that help and harm.

On the other hand, Entoria’s seven weapon types aren’t all as distinct from one another, mechanically. Ultra greatswords and colossal hammers are technically different on paper, but in practice I found no need to dedicate my two weapon slots to both of these where one big stick would do. There are around 120 weapons across all of these types, and while I didn’t find nearly as many as that, the ones I did find covered just about every base possible when it came to the four types of elemental damage they could do, those corresponding status ailments, and how they scale with your stats. Interestingly, different weapons can hide some additional abilities that are only be activated when using the right light/heavy combos. I didn’t spend too much time testing which ones do what, but more than once the decision to choose between two similar weapons with similar traits came down to the fact that one of them did extra elemental damage when I hit the right button and the other didn’t, and I enjoyed having that opportunity.

As far as building your character goes, masks are as close to classes as Enotria gets. Besides changing your look, they offer passive bonuses like doing more damage with heavy attacks or increasing stamina and defense. To get an effective build going, you need to use their boons as a baseline and layer on additional modifications in the form of roles and perks. The former are aspects of enemies you defeat that alter your stats in positive and negative ways, while also giving you more passive bonuses; I beat up a big crab and its aspect raised three of my stats but lowered two others while also raising my health by a percentage. On top of that, perks can add even more passive quirks to all of the attacks, dodges, parries, and abilities you’ll use.

Mixing and matching mask lines – Enotria’s version of offensive and defensive skills and spells – can be fun. Most of them are pretty impactful, even if the only real difference between many of them is the special elemental or status effects they cause. They must be charged up by hitting enemies before they can be employed, meaning they can’t be used to get you out of binds reactionarily. This isn’t so bad when adventuring through dungeons because you’ll have plenty of opportunities to hit things and fill up your meters. The problem appears when you pull up to a boss fight, which empties your meters fully before you start, meaning you have to work up to these powerful attacks from scratch against the tough challenges where you’d likely need them the most. I can understand why the designers would want to level the playing field, but it always felt needlessly punitive and I’d have liked to have been able to take advantage of preparing for a fight in that way. Mask line gauges also drain every time you rest at a bonfire, which felt more annoying than bad.

This is a lot of character tweaking to do, and perhaps too much for all but the most dedicated build hounds. I enjoy that myself, but what’s irritating is that none of the impacts of this lasagna of layered RPG systems are well communicated before testing things live against enemies. A list of all the bonuses being applied by everything in my loadout would have done wonders for measuring my build’s potential while still in the menu screen, for example. Charging speeds for lines are in Italian, which isn’t an issue for me and Google translate’s powers combined, but when “presto” and “vivace” both mean fast, theres no telling which one is faster without just figuring it out on the fly. Being able to set up three separate loadouts, each with their own masks, weapons, lines, perks, etc, that you can switch through on the fly means you can be ready for anything, but after settling on two builds I liked, I almost never made use of the third. In fact, I didn’t have to interact much with any of these systems after finding a good build early, which both highlights how ineffective it is at creating diverse play styles naturally, and how strong the combat is without all of that noise.

Ahoy Draculads and ladies, V Rising is free this weekend

In V Rising, you’re a fledgling vampire on a mission to become absolute bossferatu of a Gothic open world. You get a Diablo-ish combat system, the ability to shapeshift into a spider, and a whole castle to prance around in, crooning at the moon. I like this premise almost as much as I dislike the fact that V Rising is also a survival game, in which you must fell trees and master a crafting system like a common turnip farmer.

What do we hope for when our interest in a game is almost perfectly balanced by our disinterest? We hope that the developers will treat us to a free-to-play weekend, in which our perhaps-unfounded reservations might be strategically offset by the endorphin rush of not having paid any goddamn money. This, V Rising creators Stunlock have now done. The game is free to download and play on Steam from right now until Monday, 16th September at 5pm UK or 10am PST.

Read more

New TMNT: Mutants Unleashed Gameplay Trailer Is Packed With Bodacious Brawling

Shred it next month.

Despite being on our radar since its announcement last year, we have seen remarkably little of Teenage Mutant Ninja Turtles: Mutants Unleashed, the upcoming 3D platformer / brawler from developer A Heartful of Games and publisher Outright Games. That is until today! An all-new gameplay trailer has arrived to kick some shell and things are still looking pretty good.

Building on the first gameplay glimpse we got in July, today’s new footage starts to introduce us to the game’s story (as narrated by one April O’Neil). A bunch of baddie mutants are on the loose — in a Turtles game? What are the odds?? — and it’s up to the heroes in a half-shell to shut them down. We can see combat aplenty and some of the basic platforming challenges too, in what appears to be both single-player and co-op modes.

Read the full article on nintendolife.com

How Ubisoft Built an Authentic New World for Star Wars Outlaws

How Ubisoft Built an Authentic New World for Star Wars Outlaws

Star Wars Outlaws is a game that invites you to meander. If you move through its various locations, orbits, cities and homesteads at a considerate pace, you’ll spot all kinds of thoughtful props, quirks and details that are meticulously placed to showcase a part of the Star Wars galaxy through Kay Vess’ scoundrel eyes. While some locations featured in the game are known favourites from the Star Wars galaxy, other spots are lesser known.

In fact, Toshara – the savanna moon serving as a bubbling crime hotspot that you’ll visit early in the game – was designed by Massive Entertainment, in collaboration with Lucasfilm Games, marking a new entry into the Star Wars galaxy. Adding a brand-new creation to this established world is no mean feat – and we had the chance to speak to two Massive Entertainment designers about how the team went about building Toshara, right down to its inhabitants, wildlife, and even plants, as well as bringing other popular locations to life through a new lens.

With countless pre-established locations on offer within the Star Wars galaxy, Massive Entertainment had to carefully consider which places felt fitting to tell Kay Vess and Nix’s story. The team wanted to showcase diversity in its settings, ranging from classic, recognizable areas like Tatooine, the desert home of Luke Skywalker, to lesser-shown planets like Kijimi, briefly seen in “Star Wars: The Rise of Skywalker” as a snow-coated haunt for the galaxy’s rogues. Akiva, meanwhile, is a jungle planet that has never been seen, only described in the Aftermath series of Star Wars tie-in novels.

Building Toshara

But Massive Entertainment crafted something entirely new in Toshara, the inhabited moon designed and purpose-built by the studio to act as a core component of the Star Wars Outlaws journey. After escaping her home city of Canto Bight, on Cantonica, Kay finds herself temporarily grounded on the moon, which is home to the Pyke Syndicate, as well as a host of other syndicates, ambiguous characters, hidden treasures and prosperous opportunities for a budding outlaw.

“We wanted to bring something entirely fresh to Star Wars that had never been seen before, and really embrace that as our playground for telling this exact story,” says Matthieu Delisle, Lead Systems Designer on Star Wars Outlaws. “This was the place where we could experiment the most and set a benchmark for the rest of the game.”

Toshara serves as a space where the different Syndicates in the underworld can come together, and, while it is controlled by the Pykes, it’s a location where The Empire is willing to let some things slide in exchange for some credits. Among its points of interest are Mirogana, a bustling major city that plays host to several Syndicate districts and Jaunta’s Hope, a smaller settlement. Off the beaten paths of Toshara, you’ll also uncover numerous points of interest –  flyer nests containing valuable items stolen from locals, fields full of grazing wildlife, or Pirate Camps with treats ripe for the taking.

“This is where we had the most freedom to define what feels good in terms of an open world experience,” Delisle says. “We considered the speeder distance between different activities, how we could create points that will catch your eye and lead to something interesting.

Star Wars Outlaws Screenshot

Not only is Toshara an entirely new experience for Star Wars fans, it’s also the first truly open world area that you can freely explore in a Star Wars game. As soon as you land here, it feels like an authentic Star Wars location you’ve seen in a classic movie, but what’s most impressive is that everything on Toshara, from its sweeping, dusty vistas to the flora and fauna that inhabit it, has been designed by Massive Entertainment in collaboration with Lucasfilm Games.

“Since we designed Toshara from scratch, we could create its entire history, from when it formed, to when it was first settled on, and how that fits into the wider Star Wars timeline,” says Benedikt Podlesnigg, Art and World Director.

“We created all of the wildlife, the architecture, what Toshara’s inhabitants eat, what they wear, their relationship to the Empire, and how all of these things are connected to each other. If you look really close, you’ll find food that characters are eating growing out on a tree somewhere, for example.”

Star Wars Outlaws Screenshot

Massive Entertainment hasn’t just considered the visuals of Toshara, either. The team went as far as to define the planet’s gravitational forces and surrounding solar winds, so that pilots will struggle to navigate and land their ships without crashing unless they are very familiar with its orbit and layout. This in particular feels like an extremely cool detail that ties into Toshara’s presence as a hideaway for criminals with minimal Empire presence.

“It’s really in the DNA of Massive to create this logic of a world where things make sense,” Delisle adds. “There’s always a reason for something existing, and that’s really a trademark for us – to try and establish all of these locations and details to make them as believable and lived in as possible.”

An Overview of Kijimi

Later in the story, Star Wars Outlaws sees Kay Vess travel to Kijimi, a dark, frigid planet housing Crimson Dawn and the Ashiga Clan, another criminal syndicate, developed by Massive Entertainment in collaboration with Lucasfilm Games. Similar to Toshara, Kijimi is largely ruled by anarchy, but the Empire has a much greater presence here. Unlike Toshara, Kijimi has been seen in previous Star Wars media, which gave  Massive Entertainment a jumping off point in how to build the planet’s eponymous main city into an interactive space, with a unique spin, of course.

“We worked closely with Lucasfilm on Kijimi – we were given access to a big bank of concepts and behind the scenes footage, as well as the references they used for the location, these Japanese mountain towns that served as inspiration,” Podlesnigg tells us.

“We also got to see the 3D model of Kijimi that they used as an overview shot of Kijimi City in [Star Wars: The Rise of Skywalker], to also get a sense of orientation – where buildings are placed, for example.”

Kijimi City is a densely packed area, a stark comparison to the open vistas of Toshara and Tatooine. The urban environments are comprised of small streets and alleys brimming with questionable figures – walking through the city breeds a real sense of unease, as though anything could jump out at you.

“There’s a struggle here between The Ashiga Clan and Crimson Dawn, and there’s this a mood of cloak and daggers going on throughout,” Delisle adds. “We’re telling some of the main story here, but what was interesting for us was the smaller stories we could tell about people that ended up on Kijimi. It felt like a nice palette cleanser compared to the other more open environments in Outlaws.”

Star Wars Outlaws Screenshot

The Secret Ingredient is the Underworld

While all of the locations shown in Star Wars Outlaws vary in terms of familiarity, they’re all chosen with one primary focus in mind – depicting the underworld. Each place acts as another flavor of the dodgy dealings that Kay and Nix (mostly) voluntarily take part in – from the very first moment. Kay herself hails from Canto Bight, an Outer Rim gambling destination famously shown in Star Wars: “The Last Jedi”.

The location is a hotbed for the wealthy to be frivolous with their earnings – a situation that Kay has learned to take full advantage of as a thief. The contrast between Canto Bight’s setting and Kay’s upbringing sets the immediate tone for Outlaws – this story wants to show you these locations not through the eyes of a known hero, but as a scoundrel, desperate and hopeful. In the sandy dunes of Tatooine, Kay is not looking at the home of Jedi Luke Skywalker, she’s focused on opportunities, skulking down alleys, surveying buildings, perpetually on the hunt for something to give her an edge.

Star Wars Outlaws Screenshot

“One of the big ambitions when we started [Outlaws] was to show what is behind the curtain,” Delisle says. “Our generation grew up watching those movies and wondering ‘what would it be like to go there? You see things in the movies, but you never really get off the rollercoaster to really look at the world, see the wildlife, talk to the people that live there, and it was really important to us all to let players be someone that can just live in this world.”

“Every time I step out of the Mos Eisley Cantina, jump on my speeder, I just have a big smile on my face,” Podlesnigg adds. “This is just a love letter to everything Star Wars.”

The post How Ubisoft Built an Authentic New World for Star Wars Outlaws appeared first on Xbox Wire.

Share of the Week: Astro Bot

Last week, we blasted off into a new adventure with Astro Bot, and asked you to share your favorite moments using #PSshare #PSBlog. Here are this week’s highlights:

Boargs shares Astro leading a pack of bots across the Crash Site.

i3ecci_ shares Astro riding down some colorful railing into a level.

​​

AutomotiveVP shares Astro in a gold costume cheering at the end of the casino level.

T0minator_ shares Astro kicking a soccer ball.

kunai_kirika shares small mouse Astro being observed by a cat bot.

HazzaniVP shares a full portrait of Astro facing forward.

Search #PSshare #PSBlog on Twitter or Instagram to see more entries to this week’s theme. Want to be featured in the next Share of the Week?

THEME: Astro Bot – Abilities
SUBMIT BY: 11:59 PM PT on September 18, 2024 

Next week, we’re showing off Astro Bot’s many abilities and power-up suits. Share action-packed moments utilizing his special abilities using #PSshare #PSBlog for a chance to be featured.

Warhammer 40,000: Space Marine 2 Fans Have a Good Idea Which Enemy Faction They’ll Fight in Space Marine 3

With Warhammer 40,000: Space Marine 2 now over a week old, players have completed its campaign and started to get to grips with the co-op Operations mode and the PvP mode, Eternal War. But already fans are speculating about which enemy faction they’ll go up against in the seemingly inevitable Space Marine 3 — and based on hints in the game, there can be only one pick.

Warning! Spoilers for Warhammer 40,000: Space Marine 2 follow.

Space Marine 2 sees Titus of the Ultramarines go up against the Tyranids and the Thousand Suns Traitor Legion in a campaign that ends up with a massive battle against a demon army and even a trip to the warp. With the aid of Ultramarines Chapter Master Marneus Calgar, Titus successfully fends off both enemy factions before he’s sent on a mysterious mission that teases the continuation of the story in another sequel.

This sequel — let’s go with Space Marine 3 given Space Marine 2’s breakout success suggests developer Saber Interactive will indeed make more games in the series — looks certain to feature the Necrons, Warhammer 40,000’s deathless skeletal robot xenos. Why do fans believe the Necrons are next, after Space Marine 1’s Orks and Space Marine 2’s Tyranids and Thousand Sons? There are clear hints that the Necrons are coming buried within Space Marine 2 itself.

To set the stage, one mission that takes Titus and co deep within the bowels of an alien planet shows ancient and mysterious wall markings that are a clear nod to the Necrons.

Posts from the spacemarine
community on Reddit

There’s even a dataslate (Space Marine 2’s audio logs) that reveals Necron constructs have been killing Techpriests. You can see these constructs lying about the place (the one below looks like a Canoptek Tomb Stalker to me).

This hint is part of the third act of the campaign, which sees Titus head to a Necron Tomb World packed with Necron buildings and technology. Some players even suspected the xenos would make a surprise appearance as a third enemy faction in the campaign, given the nature of the mission.

Indeed, it turns out that the Space Marine 2 story sort of revolves around the Necrons. The Techpriest who goes off the rails is trying to use an ancient Necron artifact to nullify the influence of Chaos by closing off the warp, the hell dimension from which Chaos spews forth. At least that’s what the Techpriest thinks the artifact does (it doesn’t, then it does).

Assuming the Necrons do turn up at some point, they’ll probably be very angry indeed. As a faction they have a collective ‘got up on the wrong side of the bed’ attitude, given they’re waking up from a 60 million year-long slumber beneath the Imperium’s feet. They’ll probably have something to say about the Adeptus Mechanicus banging on their door during the Space Marine 2 campaign, that’s for sure.

As for Ttitus, he’ll no doubt be drafted in to save the day once again, fighting Necrons as well as the forces of Chaos with the sort of enthusiasm we’ve come to know and love, but with Chaplain Leandros keeping a close eye on proceedings just in case there’s a whiff of corruption. Honestly, give poor Titus a break, won’t you? Perhaps we’ll get Ultramarines Primarch Robute Guilliman himself to have a word.

For Warhammer 40,000 fans, it’s all very exciting, but alas we’ll have to wait for a story expansion or Space Marine 3 to find out what happens next. Space Marine 2 has enjoyed over two million players, and according to its developers, has sold faster than any Doom game. It’s already the most-played Warhammer 40,000 game of all time by Steam concurrents, and could grow further when DLC finally kicks in.

We’ve got plenty more Space Marine 2 coverage, including details on its post-launch roadmap, the upcoming addition of class matching for co-op after players found themselves locked in a class standoff ahead of Operations mode missions, and a report on those creepy flying babies you keep seeing on the Battle Barge.

IGN’s Space Marine 2 review returned an 8/10. We said: “Warhammer 40,000: Space Marine 2 may not break the third-person shooter mold, but it looks amazing, makes good use of its Warhammer lore, and has brutal combat that just feels great.”

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

World of Warcraft Union Hits Out at ‘Heartless’ Microsoft Gaming Layoffs

The Communication Workers of America (CWA) has heavily criticized Microsoft’s announcement of a further 650 layoffs from its gaming business, with one union formed to represent Activision Blizzard’s World of Warcraft team calling the cuts “heartless.”

Yesterday, September 12, Xbox chief Phil Spencer sent a memo to staff, obtained by IGN, outlining plans to let 650 staff go, mostly from Activision Blizzard’s corporate and supporting functions, while confirming no games or devices were canceled and no studios were being closed.

However, two Activision Blizzard development teams were also hit: Activision’s Call of Duty Warzone Mobile team, and Blizzard’s Warcraft Rumble team.

These latest layoffs mean Microsoft has cut an eye-watering 2,550 staff from its gaming business since acquiring Activision Blizzard for $69 billion in 2023. In his memo, Spencer made it clear that the cuts were related to the acquisition.

In response, the CWA issued a statement hitting out at Microsoft’s plans. “Microsoft’s decision to lay off 650 video game workers is an extremely disappointing move from one of the world’s largest and most profitable corporations,” the CWA said. “This news comes just after Sony Interactive Entertainment subsidiary Bungie announced 220 layoffs in late July. While none of those who are losing their jobs are represented by CWA, we understand how devastating layoffs are to the workers and their families.”

While we would hope that a company like Microsoft with $88 billion in profits last year could achieve ‘long term success’ without destroying the livelihoods of 650 of our colleagues, heartless layoffs like these have become all too common.

The CWA also included a statement from Samuel Cooper, senior producer at World of Warcraft and member of the World of Warcraft Game Makers Guild. WoWGG was formed as part of the CWA in July after the developers behind World of Warcraft, one of the world’s biggest and longest-running MMORPGs, officially unionized. It is Blizzard’s first ever “wall-to-wall” union, encompassing the entirety of a game development team instead of just one division, like QA. WoWGG is officially recognized under Microsoft’s labor neutrality agreement and certified by an independent arbitrator.

“Every worker deserves a voice on the job and a say over the impact of job cuts,” Cooper said. “While we would hope that a company like Microsoft with $88 billion in profits last year could achieve ‘long term success’ without destroying the livelihoods of 650 of our colleagues, heartless layoffs like these have become all too common. We stand in solidarity with everyone who lost their job today and encourage all video game workers to join with us and form unions so we can protect each other.”

Speaking in August, Spencer said the pressure is now on Xbox to deliver following Microsoft’s acquisition of Activision Blizzard. “And we run a business,” Spencer said. “It’s definitely true inside of Microsoft the bar is high for us in terms of the delivery we have to give back to the company. Because we get a level of support from the company that’s just amazing and what we’re able to go do.”

The CWA also pointed to recent and controversial comments from former Sony Computer Entertainment Europe President Chris Deering, who said laid off game workers should “go to the beach for a year” or “drive an Uber.”

Those comments, the CWA said, “shows how insulated many executives are from the impact of their decisions on their workers.”

The past two years have seen over 20,000 video game industry layoffs as big companies including Microsoft, Sony, and the embattled Embracer Group have not just cut jobs but shut down entire studios.

Microsoft closed Redfall developer Arkane Austin alongside Hi-Fi Rush and Ghostwire Tokyo developer Tango Gameworks in May 2024 in a move met with shock and anger by industry peers and fans.

Meanwhile, Embracer Group shut down Saints Row developer Volition in 2023, among others. Chinese video game company NetEase also reportedly laid off most staff at Visions of Mana developer Ouka Studios with plans to shut it down altogether.

Amid these drastic cuts has been a corresponding emergence of unions representing the video game industry. In July, Skyrim and Fallout developer Bethesda Game Studios became the first Microsoft developer to fully unionize under CWA.

Photo credit: CFOTO/Future Publishing via Getty Images.

Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.

Cosy Lord Of The Rings Game ‘Tales Of The Shire’ Delayed, Will Arrive Precisely When It Means To

More details to come on Hobbit Day.

Just a couple of days after Wētā Workshop, the studio behind Tales of the Shire: A The Lord of the Rings Game, announced it would be showing more of the game on 22nd September, the team has announced that it’s been delayed to early 2025.

In a statement posted on Twitter, the New Zealand-based studio revealed that to ensure it delivers its vision, it’s pushing the game’s launch back to next year. Tales of the Shire didn’t have a concrete release date, but it was due to launch this Holiday season.

Read the full article on nintendolife.com