New theme park manager Mars Attracts is the oddest bit of IP necromancy I’ve seen in quite some time

I shouldn’t be too surprised really. If a park sim based on Tim Burton’s 1996 B-Movie homage Mars Attacks wasn’t on my bingo card, it’s because I’ve recently binned it and replaced it with a bobble head that simply nods in amused acceptance at whatever videogames decide to do next. And conceptually, Jurassic World Evolution with captive humans instead of dinos isn’t not a potential winner, is it? Still, I was mildly bemused to learn that Mars Attracts, coming sometime next year, is the film’s first licensed game. But then I realised that I’d never thought to check before, which might go some way to explaining the lack of them. Do you reckon they did the pun then worked backwards from there? Respectable, honestly.

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Nintendo Download: 22nd August (North America)

Crypt Custodian! Sam & Max Trilogy! Tales from Toyotoki!

The latest Nintendo Download update for North America has arrived, and it’s bringing new games galore to the eShop in your region. As always, be sure to drop a vote in our poll and comment down below with your potential picks for the week. Enjoy!

Switch eShop – New Releases

Animal Zoo: The Forgotten Land (Aldora Games, 14th Aug, $4.90) – Dive into this exciting visual novel. Join Luna, the wise owl, and Max, the brave tiger, along with their friends: Roco the mouse, Pepe the penguin, and Nina the giraffe.

Read the full article on nintendolife.com

Overwatch 2 x World of Warcraft: Crossing Worlds for the Crossover Event 

Overwatch 2 x World of Warcraft Hero Image

Overwatch 2 x World of Warcraft: Crossing Worlds for the Crossover Event 

Summary

  • Overwatch 2’s Art Director shares more about how the team is celebrating World of Warcraft’s 20th anniversary. 
  • The Sylvanas Windrunner Widowmaker skin was revealed live on stage at Opening Night Live during Gamescom 2024. 
  • The Overwatch 2 x World of Warcraft collaboration event launches in September. 

During Opening Night Live at Gamescom 2024, we revealed that Overwatch 2 would be celebrating World of Warcraft’s 20th anniversary with an in-game crossover event, and we showed off a skin that will be available during the event—Widowmaker cosplaying as Sylvanas Windrunner. As the Overwatch 2 Art Director and a former World of Warcraft Environment Artist, this was a dream project for me!

Image of Dion Rogers

Creating immersive worlds in video games is an art that demands imagination, skill, and a deep understanding of how to draw players in. Since joining Blizzard in 2006 as an Environment Artist, I had the opportunity to design some of the most iconic areas and log-in screens, from the original World of Warcraft release up to the Cataclysm expansion. Now, as art director for Overwatch 2, I find myself drawing on those experiences of blending the magical with the real to bring players the first-ever World of Warcraft x Overwatch 2 collaboration!

The Blizzard Journey Begins

Throughout my years with the WoW team, I poured my creativity into crafting the inviting landscapes that WoW players have come to know inside and out. Whether it was the hauntingly beautiful Zangarmarsh or the tranquility of the Grizzly Hills forest, each environment was a labor of love designed to draw players into Azeroth’s rich tapestry.

Zangarmarsh in World of Warcraft
Zangarmarsh in World of Warcraft

During my work on World of Warcraft: Cataclysm, I found myself gravitating towards a new project called Titan, which eventually morphed into the game we now know as Overwatch. My passion for organics and game lighting found a new outlet here. I shifted focus to lighting and props, playing a role in developing what would become the vibrant world of Overwatch.

Grizzly Hills in World of Warcraft
Grizzly Hills in World of Warcraft

Bringing Together World of Warcraft and Overwatch 2

With my grounding in the magical realms of WoW, I approached Overwatch with a desire to create environments that were equally colorful and historically rich. Our goal was to replicate the vibrancy of WoW within the context of Overwatch’s real-world setting. Just like WoW’s distinct aesthetics, Overwatch environments needed to tell a story.

Working on the Widowmaker Sylvanas skin was a collaborative endeavor. It reunited me with former colleagues and friends, evoking a nostalgic sense of camaraderie. Together, we explored how the deep storytelling of WoW could inform the design of Overwatch’s characters and landscapes.

One such instance was our character concept artists’ decision to draw parallels between Widowmaker and Sylvanas, both of whom share aesthetics and pivotal moments in their lore. Widowmaker is a ruthless killer and the perfect assassin, and Sylvanas is a cunning ranger and vengeful leader: the two couldn’t be a better match.

Widowmaker's Sylvanas skin.

The Art of Enjoyment

Perhaps one of the most rewarding aspects of working on these projects is the simple fact that I genuinely enjoy playing both games. It’s a joy that fuels my creativity. It blurs the lines between work and play, turning long hours into passionate exploration rather than mere tasks.

Building worlds that captivate millions of players worldwide is a privilege I never take for granted. Throughout my career, both WoW and Overwatch have been platforms for learning, creativity, and development in ways I once thought unimaginable. The wealth of experiences and the community of talented individuals I’ve encountered along the way have been instrumental in shaping who I am today.

As I reflect on my career from WoW to Overwatch 2, I’m deeply appreciative of the opportunities and experiences that have come my way. The transition from Azeroth’s fantastical landscapes to Overwatch’s dynamic arenas has been a fulfilling creative journey—one enriched by beloved characters, vibrant worlds, and a devoted fanbase.

To all the fans of WoW and Overwatch, thank you for joining us on this adventure. Your passion and engagement continue to inspire us as we craft new worlds and stories. Here’s to many more adventures ahead in the captivating universes we create together!

The Overwatch 2 x World of Warcraft collaboration will be launching in September. Stay tuned for more details about the event, and learn more about Overwatch 2, at PlayOverwatch.com.

The post Overwatch 2 x World of Warcraft: Crossing Worlds for the Crossover Event  appeared first on Xbox Wire.

Black State: Inception-Inspired Bullet-Time Action

When Black State was first welcomed to the world via a visually impressive, Metal Gear Solid-ish teaser earlier this summer, some doubted its legitimacy as a game. Was it purely a tech demo injected with the purpose of showing off Nvidia’s shiny RTX tech? Was it another entry in the recent trend of “too good to be true” game reveals walking in the sorry footsteps of The Day Before? Well, I’ve played Black State, and am more than happy to report that not only does it appear to be a real game, but also a really promising one full of gory, explosive action and cinematic sci-fi style, powered by handsome visuals and a playful physics engine.

My demo started by taking control of a stealth-suited long-haired man aboard a cargo ship. It’s impossible to not be reminded of the opening moments of Metal Gear Solid 2 as you skulk along its main deck, admiring its reflective metals and the choppy waters around it. Omer Faruk Gungor, studio director at Black State’s Turkish developer Motion Blur, is keen to point out the game’s graphical prowess, and he’s not wrong to do so – it really is a stunner, shining brightly over the course of the short 20-minute demo. But what’s perhaps more impressive is how well it runs – even with ray tracing turned on the framerate rarely dips below 60, and the demo hits a steady 140 fps during non-combat situations on the RTX 4080-based rig I played on.

But as I mentioned, and as Gungor goes to lengths to insist, Black State isn’t a tech demo. It’s a story-driven action game of huge ambition. After making my way up the ship’s deck and entering one of its many doors, that scope all starts to become apparent. Doors in Black State aren’t your traditional gateways into neighbouring rooms, but instead portals to wildly different locations. After stepping through the heavy, bolted ship gateway, for instance, I find myself in a museum – its shiny hardwood floors and spotless glass cabinets a far cry from the industrial oceanic setting of moments before. Hopefully this trick will provide not only narrative intrigue, but ambitious level design that links multiple types of environments together.

Gungor reveals little of Black State’s story but hints at a sci-fi adventure that may deliberately confuse at first, before coming together and bringing its disparate, portal-gated worlds together through a linear storyline. He cites Inception as a key inspiration and the more I play, the more that rings true. It’s not just the dream-heist masterpiece I’m reminded of, though, but the sci-fi thriller movies of Christopher Nolan in general. There are hints of Tenet in there, not only through the aesthetic but in the gameplay too – a mix of shooting and close-quarters combat against black-clad commando units.

Black State plays much closer to Remedy’s brand of high-octane action than any of Kojima’s Metal Gear Solid entries.

This isn’t the brand of tactical espionage action its opening cargo ship section initially conjured memories of. In fact, Black State plays much closer to Remedy’s brand of high-octane action than any of Kojima’s Metal Gear Solid entries. My first encounter is against a squad of enemies who rappel down into the museum’s corridor, the onlooking renaissance portraits looking down upon the ensuing carnage with disdain. I immediately do what I always do when the option is made available – push the button that triggers bullet time. The slow-down mechanic is on a cooldown timer, but one generous enough to let me use it with relative abandon. It looks and feels fantastic – just as it did back in the original Max Payne– to roll out of cover at quarter speed before unleashing a hail of bullets into an enemy stuck pathetically in real-time.

Four different weapons were available in the demo, allowing me to leave a trail of destruction frankly unbefitting of the classy surroundings. Alongside a relatively standard pistol and assault rifle combo, there’s a fantastically powerful shotgun capable of completely obliterating limbs at close distance, and the more sci-fi-flavoured Fusion Gun. This energy weapon discharges a burst of electricity into an enemy which, after a short delay, makes them explode into a gory pile of goo. It feels and looks fantastic, especially when paired with bullet time, allowing you to watch bits of blood and bone elegantly fly across the room. It’s disgusting, but I’d be lying if I didn’t say I love it.

Alongside the guns is a selection of gadgets too. The ones I had access to were similar in nature to The Division’s Seeker Mines – homing grenades that scuttle towards your target before either blowing them up or stunning them. An electrical charge version was also ready to be deployed by the nameless protagonist, a device Gungor teases would be effective against robotic enemies that appear later in the story.

The playable section ends in a secret lab area found behind a keycard-locked door upon which the Mona Lisa sits proudly. It’s an area that brings together all of Black State’s apparent influences: the experimental science of Metal Gear Solid; the battle-ready scientists in bodysuits of Remedy’s Quantum Break; the clinical, orchestrated violence of Nolan’s Tenet. It makes for a lengthy combat sequence in which a dozen or more enemies attack from all corners, pressuring me to use all of the aforementioned tools at my disposal. If all of Black Slate’s combat encounters are this well structured, then I think it will prove to be more than just a robust shooter.

The resulting mess is one of great delight, as people become exploded innards and dress the bleach-white surfaces in lashings of deep red. This gory, bordering on over-the-top violence is another of Gungor’s touchstones – the often brutal spectacle of a Quentin Tarantino action scene. It’s a homage best showcased when a body flies across the room after taking a shotgun shell at point-blank range, à la Django Unchained’s final, bloody shootout.

Motion Blur is aiming high with Black State, then, and from what I’ve played it’s showing promising signs it can reach those heights, at least in the foundational gameplay department. It remains to be seen if the overall level design can continue to creatively support Black Site’s inventive place-hopping concept, as well as escalate with a hopefully ever-evolving toolset. I’m also largely in the dark on its narrative, and so can’t yet tell if Motion Blur’s writing talent matches its skill for slick firefights. But even if a full release is quite a while away yet, I’ve got a good feeling. The eye-catching reveal trailer certainly had my curiosity. But after playing it, its blend of intriguing sci-fi story and setting, brutal yet balletic time-bending action, and simply stunning graphical sheen now firmly has my attention.

Simon Cardy thinks Tenet is a good film. Follow him on Twitter at @CardySimon.

The Blasphemous dev’s new Goya-fuelled stealth tactics monastery sim is basically Umberto Eco’s The Great Escape

Earlier today, old man James wagged a finger at us all sternly for not writing about Atomfall before. My turn to puff out my cheeks and look not angry, just disappointed: why haven’t we covered The Stone Of Madness prior to the below Gamescom 2024 story trailer? I mean, it’s only a real-time tactical stealth game set in a cursed 18th century Jesuit monastery, developed by the people behind gorgeously gross metroidvania Blasphemous. It’s only got isometric art inspired by Goya and a sanity/trauma system redolent of Darkest Dungeon. Sounds like an automatic RPS write-up to me.

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Blasphemous Dev Reveals New Tactical Stealth Adventure For Switch

Sneaking out of the shadows early 2025.

Tripwire Interactive and Blasphemous developer The Game Kitchen have revealed The Stone of Madness, a new tactical stealth adventure for Switch set in 18th century Spain.

Launching early 2025, the game focuses on the lives of ‘five forsaken inmates’, who must work together to escape the confines of a monastery that is said to be both a prison and a madhouse. United to overcome corruption, violence, and the threat of their own fears, the five characters will need to solve puzzles, obtain clues, and work to maintain their sanity.

Read the full article on nintendolife.com

With Borderlands 4 Set to Ditch Epic Exclusivity, Randy Pitchford Addresses 5-Year-Old Prediction That Steam Would Become a ‘Dying Store’

Gearbox chief Randy Pitchford has responded to social media posts resurfacing his prediction that Steam would become a “dying store” amid the announcement that Borderlands 4 will ditch Epic Games Store exclusivity to launch on Valve’s platform at the same time.

Five year ago, Pitchford predicted that Steam “may look like a dying store” in the future, with “other competitive stores … the place to be.”

At the time, Fortnite maker Epic was at the height of its attempt to disrupt Steam’s monopoly on the PC games market by offering developers a more generous revenue split than Valve does. Borderlands 3 went on to launch as an Epic Games Store exclusive on PC, much to the annoyance of some PC gamers. Two years later, documents made available as part of Epic’s high-profile lawsuit with Apple revealed Epic paid Borderlands 3 publisher 2K $146 million up front to sell the game for PC exclusively through the Epic Games Store. That’s an eye-watering amount for exclusivity, but those same documents revealed Epic made back its $80 million minimum sales guarantee in the first two weeks.

Despite Epic burning through cash as part of its war with Steam for the hearts and minds of PC gamers, Steam remains the biggest player on the platform — and by a huge margin. And so now, following Borderlands 4’s reveal during Opening Night Live, and the confirmation that the series has ditched Epic Games Store exclusivity to launch on PC on Steam and the Epic Games Store at the same time next year, some have pointed to Pitchford’s inaccurate prediction and accused him of crawling back to Valve’s platform.

Responding, Pitchford tweeted to say that Epic had not pressed its advantage in the PC battle with Valve, something he called “a shame.”

“I’m a Steam customer, but sure wish they had more and better competition that was more favorable to artists, designers, and creators than to the retailer,” he continued. “I will continue to support competitors to Steam and also support Steam.”

Pitchford went on to insist he’s less “anti-Steam” and more “pro-competition”. “It’s frustrating how much Steam takes given what they provide,” he said. “I will happily support competitive platforms that are more favorable to artists and developers and creators than favorable to the retail operators.”

And, in another tweet, Pitcford reiterated his disappointment that Epic has failed in its war with Valve.

“Epic did not press its advantage,” he said. “A lot changed there that was hard to predict. They also got in a big battle with Apple that was distracting to their focus on building the store. I am a Steam customer who is really hoping for real some competition!”

A lot changed there that was hard to predict.

Valve’s cut of PC game sales revenue has been a hot topic for years now, but it seems uninterested in budging. Given Steam’s dominance of the PC market, there’s little reason for it to. Epic boss Tim Sweeney, who has spent hundreds of millions of dollars taking on video game platform holders in recent years, is an obvious vocal opponent of Steam’s platform fees, with are typically set at 30%. Meanwhile, the Epic Games Store remains unprofitable, by Epic’s own admission.

Borderlands 4 launches at some point from April to December 2025 across PC, PlayStation 5, and Xbox Series X and S.

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.

SteamWorld Heist 2 review: a tactical trick shot across the bow of lesser strategy games

I’ve yet to discover a SteamWorld game I don’t like. Whether plundering the earth in SteamWorld Dig 2 or mucking about with magic in SteamWorld Quest, these are solid and approachable adventures that enthusiastically embrace whatever theme the developers have decided upon. Cowboys? Sure. Wizards? Why not. It barely matters, as long as it results in some good puns. As a studio, Thunderful have a reputation for hopping from one style of game to the next, boiling entire genres down to their essence, and reconstituting them with competence and style to exist within a now-familiar steampunk world of colourful pals and Saturday morning cartoon jokes. The studio is a perpetual notion machine. Yes, with SteamWorld Heist 2, they’re revisiting the sci-fi bullet-bouncing of their 2016 tactics game SteamWorld Heist, but they’re also introducing significant changes to create a compulsive XCOM-like full of sea-faring submariners that may be their best work yet, even against a back catalogue of blinders.

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Sony’s Live Service Hero Shooter Concord Has Been in Development for Around 8 Years

Concord, Sony’s live service hero shooter, has been in development for around eight years.

That’s according to lead character designer Jon Weisnewski, who joined the development team at Sony-owned Firewalk Studios five years ago to work on the game.

Weisnewski tweeted to celebrate this week’s launch of Concord (it’s available to play now across PlayStation 5 and PC for Digital Deluxe Edition owners, but its full release is set for tomorrow, August 23).

“The game has been in development for around eight years and I’ve been there for almost five of them,” Weisnewski said. “We don’t get a lot of Launch Days in our careers so today is special for a ton of reasons. Oblige me some good vibes today.”

Concord is a 5v5 first-person shooter that follows Sony’s strategy with the phenomenally successful Helldivers 2 by launching on PS5 and PC at the same time and with a cheaper price. However, early indications are that Concord is set to endure a tough time on PC, with extremely low Steam concurrent player numbers for pre-launch betas. Sony does not make PlayStation player numbers publicly available.

And so, there is a degree of concern about Concord as a viable live service as the game launches. But, according to Weisnewski: “we’re strapped in and ready to push it for years to come.”

Concord’s eight-year development suggests a significant investment from Sony and a degree of pressure on the game to perform. Indeed, Concord has one of the 15 animated shorts that make up Amazon’s recently announced anthology Secret Level.

But Concord is perhaps also yet another triple-A video game that has taken years to make and launches into an already crowded market drowning in live service shooters. The most high-profile casualty of this live service push in recent years is Rocksteady’s much-maligned Suicide Squad: Kill the Justice League, which flopped to the tune of $200 million for publisher Warner Bros.

Sony itself has scaled back its live service ambitions following big investment. In November last year, Sony president Hiroki Totoki said the company was reviewing the 12 live service PlayStation games it had in the works, and committed to launching only six of them by the end of financial year 2025. The following month, in December 2023, Naughty Dog announced the cancellation of The Last of Us Online, its troubled attempt to create a live service version of its hugely popular franchise.

Then, in February this year, Sony announced a significant round of layoffs affecting around 900 staff at its global PlayStation workforce. The layoffs hit a number of PlayStation studios, including Insomniac, Naughty Dog, Guerrilla, Firesprite, and, most significantly, PlayStation’s London studio, which closed down. Alongside the layoffs, a number of in-development games were canceled. Last month, Sony-owned Bungie, maker of the Destiny series, suffered devastating cuts, with its PvP-focused extraction shooter Marathon still in the works.

Amid ballooning development costs and protracted development periods, the video game industry is enduring the toughest time in recent memory, with tens of thousands laid off, multiple studio closures, and various games 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.

Atomfall plays like a S.T.A.L.K.E.R. with Scouse accents

We’ve apparently never written about Atomfall, an oversight I’m now all too happy to correct, having played a promising forty minutes or so at Gamescom 2024. In development at Sniper Elite makers Rebellion, it’s a “survival-action game inspired by real-life events” – specifically the Windscale fire, which in 1957 coated much of northern England in radioactive fallout. Atomfall’s alternative history makes Britain’s worst nuclear disaster even more disastrous, plunging the realm into full-on post-apocalyptica and leaving your good amnesiac self to dodge death with nothing but a cricket bat and whatever you can scrounge out of sheds. I like it! Mostly.

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