Todd Howard Says Only 10% of Starfield Planets Have Life on Them

Bethesda’s Todd Howard has revealed only 10% of Starfield’s 1,000 planets have life on them.

Speaking to Kinda Funny Games, Howard explained how Bethesda populated Starfield’s universe, saying different planets serve different purposes.

“For us, we view it as giving you [choices] when you look at a system. Here’s the many things you could do,” he said. This could include visiting barren planets that are only there to collect resources, or planets with major cities and settlements for players to explore and progress the story in.

“Obviously it’s procedural, so there’s no way we’re going to go and handcraft an entire planet,” Howard continued. “What we do is we handcraft individual locations and some of those are placed specifically, [like] the main cities and other quest locations, and then we have a suite of them that are generated or placed when you land depending on that planet.”

There are merits to even the emptier planets though, Howard said, as it all balances the busy ones out to create a believable universe.

“I think it is a moment when you land on some of these barren planets, and again we will generate certain things for you to find on them,” Howard continued. “But if you look at a planet, you see the resources, it has things you want.”

The more than one thousand planets available in Starfield will therefore give players plenty to explore, and even if a lot of them are on the thinner side story wise, Starfield still features more handcrafted content than any other Bethesda game.

Starfield is perhaps the most anticipated video game release in recent memory and has therefore captured the attention of fans in some wild and wonderful ways. Virtual sandwiches got people talking about it being locked at 30 frames per second, for example, while an ESRB rating revealed drugs, in-game purchases, and jetpack sex.

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

Original Super Mario RPG Composer Yoko Shimomura Returning for Remake

Beloved video game composer Yoko Shimomura, who created the soundtrack of the original Super Mario RPG, is returning for the freshly announced remake.

In a tweet spotted by Japanese video game industry insider Genki, Shimomura retweeted Nintendo’s announcement of Super Mario RPG Remake and revealed she would also be returning to compose.

The original game was released in 1996 and was perhaps the first major game Shimomura was credited as the sole composer on. It’s far from her only significant work now, however, as she’s since composed the soundtracks for Parasite Eve, Kingdom Hearts, Mario and Luigi, and more.

The remake was announced during June’s Nintendo Direct, with Nintendo promising a complete overhaul of the original game’s graphics when it launches on November 17.

“Originally released on Super NES, Super Mario RPG has been overhauled with new graphics! Join Mario, Bowser, Princess Peach, and original characters Mallow and Geno, in an RPG filled with twists, turns and treasure,” read an announcement statement.

The Nintendo Direct featured a ton of other announcements, including that of a new 2D Mario game called Super Mario Bros. Wonder, a WarioWare game for Switch, a remaster of Luigi’s Mansion: Dark Moon, and much more. Read about every announcement right here.

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

People Are in Love with Super Mario Bros. Wonder’s Elephant Mario

Nintendo announced a brand new 2D Mario game called Super Mario Bros. Wonder during June’s Nintendo Direct and fans are already in love with the trailer’s “one last thing”: Elephant Mario.

A two-minute trailer for the upcoming Switch game closes with Mario absorbing some sort of Elephant fruit and transforming into, well, an elephant. Instead of Mario’s clothes changing like with the Tanooki or Cat Suits, however, this time it’s Mario himself who undergoes the transformation.

Fans were quick to embrace the new character, sharing their adoration online through social media posts, memes, and fan art.

“He’s a chonk and I love him”, wrote one Reddit user, replying to a “What are your thoughts on Elephant Mario” post that’s currently the hottest topic on the Mario subreddit. “I’ll be buying the jumbo plushie when it drops,” said another.

Other fans have found the new power hilarious, commenting the likes of “funniest s**t I’ve seen all week” and “the funniest transformation by far”.

Twitter has also exploded with love for the new character. “I love everything about Elephant Mario,” screamed @NumbNexus. “I freaked when I saw it, I absolutely agree [that he’s so cute].”

Fans will encounter Elephant Mario themselves on October 20 when Super Mario Bros. Wonder launches, and can otherwise see everything else announced during June’s Nintendo Direct right here. This includes a WarioWare game for Switch, a remaster of Luigi’s Mansion: Dark Moon, and much more.

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

Cyberpunk 2077: Dark Horse Expands Its Figure Collection With Phantom Liberty’s Solomon Reed

Cyberpunk 2077 fans are eating well lately. Not only did we just get a closer look at the upcoming Cyberpunk 2077: Phantom Liberty, we’re already seeing the first collectibles inspired by that expansion. IGN can exclusively reveal the next additions to Dark Horse’s growing lineup of Cyberpunk 2077 figures, which includes a figure of Idris Elba’s character, Solomon Reed.

Check out the slideshow gallery below to see the Solomon Reed figure and the other three Cyberpunk figures joining the series:

In addition to the Solomon Reed figure, this wave includes rereleases of the previous Adam Smasher, Judy Alvarez and Panam Palmer figures. However, Dark Horse notes that these versions have been upgraded with new details compared to the originals.

While Dark Horse brands these collectibles as “Figures,” they’re actually non-articulated PVC statues. Judy Alvarez and Panam Palmer both measure roughly 9 inches tall, while Solomon Reed measures 9.25 inches and Adam Smasher clocks in at 12 inches including his rocket launcher and oversized base.

The Judy Alvarez, Panam Palmer and Solomon Reed statues are priced at $59.99 each and will be released on October 25, 2023. Adam Smasher is priced at $129.99 and will be released on January 24, 2024.

Be sure to check out the IGN Store for more cool Cyberpunk 2077 collectibles, including a truly jaw-dropping 1:4 scale statue of Keanu Reeves’ Johnny Silverhand.

Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

Quake 2 Remastered Rating Spotted Ahead of QuakeCon 2023

Quake 2 Remastered appears to be in the works after a rating for the unannounced shooter was spotted online.

Gematsu spotted the Quake 2 Remastered listing on the reliably leaky Game Rating and Administration Committee of Korea. At the time of publication, the listing is still live, and confirms a release on PC. IGN has asked Bethesda for comment.

The listing describes Quake 2 Remastered as: “An FPS game that wages war against the hostile alien race, Strogg, who plans to invade the earth.” It includes “excessive expression of violence”, and “blood and body damage are frequently expressed in the process of fighting using weapons”.

The listing comes just weeks before QuakeCon 2023 kicks off August 10. As Gematsu pointed out, in 2021 the Game Rating and Administration Committee of Korea rated the remastered version of the original Quake ahead of its official announcement at QuakeCon 2021.

Quake Remastered released for PC, Xbox One, PS4, and Nintendo Switch, so it seems likely Quake 2 Remastered is set for PC and the full set of consoles, too. And given Bethesda is owned by Microsoft, Quake 2 Remastered will no doubt launch straight into Xbox Game Pass, as Quake Remastered did.

Quake 2 first launched in 1997. The Id Software first-person shooter continued the Quake storyline set out by its predecessor, and would go on to spawn two sequels and a number of spin-offs.

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.

How Long Is Final Fantasy 16?

Final Fantasy 16 is an enormous beast, as is tradition with the long-running RPG series, but just how long is it? Here we’ll let you know exactly how many hours it took different members of the IGN team to finish the story, and what they prioritised doing with their time.

How long is Final Fantasy 16?

  • Our fastest player finished it in 29 hours.
  • Our “slowest” player spent 60 hours before credits rolled.

Everyone plays games differently, so read on for more details about how everyone played, how long it took to reach the credits, and how much extra time players spent exploring the world. Once you’ve finished the game yourself, be sure to submit your times on How Long To Beat and see how your time compares!

Matt Purslow – News and Features Editor

Playing with a focus on the main story, it took me 46 hours to complete Final Fantasy 16. I discovered fairly early on that the side quests are a bit simple for my liking, and so by the mid-way point I was ignoring all of them aside from those which improved my gear. Overall I completed 25 side quests and a couple of the optional monster hunts, which I’d say extended my time beyond the main scenario by about eight to ten hours. I also spent quite a while reading the in-game lore entries and history lessons, which constantly update as the story progresses, and that’s likely why I’m not the fastest on this list despite more or less mainlining the story.

While I’ve missed out on the very best weapons and a variety of items that are awarded for doing side content, it didn’t affect my enjoyment and certainly didn’t hamper my ability to deal out effective damage on the action-focused difficulty mode. By sticking mostly to the main quests, when the credits rolled I’d progressed Clive up to Level 42. Even on the action-focused setting, Final Fantasy 16 isn’t a difficult game, and the final boss didn’t prove particularly challenging at this level. So if you’re planning on mainlining the story you can be reasonably confident that you won’t have to grind. Definitely do the side quests that increase the number and potency of your healing potions, though!

Mitchell Saltzman – Senior Producer

I took my time with Final Fantasy 16, systematically crossing off every green exclamation mark denoting a sidequest on the map, up until the main quest’s “point of no return,” at which point about 12 more popped up, and I decided to leave those for after I beat the final boss. All together, it took me about 60 hours before I hit credits, and that includes about half of the bounty board, roughly 60 or so sidequests, and some toying around with FF16’s arcade mode, trying to set some high scores.

I’ve also dabbled a bit with the extensive New Game+ mode, which remixes enemy locations, increases the difficulty, raises the level cap, and provides all new opportunities to upgrade your gear. I still find the difficulty pretty easy even in NG+ mode, at least at the start of the remixed campaign, so I don’t know if it’s going to carry me through a whole second playthrough, but I do envision myself going back through my main save, finishing up the rest of the sidequests, hunting down my remaining bounties, and locating and completing all of the chronolith trials.

Dale Driver – Executive Producer of Video

I stormed through the story of Final Fantasy 16 in 29 hours, taking part in a good chunk of the sidequests along the way too. Infact, I would often prioritise chipping away at my huge list of incomplete side activities before taking on some of the big bosses the game has to offer. A side effect of this was I consistently found myself overpowered and the enemies lacking much of a challenge.

After the credits rolled I still had over a dozen side quests to do, and 20 notorious marks to hunt down, so I could easily see myself sinking in another 10 hours into the world of Valisthea.

I’m a keen trophy hunter though, and I’ve already got my eyes on the platinum prize. I’m close to having the majority complete already, but they’ll be one outstanding gold that will likely double the completion time. You can have to complete the entire game again in Final Fantasy mode. Definitely set aside a minimum of 60 hours if you’re looking for that precious platty.

If you want to see how Final Fantasy 16 stacks up in length to the previous games in the series, check out our complete Playlist of Final Fantasy games. You can sort it by HLTB playtime, rating, and release date. And you can of course make your own lists and rankings, too. And if you need a little help with anything in Valisthea, be sure to check out our Final Fantasy 16 guides.

Cricket 24 Delayed, Arrives in October

Big Ant Studios and NACON have today confirmed that Cricket 24 will be released on October 5, 2023. Described by the studio as “the culmination of a decade of cricket video game development,” Cricket 24 will be available on PS5 and PS4, Xbox Series X|S and Xbox One, as well as PC.

Announced in April, Cricket 24 was initially scheduled to arrive at the crease in time for this year’s Ashes series – which has already commenced.

It’s not all bad news, though; it’s also been confirmed Pakistan is joining the roster of officially included cricketing nations – just in time for the Pakistan tour of Australia this 2023-24 summer. Pakistan join Australia, England, West Indies, New Zealand, and Ireland in Cricket 24, although more nations appear set to be announced over the coming months. Cricket 24 will also feature the Pakistan Super League alongside other previously confirmed official tournaments, including The Ashes, the BBL and WBBL, The Hundred, and the Caribbean Premier League. An unspecified selection of professional Indian T20 clubs are also joining the game, and more than 50 official stadiums are set to feature.

“We can’t wait for cricket fans to be able to experience and play Cricket 24, leading their favourite Test, One Day or T20 team to victory in the most realistic cricket video game ever made,” said Big Ant CEO Ross Symons in a statement accompanying the new release date. “After a decade of experience the Big Ant Studios team are the leading cricket video game developers in the world. We are really excited to offer our fans Cricket 24 this October, a cricket game with greater immersion and depth than any that have come before it.”

Luke is Senior Editor and part of the IGN reviews team. You can chat to him on Twitter @MrLukeReilly.

How to Watch Final Fantasy 16 Summer of Gaming Preview: IGN Let’s Play

It’s now June 21 and there have been over 20 gaming showcases this summer (since PlayStation kicked things off on May 24 with their showcase) including a Final Fantasy XVI pre-launch celebration and Final Fantasy 7 announcement from Summer Game Fest. Even though Sony, Ubisoft, Microsoft, Capcom and other big companies have officially wrapped up their game events for the summer, IGN is excited to announce another exciting livestream still to come: a Final Fantasy 16 Summer of Gaming Preview. So, if you’re a Final Fantasy fan, keep reading!

Assuming you’re caught up on all the gaming showcases thus far, this is one of the final streams airing from IGN Summer of Gaming after extensive gaming coverage across May and June 2023. In case you need to catch up on exclusive clips and gameplay first from Final Fantasy 16, check out our first-look videos from the game including hunt battles (a closer look into two different Notorious Mark battles), FF16 Boss Fights gameplay, and learn how FF16’s side quests affect the story, (and vice versa).

We hope you’ll join us as IGN plays through part of FF16 with Producer Naoki Yoshida and Director Hiroshi Takai in anticipation for Final Fantasy 16’s release – coming to PS5 on June 22.

How to Watch FFXVI Summer of Gaming Preview Livestream

Tune into the special FF16 livestream on Thursday, June 22 right here on IGN or on any of our channels below:

What to Expect From the Final Fantasy 16 Preview

Watch IGN’s Nicholas Limon sit down with Final Fantasy 16 Producer, Naoki Yoshida, and Director, Hiroshi Takai, to discuss all things Final Fantasy. They’ll answer fan questions about the game and even rate Nicholas’ Arcade Mode performance throughout The Greatwoods, Garuda bossfight, and monster hunt.

For More Final Fantasy:

Where to Buy FF16

FF16 releases on June 22. You can buy Final Fantasy 16 standard or deluxe editions at retailers like Amazon, Best Buy, Walmart and beyond. Here’s what comes in each FF16 Edition so you can know before you buy.

Exclusive Clips from Final Fantasy 16:

Watch: Devs Introduce Eikon Abilities:

Watch: We asked six members of the Final Fantasy 16 dev team to tell us their Top 3 Final Fantasy games. Here’s what they had to say:

Further Reading

We hope to see you back here on Thursday for this exclusive event!

The Zelda: Tears of the Kingdom Interactive Map Is Complete

IGN’s Zelda: Tears of the Kingdom Interactive Map is now complete! Our experts have been adding armor locations, shrine locations, Korok Seed locations, Skyview Towers and Great Fairies and much more for weeks — and now we’re finished (until TOTK DLC is released!).

Here are some helpful filters to aid you in your search. Click on the below links and you will ONLY see one type of map marker.

Happy hunting and we hope you enjoy the map and the many Tears of the Kingdom guides connected to it!

—-

Previous Updates Follow:

Latest Updates to the Tears of the Kingdom Map

Perhaps the coolest new update is our Armor Locations. Looking for a specific armor set in TOTK (here’s a list)? Use the search bar: The locations will be filtered. Our experts recommend the Glider Armor Set , the Climber’s Armor Set, and the Soldier’s Armor Set.

Another great update is the Paraglider Fabric Locations. See a complete list of the Paraglider Fabrics and how to get them. Paraglider fabrics can also be unlocked via Amiibo scans. Glide in style!

Previous Tears of the Kingdom Map Updates

If you are playing Tears of the Kingdom, (we hope you are), you’ll absolutely need this interactive map of Hyrule! The in-game map is helpful, (here’s how to reveal it by finding all of the Skyview Towers), but if you want to set a destination, like those Towers – or Shrines, Great Fairies, or Korok Seeds and just knock them out, we’ve got the locations for everything in the interactive “TOTK” map. The map of Central Hyrule holds more surprises than you’d think. We’ve found them all.

Tears of the Kingdom Map (Central Hyrule)

On the Tears of the Kingdom Interactive Map page, you can:

  • Filter by map marker
  • Check off your progress as you go
  • Store your checklist data online

Once you are on the helpful Tears of the Kingdom Interactive Map page, you can filter by map marker type easily (eg. Koroks, Fairies, Shrines, Caves), but even better, you can check off your progress as you go to make sure you’ve gotten them all. We actually save that data for you, so when you come back, your precious Seeds stash is tracked and ready to pick up where you left off. In fact, we store your checked-off Shrines, Fairies, and Koroks in the cloud so if you switch to your phone from your laptop, we have you covered.

And by the by, about those Shrines, we have many, many guides to the Shrine puzzles themselves including the step-by-step instructions for reaching them.

Find Important Weapon and Armor Locations

In addition to finding key locations and Korok seeds, the interactive Tears of the Kingdom map can help you find the best weapons and armor in the game. You can also filter by materials or enemies to find their locations on the map.

Tears of the Kingdom Map-based Spoilers

Note that the Tears of the Kingdom Hyrule map has three layers:

  • The Sky
  • The Surface
  • The Depths

The Sky, The Surface, and the Depths maps are stacked in our Tears of the Kingdom Interactive Map, so you can scroll up on the map to see the Sky, down to see the Depths. In the Depths, Light Roots are also mapped (and note that they correspond to the locations of the Shrines above, which is a nice hint for exploring the Depths).

Tears of the Kingdom Walkthrough

For help with everything Tears of the Kingdom, hop into our massive Tears of the Kingdom Walkthrough to set about making your way through Hyrule.

More Zelda: Tears of the Kingdom Guides

Samuel Claiborn is IGN’s Managing Editor. He has worked at IGN for over 13 years and has contributed to hundreds of game strategy guides and videos, reviews, and other fun things IGN publishes over the years.

Crash Team Rumble Review in Progress

On paper, Crash Team Rumble doesn’t seem like it should work. It’s a team-based, strategic platformer that breaks a lot of the rules we associate with other multiplayer games like it. Instead of getting ahead by KOing members of the enemy team, you’re racing to collect 2,000 Wumpa Fruit before them. But while this concoction may seem strange at a glance, it comes together in surprisingly fun fashion. The three hours I was able to spend with Crash Team Rumble as part of a pre-release review session (plus a few more on live servers since launch) isn’t enough to get a full sense of what’s here or how it might hold up over time, but I did come away with a much better understanding of what developer Toys For Bob is going for and a hunger to collect even more Wumpa Fruit.

Rumble’s 4-on-4 matches pit teams of iconic Crash Bandicoot characters against each other. There are currently eight to choose from, each broken into one of three archetypes: Scorers: Crash, Tawna, and Catbat; Blockers: Dingodile, Dr. N. Brio, and Dr. N. Tropy; and Boosters: Coco and Dr. Neo Cortex. It’s a good starting roster – so far I’ve enjoyed playing as any character, and they all feel very different even if they come from the same archetype.

Scorers are, naturally, the best at scoring. They can hold more Wumpa Fruit at one time than the other archetypes, tend to be pretty good at fighting off enemies trying to stop you, and usually have special movement abilities that make them tough to corner. Blockers are good at blocking scorers from scoring. They can sit on the other team’s bank for a long time if played well, with strong offensive capabilities and knack for controlling the space around them. Boosters are a little less straightforward; their job is to support their team, but they do so in a couple of interesting ways.

Boosters are custom-built for capturing fights, which can be won and lost in an instant.

The first is by capturing Gems by simply jumping on them, which is essential because they provide a significant scoring boost. There’s a big difference between turning in Wumpa Fruit normally and turning them in when you control every group of Gems on the map because that means you’re doubling your score. Even capturing at an additional 30% makes a huge difference, and Boosters are custom-built for capturing fights, which can be won and lost in an instant. They excel at keeping other players away from them (or their location), but they’re not just there to capture Gems.

The real game-changer is when you take your Booster – who can collect Relics more quickly than Scorers or Blockers – to the stage-specific ultimate Relic Stations and cash them in for power-ups. There’s only one of these on each of the 10 launch maps, and they’re more expensive than standard Relic Station upgrades that only affect your character, but the rewards are enormous. Just Beachy’s is a Bonus Bank that doubles your Wumpa turn-ins as long as it’s up. City Scrape’s summons TNT drones that chase your enemies. Serenity Gardens’ gets you a Big Bonsai, a tree full of Wumpa Fruit. Others summon dragons, spaceships, sandstorms… there’s a lot. Best of all, each one is specifically tailored to its map’s themes and design, which has helped each and every one I’ve played so far feel unique.

Locking in a character doesn’t mean you’re stuck doing one thing.

All of this adds up to a game that asks you to make a lot of important decisions on the fly during the action, but picking your team composition beforehand matters just as much because you can’t change your mind once the match starts. I love Dingodile; his vacuum sucks up Wumpas and enemies from afar; his spin attack hits hard, can be charged, and holds an area well; and he’s pretty tanky. That said, a team of four Dongodiles is probably not a good idea because his mobility is limited and he can’t keep up with the Scorers in sheer Wumpa collection.

Locking in a character doesn’t mean you’re stuck doing one thing, though. Sure, Dingodile is a Blocker, but his vacuum lets him suck up Wumpa Fruit quickly and he can hold more of them than the average Blocker or Booster, so he can still score in a pinch. Crash’s speed and ability to carry a lot of Wumpa is core to being a Scorer, but he’s also handy in a fight and his Slam and Super Slam attacks work great if you’re trying to control space or KO another player – ideal for double-duty as a Booster or a Blocker. Each character is different: Tawna has a grappling hook for zooming around the map and pulling enemies to her, Dr. N. Tropy can hover and create energy balls that knock opponents away, Coco’s shields can keep other players off of platforms, and so on. I haven’t gotten a chance to really dig into everyone yet, but what’s here is promising, and it’s nice that a character’s specializations don’t stop you from going where you’re most needed. Crash Team Rumble is about adaptation as much as it is filling your role.

Every character also gets a Power that charges up throughout the match. They’re not character specific – you can choose from a list – but they can make all the difference in a close game. The Wumpa Stash builds up over time once you activate it, letting you score big when you turn in Wumpa if you can stay alive long enough. There’s also a refrigerator that will heal any allies within range, the Gasmoxian Guard, whose lightning pulses are great for holding areas or playing keep away, and the Flytrap Spitter, which attacks enemies from range. Matches can be won and lost based on what abilities you choose and when you deploy them. My team stole the final match of our review session because I saved my Gasmoxian Guard until the last second – it knocked the entire enemy team off our bank, allowing us to score for the win.

What I like most about Crash Team Rumble so far, though, is its map design and how it forces you to use your character’s skills. The maps here remind me of arena FPSes like Quake or Unreal. There’s a lot of height to them, and being able to get to where you want to be quickly – and developing routes that maximize your Wumpa pickups, Relic collection, Gem activation, and drop-offs along the way – is crucial to winning. I really enjoyed maximizing my routes through maps, and I can’t wait to perfect them as I spend more time in the full version.

I still have a lot more Crash Team Rumble to play, but I’ve really enjoyed what I’ve seen so far. It’s already clear how much its unique multiplayer structure rewards map knowledge, teamwork, and smart play. I still need to play around with more of the cast, put the unlock systems through their paces, and master the maps, but I’m excited to see what else I discover as I get more comfortable with it. I’ll be back with a final, scored review next week, but until then I’ll be happily scoring Wumpas.