Get Meet Your Maker with PlayStation Plus, available today

We are so excited for the release of Meet Your Maker, available today on PS5 and PS4, and included Day 1 with PlayStation Plus memberships as one of April’s Monthly Games.

We launch today with a full arsenal of traps, guards, weapons, Custodians, and more already included for Builders and Raiders to discover and master. This is a game driven by user-generated content, and so for us, the next step is making sure our players are taken care of with a steady stream of new content to keep the possibilities, personalization, and creativity firing on all cylinders.

There’s a lot to look forward to, so let’s celebrate today with some tips and tricks plus everything we’ll be adding to the world of Meet Your Maker in the first three months after launch.

Tips & tricks

We hope you’ll have a blast building incredible Outposts and raiding the insane creations of other Builders. To close things out, we wanted to share a couple of quick tips for both roles to help you get started whether you’re playing solo or with a friend.

Builders:

  • Build Step-by-Step: Use a 3-step approach – build the basic structure, add traps and guards, then cosmetics.
  • Second Wave: Raiders still have to escape once they’ve grabbed the Genmat. Make getting out just as hard as getting in.
  • Anticipate: Think like a Raider as you set traps. How can you lure, herd, and trick them while using their reactions to your advantage?
  • Test: Test your own Outposts as a Raider. It’s the best way to know what’s working and what’s not.

Raiders:

  • Hardware: Stock up on useful consumables like speed boosts, deployable shields, and even respawn beacons.
  • Grapple Hook: This is your best friend. Master it. It gives you incredible mobility for both attacking and escaping.
  • Danger Signs: When a trap is tripped you get both a visual and audio cue before it deploys. Train yourself to react quickly.
  • Second Wave: Some traps and guards only activate after you grab the Genmat. Trust nothing on your way out.

Three-month content roadmap

Keeping things fresh, ever-changing, and always unexpected is our mission when it comes to adding content to Meet Your Maker.

We also want to make all this content easily accessible to all players, and so a lot of what you’ll see below is either free, or unlockable just by playing the game and earning in-game currency.

Hellscape Deco Pack – free/instant access (April 18)

Arriving a few weeks after launch this Deco Pack will be free and instantly accessible to all players. Deco Packs in Meet Your Maker are essentially themed building materials that add a totally new aesthetic to the game. Hellscape combines organic matter and industrial materials to create eerie, pulsating, and all-around unsettling Outposts that feel alive in the worst possible ways.

New Mods and Augments – free/unlockable with playtime (regular drops)

Over the first several months, we’ll also be dropping multiple new Mod and Augment additions for existing traps and guards which players can unlock with in-game currency. If Deco Packs are all about style, Mods and Augments are all about being a more effective killer. Builders get new ways to affect traps and guards for even more control over their setups and combos. Raiders are suddenly faced with fresh challenges to overcome just when they thought they’d figured everything out.

Major Content Update – Sector 1: Dreadshore (end of June)

Meet Your Maker’s first major DLC will come at the end of June and add a completely new environment to the game, as well a new Deco Pack, Custodian, trap, guard, weapon, and even a cosmetic collection.

When it comes to Sectors, new environments and new deco packs will always be instantly available for free to all players upon release. The environment introduces a completely new region along with a Sector-themed set of building blocks to create a completely different style of Outpost. All the gameplay elements are unlockable via playtime.

“A Sector is our way of traveling to a new location and uncovering weapons, guards, and other supplies that can be useful to the Custodian,” says Joe Dermo, Meet Your Maker’s narrative designer. “Each Sector has lore that can give us a clearer idea of what was happening in the world before its downfall.

“There are many Sanctuaries out there, so we envision how their inhabitants might have lived, how they’d adapt to their environment, and how their morality, or lack thereof, could lead them down a different path. Dreadshore will bring us beyond the sandy wastes to a very different location. The backstory will shine a spotlight on one of the themes of our universe: what happens when science and experimentation is pushed beyond its ethical limits.”

Meet Your Maker is available now on PS4 and PS5.

Arc System Works CEO Doesn’t Want Guilty Gear and BlazBlue to Compete With Each Other

When it comes to fighting games, Arc System Works is at the top of the food chain. Between Guilty Gear Strive, BlazBlue, Dragon Ball FighterZ, DNF Duel, GranBlue Fantasy Versus, and others, ArcSys is the most active developer of quality fighting games in the business right now, and as such, there’s no shortage of dream games that fans would love to see the developer tackle. At the Arc World Tour grand finals, I got a chance to sit down with Arc System Works CEO Minoru Kidooka to talk about some of those potential dream games, the future of BlazBlue, and his commitment to pursue new IP collaboration opportunities.

IGN: I believe we spoke at EVO last year and you mentioned that you wanted to be more aggressive about pursuing opportunities to collaborate with new IP owners. Is this still a major priority for you and in the intervening months, do you feel like you’ve made some progress in that regard?

Kidooka-san: I wouldn’t necessarily say it’s a priority at this point, but what we did say at Evo about trying to create more IP collaboration games is… Before EVO, during EVO, and after EVO, we’re still making steps towards that goal. So as a goal for ourselves and for our company, we really want to make something that makes the fighting community happy. So whether that’s using other IP or using our own games, we are just going to keep pushing forward to continue to make the members of the FGC satisfied.

For example, our previous games were with Bandai Namco, CyGames, as of today Nexon and [we are] in talks with other people about possibilities. We’re continuing to push forward so that the community can enjoy. So, I can’t go into details obviously at this point, but essentially that is the answer to your question.

IGN: Reflecting back on two years of Guilty Gear Strive, how do you feel about the performance of Strive and the future of the Guilty Gear series as a whole?

Kidooka-san: So regarding just Guilty Gear Strive, it both hit and kind of exceeded all of our projected expectations. Along with that, of course, we’ve put out the two seasons that we have already and we want the game to continue on and continue strong. So we plan to continue making those seasons available. But in terms of planning for the next game, in the Guilty Gear series, for now, we’re sticking to the seasons.
So of course, there’s still a lot to be done for the game. But once that is finished then they can start thinking of other things. But that’s a long ways to go.

Regarding Guilty Gear Strive, it both hit and kind of exceeded all of our projected expectations.

IGN: Another thing that we talked about back at EVO was BlazBlue. Where you said that you have a plan, but that your first priority was to expand Strive. With Strive now being on every major non-Nintendo platform, cross play being implemented, and we’re now going through season two, are there any updates to your plan regarding BlazBlue?

Kidooka-san: We’re very proud of how the community has interacted with [BlazBlue]. One thing that we’re concerned with, one thing that we’re thinking about right now is that we don’t want to really have Guilty Gear and BlazBlue competing with each other. So we are focusing mainly on Guilty Gear. But of course BlazBlue is a title that the community loves. The community has put so much effort into making it what it is today, and keeping that in mind, we do want to touch back on the series at some point. So it is definitely not the case that BlazBlue is done. It is something that will be in the future. But for now, Guilty Gear is the main.

We don’t want to really have Guilty Gear and BlazBlue competing with each other.

So if you think about the Guilty Gear series, when we moved into 3D, Xrd and Strive, that had a really strong impact and really strong reaction from the fans and that’s something we’re always pushing forward to. So when we make the next BlazBlue, we want to take a look at the technology of the time and see how that can create as equally strong an impact for the players. So as always, Arc System Works motto is to keep pushing forward and to keep having something new, exciting, and impactful for the users. And that’s something we’re going to be considering eventually when we do put out BlazBlue, something that has an equally strong impact as when you move to 3D with Xrd.

IGN: Switching gears to DNF Duel. You collaborated with Eighting, who is a very beloved fighting game developer themselves. Can you talk a little bit about that collaboration? Is that something you’re interested in continuing, both within the world of DNF Duel and beyond DNF Duel?

Kidooka-san: So something to keep in mind is that Arc System Works is not actually a very big company. We have around 200 members under our house, and with that limited amount of people, it’s a limited amount of resources we can put towards games. So working together with companies, like Eighting and other companies as well, really allows us to put out the games that we put out. Even Guilty Gear Strive was not 100% in-house. We had a lot of collaboration with artists and programmers outside of the company to help put that forward. So yeah, of course moving forward into other titles, into other games, we plan on continuing working with other developers to help us out and create those great games that Arc System Works is known for.

IGN: Finally, I’m going to bring up a game that is, I think a dream game in the idea of fighting game fans and it’s something that often gets brought up as something that they want to see Arc System Works do. Do you have any thoughts about potentially ever doing a One Piece fighting game?

Kidooka-san: As I said before, I want to work with other people and use what resources we have to create a fun game for the FGC to really rally behind. However, One Piece is something to think about. I can’t say whether we’re thinking about One Piece specifically. I can’t say, “oh yeah, One Piece, yes or no.” I can’t say either way, but it doesn’t mean it’s decided or doesn’t mean it’s outside the realm of possibility.

You really have to understand that we’re a small company. We can’t take up any project that comes across, we have to consider resources.

Mitchell Saltzman is an editorial producer at IGN. You can find him on twitter @JurassicRabbit

Remastered puzzler Desktop Dungeons: Rewind is launching this month

Originally released in 2010, Desktop Dungeons is a top-down puzzler about whacking beasties in the correct order, exploring the map to heal, and retreating to enjoy your hard-earned taxidermy skills. Desktop Dungeons: Rewind is a recently announced remaster of the tile-based roguelike – freshly coated with 3D graphics and a rewind feature – and it’s now fully launching on April 18th.

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Redfall: Exclusive New Look at Layla’s Backstory and Abilities | IGN First

Layla was there when Redfall was pulled into darkness by the vampire scourge now consuming the island. And, when it all went down, she wasn’t alone. In the new character trailer above you can take a look at where Layla’s fight with the vampires began – and see how her ex-boyfriend got pulled into the mess too.

If you haven’t seen, Layla’s ultimate ability is summoning her vampire ex-boyfriend to help her destroy the enemies before her. As she says, their relationship is complicated. Here’s Layla’s kit:

  • Power 1: Umbrella – Summon a psychic umbrella to block enemy and friendly projectiles.
  • Power 2: Lift – Summon a psychic lift that launches you into the air.
  • Ultimate Ability: Vampire Ex-Boyfriend – Call in a favor from your ex-boyfriend, Jason, who happens to be a vampire.

Layla’s powers allows her to participate in just about any role on the team. When I played Redfall during the single-player event in March, I found that Layla’s mobilty power, the Lift, was especially useful to get up high and sneak across rooftops to dodge engangements I might have had trouble with alone. Even though there is fall damage, high drops from Layla’s Lift didn’t result in any damage.

The developers at Arkane confirmed that each Redfall character has their own form of movement benefit, though it may not be obvious at first for two of them. More on those later as our Redfall IGN First continues throughout April. Until then, be sure to check out IGN’s Redfall single-player preview for more on what to expect from Arkane’s take on an open-world co-op shooter.

Miranda Sanchez is the executive editor of guides at IGN and a member of Podcast Unlocked. She’s a big fan of stationery and fountain pens. You can sometimes find her on Twitter.

Crab Champions is a crab shoot ’em up sequel to that dancing crab meme

2018 April 1st, the music producer Nosiestorm dropped the single Crab Rave, which became a meme sensation. Since the music video was made with the Unreal Engine 4, it’s no surprise that the Nosiestorm ventured into game development, and threw the rave cabe into a shooting game. After three long years of development, Crab Champions was finally launched – on April 1st this year.

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Exclusive: Tin Hearts’ Gameplay Mixes Cosy Narrative With Lemmings-Like Mechanics

Get your violins out.

If you’ve had your eye on Tin Hearts, a Lemmings-inspired puzzle game from publisher Wired Productions and developer Rogue Sun, then the good news is that it’s heading to the Switch later this month on April 20th, 2023.

Tin Hearts has been cooking for a little while now, but with the game boasting over 40 levels of “time-bending, soldier-routing riddles” and the ex-Lionhead pedigree on the dev team, we’re hopeful this one is going to be worth the wait. We’ve in for a treat in the audio department, too, with the game’s soundtrack being handled by award-winning composer Matthew Chastney, who has previously produced music for movie trailers including Joker and Venom: Let There Be Carnage.

Read the full article on nintendolife.com

The New Xbox Wireless Controller – Remix Special Edition Is Made Partly from Reclaimed CDs, Water Jugs… and Other Controllers’ Parts

We aspire to create a future of gaming in a world that we want to play in. Earth Day is just around the corner, and it provides all of us with a special opportunity to reflect on how we can improve our impact on the planet. To celebrate this year, we’ve created an Xbox controller that features recovered plastics with one-third of it made from regrind and reclaimed materials.

Mixing post-consumer recycled resins with regrind consisting of previously molded colored parts creates custom, earth-tone colors with subtle variations, swirling, markings, and texturing – giving each Remix Special Edition controller its own look and feel.

Regrind is the process of mechanically recycling leftover Xbox One generation controller parts into a raw material that can be used to partially create new controllers – while maintaining durability and performance. Post-consumer recycled resins are incorporated from reclaimed materials like automotive headlight covers, plastic water jugs, and CDs.

By incorporating these regrind materials, post-consumer recycled resins, and including the Xbox Rechargeable Battery Pack – Xbox is exploring ways to use less new plastic and reduce waste. Our goal is to bring fans along with us on our journey towards greater sustainability across the Xbox product portfolio. Visit the new Xbox Sustainability Hub to learn more about our commitments and explore a collection of controllers that use less new plastics.

We drew inspiration from natural landscapes and the physical world around us when designing the Remix Special Edition controller. The various earth-tone colors create a patchwork effect , featuring bright pops of color that create a vibrant yet serene vibe. The bright green Xbox button, D-pad, and front case color are inspired by lichen found in the Pacific Northwest Forest. The bumpers, triggers, and side grip areas feature a topographic texture pattern, a nod to the earth’s dynamic landscape, while maintaining the tactility that our customers like.

Remix Image

The included Xbox Rechargeable Battery Pack lets you play without using disposable batteries. Recharge while you play or afterwards with a full charge for up to 4 hours, and up to 30 hours of battery life per charge. The bottom of the controller sports a 3.5mm stereo headset jack which can be used to plug in any compatible headset. Chat with your friends online or share some of your best gaming highlights, captured using the dedicated share button. Make the controller your own by customizing button mapping with the Xbox Accessories app for Xbox Series X|S, Xbox One, and Windows 10/11. Feel free to take your controller beyond the Xbox Series X|S and Xbox One consoles, with Bluetooth technology that allows for wireless gaming on your PC and mobile devices.

The Xbox Wireless Controller – Remix Special Edition is available for preorder worldwide for $84.99 USD MSRP, and will be released on April 18. Check your local retailer for product availability in your region. For more product details, visit Xbox.com.

Related:
Coming to Xbox Game Pass: Minecraft Legends, Loop Hero, Ghostwire: Tokyo, and More
Xbox Insiders – Share your feedback on the Friends & Community Updates channel in the New Xbox Home Experience
Vampire Survivors’ Second DLC Weaves an Enchanted Fairy Tale On April 13

(For Southeast Asia) The Spring Sale comes to PlayStation Store

PlayStation Store’s Spring Sale begins. For a limited time* you can enjoy deep discounts of up to 80% off across a wide selection of games and add-ons. That includes NBA 2K23, Horizon Forbidden West and Need for Speed Unbound and many, many more.

The sale is so massive, we can’t include everything here. You can browse a select list of games at the bottom of this post. Head to PlayStation Store to discover the full list and your regional discount pricing.

Sale runs over the next four weeks. And it’s so big, we’ve had to split it in two. The sale refresh kicks off on Wednesday, April 12, so be sure to check back in on PlayStation Blog then to find out the next wave of titles joining the promotion.

*PlayStation Store’s Spring Sale runs from Wednesday March 29 until Wednesday April 12. The Sale will be refreshed on Wednesday, April 12.

Ravenswatch Preview: Fairy Tale Heroes Are Reborn As Dark Fantasy Adventurers

Ravenswatch is a particularly unique take on the familiar conceit of an action roguelike RPG, which puts its cast of heroes at the forefront. Pulled from the pages of classic fairy tales, and given a dark fantasy twist, these heroes band together to vanquish an encroaching force of powerful nightmare creatures – or die trying. Coming from the developers of the action-RPG sleeper hit Curse of the Dead Gods, Passtech Games’ Ravenswatch left me intrigued after some extended hands-on time with the closed alpha, which put a hero-centric spin on the good ol’ fashioned dungeon crawler.

Playing as one of six hero characters – pulling from stories such as Little Red Riding Hood, Beowulf, and The Snow Queen – you’ll freely explore an overworld filled with demons and other opportunities to amass power to face off with powerful demons ruling the land. Throughout this adventure, you’ll learn the ins and outs of your chosen hero as they unlock their latent abilities to purge the land of corruption.

Ravenswatch sticks close to the formula of a dungeon crawl, but it hones that focus more into an adventure game that has a larger goal to accomplish. With each chapter taking place across five days, the main goal of your multi-day jaunt is to build up enough power to be on equal footing with the stage’s end boss, allowing you and other party members to take them down and move on to the next phase of the quest.

What impressed me most from my time with the closed alpha was the cast of heroes, and how their unique skills and personalities add flavor to their adventures. Along with adding new abilities and buffs, you can also unlock special ultimate attacks that can deal heavy damage, such as Beowulf’s super which calls in his pet dragon to rain down flames on foes. Ravenswatch shows the potential of adding hero-centric characters into a dungeon crawler game. Seeing these characters I’ve read about in childhood live out that sword and sorcery fantasy is such a fantastic premise.

While the roster falls into classic archetypes like the close-ranged brawler or zoning magic slinger, their personalities and narrative touches also shape their playstyles. For instance, The Pied Piper uses his enchanted flute and swarm of rats to attack foes from afar. As he gains aggro, he can lead enemies away, weaken their defenses with his spells, and then pick them off with his music. Another standout was Aladdin, who’s presented as an agile brawler type who can hack and slash through foes. But when he needs to call in an assist, he can summon the Genie to beat down the opposition and even grant Aladdin one of three limited wishes to support the party or wipe out surrounding enemies.

The most surprising stand out to me was Meluise, a mermaid and siren that can strike at enemies with water magic. Yes, you can step into the role of The Little Mermaid in this dark-fantasy action RPG, and she’s awesome to play as. However, she also proves to be the most technical character of the roster, as her attacks plant her firmly into position as you use the siren’s song to attack enemies. And just like in the classic fairy tale, you’ll need to slink away from approaching an adversary when they get too close. I really admire the many clever design choices at work with the current roster, and they each play so differently from one another.

After you’ve taken out enemy encampments, raided small dungeons, and beaten mini-bosses over the five in-game days, the chapter’s boss will come calling, forcing a confrontation. These battles are hectic, blending elements of bullet-hell games with Hades’ dynamic and over-the-top boss encounters. Even with a fully decked-out character, the chapter-ending boss encounters will test your reflexes and the mastery of your character’s skills.

When it all comes together, Ravenswatch is a fun romp that shows some incredible personality, but it can frequently feel unforgiving during some runs. Just one wrong move in your dungeon crawl can lead to disaster for your journey. When playing solo, you’re given a limited number of lives to revive yourself after a killing blow, which you can run through fairly quickly. When playing in a group, not only will the enemies gain strength to compensate for the larger party, but your group will also share a limited number of revives, and once those are out, a fallen hero is knocked out from the run.

What impressed me most from my time with the closed alpha was the cast of heroes, and how their unique skills and personalities add flavor to their adventures.

Generally, I felt the difficulty struck the right balance between fair and challenging. Still, there were particular runs where I thought I had just stepped into a giant deathtrap rather than a sprawling overworld. In addition to enemies packing a serious punch, I felt that the game doesn’t offer enough signs for opportunities during each run, which makes it easy to wander into areas where you are easily outmatched. Those frustrations aside, I still felt that thrilling sense of empowerment from dungeon crawlers, which is made all the more satisfying when seeing the cool cast of fairy tale characters dish out pain to enemies.

Much like Supergiant Games’ Hades, Ravenswatch’s positioning as an early access game puts in a great place where it can really refine its core mechanics and flesh out its fantasy world. With more characters and gameplay updates coming following its early access launch, there’s so much potential with Passtech Games’ promising next step into an action-RPG. It’s already off to an enthusiastic start, and seeing that world and its gameplay evolve has gotten me excited to see where Ravenswatch will go from here.