The Legend of Zelda: Majora’s Mask Just Got Another Unofficial PC Port

The Legend of Zelda: Majora’s Mask just received another unofficial PC port with a high frame rate, ultra-widescreen resolution, and more.

As reported by VGC, this port from Harbour Masters, the same team which released an unofficial version of The Legend of Zelda: Ocarina of Time for PC in 2022, is completely separate to another Majora’s Mask port released earlier in May 2024. That version used “Recomp” recompiling technology to port any Nintendo 64 game much faster than ever before.

Harbour Masters, meanwhile, reverse engineered the original N64 version of the game to create a readable code before porting it to PC. It claims this will allow for “more large scale features” than the Recomp version, evidenced by the likes of Harbour Masters’ version having mod support.

As for its other features, autosaves, faster mask transformations, skippable cutscenes, a bow reticle, and more have all been added to Majora’s Mask in Harbour Masters’ version. Cheats, such as infinite health, magic, rupees, and consumables are all available too.

Creating unofficial ports of Nintendo games comes with certain risks, of course, including legal action from the gaming giant. Nintendo issued a takedown request to Github for more than 8,500 copies of code of Switch emulator Yuzu earlier in May 2024, for example. This came after it sued the creator of Yuzu, who had to pay $2.4 million in damages, and follows a string of similar cases.

Game file sharing website RomUniverse was ordered to pay $2.1 million in damages to Nintendo in 2021, while another instance in 2018 saw it receive more than $12 million in damages. It also blocked GameCube and Wii emulator Dolphin from releasing on PC game platform Steam.

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

Star Citizen Pushes Through the $700 Million Raised Mark and No, There Still Isn’t a Release Date

Star Citizen has now raised over $700 million according to figures from developer Cloud Imperium Games.

The developer behind the controversial space sim makes revenue publicly available on its website, which at the time of this article’s publication shows Star Citizen has raised $701,186,615. CIG calls this money “funds raised.”

CIG even breaks down the revenue by recent months, weeks, and hours. At its lowest point on the morning of May 28, Star Citizen brought in $42,886 in one hour, about $1.5 million yesterday, May 27, $10,883,513 last week, and $4,753,264 for the month of April (things appear to have picked up considerably in May after the launch of the Alpha 3.23: Adventure Beckons update).

Star Citizen is considered one of the most controversial projects in all video games. Over the 12 years since its crowdfunding drive began, it’s been called many things including a scam by those who wonder whether it will ever properly launch. Its virtual space ships, some of which cost hundreds of dollars, are often the focus of criticism.

Alpha 3.23 launched two months after CIG began talking about Star Citizen’s 1.0 launch being within sight, over a decade after the game released its first crowdfunding drive. CIG chief Chris Roberts has said 2024 will see the launch of Star Citizen Alpha 4.0, and that the developer is working to bring features developed for Squadron 42, the standalone story-based game starring the likes of Mark Hamill and Gillian Anderson, to the persistent universe portion of the game “at an accelerated rate”.

This is all building up to Star Citizen 1.0, which, Roberts has said, “is what we consider the features and content set to represent ‘commercial’ release.” However, there is still no release date or even release window for Star Citizen 1.0. CIG will share the roadmap later this year, it has said.

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.

Resident Evil Zero and Code Veronica Remakes Reportedly in the Works at Capcom

Following the enormous success of the Resident Evil 2, 3, and 4 remakes, Capcom has turned its attention to remakes of Resident Evil Zero and Code Veronica.

That’s according to a Twitter/X report by Dusk Golem, who said remakes of Resident Evil Zero and Code Veronica are “in development right now.” IGN can corroborate that Zero and Code Veronica are the next two Resident Evil remakes scheduled to release. Capcom is yet to comment on the reports.

Resident Evil Zero first launched on the GameCube in 2002 as a prequel to 1996’s Resident Evil. It covers the events surrounding the S.T.A.R.S. Bravo Team in the Arklay Mountains, with the player switching between police officer Rebecca Chambers and convicted former Force Reconnaissance Officer Billy Coen. Resident Evil Zero HD Remaster came out in 2016 before releases on Nintendo Switch in 2019.

Code Veronica, meanwhile, originally released for the Dreamcast in 2000 as the fourth mainline Resident Evil game and the first in the series to launch on a non-PlayStation console. It stars Claire Redfield and her brother Chris Redfield as they battle to survive an outbreak in a remote prison island in the Southern Ocean. Code: Veronica ditched the pre-rendered backgrounds of previous Resident Evil games to use real-time 3D environments with dynamic camera movement. The game was remastered for Xbox 360 and PlayStation 3, and is available to play via backwards compatibility

It should come as no surprise to learn that more Resident Evil remakes are on the way, after Capcom indicated as much in December last year — although at the time it stopped short of announcing which games would be next.

At a PlayStation partner awards event in Japan, attended and translated by IGN Japan, Resident Evil 4 remake director Yasuhiro Anpo said the company would announce its next Resident Evil remake in due course.

“Yes,” Anpo replied when asked if Capcom wanted to keep making Resident Evil remakes. “We’ve released three remakes so far and they have all been received very well. Since it allows a modern audience to play these games, it is something I am happy to do as someone that loves these older games, and we want to continue doing more.

“What game we will remake in the future is something that we would like to announce in the future, so please look forward to it.”

Meanwhile, Capcom is also working on the next mainline Resident Evil game, currently dubbed Resident Evil 9 by fans. However, Capcom’s next triple-A release is Monster Hunter Wilds, due out at some point in 2025.

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.

Zenless Zone Zero Has a Global Release Date Across PC, PS5, iOS, and Android

Zenless Zone Zero, the hotly anticipated new game from the makers of Genshin Impact, launches globally on July 4, 2024, across PC, PlayStation 5, iOS, and Android. The game is not available on Nintendo Switch or Xbox Series X and S.

HoYoverse said its anime-inspired “urban” fantasy action role-playing game will support cross-progression and cross-play upon release when it goes live. The final closed beta ends today, May 28, with the game having reached an impressive pre-registration total of 35 million players worldwide. At 40 million, a figure Zenless Zone Zero will surely hit before launch, HoYoverse will give players in-game rewards including up to 20 Master Tapes, which can be used to obtain rare characters, the playable Agent Corin, 30,000 Dennies, and Boopons, an in-game item used to obtain rare Bangboo.

Here’s the official blurb on Zenless Zone Zero:

The game is set in a post-apocalyptic world where supernatural disasters called “Hollows” have destroyed modern society. However, New Eridu, the last remaining city, has risen against the odds during this devastating catastrophe and has become the last remnant of contemporary civilization. In the story, players assume the role of a “Proxy” who guides adventurers in the unpredictable Hollows. Together with unique characters encountered along the way, players will explore Hollows, face enemies, complete commissions, and unravel the mysteries behind New Eridu.

HoYoverse will be hoping to replicate the enormous commercial success of gacha game Genshin Impact with Zenless Zone Zero. Be sure to check out our Zenless Zone Zero guide to get yourself well acquanted with the game’s sprawling lore and ensemble cast of anime-inspired characters.

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.

Silent Hill Transmission Announced For May 30 With ‘Game Updates, a Deeper Look at the Film, and New Merch’

Konami has announced that a Silent Hill Transmission will take place on Thursday, May 30, at 4pm PT/7pm ET that will reveal game updates, a “deeper look at the film,” and new merch.

This second Silent Hill Transmission was announced on X/Twitter with no further hints as to what we’ll see, but thankfully our wait for answers isn’t too long.

“Consider this your invitation letter to Silent Hill,” the official Silent Hill X/Twitter account wrote. “Tune in May 30 at 4 p.m. PDT to our SILENT HILL YouTube channel for the second installment of the #SILENTHILL Transmission where we’ll share game updates, a deeper look at the film, and new merch. #SILENTHILL”

The first Silent Hill Transmission took place on October 19, 2022, and included such big reveals as the Silent Hill 2 Remake, the spinoff from No Code Studios called Silent Hill: Townfall, a narrative driven spinoff set in 1960s Japan called Silent Hill f, the immersive project called Silent Hill: Ascension, and the movie titled Return to Silent Hill.

Silent Hill 2 Remake is being developed by Bloober Team and it was given a new trailer back in January 2024 but no release date. Sony may have, however, revealed in a separate trailer featuring a few of its upcoming games that it would be arriving sometime in 2024.

We haven’t been given any updates on the other two games, but Silent Hill: Ascension did come out in 2023. Unfortunately, it wasn’t the “triumphant return to Silent Hill we’ve been longing for.”

As for Return to Silent Hill, we just got a look at the film’s version of Pyramid Head back on May 16. This new film that is an adaptation of Silent Hill 2, is being directed by the director of the original Silent Hill movie from 2006, Christophe Gans.

The film will follow “James (Jeremy Irvine), a man broken after being separated from his one true love (Hannah Emily Anderson). When a mysterious letter calls him back to Silent Hill in search of her, he finds a once-recognizable town transformed by an unknown evil” and “terrifying figures both familiar and new.”

Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Adam Bankhurst is a writer for IGN. You can follow him on X/Twitter @AdamBankhurst and on TikTok.

Killer Klowns from Outer Space: The Game Review In Progress

A bunch of smarmy teenagers with ridiculous haircuts trying to escape the gloved clutches of an alien race of clowns is the kind of absurd and cheesy premise that makes perfect fodder for the asymmetrical multiplayer horror genre. Following in the footsteps of Friday the 13th, Evil Dead, and many more licensed games, the 1988 cult classic film Killer Klowns from Outer Space is the latest horror movie to try its hand at capturing our still-beating hearts with high-stakes murder sports. I need to spend some more time with Killer Klowns once its servers go live, but so far I can say that trying to either escape those deadly Klowns with my life or do my best to murder every angsty teenager in sight is already stupid fun no matter which side I was on.

Bucking the traditional asymmetrical structure slightly, each match pits seven hapless humans against three killers, as opposed to the usual four on one you see in most games that followed in Dead by Daylight’s bloody footsteps. The Klowns are preposterously over the top, and run around turning humans into sacks of cotton candy with ray guns, hunting teens using a balloon hound on a leash, and mowing terrified victims down with an invisible car. It’s truly some of the zaniest stuff I’ve seen in a multiplayer game in a long time, and it never fails to make me laugh. I especially appreciate the little details, like how the Klowns’ shoes make a comical squeak when you walk, alerting everyone nearby to your presence and leaving cartoonish boot prints all over the floor.

Admittedly, it’s nowhere near as much fun to play as a human because they’re just not as original or goofy as their pursuers. You mostly just sneak around searching for weapons, keys, gas canisters, and other things they need to mount an escape. However, getting away does have a novel twist, because none of the rescue options will allow more than three of the seven teens to leave at once. The boat can be repaired, but only fits three people, while the bridge exit is so rickety it could collapse after it’s been crossed by just two (if they’re not slow and careful as they’re crossing it).

In the roughly 18 hours I’ve played so far, this has led to several hilarious and tense interactions where someone on our team will panic and use up one of the exits to escape a dicey situation alone, leaving the remaining survivors in a lurch. Because there’s only four or five possible exits on each of the five maps, that makes evacuation for the remaining six humans a lot more difficult, and you don’t wanna be that guy.

Amusing minigames let humans stay engaged even after they’ve completed their role in a match.

It’s also cool that if a human gets killed or manages to get out of Dodge early on, they’re given the option to play a series of simple but amusing carnival-themed minigames, like whack-a-Klown or a Simon Says memorization game. By completing these, they’re able to help out their remaining teammates with items to improve their chances, like health, weapons, or even a keycard they might need to escape through one of the exits. I’ve never seen something like this implemented in this genre before, and it’s a great way to keep you engaged after you’ve completed your role in the match – especially if you’ve got survivor’s guilt after taking one of the exits for yourself and leaving the others to fend for themselves.

It’s because of things like this that, even though Killer Klowns borrows a whole heck of a lot from the asymmetrical horror games that came before it, it doesn’t feel like an immediately dull carbon copy with yet another cult horror movie’s skin draped over it. Aside from the macabre humor, though, the biggest shakeup is that, with a full 10-player match, there’s a whole lot more action happening around the map at all times. As a human, you might find yourself coordinating with a small group of survivors to repair a boat to make an escape, while another posse across the map stages a daring rescue attempt to free an ally that’s been cocooned in cotton candy and is slowly being turned into Klown juice. Meanwhile, as a Klown, you might find yourself hunting down and killing a teenager hiding in a porta-potty, while elsewhere your two allies are collecting cotton candy to power their Klown machines in order to trigger the Klownpocalypse and win the match.

It feels a lot more chaotic and casual compared to a single bad guy slowly stalking the halls.

Compare that to a single bad guy slowly stalking the halls trying to kill everyone and Killer Klowns feels a lot more chaotic and casual, which fits pretty appropriately with its silly-as-heck vibe. With so much going on in every match, the vast majority of them end with at least a few humans making a successful escape while Klowns cull the weak, whereas the Klowns almost always get at least a few kills, which makes things feel a lot less sweaty.

Another way it achieves that is that the humans are able to fight back and even kill Klowns relatively easily once they find the right weapons. A solo Klown chasing a squad of four humans is likely to be in quite a pickle once those teens realize they can just turn around and wail on the grinning goof with axes and baseball bats until it’s forced to spend a minute in timeout before respawning. (And there’s no carnival games for you, ineffective Klown!) But because Klowns don’t have to loot to be powerful, don’t run out of ammo, and only die temporarily, there’s still a ton of reasons for humans to fear their wacky assailants, especially since ammo is scarce and human weapons break after just a few swings.

This means that both teams, Klowns and humans, have to work together to achieve victory – and my experience so far has been that whichever side forms a more cohesive unit is likely to win. That’s exactly what I want in a game like this, and it’s absolutely fantastic. It’s an all too common problem for asymmetrical games to become one-sided when it’s one baddie versus a group of survivors. But in Killer Klowns nobody can really go it alone, and I’ve been seeing a lot more close matches and interesting interactions than I’d usually expect.

What I did expect, of course, is that Killer Klowns would have unlockables that are earned by playing matches, including both cosmetic stuff for pure flair and, for the Klowns at least, new character classes and abilities that can have a very real impact in-game. You can get the beefy Tank class that has health to spare, or the small but mighty Brawler, who moves in quickly and uses boxing gloves to knock the snot out of any annoying adolescents. Meanwhile, the humans unlock different archetypes with names like Rebellious and Tough, which are descriptions that sound like they’re supposed to influence how they play but, as of now, don’t appear to. Still, unlocking the various Klown classes has really helped inject some variety into my time so far, and most of them feel great. My new favorite is the Tracker, who is an expert at sniffing out slippery earthlings and turning them into spools of sugar with his shotgun.

The biggest issue I’ve come across has been the stability of the matches themselves, which is always an enormous bummer in an otherwise solid multiplayer game. I and everyone I’ve played with have consistently experienced multiple crashes and a variety of irritating bugs throughout our matches, many of which have ended abruptly when the servers suddenly went haywire and booted everyone back to the main menu, leaving the entire Discord chat screaming with the rage and disappointment of a party that’s been fouled. Time will tell if these issues persist after the day one patch, but I’m currently pretty concerned that we’re careening toward a rocky launch, and these issues have significantly taken the wind out of our collective whoopie cushion.

So I still have a fair amount more to play of Killer Klowns from Outer Space: The Game before I put a final score on it – and I’ll especially keep an eye on its live servers once it fully launches. Here’s hoping the issues I’ve seen get smoothed out quickly, because I’d very much like to get back to the business of hunting down naive teens and evading evil Klowns. We’ll see if that holds up, and I’ll be back with a final review before too long.

Star Wars: Hunters: Location and Character Spotlights

Star Wars: Hunters, the upcoming free-to-play PvP arena third-person combat multiplayer game for Nintendo Switch and mobile platforms, will be released next week, on June 4. This week, though, IGN has a total of five exclusive trailers coming your way from the next big Star Wars game.

The rest of the week will spotlight four of the unique characters available to play as, but today we begin with a closer look at The Grand Arena on Vespaara. It’s in the Outer Rim, making it a perfect out-of-the-way place to house The Arena, where combatants will battle for honor and glory. Check out the Vespaara trailer below:

Check back all week for the aforementioned character spotlight trailers, and catch up on the Nintendo Switch version’s announcement trailer and cinematic trailer if you missed them.

Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.

Yakuza/Like a Dragon Was Originally ‘Flat Out Rejected’ by Sega

The Yakuza/Like a Dragon series may be a hit today but Sega originally “flat out rejected” it according to series creator Toshihiro Nagoshi.

Appearing on Weekly Ochiai, translated by Automaton, Nagoshi said the Sonic the Hedgehog publisher wanted to make family friendly games which would appeal to a large number of people in the early 2000s. He therefore struggled to get his game about the Japanese criminal underworld approved.

“This mindset [of appealing to the masses] wasn’t really leading to a solution, and I saw many game proposals gradually become watered down as producers bended over to change things the way management instructed them to. This is where everything started,” Nagoshi said.

“Of course, it was flat out rejected. After all, it was completely contrary to what I mentioned earlier about attracting the masses. Children wouldn’t be able to play it, and it wasn’t catered to women nor overseas audiences. In this sense, there was no way for it to be approved without resistance.”

Nagoshi persisted, however, and said it took three tries to eventually convince Sega management to let him make the first Yakuza game, and even then it wasn’t approved through traditional routes and was “quite forceful”.

Regardless, the game was developed by Sega’s CS1 Research and Development team, later renamed to the slightly catchier Ryū ga Gotoku Studio. Yakuza was released for PlayStation 2 in 2005 and flourished into a hit franchise for Sega, now including eight mainline games and myriad spin-offs.

In our 9/10 review of the latest, IGN said: “Sprawling, enthralling, and packed with dynamic brawling, Like a Dragon: Infinite Wealth isn’t just the best turn-based Like a Dragon game, it’s one of the greatest games in the entire series.”

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

Dragon Quest 3 HD-2D Remake ‘Draws Near’ as Square Enix Confirms Platforms

The Dragon Quest 3 HD-2D Remake, which will recreate the classic role-playing game in the graphical style of Square Enix’s Octopath Traveller series, now “draws near” as it’s confirmed to be a multiplatform title.

A post on X/Twitter teasing the game, which was announced in May 2021 but has gone practically unheard of since, confirmed it will come to PlayStation 5, Xbox Series X and S, Nintendo Switch, and PC via Steam.

“The legend of Erdrick draws near,” the post reads, while a short teaser video ends with the phrase: “The legacy begins.” This suggests Square Enix is close to revealing a proper look at the game and perhaps a release date, potentially during a showcase in summer 2024 when E3 once took place.

Dragon Quest 3 HD-2D Remake was announced as a recreation of the 1988 original, meaning it will arrive more than three decades later. The HD-2D style was coined when Square Enix released Octopath Traveller for Nintendo Switch in 2018, which had 2D characters moving through high quality backgrounds in a tribute to classic turn-based RPGs.

These graphics contributed to the game’s 9/10 review from IGN. “Octopath Traveler’s beautiful style and outstanding take on traditional turn-based combat make it a game that pushes JRPGs forward rather than simply paying homage to the greats,” we said.

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

Larian CEO Admits Baldur’s Gate 3 Team Had ‘To Do a Bit of Crunch’

Larian Studios CEO Swen Vincke has admitted the Baldur’s Gate 3 team had “to crunch a bit” during development, meaning employees had to work overtime in order to finish the game on time.

As reported by Games Radar, Vincke said at the Digital Dragons conference that the amount of crunch required for Baldur’s Gate 3 was less than the studio’s previous games, however, and he thinks some overtime is always required to complete a game.

“Certainly less on Baldur’s Gate 3 than we did in the past,” Vincke said when asked if Larian employees had to crunch to finish development. “It would be a lie to say that we didn’t. We had things happen that we didn’t foresee.”

It would be a lie to say that we didn’t.

Vincke insisted employees, including himself, “didn’t overly crunch” but “did have to do a bit” to wrap up Baldur’s Gate 3. Employees would almost always leave by 8pm and worked at weekends “very, very, very rarely”, he added.

“I think, to be honest, you will always have a little bit when you’re trying to finish something, especially when there’s so much complexity that needs to be brought together,” Vincke said.

Crunch has proved a controversial topic within the video game industry, with developers such as CD Projekt Red, the studio behind Cyberpunk 2077 and The Witcher, being criticised for forcing mandatory overtime upon its employees. The backlash was seemingly heard loud and clear by those in charge though, as studio leaders insist CD Projekt Red has moved away from that style of working.

Baldur’s Gate 3, a Dungeon & Dragons based role-playing game, proved a smash hit upon its release in 2023, earning myriad game of the year awards alongside a 10/10 review from IGN.

“With crunchy, tactical RPG combat, a memorable story with complex characters, highly polished cinematic presentation, and a world that always rewards exploration and creativity, Baldur’s Gate 3 is the new high-water mark for CRPGs,” we said.

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