No Man’s Sky Fan Art Inspired Latest Update That Finally Adds Fishing to the Game

No Man’s Sky’s next big update finally adds fishing to the game after a piece of fan art stopped developer Hello Games in its tracks.

Following the release of No Man’s Sky’s Worlds Part 1 update and its new water technology, Hello Games has today, September 4, released the Aquarius update, which finally adds fishing to the long-running space sim.

This fishing feature was inspired by a piece of fan art, below, that shows the player’s avatar fishing while sitting on their spaceship. It was published by redditor catador_de_potos with the thread title: “I’m a simple man with a simple dream.”

“Something folks really loved in the Worlds update was the new water technology, tons of players were posting videos of themselves just chilling at the water’s edge,” Hello Games boss Sean Murray said.

“One piece of fan art in particular stopped us in our tracks, of a player lazily fishing from their wing of their boat. That inspired our next update Aquarius – where we finally add fishing to No Man’s Sky!”

The Aquarius update adds “a huge array of fish, from common minnows to wild alien catches, each with their own habitat and catching conditions” to No Man’s Sky, Murray said.

You can bait your line to lure in the rarest of fish or trawl the deep for hidden messages in a bottle. There are trophies to earn, fishing logs to complete, and new fishing equipment rewards. There’s even a unique fishing expedition, Murray teased, which sends players on a quest for “the biggest catch of the day.”

New equipment lets you fish in deep water from your personal fishing platform. New Fishing Pots can be used to bait and trap rare catches. You can cook up the catch of the day with new recipe combinations to be discovered.

“My favorite thing is to build a little base on the perfect shoreline, so I can cast my rod whenever the mood takes me,” Murray added.

No Man’s Sky launched in 2016 initially for PC and PlayStation 4 before coming out on Xbox One in 2018, and PlayStation 5 and Xbox Series X and S in 2020. A Nintendo Switch version followed in 2022. Over the years, Hello Games has issued a long list of major updates, most recently the aforementioned Worlds Part 1. Murray said Worlds resulted in No Man’s Sky’s biggest player numbers in over five years.

Indeed, it’s a busy time for Hello Games, which alongside updates for No Man’s Sky is working on its next game, Light No Fire. It’s about adventure, building, survival and exploration together, set on a fantasy planet the size of Earth.

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.

Dragon Ball MOBA Arrives in 2025

Bandai Namco has confirmed the Dragon Ball MOBA, codenamed Dragon Ball Project: Multi, fully launches in 2025.

A beta for the game wrapped yesterday, September 3, 2024, and Bandai Namco thanked fans for playing on its X/Twitter account while quietly announcing the full release window.

“We sincerely thank everyone for taking part in the regional beta test,” the post said. “All the valuable input we have received from our players will help our development team strive to make the game even more entertaining.

“New information about the game will continue to be available on this account, so please follow us until release. The game is planned for official release in 2025.”

Dragon Ball Project: Multi was announced as a top-down action real-time strategy game where players engage in four versus four battles playing as Dragon Ball characters such as Goku, Vegeta, Future Trunks, Piccolo, Krillin, Android 18, and Majin Buu.

Set to release on PC via Steam alongside mobile platforms the App Store and Google Play, Dragon Ball Project: Multi also promises vast customization options including different skins, entrances, finisher animations, and more.

“Experience the world of Dragon Ball through wrecking the battlefield with your own strength, or by conquesting the enemy objective with your friends and allies,” the synopsis reads. “The hero characters you take in control will grow in strength as the round progresses to give you a chance to obliterate enemy players and bosses alike.”

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Assassin’s Creed Shadows Brings Back Double Assassinations

Assassin’s Creed players who’ve lamented the removal of double assassinations in recent entries will be pleased to hear the Japan-set Assassin’s Creed Shadows is bringing the nasty technique back.

A Ubisoft blog post confirmed stealthy assassin Naoe, who is one of two playable protagonists in Assassin’s Creed Shadows joined by the savage samurai Yasuke, can use the much-loved double assassination to take down two enemies at once.

“Depending on her weapons, she can assassinate enemies in unique ways, and perform double assassinations with her Hidden Blade and tanto,” the post said.

Double assassinations were once a mainstay of Assassin’s Creed but haven’t appeared in the franchise since 2015’s Assassin’s Creed Syndicate, meaning it’s skipped four mainline entries. This lines up with the series’ switch to larger role-playing games in Origins, Odyssey, and Valhalla, but not even smaller, more traditional entry Assassin’s Creed Mirage had it.

Some fans have long tried to justify why this is the case, and as spotted by GamesRadar, one said it’s because the technique was created by original assassin Altaïr Ibn-LaʼAhad and therefore only exists in the games set after his.

This lines up, as the last four games have all been set before the original Assassin’s Creed, but other fans have pointed out the assassins are master killers able to land on a target from 100 foot above or do a front flip while stabbing someone in the neck, so the concept of killing two people at once shouldn’t be beyond them.

IGN had a wealth of exclusive content on Assassin’s Creed Shadows upon its reveal in May 2024, and you can read about all the gameplay changes, story beats, and open-world assassinating coming with Shadows in our extensive interview with the development team.

If that’s not enough, check our analysis and explanation of where and when Shadows is set and 40 key details we’ve learned about the game. You can also watch our full breakdown of the cinematic trailer to discover all its hidden details, Easter eggs, and more.

Shadows launches November 12, 2024 for those buying the more expensive Gold, Ultimate, Deluxe Editions, or Collector’s Editions, while the $69.99 Standard Edition is available on November 15, 2024. There’s a lot riding on Assassin’s Creed Shadows for developer and publisher Ubisoft, after the recently released Star Wars Outlaws reportedly failed to meet sales expectations.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

The people behind amazing Brutalist parkour game Babbdi are making a free 1v1 FPS with over 100 maps

Babbdi was a game of stark and severe Brutalist aesthetics, and also, a game about playing scales with a trumpet, walljumping with a baseball bat and using a leafblower to fly. Snuck out over winter 2022, it was a sombre but delightful freebie with immense though well-hidden imagination, in which your only explicit objective was to find a way out of a small concrete city.

Now, developers Lemaitre Bros are making a gott-dang 1v1 FPS called Straftat, slated for release on 24th October 2024 with over 100 arenas. It’s similarly in love with concrete, but it also has blunderbusses, dual-wielding, Gatling guns, corner-peeking, curved swords, cowboy hats and beehive hairdos.

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Review: Pizza Tower (Switch) – An Ingenious Platformer That Beats Wario At His Own Game

Wario would be proud.

Nintendo’s Wario Land series has always occupied a unique niche in the company’s extensive catalogue with its weird humour and unconventional approach to platforming tropes, which is why fans have been greatly let down by the fact that there hasn’t been a new entry in over 15 years. To fill the gap, an indie team called Tour De Pizza came out early last year with its own spiritual successor called Pizza Tower, offering a polished and thrilling adventure into a truly insane food-themed world. Since release, Pizza Tower has quickly built up a high reputation for its creativity and gameplay design, and now that it’s come to Switch, we’re pleased to report that it is indeed a fantastic platformer.

Pizza Tower places you in the role of Peppino Spaghetti, the chef and owner of a failing pizzeria who finds himself threatened by an evil sentient pizza named Pizzaface who lives nearby in the titular tower. Pizzaface has a laser on top of the tower which he’s going to use to destroy Peppino’s pizzeria, so our daring chef dashes off to climb the tower and destroy the evil pizza and his minions once and for all.

Read the full article on nintendolife.com

Until Dawn Remake Developer Ballistic Moon Acknowledges ‘Significant’ Layoffs

Update 9-4-24: Until Dawn remake developer Ballistic Moon has acknowledged “significant” layoffs at the studio after several staff members announced their departure earlier in September.

A LinkedIn post from the studio said it was “profoundly sorry” for the layoffs that appeared to affect at least 11 members of staff at the studio, though an exact number is unclear and Ballistic Moon did not respond to IGN’s request for comment.

“It is with deep regret and a heavy heart that we must make the tough decision to significantly sale down our team to secure the future of our studio,” Ballistic Moon said. “This comes after our development of Until Dawn for PS5 and PC.”

It continued: “Saying goodbye to such a talented and passionate group of people is incredibly difficult, and we are profoundly sorry for the impact this restructuring will have on our employees and our families.”

Original Story 9-2-2024: Ballistic Moon, the developer behind the PlayStation 5 and PC remake of Until Dawn, has laid off several staff members.

Eurogamer first reported that at least two staff members had announced their departure on LinkedIn but 11 Ballistic Moon developers have now either posted about being made redundant or marked themselves as “open to work” and looking to start somewhere new immediately.

It’s unclear exactly how many of these staff were laid off, or if the number is greater than 11, but IGN has asked Ballistic Moon for comment.

“Like many others in this wonderful but turbulent industry, I am sadly being made redundant from my role,” said junior game designer Cassy Cornish in a LinkedIn post. “Unfortunately my current role at Ballistic Moon is being made redundant so I’m looking for new opportunities,” said game programmer Stuart Campbell in another

The past two years have seen countless 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 shut down 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.

Embracer Group shut down Saints Row developer Volition in 2023, while Sony shut down its London Studio in March 2024 amid layoffs affecting 900 staff across the PlayStation business. 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.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Hero shooter Concord taken offline as Sony say its “initial launch didn’t land the way we’d intended”

Concord, that 5v5 multiplayer first-person shooter about Guardians Of The Galaxy-like space persons, will be taken offline on the 6th September. Anyone who bought it is being offered a full refund and it’s been wiped off storefronts. All of this comes just shy of three weeks since the game dropped, with Sony citing a launch that “didn’t land the way we’d intended”.

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Concord Players Are Jumping Off Cliffs In-Game as They Desperately Grind for the Platinum Trophy Before Shutdown

Sony’s shock announcement of Concord’s shutdown just two weeks after it went on sale has sent its remaining players into overdrive as they desperately try to secure its Platinum trophy before it’s too late.

PlayStation Studios’ ill-fated first-person hero shooter, which suffered a drastically low player count upon launch, goes dark on September 6, with all players set to receive a refund. Ryan Ellis, director at Sony-owned developer Firewalk, said: “while many qualities of the experience resonated with players, we also recognize that other aspects of the game and our initial launch didn’t land the way we’d intended.”

Soon after that announcement, reports indicated that Concord players were throwing Rivalry matches in a bid to earn experience points as fast as possible. Rivalry mode sees two teams of five players battle for dominance across best-of-seven single-life rounds. At least, that’s how it’s supposed to work. Now, players are starting a match and immediately running off a platform to their doom, resulting in a win for the opposing team and the end of the round.

Rivalry matches are the perfect choice for this tactic. Win or lose, it rewards players with more experience points than other game modes. And because it’s the best-of-seven single-life rounds, as long as the whole team gets in on the act and each round takes about 30 seconds, you can finish a match in just a few minutes — again, as long as all players follow suit and you lose or win four matches in a row.

Thus, this is the quickest way to earn experience points in Concord, and thus the quickest way to earn that Platinum trophy (you need to get to reputation level 100, which takes hundreds of thousands of XP), with just two days left before the game shuts down. But be warned: your win percentage will take a hit if you keep deliberately losing. Still, that might not be much of a concern given Concord’s impending doom.

IGN has verified that Rivalry matches are currently being played out in this fashion. The race, it seems, is very much on.

Some Concord players are saying there’s not enough time to grind to the Platinum trophy, so it might escape them. Others are holding out hope that Concord returns in free-to-play form, although there’s no guarantee it will return at all. As a result, the Concord Platinum trophy may go down as one of the rarest in PlayStation history.

What’s clear is that Concord itself is one of the biggest flops in PlayStation history, a game one of its developers said was in the works for an incredible eight years. There is now concern for the fate of its developer, Firewalk, and Sony faces tough questions about its upcoming live service games, including Bungie’s Marathon and Haven’s Fairgame$, neither of which have a release date.

Concord’s launch was nothing short of disastrous, with analysts telling IGN it has likely sold as few as 25,000 units. It debuted to a tragic 697 peak concurrent players on Steam, a number that made the 12,786 players of Suicide Squad: Kill the Justice League, which was dubbed a disappointment by Warner Bros. Discovery boss David Zaslav and caused a $200 million hit to revenue, look like a titan.

Last year, Sony president Hiroki Totoki committed to launching just six of 12 live service games in development, and one based on The Last of Us has already been canceled.

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.

Shadowrun and Battletech creators unveil cyberpunk horror RPG set on a “dying space station” where upgrades change your personality

When I catch word of a chocolate-and-peanut-butter blend of genres such as “cyberpunk survival horror RPG”, my eyes light up. Literally, they light up like the pilot lights of flamethrowers, like glyphs on a cursed monolith that has been exposed to fresh blood after a billion years of dormancy. When I hear that the aforesaid RPG is set on a “dying space station”, I begin to emit a monotonous reverberation, like the mysterious banging recently heard aboard the Boeing Starliner. And when I hear that it’s being made by the people behind Shadowrun and Battletech, I extend dozens of independently cognitive motorised tentacles and begin writing a news article.

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The Casting of Frank Stone Review

Developer Supermassive Games once dared us to survive until dawn, now the interactive slasher movie specialist wants us to be dead by daylight in The Casting of Frank Stone. This story-based spin-off of the popular asymmetric multiplayer sneak-and-slash ‘em up attempts to flesh out a backstory for the malevolent source of all evil in the Dead by Daylight universe, known as The Entity. However, aging, quicktime event-heavy gameplay, dismally superficial combat, an underdeveloped cast of characters, and a complete absence of scares make for a six-hour slog that’s barely worth staying up past your bedtime for.

While Dead by Daylight’s character roster has swelled to include a who’s who of nightmare-haunting horror icons like Leatherface from The Texas Chain Saw Massacre and even walking internet memes like Nicholas Cage, The Casting of Frank Stone features an entirely original cast of villains and potential victims. This is very much to its detriment, since barely any of them leave much in the way of a lasting impression. Main monster Frank Stone (Miles Ley) certainly strikes an imposing figure in the story’s prologue, but he’s nowhere to be found for significant stretches after that. Instead, we’re saddled with a truly unremarkable cast in a tepid tale that pinballs back and forth between the filming of a low budget horror movie in an abandoned Cedar Rapids steel mill in 1980, and a clandestine meeting of strangers in an isolated English manor in the present day.

In both time periods, the plot takes a surprisingly long time to travel short distances, with only small amounts of horror and very little stress to be found amidst meandering conversations between the playable cast of eight characters. With the exception of the likeable Linda (Lucy Griffiths), whose dry sarcasm provides some welcome laughs on occasion and who is thankfully present in both eras, the rest of the leads are saddled with dialogue that’s often clunkier than a piano solo from Freddie Krueger, and forced into relationship contrivances that aren’t given enough time to evolve. In particular, the love triangle between teenagers Jaime (Andrew Wheildon-Dennis), Chris (Rebecca LaChance), and Robert (Idris Debrand) feels rushed and leaves little space for any believable tension to develop between them, which meant that I never really agonised over steering any particular character into the arms of another with my choices.

I barely batted an eyelid while each leading man was turned into a bleeding man.

In fact, so little did I invest in the fates of these partially-formed players that I barely batted an eyelid while each leading man was turned into a bleeding man as the bodycount built up in the story’s second half. It’s here that the Entity’s cosmic power is properly unleashed in both the present and the past, and although there were admittedly some interesting revelations to be uncovered about this malevolent creature and how its evil is pulling Frank Stone’s strings, it all gets pockmarked by a muddled mix of confusing multiversal wormholes and glaring plot holes. All told, this sloppy and scare-less horror story feels less like a mandatory bit of backstory for fans and more like one long, unnecessary and unskippable cutscene to lead into any given Dead by Daylight multiplayer match.

Bad Manors

While it may be messy and not the slightest bit memorable, The Casting of Frank Stone’s story certainly has a lot of branching paths, and so too does its environments. Unfortunately, while the dingy, subterranean tunnels beneath the Cedar Rapids steel mill and the gloomy, gilded hallways of Gerant Manor certainly ooze plenty of atmosphere, they just aren’t all that interesting or intimidating to explore. What’s worse, they’re reused far too much – over and over again I found myself plodding past the same bits of scenery like I was a member of Spinal Tap desperately searching for the stage entrance. I spent the vast majority of my time tapping through basic button prompts in cutscenes, so it felt especially limiting that when I was occasionally given full control of a character I was so rarely given anything interesting to see or do.

There are some simple survival horror puzzles to complete like pushing crates or finding keys and, in one of a number of nods to the core Dead by Daylight experience, you do get faced with the occasional generator in need of repair in order to power up a lift or door. However, whereas the process of fixing these straightforward mechanisms in Dead by Daylight is transformed into fits of heart-pounding panic since you’ve got a murderous Michael Myers from Halloween homing in on your position, here the absence of any stalking threat means they’re robbed of any real urgency and are instead just more basic quicktime events to be obediently ticked off. It’s neat that they’ve incorporated the Dead by Daylight skill check prompt here, but it does little to enhance the actual interactions in any meaningful way.

While I never struggled to repair its generators, I wish someone had taken the time to fix The Casting of Frank Stone’s inability to generate scares. Outside of life or death cutscene-based decisions, the rare enemy encounters are otherwise trivialised by a powerful weaponised camera that transforms from Super 8 to supernatural. There’s only ever one Entity-powered Frank Stone specter to face off against at a time, and all you need to do is train the camera’s viewfinder on them and hit record to sap them of all their life force. Their presence is always clearly signposted, and as a result they never got the drop on me nor did they ever get remotely close enough to pose any form of threat – I’m not sure if they’re even able to perform any attacks since they effectively stayed at a comfortable wide shot in my viewfinder; never a killer close-up. Dead by Daylight might be capable of some truly terrifying stalker escapes, but The Casting of Frank Stone is about as stressful as a spa bath in comparison.

Dead by Design

Of course, since this is a Supermassive Games adventure, some of the characters can and likely will die. But in my experience of The Casting of Frank Stone, this was either because I was perfectly happy to let them go, or because I was having a sip of coffee and was too slow to reach for my controller during an unexpected and evidently majorly consequential cutscene junction. Roughly half of the cast of playable characters perished before I rolled credits, and although I was pleased to see that some of those executions were ripped straight out of Dead by Daylight – such as the piercing of a certain victim onto the sharp end of a dangling hook – I can’t say that any of these unmemorable meatsacks met their sudden deaths in any particularly inspired or shocking ways.

Once the campaign is completed, you unlock a Cutting Room Floor feature that allows you to trace each branching story path backwards and hop back into specific scenes, allowing you to pick up a story thread and twist it in a new direction by making a different decision and seeing how things play out. It’s a nice feature if you want to experience all possible outcomes, however I wish it was a little more flexible – in order to prevent one character death I was forced to replay six scenes in the lead up to the moment that decided their fate, rather than just hopping directly to that critical decision and going from there, which seemed annoyingly cumbersome.

Still, this branching chapter select is certainly handy if you want to go back and find any Dead by Daylight-inspired collectibles, with signature killers like The Trapper and The Clown shrunken down into adorable, Chuckie-sized plushies and hidden throughout each setting. This is in addition to numerous other nods to the multiplayer murder sim, like The Huntress’ rabbit mask I found on a shelf in Cedar Rapids’ curiosity shop. Dead by Daylight diehards will likely get a kick out of discovering all of these, but whether they make it worth playing (let alone replaying) a pretty forgettable horror story depends on how fiercely loyal your fandom may be.