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.

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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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Nintendo Is Shutting Down Its Animal Crossing Mobile Game — but It’s Working on a Paid Offline Version to Replace It

Nintendo has announced plans to shut down Animal Crossing: Pocket Camp, seven years after the mobile game launched.

Animal Crossing: Pocket Camp released in 2017 as a mobile-only version of Nintendo’s incredibly popular farming and life sim. IGN’s Animal Crossing: Pocket Camp review returned an 8/10. We said: “Pocket Camp is a true-to-series Animal Crossing adaptation that delivers plenty of reasons to take this camping trip.”

The game goes dark on November 29, 2024, a week after its seventh birthday. Since service began on November 21, 2017, for approximately seven years we have been honored to see everyone’s lovely, diverse campsites grow and flourish,” Nintendo said in a statement.

“We extend our heartfelt thanks to the many users who have loved Animal Crossing: Pocket Camp.”

After the online service ends, Animal Crossing: Pocket Camp will no longer be playable, Nintendo warned. There is a silver lining, however. Nintendo said it’s developing a paid version of the app to which players will be able to transfer their save data. This offline version will be released during the same period as the end of service for Animal Crossing: Pocket Camp, Nintendo said.

The paid version will have the same basic gameplay and controls as Animal Crossing: Pocket Camp. However, this app will allow the player to use the included features with a one-time purchase, Nintendo said. There will be no in-app purchases or subscription services (like Pocket Camp Club).

It’s worth noting that since this app will not require a continuous online connection, some features that require that connection, e.g. Market Boxes, gifts, and visiting other players’ campsites will not be available. Similarly, Leaf Tickets will not be usable, and you will not be able to transfer them to the new app. Expect pricing and a release date in October.

Reaction from fans is mixed, with some expressing sadness that Animal Crossing: Pocket Camp is coming to an end, others seeing the positives in the paid app.

Nintendo has had mixed results from its mobile game efforts, which include Super Mario Run, Mario Kart Tour, and Pikmin Bloom. In 2020, Nintendo was reported to be retreating from the mobile gaming market. That apparent decision came amid the explosive, pandemic-fueled popularity of Switch exclusive Animal Crossing: New Horizons. However, there are a number of successful Pokémon mobile games, such as Pokémon Go, with more in the works.

Animal Crossing fans are already wondering what’s next in the franchise, following Pocket Camp’s demise and New Horizons seemingly a distant memory at Nintendo. Perhaps a brand new Animal Crossing for the Switch 2 is in the works? given the enormous popularity of New Horizons, it feels like an inevitability.

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.

Pokémon Partners With WildBrain To Stream First 22 Anime Seasons

“Free ad-supported television”.

Earlier this year in March, The Pokémon Company called time on Pokémon TV, with the service no longer available on the app, browsers, or devices like the Nintendo Switch.

While it seemed like it might be done with this sort of service, it appears WildBrain – a “global leader in kids’ and family entertainment” – has now been selected by TPC as the “only distributor of the “single-IP Pokémon FAST (free ad-supported television) channel”.

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Avowed: We Finally Played Obsidian’s First-Person RPG and It’s Fantastic

Avowed was a surprising delight to play for the first time. After a lot of questions about the shift in art direction from the teaser trailer, questions about the length, and a combat demo on the Xbox stage that had many asking if the game was earlier in development than expected, I’m happy to report that Avowed is feeling great, looking great, and offering a compelling story based on the early slice I played at an event.

My journey began just after the opening main mission in Avowed, and we’ve been sent on a task to find an Aedyran Expedition team. It turns out, as it often does with RPGs, that fate had other plans for them. Kai, our green-skinned companion who just happens to be voiced by Mass Effect’s Garrus Vakarian actor Brandon Keener, keeps things light-hearted with quips and remarks about this new area we’re exploring. The banter is welcome and sparse, only chiming in occasionally to make a quip, like when I paused to admire the view.

And the view is very pretty. Avowed has done a great job leaning into the art style the larger Pillars of Eternity series is known for and had me stopping to admire waterfalls in the distance and moss-covered structures that set the aesthetic tone for this mysterious cavern we are diving deeper into. Avowed’s world design is shaping up nicely too, and as I dove deeper I would discover walls that could be blown up to traverse a new path, or puzzles that would open a secret new area with a large chest if I threw my shock explosives at a few tucked away circuits I found by exploring off the beaten path, only to find a hole in the wall. These puzzles have the added bonus of revealing coveted loot like a powerful ring that would offer some choice stat bonuses for my character.

Avowed has done a great job leaning into the art style the larger Pillars of Eternity series is known for.

When I wasn’t exploring the depths of the oceanic cave I had to swim through it only to find myself facing off against a Xaurip. These are Lizard-like creatures with your standard human weapons like swords, shields, and bows, and they make for good fodder as you learn your beginning attacks. Combat in Avowed is much better than I had anticipated. You quickly become accustomed to using flasks to regenerate not just your health, but more importantly your essence, which allows the execution of your most powerful attacks. As the barbarian, I found myself stalking spiders in the caverns and plotting my attack. To begin, I use Kai’s ability Fire and Ice via the radial wheel you access by holding down the left bumper (if you’re playing with a gamepad, obviously). Fire and Ice sees Kai Teleport to the target and then unload a powerful bullet into the spider’s Chelicerae, aka its face. Then I command him to use his area of effect attack, Leap of Daring, that has him slam into the ground and briefly stun everyone around him. During that time I’d been closing the gap, and using the two weapons I first charged up my right-handed axe which offers a powerful attack that inflicts frost damage accumulation to nearby enemies. After holding the right trigger to empower this attack I manage to freeze my opponents for just a moment. Then I unleash my more powerful essence abilities. First I shout to push back the smaller spiders who are also surrounding me, and while stunned, I then select charge and ram my body with force into the biggest guy in the room. Then, I follow it up with a flurry of blows with the left trigger, which holds my nimble sword for a small flurry of strikes that results in the dispatch of the last spider standing in the room.

Later, I would return as a mage, which was described as the most difficult of the three classes available to use. Abilities for this character included an ethereal staff that you could materialize with essence, orb projectiles that would track your target, and standard attacks that had you flicking your wand to and fro while smaller spells did damage to your target. Additional Essense abilities included a spear that was a bit faster than the staff (as you’d expect), and several different protection or buff spells to help your hits land with a bit harder thud. My personal favorite, however, was an ability that had you snap your book of magic shut to send a wave of damage-dealing aura at everything around you. It just looked cool seeing a book wreck everything in the immediate vicinity.

Make no mistake though, combat was also challenging. I was chugging potions with recklessness as I knew this was just a demo, but it was clear that you’ll need to master the balance between your spell casting, defense, and gear options for maximum efficiency. Digging into the menus, I found that you could spec out your character with a 2nd weapon set that would be accessed with the press of the Y button on the controller. The potential that something so simple offers had me excited because with one press you could access a significantly different playstyle. Combat felt clean, intuitive, and had a depth I didn’t expect. I can’t wait to dive into it more. And fortunately, the oomph of your attack animations that many felt were missing from a demo on the Xbox stage earlier this year have seemingly been implemented; enemies react how you’d expect them to when you slash them with a sword or blast them with a spell.

Eventually, on our journey, Kai and I would run into Caedmon, a young explorer who had managed to survive the Xaurip assault. His friends from the expedition team weren’t so lucky, however. After lamenting that he’s “never touched a girl” and his looming fate wasn’t fair, we were given several conversation options:

  • “Kai, we can’t let this kid die a virgin. Can you help him?”
  • “Give Caedmon a healing option. Let’s get you back on your feet!”
  • “Toughen up kid. I’m not wasting my supplies on you.”

I, of course, picked the top one.

Kai responded: “Not with that… OH you mean with healing him.” He would then go on to make me offer my potion instead. Caedmon was back on his feet and offered us some advice that would help us continue our journey.

But because I also wanted to try out combat as a Mage, I got to see what happened if you always picked the bottom option. “Toughen up Kid!” my character shouted. Caedmon said something Kai called nonsense, and pleaded with me to help him. I however refused to offer him the life saving potion, resulting in his immediate death. Did I loot his corpse? You’re damn right I did.

It’s situations like this that will make Avowed really stand out if they are plentiful enough. Can you really be that evil? Apparently so, and I look forward to doing a sane-person playthrough where I don’t murder everyone if I can avoid it, and a playthrough where I’m the biggest jerk possible because… well, that’s where the fun lies now, isn’t it?

The demo ended with an encounter where we met Sargamis. Sargamis is a gold-skinned deity-like creature who sent us to find an item and return it. But like our explorer friends from earlier in the demo, there were other plans afoot and it wasn’t long until we came face-to-face with the Skeleton boss and a pesky Skeleton priest that would heal the large group of enemies we were facing off against. This was all triggered immediately after getting to the object Sargamis sent us to retrieve, to which Kai quipped, “It can’t be this easy… can it?” No, Kai, it apparently cannot be.

Can you really be that evil in Avowed? Apparently so.

Once in battle and realizing I was greatly outnumbered, I ran out of the room to survey the battlefield. After taking out a few of the lower rank-and-file skeletons just outside of the priest’s healing aura, I identified the one thwarting my plans of murder (can you murder a skeleton?) and I turned his bones to ice and dust. Just as I had cleared the grunts, I was finally ready to take on the Skeleton boss with Kai, but just as I had him on the ropes…. The power in the building went out for everyone playing the demo.

It’s OK, though, because Avowed had made its impression. My doubts about it have faded away, and I’m left excited for its release in February. This small slice Obsidian gave us the opportunity to play was a treat, and while it’s a tiny glimpse, our 50-minute demo session flew by in the blink of an eye. And that’s always a good sign.

Round Up: Every Switch Game Reveal & Trailer At Future Games Show @ Gamescom 2024

Strategy, RPGs, and penguins galore!

The Future Games Show returns once again for its third showcase of the year, which as always, takes place at Gamescom.

Hosted by Alex McKenna (Sadie Adler from Red Dead Redemption 2) and Ned Luke (Michael De Santa from Grand Theft Auto V), there were over 50 games on show. And while Switch offerings were on the slight side, there’s a better showing here than last night’s ONL.

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