Round Up: The Previews Are In For The Legend Of Zelda: Echoes Of Wisdom

It’s sounding very promising!

Zelda: Echoes of Wisdom is fast approaching and we’ve now got the first batch of preview impressions doing the rounds. This includes a “hands on” courtesy of our lovely senior video producer Alex Olney:

“We left wanting more. Wishing we could stay on and progress further than we were allowed, wishing we could take a copy home and start playing around with everything. We even wanted to replay a lot of what we’d already done because we knew there were other ways we could have done things, and because the game doesn’t really care how you solve something as long as you solve it.”

Read the full article on nintendolife.com

Rumour: Switch “Successor” Will Be Backwards Compatible, It’s Claimed

Another rumour about previous-gen compatibility surfaces.

One question everyone wants to know is if Nintendo’s next-generation hardware will include backwards compatibility support. Previous hardware releases from the Japanese firm have supported this feature, so will this be the case with the Switch successor?

Following the latest round of industry whispers about this anticipated device, “industry insider” Nate the Hate is now claiming this new device “has backwards compatibility support”. This latest update (via VGC) follows similar backwards compatibility claims from peripheral maker Mobapad earlier this year.

Read the full article on nintendolife.com

Sony Doesn’t Have Enough Original Franchises Built From the Ground Up, Executive Says

Sony Chief Financial Officer Hiroki Totoki doesn’t think that the media giant has enough franchises that it has “fostered from the beginning,” calling it an issue for the company as it seeks to rival its competitors in the space.

“Whether it’s for games, films or anime, we don’t have that much IP that we fostered from the beginning,” Totoki said in an interview with the Financial Times. “We’re lacking the early phase (of IP) and that’s an issue for us.”

PlayStation fans quickly seized on Totoki’s comments, posting images of Sly Cooper, Resistance, and other long lost franchises. But as others pointed out, Totoki was referring to the business as a whole, which is lacking in homegrown properties on the scale of, say, Mario. Outside of Spider-Man, Sony’s biggest transmedia sucess is arguably The Last of Us, which debuted to great fanfare on HBO in 2023.

One fan opined on Reddit, “This comment is referring to Sony as a whole, not just its games division. From that perspective, I think I would agree. As a casual viewer I couldn’t name anything that stands out to me from their film division that isn’t an existing IP, and even what they are making doesn’t have the greatest reputation. What is Sony Pictures without Spider-Man? Hotel Transylvania?”

Sony has prioritized the acquisition of major franchises, at one point seeking to team with Apollo to acquire Paramount for $26 billion in a deal that ultimately fell through. Still, Sony is hoping that it can continue to develop popular properties of its own.

Whether it’s for games, films or anime, we don’t have that much IP that we fostered from the beginning

“We have the technology and creation is the area where we like and where we can contribute the most,” CEO Kenichiro Yoshida said as part of interview. “By putting our efforts in creation, that also means that we will work with partners on the distribution side. So I think we have developed very good relationships with the so-called Big Tech players.”

The interview also quotes Crunchyroll President Rahul Purini, who says the streamer is seeking to team with Sony to co-produce shows amid rising production costs. He estimates that there are around 800 million anime fans globally, which he believes could rise to a billion in the next few years.

“Given the constraints within the ecosystem, there is opportunity for various companies, including Sony, to see if there is a way to add additional capacity, bring additional talent and potentially leverage digital technology in the creation process,” Purini said.

Sony is just one of many media companies to join the frenzy to find valuable franchises for streaming services, video games, and other platforms. Nintendo, Sega, Warner Bros., and Disney are among the companies to dig into their portfolios to find fodder for movies and amusement parks, resulting in a host of revivals, some of them quite obscure.

Elsewhere, Sony’s attempts to create its own online franchise hasn’t gotten well, with Concord set to be pulled offline less than two weeks after launch. Prior to the cancellation, Concord was set to appear in Amazon’s Secret Level series, though it’s unclear whether those plans will move forward.

In the meantime, Sony fans are being left to fondly reminisce about Infamous, Jak and Daxter, Dark Cloud, Gravity Rush, and other lost classics. Hey, at least there’s always Astro Bot, right? Sony’s nostalgic platformer will be out September 6.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

Sony Doesn’t Have Enough Original Franchises Build From the Ground Up, Executive Says

Sony Chief Financial Officer Hiroki Totoki doesn’t think that the media giant has enough franchises that it has “fostered from the beginning,” calling it an issue for the company as it seeks to rival its competitors in the space.

“Whether it’s for games, films or anime, we don’t have that much IP that we fostered from the beginning,” Totoki said in an interview with the Financial Times. “We’re lacking the early phase (of IP) and that’s an issue for us.”

PlayStation fans quickly seized on Totoki’s comments, posting images of Sly Cooper, Resistance, and other long lost franchises. But as others pointed out, Totoki was referring to the business as a whole, which is lacking in homegrown properties on the scale of, say, Mario. Outside of Spider-Man, Sony’s biggest transmedia sucess is arguably The Last of Us, which debuted to great fanfare on HBO in 2023.

One fan opined on Reddit, “This comment is referring to Sony as a whole, not just its games division. From that perspective, I think I would agree. As a casual viewer I couldn’t name anything that stands out to me from their film division that isn’t an existing IP, and even what they are making doesn’t have the greatest reputation. What is Sony Pictures without Spider-Man? Hotel Transylvania?”

Sony has prioritized the acquisition of major franchises, at one point seeking to team with Apollo to acquire Paramount for $26 billion in a deal that ultimately fell through. Still, Sony is hoping that it can continue to develop popular properties of its own.

Whether it’s for games, films or anime, we don’t have that much IP that we fostered from the beginning

“We have the technology and creation is the area where we like and where we can contribute the most,” CEO Kenichiro Yoshida said as part of interview. “By putting our efforts in creation, that also means that we will work with partners on the distribution side. So I think we have developed very good relationships with the so-called Big Tech players.”

The interview also quotes Crunchyroll President Rahul Purini, who says the streamer is seeking to team with Sony to co-produce shows amid rising production costs. He estimates that there are around 800 million anime fans globally, which he believes could rise to a billion in the next few years.

“Given the constraints within the ecosystem, there is opportunity for various companies, including Sony, to see if there is a way to add additional capacity, bring additional talent and potentially leverage digital technology in the creation process,” Purini said.

Sony is just one of many media companies to join the frenzy to find valuable franchises for streaming services, video games, and other platforms. Nintendo, Sega, Warner Bros., and Disney are among the companies to dig into their portfolios to find fodder for movies and amusement parks, resulting in a host of revivals, some of them quite obscure.

Elsewhere, Sony’s attempts to create its own online franchise hasn’t gotten well, with Concord set to be pulled offline less than two weeks after launch. Prior to the cancellation, Concord was set to appear in Amazon’s Secret Level series, though it’s unclear whether those plans will move forward.

In the meantime, Sony fans are being left to fondly reminisce about Infamous, Jak and Daxter, Dark Cloud, Gravity Rush, and other lost classics. Hey, at least there’s always Astro Bot, right? Sony’s nostalgic platformer will be out September 6.

Kat Bailey is IGN’s News Director as well as co-host of Nintendo Voice Chat. Have a tip? Send her a DM at @the_katbot.

How Mass Effect Became a Board Game

Mass Effect is one of the most acclaimed and beloved video game franchises of all time, with global sales of over 20 million copies across the series. Now, fans of Commander Shepherd and the Normandy Crew have the chance to see their favorite characters sculpted on the tabletop, thanks to the upcoming Mass Effect: The Board Game – Priority: Hagalaz.

You might justifiably be concerned that this is a cheap cash-in, like many board game adaptations of video games, but the good news is that one of tabletop’s hottest designers, Eric Lang, creator of Blood Rage and XCOM: The Board Game, is attached to the project. The better news is that he’s a fan of the Mass Effect franchise himself. “I’ve been humbled by the game’s profound and groundbreaking influence on all video game design for over a decade,” he admits. “I wanted to do justice to this brand.”

However, the magic ingredient for the project was Eric’ trusted co-pilot, new designer Calvin Wong Tze Loon 黃子倫, whom Eric describes as a “superfan” of the sci-fi series. Calvin was understandably thrilled to have the opportunity. “When I got the invite to co-design and do narrative work, I screamed out loud,” he admits. “In some ways, I haven’t stopped screaming since!”

Priority: Hagalaz is set aboard the titular planet of Hagalaz, on which a rogue cruiser from the terrorist cell Cerberus has crashed. The game tells the story of Commander Shepherd and crew infiltrating the ship to discover its secrets in the hope of gaining an edge in the ongoing war effort against the terrifying Reapers. While the planet of Hagalaz was featured in both Mass Effect 2 and 3, it’s not central to the plot and seemed an odd choice to set the action of the board game.

Turns out this choice was Calvin’s. “It’s the Shadow Broker planet from Mass Effect 2, and a planetwide storm provided a very dramatic time limit with which we could pressure the players,” he explains. “From a personal perspective, I always liked filling in the corners of stories I liked. We saw the storm, briefly, in the video game. What if we came back?”

Although the designers steered the game, they did so in coordination with the Mass Effect team at Bioware to ensure that the game stayed true to their original vision for the setting and characters. “We wanted to make sure that the objectives and narrative text both fit canon and the heroic tone of the series,” says Calvin. “For example, Bioware asked us to include extra text saying that various prisoners and civilians rescued by the squad would be picked up by Kodiak shuttles so that it was clear they were being rescued.” Eric adds that it was also Bioware’s idea to have two different hazard decks to differentiate areas of the cruiser.

Mechanically, the game is a cooperative affair in which players pick characters from the franchise and work together in tactical combat missions, defeating enemies and securing on-board objectives. The introduction, events and outcome of each mission are woven together with snippets of narrative text. This is a crowded genre, potentially including critical behemoths like Gloomhaven, but Priority: Hagalaz has two innovative features, aside from its popular license, that make it stand out from the crowd.

Firstly, it’s a campaign game that you can play in a single evening, with your team undertaking 3-5 hour-long missions – it’s your choice how many, and it’s easy to “save” your game state between sessions – across a branching structure of 10 different scenarios which can lead to different endings.

When I got the invite to co-design and do narrative work, I screamed out loud.

“We wanted the most epic experience that was also approachable by the vast majority of players crossing over from the video game series,” says Eric. Calvin picks up the theme, saying “As board gamers, we know the pain of completing one mission of a campaign, packing it away and knowing it could be months before you saw the same friends again to do the next mission. So we wanted to give players that feeling of getting a ton of bang for their buck. See everything! Play it over and over!”

Second, the game has a clever action dice system in which the first player each turn rolls a large pool of dice, picks the results they want to use, then passes the remainder to the next player who can lock in a single result and re-rolls the rest. Action dice, where the rolled faces indicate what actions you can undertake, are an underused concept in design, although they made a recent appearance in Dune: War for Arrakis. They allow a designer to achieve a fantastic balance between strategy and excitement, while ensuring a game doesn’t grow stale once you’ve mastered the strategy. Passing the dice pool between players is a novel way of using them, making player order and timing absolutely critical to your tactics.

This is one of Eric’s contributions to the design. “I borrowed that mechanic from an unfinished cooperative skirmish game I was working on, and was waiting for the right fit,” he tells IGN. “I love how it models the chaos of squad combat without requiring the stress of real time.” Interestingly, dice are not used to determine combat results: if you roll a combat action face and decide to use it, you hit automatically and do damage depending on your character. “You’re a squad of competent pros, so this allowed us to avoid the frustration of ‘roll to hit – miss!’,” explains Calvin. “The option to save a die increases co-operation between players, as I’m looking at my friend’s situation and asking them if they’d like me to leave them a specific die so they can bail themselves out of it, which enhances the feeling of being an elite squad.”

While the dice pool does enhance cooperation between the players, games where everyone is working together can suffer if one player tries, intentionally or otherwise, to take over decision-making. Eric has designed a number of other cooperative titles, and doesn’t feel it’s an issue in Priority: Hagalaz. “In my opinion, this is an overstated problem,” he says. “There are various ways to mitigate it, one of which is dynamic complexity, allowing tension between players’ advancement goals, introducing light competitive elements. Our game has this in spades.” He’s talking about the way characters develop between missions, rewarding each player’s achievements with their choice of new powers to use in the next game.

Whatever innovations the game brings to the tactical combat genre, it is perhaps more important that it plays and feels like a Mass Effect game, something the designers were keenly aware of. “We designed the squad members from the ground up to replicate the fantasy of those characters from the video game,” Calvin tells IGN. But for many players, the designers included, what makes the series stand out from its peers is the sense that your in-game choices have a profound effect on the unfolding story, ensuring your own journey has a sense of uniqueness that reflects your decisions. Designing that into a board game, with its relatively limited set of narrative and components, is a huge challenge, but Eric and Calvin felt it was important to meet it head-on.

I love how it models the chaos of squad combat without requiring the stress of real time.

Their tool of choice was the way missions can end in three states, a difficult “Paragon” victory, an easier “Renegade” win, or a loss, each of which feeds into the next mission. If you aim for the highest grade, you might end up failing completely. “Do you risk the more difficult idealistic path for wilder upgrades, or take the safer, more pragmatic path for more steady upgrades,” queries Eric. “Another way is that the missions you choose impact future missions directly. It’s the most elegant implementation of a branching narrative that we liked.”

Eric notes that this is something players can, and do, decide on the fly. “We noticed play testers sometimes abandoning the Paragon objective when things got too hot, therefore making a narrative choice via a tactical decision,” he recalls. “That’s such a cool moment, because even though you don’t actually fail the campaign if you lose the mission, players just organically decided the risk was too high and took the safe win instead of sticking it out for an idealistic, but perhaps doomed outcome. And maybe they can try again in a future play through!”

With only 10 missions total, even with a branching structure and a variety of characters to choose from, it feels like the game might have limited replay value. But the designers think that not only is that not the case, it’s actually part of the way it conjures the Mass Effect sense of meaningful decisions. “Being able to replay a short campaign also lets players see the various outcomes of their choices as they try it again and again,” Calvin points out. “Each playthrough encourages players to try different builds for their favorite squadmates and see how those skills play off each other. Players could choose to funnel all the squad’s power into one character, or spread it out amongst others. Agonizing over who gets which level up and how to assign the skills so that synergies are created amongst the squad is a really cool set of choices.”

This kind of design is meat and potatoes to Eric. “I specialize in modular replayability, which is fancy designer-speak for games that present fun scenarios that change significantly depending on which components you choose to bring to the table,” he explains. “Two campaigns played side-by-side where you choose only one different mission and one different squadmate should have a very different feeling with the same rules set. I’m not a fan of disposable content; we wanted to design scenarios with a number of fun ways to approach and solve, while forcing players to adapt. Picture something like 10 intertwined games of Pandemic with different endings to work towards.”

It’s clear that Priority: Hagalaz is something of a labor of love, where both designers have worked hard together to try and identify what made the series special for them, and bring that across to the very different realm of tabletop play. The result doesn’t just pop on the tabletop thanks to the video game assets and plastic figures, but fills a small gap in the narrative of the original trilogy’s final game, Mass Effect 3. How the board game fares as part of the wider franchise is yet to be seen – Eric would only say there are “plenty of ideas in the works” – but in true Mass Effect style, your decision on whether to play it might impact its future in an as-yet unforeseen way.

You can pre-order the game here. It’ll be available at retail on N7 Day: November the 7th.

Matt Thrower is a contributing freelancer for IGN, specializing in tabletop games. You can reach him on BlueSky at @mattthr.bsky.social.

Save the Kingdom: Epic Battles Await in Bunny Battle Nemesis

Summary

  • Defend the Leporidae Kingdom with a diverse deck of heroes.
  • Uncover hidden connections within the DCF Universe.
  • Dive into the expansive backstory with the upcoming DCF Universe Ultimate Collector Edition Pack.

All games from the DCF Universe have their unique story, leading up to the outstanding plot twist that hits you in the guts. So, you must have a keen eye to catch the small intrinsic details, to see the hidden linking points between titles, the Easter eggs, and loose ends. And it has been this way since the game Cruz Brothers, when the DCFU made its debut on Xbox. But now, with Bunny Battle Nemesis, the Universe takes center stage. This game is the epicenter of the content, culminating in a doomed Kingdom worth defending.

The bunnies, known as the Leporidae, are not just ordinary inhabitants of their kingdom. They are a unique species crafted by the Goddess of Death herself, Hell Ella, with the aid of the Great Anunnaki. The Leporidae have lived in harmony with their environment, mining Natural Dolomites under the protection of Hell Ella. Their kingdom is a place of both spiritual and material significance.

Bunny battle screenshot

However, the arrival of a rogue Maiden in this world, along with her army of Homo Sapiens mercenaries, disrupted the peace and put the Leporidae under threat.

To defend the Kingdom, Ella summons our main protagonist, Valentina, who is also a powerful Maiden. You may have seen her in the final cutscene of Tony and Clyde. Remember the loose ends mentioned earlier? This is a huge one! Let’s address the Maiden’s topic a bit: To craft a Maiden, Hell Ella needs an individual to call out to her in desperate times of need. If you’re lucky enough to get the Goddess’s attention, the situation creates a strong bond and pure connection between that soul and Hell Ella. Blessed with Ella’s power, a Maiden is born. These Maidens are a tool for Ella to intervene in the material realms.

Not only is Valentina at your disposal in your deck of heroes, but you can also choose from the Leporidae resistance: Björka, the Leporidae General, who also made a special appearance in Tony and Clyde in the Björka Madness update; the warrior Gladius, who, with his deadly blades and laser beams, will shred anything in his path; and Berserker, a cute little rabbit with a deeply complicated temper!

Bunny battle screenshot

Players will engage in combat with a fast-paced rhythm, a unique feature for the beat ’em up genre. The fight system embraces both simplicity for casual gamers and depth for those who wish to master it. Each hero has their own unlockable deck of skills and attacks. Find optimal combinations to fit your own playing style. Accessibility with depth!

Bunny battle screenshot

Facing the rogue Maiden, our nemesis Miss Amanda, in the boss fights is a game changer in the overall experience. Here, a clash of genres occurs, as the combination of beat ’em up, hack ‘n’ slash, and arcade-style bosses converge in a unique challenge against the rogue Maiden, who uses high-end alien technology stolen from the Great Anunnaki.

Bunny battle screenshot

But wait, aliens? Anunnaki? Ok, ok… If you feel overwhelmed by the amount of backstory and lore, it’s because you are! Bunny Battle Nemesis is the culmination of a great chunk of content from the DCFU applied to one game. You do not need to learn it all to enjoy the overall experience—not at all. But if you wish to dig deeper into this rabbit hole, get ready for the upcoming add-on, DCF Universe Ultimate Collection Edition Pack—a coming-soon goodie you’ll be able to get within the game.

Bunny Battle Nemesis is available now on Xbox Series X|S and Xbox One. Bring your A-game to the battleground, invite a friend for local couch co-op, and defend the Leporidae Kingdom from certain doom.

Bunny Battle Nemesis

DCF Studios


2

$24.99

Sci-fi, bloodthirsty bunnies, and the powers of a goddess at your disposal! This is Bunny Battle Nemesis. Experience intense action, explosions, and chaos as you defend the Bunny Kingdom from certain doom at the hands of a vengeful demigod and her army of mercenaries.

The post Save the Kingdom: Epic Battles Await in Bunny Battle Nemesis appeared first on Xbox Wire.

No Man’s Sky’s Aquarius update lets you go fishing across the galaxy

Back in July, No Man’s Sky reached version 5.0 with the Worlds update, which refreshed its planetary generation to introduce more variety alongside more detailed water, clouds, and weather. We didn’t write about it at the time, because I suppose re-writing the very fabric of the galaxy seemed small-time.

Today’s new update, however, adds fishing, and I can’t not write about that.

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Nikhil Murthy’s Syphilisation is a ferociously in-depth, empathic reworking of Civilization and other 4X games

Nikhil Murthy’s Syphilisation is a “postcolonial 4X game”, which might sound like a contradiction in terms. While approaches to 4X and grand strategy vary hugely between games, factions and players, the genre as a whole is firmly wedded to imperial conquest, both structurally and at the level of narrative aspects and set-dressing. Many 4X games are triumphal re-enactments of specific periods of colonial settlement and expansion. All of which is to say that Syphilisation is fascinating. It’s a reworking of the genre which dismantles and reconstructs concepts such as diplomacy, research and production. It’s also just left early access – find more details and a playthrough video below.

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