Photos featuring prototype hardware have gone viral.
According to a new story doing the rounds, overseas visitors are causing some troubles at Nintendo’s museum in Japan.
Read the full article on nintendolife.com
Photos featuring prototype hardware have gone viral.
According to a new story doing the rounds, overseas visitors are causing some troubles at Nintendo’s museum in Japan.
Read the full article on nintendolife.com
Multiple fixes and improvements.
Following its release last month, Disney Epic Mickey: Rebrushed has reportedly received a new update in the form of a small patch.
This apparently bumps the game up to Version 1.0.2 and comes loaded with the following fixes and improvements – addressing graphical issues and more. Here’s the official rundown, courtesy of THQ Nordic (via Perfectly-Nintendo):
Read the full article on nintendolife.com
Apple is developing a movie based on Oregon Trail, the beloved educational computer game that has spawned multiple generations of in-jokes and memes among gamers.
THR reports that the film, which is currently early in development, will be an action-comedy with a handful of musical numbers in the vein of Barbie. Will Speck and Josh Gordon are reportedly attached to direct, with Kenny and Keith Lucas penning the screenplay alongside Max Reisman. The story, as you might expect, will be about a 19th-century covered wagon train traveling to the Willamette Valley in Oregon.
The musical aspect offers a glimpse of what to expect, suggesting that it will be a fairly irreverent take on the historical adventure. Songwriters and producers Benji Pasek and Justin Paul, who are best-known for their work on La La Land, are among those involved in the film.
The original game was developed as a text-based adventure in 1971 and produced by the Minnesota Educational Computer Consortium starting in 1975. It found a lasting place in pop culture as generations of American school children watched their characters die of typhoid, dysentary, and all manner of other maladies, or wandered around shooting way too many buffalo.
Oregon Trail looks to be the latest classic game to get its own movie, following in the footsteps of Super Mario Bros. and other well-known franchises. The trend has found mixed success, with Mario earning more than a billion dollars, but Borderlands being a flop at the box office.
The Oregon Trail does not yet have a release date. You can find the rest of the biggest movies releasing in 2024 right here.
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.
Insomniac Games has published an update for Marvel’s Spider-Man 2 that allows players to take advantage of the graphics and performance options for the upcoming PlayStation 5 Pro.
The Sony developer announced the update, along with a similar update for 2021’s Ratchet & Clank: Rift Apart, on social media today. Marvel’s Spider-Man 2 patch 1.004 is almost entirely focused granting owners of the soon-to-release console additional visual options to ensure they are either swinging through New York City with improved graphics or a higher framerate.
Insomniac says that the default will be set to Performance Pro mode, which targets 60fps “while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR).” This is the setting that the team recommends, as it also toggles on all ray-tracing (RT) features.
On the flip side is the 30fps Fidelity Pro mode. Insomniac says this is the visual option for those looking to “experiment” with some of the new ray-tracing features offered by the PS5 Pro, which can be tuned to each player’s preference. With Fidelity Pro, you may also notice that pedestrian and traffic density may be increased in a few locations in Marvel’s Spider-Man 2, with hair detail also getting a bump.
Update 1.004 also comes with a trio of new graphical toggles: RT Key Light Shadows, RT Reflections & Interiors, and RT Ambient Occlusion. All three tools are for those who like to tailor their gaming experiences right down to the finest details, though Insomniac warns that you’ll notice changes in certain portions of New York more than others.
Expect many of the same PS5 Pro enhancements if you check out Ratchet & Clank: Rift Apart update 1.005, too, including a default Performance Pro mode and Fidelity Pro mode. This patch also fixes “missing fur wetness” in some of the cinematics that take place on Corson V.
The PS5 5 Pro won’t be out for another few weeks, but it’s still caused quite the stir among fans of Sony’s gaming endeavors since the company pulled back the curtain last month. The device was revealed to cost a steep $700, drawing criticism from those who believe the upgrade isn’t worth the price. We’ll know more about just how substantial the improvements are come launch next month.
While we wait for the PS5 Pro to launch on November 7, you can check out our hands-on preview. You can also check out why we think Sony’s latest hardware release is too much for too little. Finally, you can see full patch notes for both Marvel’s Spider-Man 2 and Ratchet & Clank: Rift Apart below.
THE NEW GRAPHICS MODES
PERFORMANCE PRO (Default for PlayStation 5 Pro)
This mode targets a smooth 60 frames per second while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR). All ray-tracing (RT) features are on, including ray-traced reflections, ray-tracing on water, and ray-traced window interiors. This mode is recommended for most players.
FIDELITY PRO
This mode targets 30 frames per second for players who want to experiment with new ray-tracing graphical features. These new features can be tuned individually to reach higher intermediate frame rates, especially when using the “VRR” or “120 Hz Display Mode” options. Pedestrian and traffic density may be increased in some areas, and fine hair detail is increased.
NEW GRAPHICAL TOGGLES
RT Key Light Shadows : Off (Performance) / On (Fidelity default)
Use ray-tracing to calculate sun shadows at mid- to far-distance, replacing cascaded shadow maps. This improvement is most impactful on city views. Only available in the “Fidelity Pro” graphics mode.
RT Reflections & Interiors : Medium (Performance) / High (Fidelity default)
Set the quality level for ray-traced reflections and building window interiors. The “Medium” setting ray-traces at half render resolution, and the “High” setting ray-traces at full render resolution. The “High” setting will also improve smoothness of animation in reflections and interiors. Only available in the “Fidelity Pro” graphics mode.
RT Ambient Occlusion : Off (Performance) / Medium / High (Fidelity default)
Use ray-tracing to compute additional ambient occlusion lighting information. The “Medium” setting uses that information to augment screen-space ambient occlusion. The “High” setting also adds a screen-space GI bounce for additional ambient lighting information. The visual impact of this feature will vary greatly based on the scene.
THE NEW GRAPHICS MODES
PERFORMANCE PRO (Default for PlayStation 5 Pro)
This mode targets a smooth 60 frames per second while retaining the image quality of the standard Fidelity mode through use of PlayStation Spectral Super Resolution (PSSR). All ray-tracing (RT) features are on, including ray-traced reflections, ray-tracing on water, and ray-traced window interiors. This mode is recommended for most players.
FIDELITY PRO
This mode targets 30 frames per second for players who want to experiment with new ray-tracing graphical features. These new features can be tuned individually to reach higher intermediate frame rates, especially when using the “VRR” or “120 Hz Display Mode” options. Pedestrian and traffic density may be increased in some areas, and fine hair detail is increased.
NEW GRAPHICAL TOGGLES
RT Reflections: Medium (Performance) / High (Fidelity default)
Set the quality level for ray-traced reflections. The “Medium” setting ray-traces at half render resolution, and the “High” setting ray-traces at full render resolution. The “High” setting will also improve smoothness of animation in reflections. Only available in the “Fidelity Pro” graphics mode.
RT Ambient Occlusion : Off (Performance) / Medium / High (Fidelity default)
Use ray-tracing to compute additional ambient occlusion lighting information. The “Medium” setting uses that information to augment screen-space ambient occlusion. The “High” setting also adds a screen-space GI bounce for additional ambient lighting information. The visual impact of this feature will vary greatly based on the scene.
MISCELLANEOUS FIXES
Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.
Be sure to give him a follow on Twitter @MikeCripe.
Note: This review specifically covers the multiplayer of Call of Duty: Black Ops 6. For our thoughts on the other modes, see our single-player campaign review – and for Zombies, stand by!
Launch Update – October 25, 2024:
No surprise here, but I’m still having a blast with Black Ops 6 multiplayer now that it’s out properly. What is surprising to me, however, is how much more I’m enjoying it than I anticipated I would. I have around 220 hours into Modern Warfare III multiplayer, but so far BLOPS 6 just feels better in every way – from the maps to the movement to even the gunplay. Have you ever had a really fancy steak? It’s kind of like that. Steak rules, and you think “how could this get any better?” Then you have the fancy one and it’s a revelation. I still have plenty more to play before my final review next week, but I am already excited to eat more steak.
Movement on the battlefield feels excellent. It’s so smooth, and the new Omnimove system adds a dose of dramatic flair to the way you can flop around the map. I will say, I don’t use the Omnimove system much yet, just because I’m having a bit of a time learning a new way to run, slide, and dive across the maps, but it looks like I’m not the only one still trying to figure it out. That being said, there are already clips out there of people who’ve mastered it and are now pulling off sick Max Payne-style moves, which is what it’s really all about anyway.
I was a little bummed to discover my progress from the beta didn’t move over to the final game, because I worked really hard to cap out after a late start when the beta went live (and you can read my initial beta impressions further down). But that’s not too much of a big deal as the multiplayer progression is the hook that keeps me coming back to COD, and I love unlocking weapon camos.
Speaking of which, the requirements for unlocking weapon camo are hugely simplified from last year, and the previous years as well. There was always at least one unlock requirement I dreaded in my usual quest for camos, but this year (so far) it looks like it’s just getting more and more of the same challenge. Get 10 headshots with the XM4, unlock the first camo. Get 20 and unlock the second. You can see where it’s going here. The design of the skins, especially the Special and Mastery level camos, are sick as hell, too. I’m glad I won’t have to kill two opponents in a row 10 times without releasing the trigger or any of those other kind-of-crappy challenges from Modern Warfare 3.
Gunsmithing in the Beta was one of my biggest concerns, as it just felt clunky and unfriendly, but it’s rock-solid in the final game. Overall, that seems to be the theme of every part of BLOPS 6: it just feels awesome and works really well. Optimization is crazy, too, as I cranked the preset to Extreme and I’m using just under 7GB of VRAM.
I’ll have my final thoughts after the weekend, but so far I’m having a freaking awesome time. While none of the multiplayer modes are really jumping out at me yet, Gunfight’s super-small maps and 2v2 play is a blast if you’re playing with a friend, and Hardcore is open right off the rip.
Oh look, I just got a notification the playlist has updated. Time to get back to it.
Original Beta Impressions – September 9, 2024:
Summer is in the rear view, which means it’s once again Call of Duty beta time. This year Treyarch is in the driver’s seat with a follow-up to Black Ops Cold War set in the early 1990s – and friends, I am all-in on the setting. After spending the weekend grinding multiplayer matches to hit the beta’s level cap, I’m cautiously optimistic that this year’s entry could recapture everything I loved about 2020’s Cold War.
First off, some context: I have about 200 hours of multiplayer time in last year’s Call of Duty: Modern Warfare 3, and found myself enjoying it quite a bit more than our reviewer (which is fine, reviews are opinions, and opinions differ). However, a lot of that has to do with the social aspect of it. I have a core group of friends, the Beeflords, with whom I’ve been playing every Call of Duty multiplayer annually since Black Ops IIII. Having a dedicated squad makes playing multiplayer way more fun, and with regular content additions and balancing updates, I feel like MW3 is now in a much more solid spot.
Despite my fondness for both MW3 and Cold War, I tried to dive into Black Ops 6 with an open mind, and I’m glad to say I’m liking what I’m seeing so far. As far as a beta goes, this is one of the better ones I can remember. For example, back when I did my first impressions of the Modern Warfare 2 beta, I was actually pretty concerned by what I saw, but almost all of the rough edges had been sanded off by release. With the Black Ops 6 beta, I actually find myself with very few concerns already. After 12+ hours of shooting, diving, sliding, and shooting again, I’m left really excited for the full game, because it feels pretty damn good right now.
Probably the biggest change from the old formula is the “Omnimove” system. It seems like Treyarch looked at all the dolphin diving in Call of Duty and said “let’s just lean into that.” You can now sprint, slide, and dive in all directions, including backwards. Diving backwards puts you in a supine position, where you’re laying on your back, with 360-degrees of movement. This is a feature I never knew I wanted. Diving prone in previous Call of Duty games restricts your aiming and movement pretty severely, but the supine position gives you a new tactical strategy to employ. In fact, if you lay prone and move backwards, you’ll switch to the supine position, so you don’t even really need to do the dramatic sprint-to-backwards-dive motion.
Which, if you’re on PC, is probably a good thing. As cool as the Omnimove system is, it definitely feels like it’s designed with a controller in mind. I don’t play Call of Duty with a controller because I am a man of taste and intellect, but I’m also old and my brain isn’t very elastic. Learning the key combinations in the training missions was a bit like learning to rub my head and pat my belly at the same time. To dive into the supine position, the key combination is S to move backwards plus the Shift key to sprint and then the Ctrl key to dive. It’s the same for any of the sprint-to-dive commands, with their respective keys replaced for S. It took me a few runs through training before I could master it, but the effect is quite awesome. Sliding and diving in every direction is fun, and it makes for an even more fluid and exciting time in multiplayer matches.
From an outside observer’s perspective, it’s pretty dramatic to see someone diving sideways, guns blazing as they dispatch an enemy. It’s awesome, actually, and getting the movement down, especially the slides, feels amazing once you get the hang of it. Again, it does feel specifically designed for use with controllers, but regardless how you play, sliding around and shooting in all directions is just good old fashioned fun.
One thing I do really hope they improve before the final release is the gunsmithing interface, because I don’t like it at all as it stands. Gunsmithing and chasing down weapon skins has always been one of the hooks that keeps me playing Call of Duty, but in the beta it’s kind of a pain (and since it’s a beta, there are no skin challenges to unlock). It resembles the interface when you edit your loadouts in a match in previous games, so you don’t get to see which attachments are still locked until you open up the category in the interface. There’s no “lock” icon on the option to show you the entire category is still unavailable, only locks on the icons for the attachments IN those categories.
I found that pretty frustrating when I was leveling up my weapons. It means I’d have to open up the gunsmithing interface and then open up every attachment category, occasionally having to scroll down the options, to find out “oh, I haven’t unlocked the option to swap out my grip yet.” I ended up backing out of lobbies several times rather than making quick adjustments between matches, because I wasted a lot of that precious time manually checking what categories were open.
As far as the gunplay, well… it’s Call of Duty, so it feels really good – though I don’t want to say “great” quite yet, because the guns don’t feel as weighty as in MW3 either. My general feel for almost all the guns is they take one or two shots too many to finish off an opponent. The notable exceptions to this are the two sniper rifles, which feel way overpowered as a result. Credit where credit is due, sniper rifles feel perfectly balanced in MW3, probably more so than in any other CoD I can remember. But in Black Ops 6 they currently feel too easy to use. The normal trade-off is still there, in that they’re slow to aim down sights with, but just aiming in the general vicinity of an opponent, particularly with the LR 7.62, often results in a one-shot kill. Of course, sniper rifles in multiplayer are baby guns for babies, except when I’m using them, in which case they’re good, actually. On a medium-sized map like Babylon, the SVD sniper rifle is one of the best choices if you want to rack up kills, and both it and the aforementioned LR 7.62 also make great choices for SCUD, the biggest map in the beta.
I also had a lot of fun with the Jackal PWD submachine gun, which is tied with the XMG light machine gun for my favorite option in the beta. I actually don’t have any real complaints with any of the guns, although as I mentioned before, there is a bit of weight missing from them compared with what I’ve grown accustomed to with MW3. The only two categories I didn’t really like too much were the marksman rifles and the shotguns, as I didn’t find a good map where either one of those choices felt appropriate. The marksman rifles didn’t suit me well for the medium and large maps, and the shotgun didn’t feel like a great choice in the small maps, either, so I rarely used them.
The Black Ops 6 beta has six maps split across two different play modes: Core Moshpit and Faceoff. Core has four larger maps with different game modes, while Faceoff takes those same modes and squishes them down into smaller maps. I didn’t love any of the maps, to be honest, especially the smaller ones. My favorites are probably SCUD, a sprawling former SCUD missile site set in Saddam Hussein’s Iraq, and Rewind, another larger map set in a suburban strip mall complete with video rental store.
I didn’t like either of the small maps available in the Faceoff modes. Gala, which is set in what appears to be a Washington D.C. ballroom, is just a little too big for a “small” map, and its multi-level layout makes it feel both crowded and yet somehow still not quite small enough. Modern Warfare 3’s Stash House and Meat, along with the classic Shipment, are good examples of tight layouts that are among my favorites of all time when it comes to Call of Duty’s small map matches. They encourage strategic movement and require you to keep your head on a swivel, whereas Pit in particular has a central hub connecting with tunnels that just doesn’t feel as fluid or fun to move around in. Meanwhile, Gala’s relatively wide-open spaces meant running up the middle to claim an objective in Hardpoint was a death sentence, and a few well-placed snipers on each end of the map dictate the tempo of the entire match.
I would rather have maps with lots of corners to peek around than ones with lots of obstacles to hide behind, which is how the beta maps feel for the most part. SCUD might be one of my favorite maps, but even that has several camping spots for snipers to hole up in and there’s no clear path to flank them without a little bit of luck or a well-placed spawn. However, SCUD otherwise does have a great overall layout that invites the use of pretty much any class of gun. There are tight interiors for shotguns and SMGs, medium-length corridors for LMGs and assault rifles, and of course the map-spanning hidey-holes for snipers to infuriate you with their repeated headshots.
Rewind similarly enjoys a layout well-suited to a variety of weapon types, and if you’re good with any single class of weapon you’ll find your rhythm. One of the new Field Upgrades I absolutely love using is Sleeper Agent, which makes you “switch” teams for its duration. To the enemy, you look like one of their own, and you extend the length of this charade every time you get a kill. During a match on Rewind, I activated this upgrade and repeatedly caught my opponents completely unaware, letting them run past before quickly turning on them with an easy shot to the back. I got a triple kill using Sleeper Agent in the beta, all while cackling maniacally. You still show up on the radar as an enemy, but in the heat of the moment, no one notices and it’s a lot of fun to use.
Oh, and the tactical nuke is back. In the entire time I’ve been playing CoD I only met the conditions to trigger it during a multiplayer match once. That was way back in Modern Warfare 2 on Xbox 360, and it required 25 unanswered kills. Black Ops 6 asks for a whopping 30 unanswered kills and, needless to say, I have not triggered it (yet). But the good news is no one else did either! So that’s nice.
As far as scorestreaks go, there’s nothing here that is functionally different from what we’ve seen before. There’s a UAV, a counter-UAV, an RC car with explosives strapped to it – it’s all very familiar. The watchdog helo, which you can call in when your score hits 1,100 points, feels a little too accessible, as almost every match I played on an outdoor map had multiple helo calls. On the flipside, though, if you have an LMG with a big enough magazine, you can shoot them down without needing to reload.
I don’t know if they pulled down some of the Black Ops 6 multiplayer modes before I got to them, but in my time grinding to the level 30 beta cap, I played Team Deathmatch, Domination, Hardpoint, Faceoff Kill Order, and Kill Order. There are supposedly two other modes available, Faceoff Kill Confirmed and Gunfight, but I never saw a single match of them, which is fine since neither is new. In fact, of all the available modes, the only one not in last year’s Call of Duty is Kill Order, which is basically team deathmatch with a High Value Target (HVT). The HVT for both teams appears on the map and radar and is randomly assigned to members of the team after the current HVT is downed. When you’re the HVT, you are completely unable to hide, but you do have three armor plates a la Warzone, as well as the ability to be revived by your teammates when downed, so long as they get to you in time.
When I’m playing online without my group, I generally stick to Deathmatch and Team Deathmatch, usually in hardcore mode. When my friends log on, we open the pool up to any game mode. That’s mostly because objective-based modes are most fun when everyone is, you know, actually trying to complete the objective. The entire weekend, in every Kill Order match I played, I was never once revived or even protected as the HVT. That sucks, but it’s also just the nature of the beast when you play with random people. Unfortunately none of my friends and I were able to link up our schedules to play together during the beta weekend, but I’m really looking forward to trying Kill Order with a full team. Even one extra person at your side when you’re the HVT would be hugely helpful, because otherwise people treat it (and pretty much all the objective-based modes) as team deathmatch.
I still have a lot more to play once Call of Duty: Black Ops 6 comes out next month, but as far as betas go, it already seems to be in a great place. A few adjustments to weapon balance, some more UI tweaks, and the larger selection of maps at launch would fix most of the complaints I have with it right now. The gunplay is, as always, rock-solid, I never ran into a single bug, and graphically it’s really sharp. I’m feeling really good about this year’s installment… I just hope my operator skins from MW3 transfer over. That llama suit wasn’t free, you know.
Can you bear second helpings?
This review was originally published in October 2009. We’re updating and republishing it to mark the arrival of the game in the Nintendo Switch Online + Expansion Pack N64 library.
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Happy Halloween, Survivors! My name is Julia Wolbach, Co-Founder and Chief Operating Officer of Dead Drop Studios. Today we are launching our next-generation survival horror bloodbath, Outbreak Shades of Horror Chromatic Split, on Xbox Series X|S. As Detective Lydia Daniels, players will begin in a sprawling sewer system beneath the city of Cypress Ridge on the eve of a massive zombie apocalypse. Players must explore, solve puzzles, and take advantage of their limited resources to survive in an ever-changing world filled with dangerous enemy zombies and a recurring, massive monster.
Initially, players will be unarmed and at the mercy of the environment before discovering a repertoire of melee weapons and firearms such as the lead pipe and the shotgun. These and other key items will give players a fighting chance and also open up new and secret areas to explore in the game’s colossal maps. Resourceful players can find crafting items to create healing items, ammunition, and even precious ink for saving their game. For example, players can use unique types of gunpowder and shell casings to fabricate different types of ammo, or in a pinch, players can combine gunpowder with a virus kit to produce antiviral items. Explore a multitude of different crafting combos to manufacture the valuable supplies needed to ride out the zombie storm!
Players can switch between first person and third person perspectives at any time as they fight to survive in a ruthless world. If you’re looking to fully immerse yourself in Lydia’s journey, first person view may be your cup of tea, while if you enjoy more of a traditional survival horror experience, third person view will provide you with a full look at your character. Utilize melee combat to try and stagger foes and sneak by, or use your limited bullets to carefully place shots that can dismember and severely cripple zombies’ offensive options. Be warned, as enemy zombies can stun you or even knock you over, leaving you vulnerable to an unholy beating! Explore and carefully take advantage of your tools to open new pathways and discover a bevy of secrets, such as bonus crafting items and more.
Lydia’s supplies will be limited, so she’ll need to find materials to give herself a fighting chance! Combine gunpowder with other items to create ink for saving, items for healing, additional bullets, antiviral solutions, and more. Lydia can’t afford to shoot first and think later, so think carefully about how you use your items! Will you consume raw gunpowder in an act of desperation to bail yourself out in the moment, or will you wait to find an empty ink canister so you can save your progress? Inventory space is also limited, so take time to optimize your pocket space and put excess items in linked item boxes occasionally found throughout the game for later use. Remember that opening your inventory to combine components will pause the game, but to reload your weapon you must find a safe spot to hide in the cruel, chaotic underground of Cypress Ridge!
Once you’re done with Lydia’s campaign, there’s still more fun to be had! Unlock an additional wild campaign for a more action-oriented game style. Try out the Onslaught and Besieged modes for arcade zombie-splatting fun against piles of enemies on unique maps. Looming Dread Mode challenges you to survive and clear a unique scenario in as fast a time as possible. You can also replay Lydia’s campaign in New Game Plus to keep all of your upgrades from the end of the story or enjoy built-in Developer Commentary! Can you find all of Chromatic Split’s hidden achievements and cheat codes?
With so much content and multiple replayable modes all horrifyingly crafted in Unreal Engine 5, the standalone Outbreak Shades of Horror Chromatic Split is the perfect way to prepare for the main Outbreak: Shades of Horror game releasing soon episodically. On the eve of a massive zombie outbreak, can Lydia survive long enough to help her city in its time of need?
Dead Drop Studios LLC
Go back to the beginning of the end in the prologue to Dead Drops’ Studios upcoming Outbreak: Shades of Horror. Play as both the heroes and the villains of the outbreak as you attempt both to avoid an outbreak of epic proportions and to stop word from getting out.
As Lydia, a veteran police officer, race against time through the Cypress Ridge sewers to spread the truth of the Outbreak before it’s too late but beware there is more than sludge and rats waiting for her.
As Hank, keep sight of your target while navigating rooftop of insanity as he tries to stop the truth from coming to the surface. But remember, the higher you are, the harder you fall when the zombies attack!
Leads into the upcoming Outbreak: Shades of Horror, a spiritual successor to online survival horror from the early 2000s.
The post Survival Horror Gets Crafty in Outbreak: Shades of Horror Chromatic Split appeared first on Xbox Wire.
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Hey folks! This week the team got to sit down with Bioware Game Director Corinne Busche and Creative Director John Epler to talk Dragon Age: The Veilguard. We also discuss the newly released Dragon Ball: Sparking Zero and Fear the Spotlight.
Stuff We Talked About
Kristen Zitani – Senior Content Communications Specialist, SIE
Brett Elston – Content Communications Manager, SIE
O’Dell Harmon Jr. – Content Communications Specialist, SIE
Thanks to Dormilón for our rad theme song and show music.
[Editor’s note: PSN game release dates are subject to change without notice. Game details are gathered from press releases from their individual publishers and/or ESRB rating descriptions.]
Original Silent Hill art director and Pyramid Head creator Masahiro Ito has said he was too busy making Silent Hill games to get a girlfriend.
PC Gamer spotted a handful of X/Twitter posts from Ito who made clear that his time as a game developer wasn’t all sunshine and daisies — and not just because he was working on the terrifying survival horror franchise.
For a four-year period between 1999 and 2003, Konami released Silent Hill, Silent Hill 2, and Silent Hill 3, and Ito was heavily involved in their creation.
“All the time I was attending my art university or was developing Silent Hill 1, 2, 3, and a cancelled title, I never had any girlfriends cause I had no time for it,” Ito said. “I never thought I was a genius, but I was terribly competitive. The only way to beat geniuses is to give yourself up entirely to what you wanna accomplish.”
Though Ito didn’t say he regrets his time working on the series, which is currently enjoying a resurgence thanks to the criticially and commercially acclaimed Silent Hill 2 remake, Ito has been blunt about the series in the past.
“I wish I hadn’t designed f**kin Pyramid Head,” he said in a 2022 post. This comes alongside criticism of publisher Konami too. “To use [Pyramid Head] in so many titles makes [Pyramid Head] cheaper,” Ito said in a now deleted post.
Konami partnered with developer Bloober Team to recreate the game where Pyramid Head debuted. It arrived October 8 to glowing critical reception and strong sales too, leaving many fans of the previously dormant horror franchise eager for more.
In our 8/10 review, IGN said: “Silent Hill 2 is a great way to visit – or revisit – one of the most dread-inducing destinations in the history of survival horror.”
Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.
Sonic x Shadow Generations has already sold one million units, Sega has announced, despite only coming out today, October 25.
Being a souped up remake of 2011’s Sonic Generations didn’t slow down the Blue Blur on the sales front, with the figure covering worldwide sales on PlayStation 4, PlayStation 5, Xbox One, Xbox Series X and S, Nintendo Switch, and PC.
Alongside the remake portion comes Shadow Generations, a brand new chunk of gameplay similar to how Super Mario 3D World was enhanced by Bowser’s Fury in the Nintendo Switch remake.
“Sonic x Shadow Generations is a title that combines two games: Sonic Generations, where players can enjoy speedrunning various stages with Classic Sonic and Modern Sonic, enhanced with new elements, and Shadow Generations, a completely new game featuring the dark hero Shadow racing through dynamic environments,” the official synopsis reads.
“The story begins as a mysterious creature called the Time Eater creates distortions in time and space, setting off separate adventures for Sonic and Shadow. Players can look forward to a high-speed action-adventure with distinct gameplay experiences and narratives.”
The game has reviewed well critically too. “Sonic x Shadow Generations takes an already excellent game and spring jumps it to new heights with a creative Shadow campaign and an appreciable graphical upgrade,” IGN said in our 9/10 review.
Sonic x Shadow Generations is the latest hit for Sega; the Atlus-developed RPG Metaphor: ReFantazio also sold one million copies on launch day.
Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.