Indulge in Farm Life With Farming Simulator 25, Out Today

Indulge in Farm Life With Farming Simulator 25, Out Today

Looking at social media comments, many seem confused, irritated, maybe a little scared by the fact that people indulge in virtual agriculture. How could they! And who are they, anyway? If the mere concept has you questioning the appeal of rural busywork, let us enlighten you.

Pour yourself a cup of tea. Add a dash of your favorite energy drink, if you have to. We’ll explain who plays Farming Simulator – and why they love it. Plus, with Farming Simulator 25 launching on Xbox Series X|S today, promising plenty of new updates and improvements – it’s the perfect time to give a virtual farming career a try.

Farming Simulator 25 screenshot

Why Should You Start A Farm?

Take your pick, there are many reasons: relaxation, escapism, self-determination, and generally wholesome entertainment are just the overarching buzzwords – but here’s a few more reasons to kick off your virtual farming career.

  • Adapting to Challenges – From yield improvement and timely management of fields to withstanding seasons and weather events like twisters. You’ll be kept on your feet.
  • Growing the Business – Expand and grow your farm into an agricultural empire with construction projects, production chains, and the logistics to make it efficient.
  • Mastering Agriculture – Farmer’s never stop learning. There’s much for you to explore and experience. You will see tractors driving around with different eyes and maybe even appreciate the food in your fridge a bit more.

Farming Simulator 25 offers plenty of possibilities to live out a farmer’s dream. For aspiring farmers as well as returning agriculturists who find new crops, animals, machine categories and depth of gameplay – from the feeling of sinking into the mud of deformed soil, GPS-based steering for increased automation and efficiency, extended baling-mechanics based on consumable foil types (expert farmers really love it) up to new challenges like weather events, as twisters and hail prompt land owners to prepare.

Farming Simulator 25 screenshot

“Who Even Plays This Stuff?”

Without flexing numbers, we can assure you that a lot of people play Farming Simulator. And we don’t mean those with a knack for ironic entertainment, because “lol, tractors”. Sure, one fan told us he was given the game as a joke. He and his family now own a real farm because he got a bit hooked on the idea and is probably the last one laughing. While you may not be rushing out to purchase your own fertile land just yet, you could find yourself fitting into some of the below archetypes.

  • Kids notoriously like tractors and learn how to potato with Farming Simulator. There is some educational value for everyone. Do you know the difference between a plow, a cultivator, and a subsoiler?
  • Parents can relax and play it with tiny observers present. It might be a nice first bonding-experience over gaming, and appropriate for all ages.
  • Gamers who are into cooperative multiplayer. Building a multi-faceted empire of field operations, production chains, and logistics. Everyone plays a role.
  • Stressed-out people too empty after work to engage in competitive online games where verbal shootouts sadly mock the honor of their female guardians.
  • Everyone looking for satisfaction paired with relaxation. Harvesting a crop that grows in straight rows with an Alien-looking machine just scratches this very particular itch.
  • Farmers. The real ones. The ones harvesting the produce you buy at the supermarket and who are basically feeding the world. We know your next question…
Farming Simulator 25 screenshot

“Why Would Real Farmers Play It After Work?”

Hard to imagine for people who haven’t plowed before, but listen: playing Farming Simulator is not work!

  • Farmers play it because of passion for agriculture. It’s not “just a job” where you feel the need to numb yourself with social media doomscrolling.
  • Farmers love machines, fine-mechanics, and impressive technology. Others enjoy that, too, and might get hooked on the 400+ machines – all authentic and detailed.
  • Farmers can experiment – and so can you. 25 field crops, plus greenhouse crops, various tree species, and an ensemble of animals, now with goats & water buffalos.

The reason is passion. It’s as simple as that. For nature. For plants. For trees. Animals. Machines. And rewarding results. The game allows them to experiment with crops and machinery that they could never grow and operate on their own fields.

It’s hard to grow cotton in small fields somewhere in England, for example. Or buying cattle just so you can have natural, sustainable lawn mowers when you really have a sweet sugar beet farm. With three environments to choose from, North-America, Europe and East Asia, Farming Simulator 25 offers an agricultural variety not only farmers find exciting.

Farming Simulator 25 screenshot

Farming Simulator 25 Out Today

Farming Simulator 25 also features overall enhanced graphics, physics and effects – making this entry of the family-friendly series the most atmospheric and immersive yet.

If that’s not enough for you, we have one of the most active modding communities with user-creations hands-on tested by our developers themselves – available directly in the game.

If you need help starting out, you can visit our Farming Simulator Academy, a series of official tutorials.

Farming Simulator 25 is available today on Xbox Series X|S.

Farming Simulator 25

GIANTS Software GmbH


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PRE-ORDER NOW TO GET THE MacDon Pack FOR FREE!!!

Farming Simulator 25 invites you to join the rewarding farm life. Whether you build your legacy single-handedly or cooperatively in multiplayer – you decide: This Farm is Your Farm!

New features include:

* Three maps in North America, East Asia & Central Europe
* Crops: Rice, spinach, peas & green beans
* Animals: Goats, water buffalo & baby animals
* 400+ machines from 150+ agricultural brands
* Weather events (Twister & Hail) and improved effects
* Ground deformation & GPS-assisted steering
* New production chains & farm shops & constructions
* Many quality-of-farming improvements

The post Indulge in Farm Life With Farming Simulator 25, Out Today appeared first on Xbox Wire.

Marvel Rivals Designer Dishes on Environmental Destruction and Hero Synergy – IGN First

[Editor’s note: Thank you to the team at IGN China for conducting this interview. It has been translated into English.]

When it comes to reflecting the characteristics of “Marvel Heroes” in-game and making Marvel Rivals stand out among other hero-based PvP games on the market, recreating their signature appearances and actions are of course important, but so is coming up with recognizable features in terms of both gameplay and character characteristics, as this is what will leave a deep impression on players.

Environmental destruction and hero team-ups are two very prominent features of Marvel Rivals at the system level. Although their focus is different, at their core, they are both meant to represent the unique presence and abilities of “Marvel Heroes.” If heroes canonically capable of destroying entire worlds can’t even break a wall in-game, or if “ride or die” partners like Rocket Raccoon and Groot have no interactions with each other, it would create a sense of disharmony within the game and leave players with the impression that the creators do not understand Marvel heroes, let alone the Marvel universe.

IGN China was recently invited to interview Zhiyong, the lead combat designer of the Marvel Rivals team, and we asked him to introduce a lot of settings and information related to environmental destruction and hero team-ups, which he believes will help players better understand and become immersed in the game’s content and atmosphere.

IGN: How different would the game be with and without destructible environments?

Zhiyong: The difference is very significant. As a game built around superhero battles, our goal in adding destruction effects is to showcase just how powerful they are beyond the conventional sound effects, special effects, and actions. This is the most basic design expectation for this feature.

But beyond that, we hope to use it to introduce dynamic changes within maps, such as knocking down a high platform to hinder enemy snipers, or creating a whole new path for a sneak attack. These effects all have the potential to turn the tide in battle. This helps ensure no two battles are alike even on the same map, which is the second level of consideration.

Finally, we will also integrate themed environmental destruction into different maps. For example, in Yggsgard, some broken things can be restored, and the transition between destruction and restoration will bring new variables to players’ strategies. Another example is the Tokyo 2099 map, where even if players destroy walls and pillars, part of the roof will still be suspended by spider webs. This kind of aerial cover can also lead to changes in tactics and operations. These are our basic expectations regarding the design of destructible environments. Their presence is sure to make a large difference in gameplay.

IGN: During our hands-on experience, we noticed that the total area of the destructible environment and the locations of objects that can be destroyed, such as platforms and potential passages, are often fixed. Do you anticipate players seeing the destruction effects as fixed parts of the map after playing several rounds, and thus not feeling there is anything special about them?

Zhiyong: Indeed, we did not make the scene completely destructible. This is because certain static features, such as obstacles, key firing line-blocking structures, and crucial points of cover, are the glue that holds the map together. If these are completely removed, the map’s design will lose its meaning. All the destruction effects are designed on this basis. But despite this, we’ve still managed to include a high proportion of destructible elements in each map.

During battle, players can quickly see which areas can and can’t be destroyed by pressing B. This is introduced through and integrated into the setting through “Chrono Vision,” making it more than a feature simply added out of thin air.

While ensuring there are enough destructible parts of the environment to feel satisfying, we’ve still ensured that it’s sufficiently difficult to completely tear down the map. For example, a single round on a Domination map may only take about four minutes, but if it’s a Convoy or Convergence map, a single non-Competitive round may take eight to ten minutes. Players need to fight and carry forward at the same time. If you don’t deliberately tear down a building, it’s really difficult to take into account all the destruction points. In this way, there will be a more obvious difference between each round.

IGN: Do all the abilities of all heroes have the ability to destroy the environment, or do only some of the abilities of some heroes have this ability?

Zhiyong: All the abilities of all heroes have the ability to destroy scenes. In fact, each ability in the game has two types of damage: damage to characters (the more conventional type of damage), and damage to destructible buildings and objects. Each character’s abilities have both attributes, with only a few exceptions, such as some control abilities that specifically target heroes and may have no effect on buildings. Most abilities do have a destructive effect, though. For example, Hulk’s fists can break walls, as can Rocket Raccoon’s machine gun when he shoots specific locations.

IGN: Over the past two days, I’ve experienced three new heroes, such as Moon Knight with his darts. These darts may look too small to do any real damage, yet they too are capable of breaking down buildings. What is the standard for configuring destructive power?

Zhiyong: To a certain extent, a building is treated like a “character” with a certain HP value, such as 500 HP or 1,000 HP. When a hero uses their abilities on it, part of the building’s HP will be deducted, and once its HP is depleted, the building will be destroyed. We do indeed adapt the destructiveness of different abilities according to their power.

But the most important thing for us is certain buildings collapsing after the battle reaches a certain stage or has progressed for a certain length of time, as it plays into a match’s flow. In order to control this rhythm, we will reverse the calculation based on damage data.

For example, we expect that at a certain location and under normal circumstances, two players who have engaged in one to two waves of combat will switch between offense and defense. Either a certain foothold will be shot down, or a car will be occupied, etc. Then, the fight will progress to the next location. Based on such a rhythm expectation, we will reverse the calculation of the approximate amount of damage that can be caused. With this sort of basic scale, we can infer how much destructive power each hero’s abilities should have, and there is a complete set of formulas and logic behind it.

IGN: For example, characters like Spider-Man and Venom rely heavily on pulling themselves up to high places for maneuvering or attacking, so they may struggle once a high-rise building is destroyed.

Zhiyong: Exactly. This is, to a certain extent, the concrete manifestation of the changes we hope scene destruction will bring to the battle. Including buildings, platforms, cover, and other elements will affect players’ strategies and how they choose to advance through the map.

IGN: Here are some questions about hero team-up abilities: First of all, I’d like to ask whether this feature will be designed and developed based around existing teams of heroes in the original comics, or whether there will be some original team-ups?

Zhiyong: We actually have both kinds. For example, the combination of Groot and Rocket Raccoon is directly lifted from classic scenes in the MCU and comics, while Hulk enhancing Iron Man and Doctor Strange with his Gamma Boost is more of along the lines of our exploration of the possibility of interactions between heroes and their abilities. In addition, Venom’s enhancement effect on Peni Parker and Spider-Man is also our original creation to a certain extent. In the game, Venom can separate part of the symbiote from his body and give it to his teammates, thereby enhancing the abilities of Peni Parker and Spider-Man.

IGN: In addition to enhancing an ability’s power or expanding its range, are there some special or unique team-up abilities?

Zhiyong: There are many types of team-up abilities. For example, the group of Hulk, Iron Man, and Doctor Strange mentioned earlier provides an enhancement to the heroes’ existing abilities, without changing their form. But the team-up of Magneto and Scarlet Witch essentially grants Magneto a new long-ranged ability.

The team-up group of Venom, Peni Parker, and Spider-Man I mentioned earlier is also one that adds new abilities. There are also some special team-up abilities in our game, such as Hela, Loki, and Thor. Hela is the queen of Hel, and based on that concept and thorough exploration, she was designed with the ability to revive Loki and Thor, which is completely out of the scope of numerical enhancement or expansion of the three characters’ original abilities.

IGN: After several rounds of large-scale close testing, have you made any new discoveries when it comes to balancing these team-up abilities? For example, were there any team-up effects that you originally thought to be unpopular but turned out to be used by many players?

Zhiyong: Overall, it is generally within our expectations, but the strength of some combinations may be slightly over-tuned. For example, the team-up combination of Magneto and Scarlet Witch is indeed quite direct, and many players can use it easily. It has a high floor as well, making it relatively powerful in both ranked and competitive situations.

There are also “Easter egg”-type combinations like Rocket Raccoon and Groot. It’s not particularly powerful, but players actually like it very much. Maybe it’s because this combination and being able to fight while riding Groot is just fun in and of itself.

The preferences and tendencies of players are generally within our expectations, but some team-up effects that fall under personal preferences have become popular, which is indeed slightly beyond our expectations.

IGN: You’re likely continuing to observe the effects and usage frequency of these team-up abilities to make balance adjustments, right?

Zhiyong: Absolutely. This continues to be a focus of ours. In addition, we will continue to introduce new characters, and with new characters comes new team-up abilities. At the same time, we have previously announced that there will be a concept of dynamic team-up in the game. Simply put, this “dynamic team-up” will make introduce adjustments to some team-up combinations on a seasonal basis. Of course, the ultimate goal is to introduce more variety to the team-up combinations and keep things fresh, as team-ups are a crucial part of our lineup diversity. Thus, we put it in a larger dimension for overall consideration.

IGN: If a player encounters a team without any hero team-up abilities when queuing up solo, will there be a big gap in overall strength compared to teams with team-up abilities?

Zhiyong: We have actually considered this issue very carefully and have plans to avoid such situations. First of all, the existing team-up framework generally includes a combination of two to three heroes, but we do not require that all three heroes must be present to activate the enhancement effect. For example, if a team includes only Hela and Thor, those two players can still activate the resurrection ability. Smaller unit design is obviously conducive to the triggering of team-up effects.

In addition, there is a concept called “team-up core” in the game. Some characters, which account for about one-third of the roster, can enjoy some special effect enhancements throughout the season. Even if the hero team-up is not activated—for example, if I choose Hela but no one in the team chooses Thor or Loki, Hela will still enjoy the season gain effect as a “team-up core” character, which guarantees the strength of the character to a certain extent.

Under this premise, only in extreme and rare cases in which players deliberately choose to do so would a team of six players wants to choose a combination that ha s neither the buffed “team-up core” nor any team-up combinations. Based on the aforementioned design, generally speaking, teams with team-up effects are competing against each other. In addition, looking at our data from many rounds of testing, there were almost no teams that lacked any sort of team-up effect.

On the other hand, from the experience of our developers—because we almost always play ranked—through our own observations in the ranking environment, players are gradually getting used to the team-up system. When I choose Scarlet Witch, my teammates will naturally choose Magneto to cooperate with me. When I choose Iron Man, there is a high probability that my teammates will choose Hulk, or when they see me choose Hulk, my teammates will select Doctor Strange, etc. This situation is becoming more and more common.

After all, most players will not limit themselves to just one hero. Rather, they will be good at at least three or four characters in different roles. As long as they reach this level, they will certainly have the know-how needed to cooperate with teammates to activate team-up effects, even when matching with strangers.

IGN: Are there more active effects or passive effects in hero team-up skills?

Zhiyong: Generally speaking, there are more active abilities. If a character’s inherent abilities are more complex, however, we may tend to use passive methods to trigger the team-up effect.

IGN: If it’s an active ability though, you may need to tell the player how to use it and what effects it has.

Zhiyong: Indeed. Our current tutorial is not quite complete, but we are already working on a new tutorial program. In it, we will select some heroes and explain how to trigger and use team-up effects through the hero’s introduction. Of course, we also hope to continue making additions to our beginner tutorial.

From the perspective of regular battles in the game, after an active team-up ability is activated, an animation will play. Generally speaking, it will be bound to a certain key/button, prompting the player to actively use it. There is no key/button prompt for passive types, such as Hela and Thor, which directly prompt resurrection.

IGN: Is the ultimate development goal of the hero team-up system to allow any hero to have a team-up effect with any other character?

Zhiyong: Frankly speaking, we don’t want just any hero, or any two heroes, to be able to activate team-up abilities, as this would make the game overly complicated. After all, this is not a card game—players do not have an overview of the entire match available at all times.

Our players are more like six individuals joining forces to defeat their six opponents. They need to communicate and cooperate with each other. Therefore, we should not make the hero team-up design too complex. In principle, we should try to keep it to the current two to three heroes in a group, with a dozen or so team-ups available.

With the continuous addition of new characters, we will also introduce new team-up abilities, and the old team-ups will also be changed and adjusted to adapt to the new meta. But in general, we still want to continue exploring in this direction. In doing so, we can better help players to learn and master various character combinations, and the overall context will appear clearer.

Best Nintendo Switch Deals Today (November 2024)

As we approach the end of the year, and with Black Friday sales right around the corner, there’s never been a better time to find top Switch discounts. We’ve gathered the best Switch deals currently available, including a great discount on Mario & Luigi: Brothership, and the Switch Black Friday bundles are already up and available at Best Buy. Check out our favorite deals at the moment below, and for more updates on the latest discounts, follow @IGNDeals on Twitter/X.

Best Nintendo Switch Game Deals

There are plenty of great Switch deals right now, but one of our favorites is on Mario & Luigi: Brothership. The new release has gotten its first discount at Woot, dropping its price by $10 to $49.99. Alongside that, Paper Mario: The Thousand-Year Door drops to $42.99 at Walmart as part of its early Black Friday deals and The Legend of Zelda: Tears of the Kingdom is down to $44.99 at Woot.

More Switch Video Game Deals

Best Switch Micro SD Card Deals

The best Switch SD card should be fast, reliable, and as future-proof as possible. That last one is important, especially with the Switch successor on the horizon. Therefore, you’re going to want to opt for the latest in SD card tech, which is a micro SDXC UHS-I U3 A2 V30 memory card. That’s a lot of random letters, so to save you a bit of time we’ve left our top suggestions and deals below for your convenience.

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Nintendo Switch Mario Kart 8 Holiday Bundles Are Live

Black Friday has arrived a little early for Nintendo fans. For the past few years, Switch holiday bundles with Mario Kart 8 Deluxe have dropped during the holiday sale event. If you’ve been itching to pick up one of these bundles, you thankfully don’t need to wait until Black Friday as the Standard and new OLED bundle are already live at Best Buy. With these bundles, you’re essentially getting the game for free, which is totally worth it.

Best Switch Power Bank Deals

Looking for a new power bank? This incredible deal on the Anker PowerCore 737 is absolutely worth checking out. Featuring a spacious 24,000mAh capacity and a hefty 140W charging output, it’s a fantastic pick for your Nintendo Switch. We also featured it in our list of the best power banks for 2024, so it’s well worth investing in.

Best Nintendo Switch Accessory Deals

Whether you’re looking for a new controller or a new deck for your Switch, there are quite a few different accessory deals that are worth checking out. Here, we’ve listed just a few of our favorite discounts at the moment, including a deal on the CRKD Nitro Deck and a nice little deal on Neon Purple/ Neon Orange Joy-Con.

More Accessory Deals:

When Should You Buy a Nintendo Switch?

The short answer is that you should buy a Nintendo Switch whenever there’s any kind of sale, regardless of the time of year. Amazon will likely offer the same console bundles on any other sale as it will on Black Friday or Amazon Prime Day, so there’s no real reason to wait if you’re in need of a Nintendo Switch.

That being said, there are sometimes some unique bundles and promotions during Black Friday that you won’t find any other time of the year. They usually includes additional games (like the infamous Mario Kart 8 bundle) or Switch accessories for free, but quantities tend to be limited. As always, do your research into the seller before you make a purchase and keep in mind that the Nintendo Switch 2 is coming out next year.

Where to Buy a Nintendo Switch in 2024

With how expensive gaming is getting in 2024, we’re trying to save you as much money as possible on the games and other tech you actually want to buy. We’ve got great deal roundups available for all major platforms such as PlayStation and Xbox, and keep these updated daily with brand-new offers. If you’re trying to keep costs down while maintaining your favorite hobby, stay tuned for more incredible discounts.

Robert Anderson is a deals expert and Commerce Editor for IGN. You can follow him @robertliam21 on Twitter.

Fortnite Confirms OG Experience Returns in December, but This Time It’s ‘Here to Stay’

Veteran fans of all-encompassing battle royale Fortnite have a treat in store: the original “OG” version of the game re-launches next month.

In a tweet, developer Epic Games announced the OG Fortnite experience returns on December 6, but this time is “here to stay.”

That means players can relive Fortnite battle royale from the start when it launched in September 2017 and explore the OG map, collect OG loot, and relive OG seasons.

Epic had said that Fortnite OG and the original map would return at some point this year after relaunched in limited-time form back in November 2023. Enthusiasm for Fortnite OG was overwhelming and saw Fortnite enjoy its “biggest day” ever with over 44.7 million players jumping in to take a trip down memory lane.

Last month, Epic boss Tim Sweeney insisted the company was “financially sound” after a tumultuous period in which 830 staff were laid off. In September 2023, the North Carolina studio behind Fortnite and Unreal Engine suffered a significant round of layoffs that saw 830 employees, about 16% of its workforce, lose their jobs.

Separately, Epic divested music service platform Bandcamp and spun off most of SuperAwesome, a kid-safe technology company. These were acquired by Epic Games in 2022 and 2020, respectively. Around 250 people left Epic through the divestitures.

At the time, Sweeney said the company had been spending “way more money than we earn, investing in the next evolution of Epic and growing Fortnite as a metaverse-inspired ecosystem for creators.”

He also pointed to a “major structural change to our economics” after Fortnite growth transitioned from the explosively popular and highly profitable battle royale that funded its initial expansion, to the lower margin business that came from creator content with significant revenue sharing.

Speaking during a presentation at Unreal Fest 2024, Sweeney said that Epic “spent the last year rebuilding and really executing solidly on all fronts.” He added: “I’m happy to tell you now that the company is financially sound, and that Fortnite and the Epic Games Store have hit new records in concurrency and success.”

On that front, Fortnite hit 110 million monthly active users over the 2023 holiday season, an impressive milestone for a game now seven years old. To put that into context, in August 2018 Fortnite hit 78.3 million MAUs.

Epic rarely makes Fortnite player numbers public, and when it does so it uses various metrics that make direct comparisons difficult. Last year’s Season OG, which brought back the Chapter 1 Season 5 map and with it classic areas like Tilted Towers, Pleasant Park, and Risky Reels, saw Fortnite hit a new peak of 44.7 million players in just one day. Epic previously said Fortnite saw a concurrent player record of 15.3 million players for the December 2020 end-of-season live event, which saw players teaming up with Iron Man, Wolverine, and other Marvel heroes to defeat Galactus.

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.

Warhammer 40,000: Space Marine 2 patch adds a new weapon, plus some tweaks for the existing arsenal

“Where’s my Neo-Volkite pistol, Warhammer 40,000: Space Marine 2?” was my perhaps slightly ungrateful reaction upon booting the action game up after the previous patch. “I didn’t even know what a Neo-Volkite pistol was until five minutes ago, but now this whole game is trash until I get one!.” As promised in the roadmap, the last big update added a whole new Operations map, complete with a gargantuan new pseudo-boss in the form of a hierophant bio-titan. It did not, however, give me my beloved pistol. It’s fine. It’s in now, along with a few, less Neo-Volkite updates to other weapons.

Read more

Poll: What Review Score Would You Give Mario & Luigi: Brothership?

Five by five.

After the demise of AlphaDream, it seemed like a new entry in the Mario & Luigi saga became nothing more than a mere pipe dream. Thankfully, however, a new collaboration between Nintendo and Acquire has resulted in Mario & Luigi: Brothership, a game that stands as not only the first brand-new entry in the franchise in nearly a decade, but also the first proper home console release.

We rather enjoyed it, too. In our 9/10 review, we said it was “easily the best Mario & Luigi RPG yet” with strong combat mechanics, impressive world-building, and clever puzzle design. Here’s the thing with opinions, though… They often differ, and Brothership in particular has proven to be somewhat divisive with a few outlets. Heck, many fans have even taken to social media to bemoan the tweaks applied to the game’s battle system.

Read the full article on nintendolife.com

Sea of Stars: Dawn of Equinox: A Yearlong Journey in Refinement

Sea of Stars: Dawn of Equinox: A Yearlong Journey in Refinement

Sea of Stars: Dawn of Equinox Key Art

Summary

  • Dawn of Equinox introduces local co-op for up to three players, new combat mechanics, and numerous quality-of-life improvements.
  • This update reflects nearly a year of post-launch development, driven by player feedback and the studio’s desire to further enhance the creative impulse that inspired the game’s creation.
  • The Sea of Stars: Dawn of Equinox free content update is available today for Xbox and Windows PC. Sea of Stars is also currently available with Xbox Game Pass and PC Game Pass.

We’re delighted to talk about our journey since launching Sea of Stars and share more about how we chose to work full time for the better part of a year on a major free update called Dawn of Equinox. Today, I’d like to share more about Sabotage’s business realities and studio life, along with a summary of the update’s new mechanics, namely the addition of a co-op mode.

Given the means

Like many other projects, Sea of Stars started with an impulse — an idea that we all gathered around as a team, something we got excited over, and agreed was a worthwhile creative pursuit. A unique flavor of a feeling, which, given proper treatment in the form of a video game, should compel players to participate in this impulse, experiencing and expressing in their own way what we found unique and worthwhile about Sea of Stars.

Like any other career, game development comes with curve balls and decisions. Short of a magic wand to make everything happen instantly, we become intimate with the notion that production is a team’s one shot at capturing that initial impulse, and that some things inevitably won’t go down as planned. And so, like any other form of art, there is an angle where a game is never finished, but rather surrendered.

After four years of production, we were fortunate enough to feel genuinely happy and content with what we had managed to capture, and within the first hours of its release, it became clear that the reception to Sea of Stars would far exceed our predictions. While the joy and gratefulness we felt can never be overstated, we also gathered around a sense of responsibility in response to this critical mass of players giving us the means to support ourselves.

Putting together this newfound freedom along with hindsight, player feedback, and the countless little tweaks and things we would have so loved to add to the game, we scoped out a major free update, giving our fans an entire year of full time work from the team to refine Sea of Stars into something that resonates even more strongly with the aforementioned impulse, which we now knew a lot of people did (and cared to) engage with.

Wanting to leave no stones unturned, we filed each item under three pillars: polishing, combat 2.0, and couch co-op.

Polishing, Combat 2.0, and Couch co-op

The list goes on here, but the gist of it is that we revisited all areas of the game where we had to make some sacrifices or hard decisions on the road to the game’s initial launch. Setting aside the countless bug fixing and micro adjustments, the bulk of the work was simply to fully realize what was originally envisioned.

You’ll find things like a completely new cinematic cutscene to support a major story beat, a revamped first hour flow in which we’re finally able to do away with the flashback structure by implementing combat animation sets for the kid versions of our heroes, allowing us to go into the intro right away without sacrificing action. There are also a bunch of new Relics, including one for speedrunning, and difficulty presets for those looking for more (or less) grit to combat.

We also updated combat to make it what was originally planned. This one wasn’t for lack of time or conflicting priorities; we simply ended up opting for a lighter and more simple experience. Hindsight and player feedback are the MVPs here; there was indeed an appetite for combat to be deeper and more involved. The first main addition here is “Sticky Combo Points”, which now remain after battle, offering varied ways of opening in combat, as well as maintaining a more abundant resource pool for playing around with the 40+ unique skills and spells at the party’s disposal.

Another notable addition is the concept of “Mystery Locks”. Simply put, any new enemy casting a spell will display Mystery Locks instead of specific damage types directly, creating this gameplay loop around trying different moves to see what breaks each new spell, along with a new “Reveal” function added to some of the characters’ skills. Revealing locks permanently maps them on a per-enemy/per-spell basis, something which playtests quickly validated in terms of adjusting difficulty without relying solely on damage done/received, as well as ensuring more of the bosses special moves get to fly.

Regarding three player couch co-op, we followed a simple rule: player One isn’t special, everyone can do everything. While it was by far the most challenging to implement given the thousands of use-cases to manually implement or fix, this one simply speaks for itself with controllers in hand.

Looking ahead

We couldn’t be happier with the Dawn of Equinox update. Now it’s time to fully shift focus on the upcoming free DLC Throes of the Watchmaker, which is on track to be released in the Spring of 2025.

In the meantime, we hope that you enjoyed this behind the scenes look into what Sabotage has been up to, and we thank you all once again for the overwhelming support. Whether you’ll be playing for the first time, or going for another run, we hope you will enjoy Sea of Stars in its full expression.

Safe travels!

Xbox Play Anywhere

Sea of Stars

Sabotage Studio


339


$34.99

$27.99
PC Game Pass
Xbox Game Pass

Promising the Sabotage touch in every system, Sea of Stars aims to modernize the classic RPG in terms of turn-based combat, storytelling, exploration and interactions with the environment, while still offering a hearty slice of nostalgia and good old, simple fun.

The post Sea of Stars: Dawn of Equinox: A Yearlong Journey in Refinement appeared first on Xbox Wire.

Sea of Stars Dawn of Equinox: devs deep dive into 3-player co-op and Combat 2.0, live today

Hey everyone, Thierry here speaking for Sabotage. Our friends at PlayStation extended an invitation to share more about everything that has happened since the launch of Sea of Stars, and how that led our team to work full-time for the better part of a year on a major free update called Dawn of Equinox.


Sea of Stars Dawn of Equinox: devs deep dive into 3-player co-op and Combat 2.0, live today

So let’s dive into a summary of what’s included, namely general updates, combat 2.0, and couch co-op.

Updates

Along with countless bug fixes and micro adjustments, we added a bonus pre-rendered cinematic cutscene and finally got to revamp the game’s first hour by adding combat animations for the kid versions of our heroes. This allowed us to ditch the flashback structure by having action directly in the intro, something we sadly had to give up on during production.

We also added difficulty presets, a bunch of new Relics to customize the experience, and even a comprehensive Speedrun Mode designed with the help of our community. There’s some new music, character portraits, and animations—the list goes on.

Combat 2.0

The update brings two key changes to the combat system: Sticky Combo Points and Mystery Locks. Along with a comprehensive balancing pass, of course.

Sticky Combo Points: The gist of it here is that Combo Points now remain after battle, giving combo moves a lot more use overall, whether to open more aggressively on a regular fight, or providing more options to deal damage of the different types when dealing with locks.

This one mainly addresses the feeling of there not being a enough variety of moves in the game. The vision was always to give each character a small kit (MOBA-style), where each move has situational utility, rather than a big list where players pigeonhole themselves into only using their couple of favorites. All good intentions, but while the game boasts over 40 unique and custom-animated moves total, the scarcity of Combo Points meant players seldom engaged with most of them, reducing the perceived scope of combat to feeling like only having three skills per character.

Mystery Locks: This is another one that should always have been there. In short, Mystery Locks bring a new gameplay loop around revealing how to break enemies’ spells whenever they are first encountered. Instead of displaying the damage types required for each lock, they are hidden, requiring the player to try different attacks to see what will break each lock. Note that this is on a per enemy type, per spell basis, meaning that progression toward revealing Mystery Locks is saved in real-time.

The main effect on the experience here is that there will be more enemy spells flying overall, bringing a small uptick in difficulty by relying on the occurrence of more gnarly enemy moves rather than relying solely on the intricate balance between damage done and damage received. This change also adds a “Reveal” function to some of the character skills and combos, adding more layers of strategy based on whether it’s time to map a new enemy’s spells, or to go all out with damage. Combined with Sticky Combo Points and difficulty presets, Mystery Locks gives us the definitive edition of the combat system for Sea of Stars.

Couch co-op (or online using Share Play)

We knew this one would be  challenging given the hundreds of cutscenes, interactive objects, camera work, puzzles, menus, NPC interactions, and countless other things that would simply break in thousands of ways if more than one player had full control over the game’s world.

But the co-op dream was very much alive within the team, so we went for it, manually implementing every single edgecase one at a time until we had a full-on three-player mode. You can even use PS5’s Share Play feature to play online co-op with a friend (PlayStation Plus required, here’s how to use it).

In combat: Combat initiates when any player touches an enemy or projectile. In this mode, it doesn’t matter who controls which character in the overworld; players take turns at random picking the next action from the character of their choice.

Whenever an action occurs, all players can chime in to perform Team Blocks and Team Hits for even more bonus effects. For example, whenever all three players time a block properly, the damage is always zero.

Out in the world: We aimed for maximum freedom outside combat. All three players can run, swim, climb, shop, change equipment, talk to NPCs, trigger cutscenes, initiate combat, etc. Anything that a solo player could do, we wanted to make available for all. There’s even 1v1 Wheels now.

Along with a friendly bubble to bring any stray players back into the adventure, a high-five mechanic brings a fun little way to interact with one another while gaining a short speed boost in the process. Oh, we also made the animation sets required for fishing to be available for all characters.

Looking ahead

With the Dawn of Equinox update in the rear view, the team is now focused on the upcoming free DLC Throes of the Watchmaker, which is on track to be released in the Spring of 2025.

We hope you enjoyed this behind-the-scenes look into what’s been going on at Sabotage over the past year. Thank you all once again for the overwhelming support. Whether you’ll be playing for the first time or going for another run, we hope you will enjoy Sea of Stars in its full expression.

Sea of Stars: Dawn of Equinox content update is now available on PS4 and PS5. Safe travels!

GTA Trilogy Definitive Edition Gets Surprise Update on Console and PC, Adds Visual Features That Were Exclusive to Mobile Versions

Rockstar issued a surprise update for GTA Trilogy Definitive Edition today, November 12 — nearly two years since the last one.

GTA Trilogy Definitive Edition, a 2021 compilation of 2001’s Grand Theft Auto 3, 2002’s Grand Theft Auto: Vice City, and 2004’s Grand Theft Auto: San Andreas, was heavily criticized upon launch on PC and console. IGN’s GTA Trilogy Definitive Edition review returned a 5/10. We said: “GTA Trilogy Definitive Edition is defective, disappointing, and surprisingly disrespectful to three classic games and their many legions of fans.”

In contrast, the mobile versions of Grand Theft Auto: The Trilogy – The Definitive Edition, released in December last year, met with critical acclaim. Players praised the ports for fixing several issues found on the console and PC versions, including lighting, shadows, reflections, and draw distance. A Rockstar Games blog post published at the time mentioned that these ports include a new classic lighting mode “that restores the look and feel of the sky in the original games.”

Now, finally, this classic lighting option is in Grand Theft Auto: The Trilogy – The Definitive Edition on PC and console. Early reports indicate sweeping visual improvements across the board that are already going down well with fans.

Reports also indicate Grove Street Games, original developer of Grand Theft Auto: The Trilogy – The Definitive Edition, is no longer mentioned in-game. The mobile versions were developed by Video Games Deluxe, the Australian studio behind L.A. Noire VR Case Files.

If you are diving in to GTA 3, GTA Vice City, or GTA San Andreas in the GTA Trilogy, here’s a cheat code refresher for each: GTA San Andreas Cheats, GTA Vice CIty Cheats, and GTA3 Cheats — and how to enter cheats on every platform, including mobile.

It’s a busy time in the world of GTA, with Rockstar continuing work on GTA 6. Parent company Take-Two recently doubled down on GTA 6’s promised fall 2025 release window for what will no doubt be the biggest video game launch of all time.

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.

The new Nvidia App is out now, justly banishing GeForce Experience to history

After nearly a year of public beta honing, the Nvidia App – Team Green’s new one-stop shop for desktop GPU management – is out in full. Not alongside the upcoming RTX 50 series, as rumoured, but right-now-today-this-minute. I’ve been testing out the launch version and while it’s not without some dud features, it does agreeably achieve its stated goal of combining the functions within Nvidia Control Panel and GeForce Experience. And if installing it means never having to use the latter again, well, that’s 149MB well spent.

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