Bodycam Early Access Review

There’s a concept in business called a “fast follow.” The idea, essentially, is that one company shows a product it’s working on, and another imitates it and gets their version out quickly, taking advantage of the buzz and beating the original to market. Bodycam, made by the two-person team of Reissad Studio, looks very much like it is fast-following Unrecord, a first-person shooter from the perspective of a police bodycam that garnered a lot of attention for its exceptionally lifelike graphics. That’s not necessarily a bad thing – Fortnite adding a PUBG-like battle royale was a literal game changer, for instance. Unfortunately, that’s not the case with Bodycam. While it is an interesting proof of concept in its early access phase, it has too many critical design blindspots to be a good shooter just yet.

The idea behind Bodycam is creative, and the mix of a rounded lens, dust on the glass, and rough movement does a good job selling the vibe of actual police-style footage. It pairs well with high-quality textures, dense debris, and lush foliage to make a visually impressive game. The lighting effects in particular are excellent, with a broad range from pitch-black hallways to blindingly bright flashlights factoring heavily into the strategy in the team-based modes.

Unfortunately, the concept just isn’t great for a competitive first-person shooter because you don’t gain anything by having a worse view of the world. It makes locating and shooting enemies more awkward, and it doesn’t contribute to the experience thematically. Police aren’t looking through a camera when they’re actually in a shootout, and, as you aren’t actually playing as law enforcement, it doesn’t say anything about the state of policing. It’s also a bit strange the way aiming down site means your character is lifting the gun to their chest to be in front of the bodycam, not their eyes. I can see how this perspective would work great for something like a horror game; the time spent stalking around in the dark and deciding if and when to risk giving away my position by turning on my flashlight in order to see is pretty gripping. Here, however, it feels gimmicky, not immersive.

The fundamental shooting mechanics are solid.

That said, the fundamental shooting mechanics are solid. Bodycam is the classic example of a pixel shooter: as soon as you see a single exposed pixel of the enemy you open fire, hoping you beat them to the punch. It only takes a single well-aimed bullet to kill or be killed, and even a handful of less accurate hits is enough to send you to an early grave. I like that it creates opportunities to win engagements through clever positioning and anticipation rather than raw shooter skills, and it’s especially important to carefully lean around corners instead of running and gunning. Ultimately, whether you’re a fan of instant kills or not is a matter of taste, but just know this isn’t a shooter that affords a margin of error.

It does take a certain amount of skill to compensate for the fact that weapons tend to have a lot of kick, which makes accuracy difficult if you lean on auto fire. It’s a realistic element that makes it particularly satisfying to take down other players in rapid succession.

I just wish the movement was better. I’m sure some of it has to do with the disconnected way the characters’ arms and bodies shift independently of the bodycam itself, but it is way too easy to get stuck on minor obstructions that litter hallways, like desks and filing cabinets. With how slowly and deliberately characters walk, and how fast the time to kill is, being stopped because your elbow is colliding with a table is both annoying and potentially deadly. You can theoretically climb over small obstructions, but in practice even the smallest step up can be a major obstacle to get your character past, and every second you spend exposes you to lethal gunfire.

Being stopped because your elbow is colliding with a table is both annoying and potentially deadly.

That’s a shame, because the six levels currently in Bodycam are generally pretty neat. An abandoned hospital, for example, has a great mix of long corridors and connecting offices. The Russian Building level is also spooky as hell when the built-in day/night cycle decides it’s time for the sun to go down. Another is an airsoft arena, complete with a plywood mockup of a house and person-shaped training dummies that I’ve definitely shot in a moment of panic when they surprised me as I was coming around a corner. The way each level both looks and plays differently is effective at staving off the “been there, done that” feeling after I’d played the limited selection of three game modes, at least for a little while.

Not ready for competition

Team deathmatch is my favorite way to play Bodycam. Up to 10 players are split into teams and given the same weapons, but that gear is randomized after each round and first to 10 wins. Maybe you all have pistols one time, but shotguns another. It’s a unique spin on a tried-and-true shooter mode, and having each round be elimination based, with no respawns, ratchets up the tensions considerably. Moments where I’m carefully creeping down hallways, dividing the responsibility of checking corners with a squadmate, do a great job scratching that tactical itch.

When you die you respawn as a drone for the rest of the round, which gives you the ability to either watch things play out or scout the other team’s positions. It’s pretty fun to turn on your drone’s flashlight and spot the enemy, doing your best to avoid getting shot down by annoyed opponents.

Standard deathmatch, unfortunately, is a bit of a disaster.

Standard deathmatch, unfortunately, is a bit of a disaster. Respawns are quick, and it’s all about accumulating kills, which completely removes the tense tactical action from the equation. Worse, the spawns are managed terribly. Anytime you die it’s basically a dice roll whether your next life will start with you staring down the barrel of a gun, and it’s common to go several lives without time to take a single step before being gunned down. It’s in terrible need of significant rework and, since it’s the only solo play mode, Bodycam doesn’t have much to offer anybody who prefers to go it alone.

Bodybomb, meanwhile, has one team trying to plant and defend a bomb, somewhat similar to Counter-Strike or Search and Destroy from Call of Duty. The biggest difference here is that the bomb can be planted anywhere, but the duration of the detonation timer decreases the further into enemy territory you decide to place it. It’s a fine concept, but doesn’t work extremely well in practice. The main issue is that it is too easy for the bomb team to just arm immediately and then just set up camp to guard all the pathways leading to it. In my experience it’s rare for the bomb team to not score when this happens, which sucks all the competitive energy out of the match.

The other issue – one that’s universal across all the modes – is they just take too long. A single match can easily last 30 minutes, which feels like an eternity in a small squad shooter like this. There have been plenty of times where I’d have loved to just pop in for a quick match before I do something else, but the time commitment required just doesn’t allow for it. Worse, because it uses peer-to-peer connections instead of servers, if the host quits or disconnects at any point – no matter how far along a game is – the match ends. That’s unfortunately a too-common occurrence, especially when the host is on the losing side of a match.

One issue that’s universal across all the modes is they just take too long.

Assuming you can complete your match your rank will go up or down on the simple leaderboard system, which gives you something to strive for. It works as expected, except for in Deathmatch, where only one person wins – you can finish with a very strong kill-to-death ratio, landing you in second place, and still drop in ranks. Giving positive progress to the top several finishers is pretty common in other shooters, and seems like a strange omission here.

The other thing you can advance is your cosmetics. Match performance (like kills), and wins net you R points you can spend on one of the 11 cosmetics for sale. That’s 11 total cosmetics available at a given time, not 11 categories. You could buy the shirt for sale, or the single hat option. Hopefully the store expands with future updates, but I can’t help but wonder what the point is in having a store at all if there is so little to choose from. It does refresh daily, but things are so expensive it’s easy for the more interesting options, like a unique gas mask, to shuffle out before you can save up for it. The 4,000 R it would take to buy a backpack, for example, represents multiple hours of grinding. There is text in the menu that says you can pay for R points to save time, but that’s not actually true; as of this writing there is no mechanism to buy points, just earn them in game, which adds to the feeling the shop is simply not ready, even for early access.

Antstream Arcade, the Retro Gaming Subscription Service, Is Heading to iPhones Next Week

Antstream announced on Friday that its subscription service will be available on iPhones and iPads next week.

As spotted by MacRumors, Antstream Arcade will be available on Apple’s smartphones and tablets on June 27. MacRumors also pointed out that when the app releases, it will include a promotional discount: $3.99 per month or $29.99 per year before it reverts to its usual pricing of $4.99 per month or $39.99 annually.

Antstream Arcade is a cloud-based gaming subscription service that provides subscribers access to over 1300 retro video games, such as Space Invaders, Asteroids, Sam & Max Hit the Road, Pac-Man, and Metal Slug 2. Antstream previously launched its subscription service on other platforms, including Android, Windows PCs, and even Xbox.

The announcement comes months after Apple announced it was loosening its policies, making it easier for game streaming apps and even retro game emulators to be added to the App Store. Antstream was the first gaming subscription service to launch a dedicated app on the App Store following the revision changes.

While some of the more notable ones include Xbox Cloud Gaming and Nvidia GeForce Now, neither Microsoft nor Nvidia has made an official announcement on when it would release a proper app for either service, requiring users of both to use a web browser still to stream games when playing on an iPhone or iPad.

The announcement of Antstream Arcade for the App Store also comes as an option for those looking to play retro games but may not want to download one of the many gaming emulators like Delta, RetroArch, or PPSSPP. All of these emulators rely on ROMs to play classic video games.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Microsoft Addresses Black Myth: Wukong’s Delay on Xbox Series X/S

Microsoft has just addressed Black Myth: Wukong’s delay on Xbox Series X/S, issuing a brief statement on the matter on Friday.

“We’re excited for the launch of Black Myth Wukong on Xbox Series X|S and are working with Game Science to bring the game to our platforms,” a Microsoft spokesperson said in a statement, first reported by Windows Central and also obtained by IGN. “We can’t comment on the deals made by our partners with other platform holders, but we remain focused on making Xbox the best platform for gamers, and great games are at the center of that.”

Back at The Game Awards 2023, developer Game Science announced an August 20, 2024 release date for Black Myth: Wukong for PS5, Xbox Series X/S, and PC. Earlier this month, however, its Summer Game Fest trailer omitted mention of an Xbox Series X/S version.

In an FAQ, Game Science confirmed that Black Myth: Wukong’s release on Xbox Series X/S would indeed come after its August 20 launch on PlayStation 5 and PC. At the time, Game Science pointed to optimization on the Xbox as the reason for the delay.

“We are currently optimizing the Xbox Series X|S version to meet our quality standards, so it won’t release simultaneously with the other platforms,” the developer wrote. “We apologize for the delay and aim to minimize the wait for Xbox users. We will announce the release date as soon as it meets our quality standards.”

Regardless, rumors swirled that Game Science might’ve had an exclusivity deal with Sony, which Microsoft’s statement seems to vaguely address. IGN has reached out to Sony for comment.

“We can’t comment on the deals made by our partners with other platform holders, but we remain focused on making Xbox the best platform for gamers.

We’re still waiting on an Xbox Series X/S release date, but in the meantime, IGN got to spend a couple of hours with the soulslike, which impressed IGN’s Mitchell Saltzman. “It’s stunningly gorgeous, the animations are incredibly fluid, it’s steeped in rich Chinese culture, and there’s just something immensely satisfying about playing as a Monkey King and beating up all sorts of mythical creatures with a giant extendable staff,” he wrote in our preview.

Game Science has still, though, not responded to our previous report compiling numerous sexist comments made by the studio’s founders and other developers spanning the last decade.

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

Cyberpunk 2077 Fan Recreates Game’s MaxTac Armor Perfectly

A Cyberpunk 2077 fan has perfectly recreated armor worn by the game’s trauma team, the dystopian, gun-wielding paramedics, down to a working face mask.

Cosplay and prop maker Props It Yourself shared a video of the outfit on their Instagram, below, showing someone dressed in the full cosplay of a Trauma Team worker. The futuristic mask begins open before it folds in, seals, and activates its lights as the cosplayer walks forward.

Those who’ve played just a few hours of Cyberpunk 2077 will recognize the Trauma Team outfit as one of the game’s opening missions, The Rescue, has them appear. Protagonist V is tasked with saving a kidnapping victim who proves unresponsive, and the Trauma Team, ready to kill any threat to the victim themselves, show up to save her at the end.

Those who remember the part iconic, part infamous E3 2018 Cyberpunk 2077 presentation will also recognize the outfit as this mission debuted there. The Trauma Team cosplay proved particularly popular on the Cyberpunk 2077 Reddit, where it currently has 28,000 upvotes and hundreds of comments. “This is so f**king cool,” said one user. “The way I actually gasped when I saw the helmet click together,” said another.

Community created content like this is one of the ways fans will be able to interact with Cyberpunk 2077 while they await its sequel, codenamed Orion at developer CD Projekt Red. The studio revealed in May that it no longer had a dedicated Cyberpunk 2077 team as it’s now focused on future projects.

That’s not to say it won’t receive any support in the future, however, as CD Projekt confirmed to IGN that Cyberpunk 2077 will still get the long promised FidelityFX Super Resolution 3 (FSR3) support at some point.

Development was wound down after the release of its first and only expansion, Phantom Liberty, in September 2023. It came after the game-changing Update 2.0, which completely revamped Cyberpunk 2077 with features such as a new perk system and improved AI, and was followed by another big update in 2.1 but only minor changes afterwards.

In our 9/10 review, IGN said: “Cyberpunk 2077 throws you into a beautiful, dense cityscape and offers a staggering amount of flexibility in how you choose to take it from there.”

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

Blue Prince Preview: Wandering Through an Empty House Hasn’t Been This Fascinating Since Gone Home

I’m never more excited than when I’m playing games where I’m not even sure the main mechanic is fundamentally interesting. Despite hours playing Blue Prince and still thinking about it when I’m doing anything else, somehow, delightfully, I can’t figure it out. This clawing madness – trying to get a sense of whether this is all a waste of time, while happily wasting that time – is a feeling few things have been able to evoke within me.

With Blue Prince, the first release from up-until-now film studio Dogubomb, that metagaming sense of not quite having the full picture in mind perfectly mirrors the in-game activity of exploring a procedurally generated mansion in search of its answers and rarely finding any.

Hurrying through the grand estate of Mt. Holly to ensure the retrieval of some inheritance from a departed family member, every time you open a door you’re presented with a choice of three additional rooms. Whichever one gets picked is instantly bolted on ahead, as if it was always there. Each room is carefully authored by the development team, but the order that they’re offered up is procedurally chosen from a pool that grows in size over the course of a run. Ideally every choice is the one that’s most beneficial for that moment. Often enough, it’s actually just the least worst.

A decent handful of these rooms are complete dead-ends. Maybe they’ll contain a useful item like a key or a gem, which will need to be spent to place more complicated structures. Some of the rooms have additional doors which lead on to other rooms. If you’re lucky, you’re facing the right direction, and there aren’t any other rooms already blocking the potential exits, a hallway or such with multiple additional doors will appear and you’ll be able to create even more options for how to proceed.

Certain techniques for making proper progress are beginning to occur to me after more than five hours playing the surprisingly generous demo. I’m deliberately drafting dead-end rooms without much clear need to return in the same area of the map so that I don’t waste time heading back to them. Each in-game day limits your exploration to entering just 50 rooms before having to start a new run, with the ability to gain more energy earned through making good room choices. Ideally, every room is placed with all the important stuff together to limit any back-tracking, but Man Plans, God Laughs.

Some of these rooms offer unique features and challenges. Drafting the Security Room gives access to a terminal showing all the items that have been missed during exploration. A photography Dark Room will completely obscure which of the three selections you’re actually picking for your next move, unless you’ve managed to find the mansion’s breaker box and manually turned the lights back on. Placing a chapel – which demands an immediate tithe of 1 gold coin every time you walk through it – would be terrible in a busy intersection, but it’d be great to put the bedroom walkway that replenishes some of your energy in a spot you’re likely to return to often. Certain rooms only seem to appear on the edges of the 9×5 grid, of which many are expensive green rooms which regularly need multiple gems to unlock, though that cost can be mitigated by getting lucky enough to select an early room that voids the expense toward any future green rooms entirely.

Strategy in Blue Prince is, then, all about location and timing. Picking bad rooms feels great when there’s a lot of options for where to move on to next, and it’s agonizingly tense when the only three options available, on the last free door of the run, are all glorified closets.

But I couldn’t help but wonder if it even works. I don’t know if continually seeing the same environments in different orders is compelling, in and of itself. Maybe it’s the limited input. I’m not against a walking sim, but I’m hesitant to play a walking sim that asks me to continue to see the same things over and over. Blue Prince occasionally injects puzzles and surprise features – the Parlor Room, which appears with a unique guessing-game each time it’s drafted – is a fun reprieve every time, but the Billiards Room, which offers different takes on the same rudimentary math problem of addition, subtraction and multiplication, gets pretty dull after the second appearance.

Something strange happened in this place and you’re forced to both know that and still be there. 

I’ve been thinking about it in contrast with 2021’s Phantom Abyss, another game about revisiting the same procedurally generated environments under different contexts, where the purpose was for you to make the perfect execution of movement to avoid danger and be quicker than everyone else that came before. Blue Prince’s mystery hasn’t hooked me, though the presentation – with gorgeous cutscenes that have far greater investment than you might expect – is really noteworthy.

Blue Prince isn’t a scary game. There are sparse musical cues in key moments of discovery that help build the atmosphere, but it’s un-scary in the same way Gone Home is un-scary. Nothing’s going to jump out and chase you, but something strange happened in this place and you’re forced to both know that and still be there.

Blue Prince’s demo is currently available on Steam. I wonder if you’ll end up any clearer than me on what you think about it.

Elden Ring: Shadow of the Erdtree Boss Locations Map is Now Available

IGN’s Shadow of the Erdtree map is here! Our interactive Elden Ring DLC map tracks every boss in the Land of Shadow, so you know exactly where to go to defeat them. The best part? It doesn’t just show regular bosses: you’ll also find locations for Invasions, Legendary Bosses, and more.

Note that our Shadow of the Erdtree interactive map isn’t 100% complete yet, but our guides team is working hard to ensure new content is added as quickly as possible, so don’t forget to check back!

Elden Ring: Shadow of the Erdtree Boss Locations Map

The available boss location map filters include:

  • Bosses, such as Blackgaol Knight and Black Knight Garrew.
  • Great Bosses, including the Golden Hippopotamus.
  • Invasions, so you’re not caught off guard when you’re faced with a duel.
  • Legendary Bosses, such as the Divine Beast Dancing Lion.
  • Other notable map markers, such as regular Enemy and Elite Enemy locations.

Our Shadow of the Erdtree interactive map also has map filters for the following:

Shadow of the Erdtree Scadutree Fragment Locations

If you’re struggling with a boss fight in Elden Ring: Shadow of the Erdtree, it’s highly beneficial to collect Scadutree Fragments. These increase your Scadutree Blessing level, which, in turn, increases your attack and your damage negation stats.

Our Shadow of the Erdtree interactive map shows the exact locations of Scadutree Fragments, so you know exactly where to go to buff yourself and increase your chance of surviving those challenging boss fights – the Elden Ring DLC is full of ’em!

Meg Koepp is a Guides Editor on the IGN Guides team, with a focus on trends. When she’s not working, you can find her adventuring around Eorzea in Final Fantasy XIV.

Witcher 3 Dev Congratulates FromSoftware After Elden Ring DLC Shadow of the Erdtree Overtakes Blood and Wine as Best-Reviewed Expansion Ever

The developer of Witcher 3 has congratulated the developer of Elden Ring after the Shadow of the Erdtree expansion overtook Blood and Wine to become the best-reviewed expansion ever.

At the time of this article’s publication, Shadow of the Erdtree has a Metascore of 95, whereas Witcher 3 expansion Blood and Wine currently sits on a Metascore of 92.

IGN’s Shadow of the Erdtree review returned a 10/10. We said: “Like the base game did before it, Elden Ring: Shadow of the Erdtree raises the bar for single-player DLC expansions. It takes everything that made the base game such a landmark RPG, condenses it into a relatively compact 20-25 hour campaign, and provides fantastic new challenges for heavily invested fans to chew on.”

Blood and Wine, which came out in 2016, got a 9/10. We said: “Geralt gets a fitting sendoff in The Witcher 3: Wild Hunt – Blood and Wine, courtesy of a strong cast and new items.”

In a tweet, CD Projekt congratulated Elden Ring developer FromSoftware for the release of Shadow of the Erdtree, and even pointed to its own staff preparing for its release today, June 21.

“For the last eight years, The Witcher 3: Blood and Wine had the honor of being the best reviewed expansion for a role-playing game,” CD Projekt said, “but @ELDENRING gets to wear that crown now. Congratulations to the entire team at @fromsoftware_pr on their stellar work!”

The tweet about CD Projekt staff preparing for the release of Shadow of the Erdtree is of course in relation to the requirements that must be met in order to access the expansion within the base game — players must tick off a handful of obscure feats beforehand, including beating an optional boss.

IGN’s guide on how to prepare for the Shadow of Erdtree is fully up to date with everything you need, however, and make sure to check out our Elden Ring interactive map to ensure you’re not missing any important collectibles.

As for The Witcher 3, CD Projekt is working on another game set within the fantasy universe, codenamed Polaris, but it won’t arrive until 2025 at the absolute earliest, and probably later. There are two other Witcher games on the horizon too, including a remake of the original Witcher and a multiplayer spin-off.

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.

Forget Roach, This Witcher 3: Wild Hunt Mod Lets You Ride a Vicious Fiend

Someone has made a mod for The Witcher 3: Wild Hunt which replaces beloved horse companion Roach with a vicious fiend for Geralt to ride around The Continent.

Nexus Mods user apokryphos created the Rideable Fiend Mount mod, which does exactly what it says on the tin, letting monster and monster hunter team up to take on the world. What’s more, the fiend even mimics Roach’s behaviour by backing Geralt up when not being ridden, and its savage swipes are a touch more effective than a horse kick.

Only a handful of Fiends exist in The Witcher 3 naturally, and the massive monsters are always a threat. “Fiends are walking mountains of muscle capped with horned, tooth-filled heads,” reads the in-game bestiary entry. “When possible they avoid humans, but when not possible, they kill them, and without much difficulty.”

The Witcher 3 has enjoyed an influx of creative mods like this thanks to developer CD Projekt Red releasing official modding software for the role-playing game. REDkit is available for free on Steam, the Epic Games Store, and GOG to anyone who owns The Witcher 3 but will remain a PC exclusive despite fellow role-playing game makers Bethesda bringing mod support to the likes of The Elder Scrolls 5: Skyrim and Larian Studios bringing it to Baldur’s Gate 3.

CD Projekt Red announced REDkit in November 2023, saying “it will allow you to create your own experiences in the game by making something completely new or editing existing quests and content.” Fans are still getting to grips with the new tools, and while full expansion-like mods are likely on the way, smaller projects have so far seen the likes of this and a miniature remake of the original Witcher game release.

Mods will be the only new content coming to The Witcher 3 going forward, of course, as while the game received a PlayStation 5 and Xbox Series X update in December 2022, it otherwise won’t get any more official content as CD Projekt focuses on its wealth of other incoming projects.

The highly anticipated next mainline Witcher game, codenamed Polaris, is currently in development but won’t arrive until 2025 at the absolute earliest, and probably later. There are two other Witcher games on the horizon too, including a remake of the original Witcher and a multiplayer spin-off.

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

Embracer Studio Was Working on a Brand New Red Faction Game Before Layoffs

A Red Faction sequel was in the works at the Embracer-owned developer of Galaxy On Fire and Chorus before it was hit by layoffs, according to a new report.

Rock, Paper Shotgun reported that Fishlabs, bought by controversial video game group Embracer in 2018, was working on a sci-fi Metroidvania and had built a “visual prototype” for a brand new Red Faction game before both projects were canceled and their developers laid off in 2023.

Embracer had already shut down the original creator of the cult classic Red Faction, Volition, by the time Fishlabs put together its Red Faction pitch. According to RPS, a team at Fishlabs built a “fake trailer” with Unreal Engine 5 to present to Embracer-owned publisher Plaion, with the hope of creating a game similar to 2009’s well-received Red Faction: Guerrilla.

Critics praised that game for its huge open world and, in particular, impressive destruction-based gameplay that saw players smash up buildings with a sledgehammer. A sequel, Red Faction: Armageddon, followed in 2011, but sales were poor and then-publisher THQ canceled further follow-ups. Red Faction: Guerrilla Re-Mars-tered, a remaster of Guerrilla, launched in 2019.

Unfortunately, despite the pitches to Plaion, this new Red Faction was not greenlit, and in November last year it was canceled outright. According to RPS, Fishlabs studio leadership were told to lay off almost everyone not attached to an active game project, resulting in 50 job losses. The RPS article is well worth a read if you want some insight into what it was like working at an Embracer-owned studio in 2023.

In April, Embracer announced its intent to split into three separate companies: Asmodee Group, Coffee Stain & Friends, and Middle-earth Enterprises & Friends. The move came after a brutal period of restructuring that over a thousand staff lose their jobs, multiple games canceled and studios shut down, and the sale of developers including Borderlands maker Gearbox and Star Wars Knights of the Old Republic remake maker Saber Interactive.

Embracer Group’s financial struggles began following the collapse of a $2 billion deal, reportedly with Saudi government funded company Savvy Games Group. The Swedish firm has since come under fire for the sweeping cuts that followed its ill-fated acquisition spree. In January it emerged that Embracer had canceled a new Deus Ex game that was two years in development and laid off some staff at Eidos Montreal. Most recently, Embracer shut down Pieces Interactive after the Alone in the Dark reboot flopped.

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.

Beyond Good & Evil – 20th Anniversary Edition Has a New ‘Narrative Link’ to Beyond Good & Evil 2

Ubisoft has insisted it’s committed to the Beyond Good & Evil franchise and even mentioned its long in development sequel as part of the reveal of Beyond Good & Evil – 20th Anniversary Edition.

Beyond Good & Evil 2 is considered vaporware by many fans after an incredible 16 years since it was announced back in 2008. Despite Ubisoft’s many vague references to it being still alive, no video game has materialized thus far.

But this week’s announcement of Beyond Good & Evil – 20th Anniversary Edition has sparked renewed hope that Beyond Good & Evil 2 is real and may even be re-revealed sooner rather than later. This remaster includes a brand new mission in which players can discover mode about Jade’s past and collective exclusive cosmetic rewards.

Crucially, Ubisoft included a note to press that this new mission “also reveals more about the narrative link to Beyond Good & Evil 2, showing Ubisoft’s enduring commitment to the franchise.”

That line strongly suggests Beyond Good & Evil 2 is not just still alive but closer than ever to launch. The question of course will be what form the game takes, given how many times development has stopped and started over the years. At E3 2017, Ubisoft revealed what looked like an incredibly ambitious project, promising a multi-planet world populated by dynamically-generated characters.

In the meantime, Beyond Good & Evil – 20th Anniversary Edition launches June 25 on PlayStation 5, PlayStation 4, Xbox Series X and S, Xbox One, Nintendo Switch, Amazon Luna and PC through the Ubisoft Store, Epic Games Store and Steam, with a physical version courtest of Limited Run Games out July 12. It features the aforementioned new mission, an anniversary gallery, a re-orchestrated soundtrack, support of up to 60FPS, and other “exclusive new content.”

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.