Industries of Titan review: a curious hybrid builder that’s less than the sum of its parts

Industries Of Titan started out as an ambitious concept. A hybrid of a factory layout/logistics sim, integrated into a city builder, combined with an RTS, all wrapped up in a satirical dystopia encouraging you to be the most appalling villainous hypercapitalist possible.

All of those parts are present, and as a bonus it’s incredibly gorgeous, with strong voice acting and a distinctive soundtrack that will haunt my head for weeks. Most of its parts are made to a high standard, it’s tragic that its final design just doesn’t work at all.

Of all things, IOT reminds me of Fragile Allegiance. You’re a ‘founder’, sent to an already colonised and abandoned Titan to build a new city at the behest of the Council. You’re a ‘founder’, sent to an already colonised and abandoned Titan to build a new city at the behest of the Council. First, by salvaging its ruined buildings for minerals and isotopes, then mining for surface deposits, all of which goes back into your building resources. Curiously, you never combine two resources to produce a third, you can only upgrade minerals through a tier system. Higher tier resources are more potent, meaning, for exmaple, a building site will accept 100 raw minerals or four higher tier units. It’s a bit strange, but it mostly works.

Read more

Mobile leaks point to an April release for spacefaring RPG Honkai: Star Rail

Honkai: Star Rail is the first turn-based RPG in the Honkai / Genshin Impact universe, and its final beta started earlier today on PC and mobile. Pre-registration has now closed, but you might be able to gain access through the game’s FAQ page. While HoYoverse haven’t announced a release date for their cosmic fantasy adventure, eagle-eyed fans have spotted a potential April date on the IOS App Store.

Read more

Reminder: Splatoon 3’s Chocolate Splatfest Is This Weekend, Which Team Will You Pick?

Update: Starts 11th Feb.

Update : Here we go! Splatoon 3’s chocolate-themed Splatfest is almost here.

It’s a pretty simple question this time around, but one that has the NL staff fiercely divided — “What’s your favourite chocolate?” As always, let us know what yours is by voting in the poll below, plus you can get more details on Splatfests from our guide.

Read the full article on nintendolife.com

Next Week on Xbox: New Games for February 13 to 17

Welcome to Next Week on Xbox! In this weekly feature we cover all the games coming soon to Xbox Series X|S, Xbox One, Windows, and Game Pass! Get more details on these upcoming games below and click their profiles for further info (release dates subject to change). Let’s jump in!


Ten Dates Box Art

Ten Dates – February 14
Xbox Play Anywhere

Ten Dates is the sequel to the interactive rom-com, Five Dates, taking place in the post-pandemic world. Throughout the game, your choices and interactions will either strengthen or weaken your relationship with your date. Amidst a branching, multi-directional chain of conversation topics and deep-dive questions, Misha and Ryan are faced with ice-breaker games, awkward scenarios, and unexpected truths. Will either find love?

Wanted: Dead Box Art

Wanted: Dead – February 14
Optimized for Xbox Series X|S / Smart Delivery

A new hybrid slasher/shooter from the makers of Ninja Gaiden and Dead or Alive. The game follows a week in life of the Zombie Unit, an elite Hong Kong police squad on a mission to uncover a major corporate conspiracy. Play as Lt. Hannah Stone, a hardboiled Hong Kong cop, and plow through mercenaries, gang members and private military contractors in a spectacular cyberpunk adventure.

Cities: Skylines – Remastered Box Art

Cities: Skylines – Remastered – February 15
Game Pass

An award-winning, best-selling management game now remastered for Xbox Series X|S with all its robust city-simulation gameplay and unique charm along for the ride. Design, build, and manage the city of your dreams, from public services to civic policies, and challenge yourself to grow from a simple town to a bustling metropolitan hub. Available on Cloud and Console.

Geometric Sniper - Blood in Paris Box Art

Geometric Sniper – Blood in Paris – February 15

As a sniper, you’ll have to pay attention to the details and find the perfect moment to shoot. Your targets know they are wanted and will try to hide in a variety of ways. Have the patience to establish a clear shot, memorizing the information for each mission.

Launcher Heroes Box Art

Launcher Heroes – February 15
Optimized for Xbox Series X|S / Smart Delivery

A tactical, artillery, party game where you try to knock your opponents off the world. Use an assortment of items such as bombs, rockets, and jetpacks to help you navigate and destroy the terrain. Play locally or online (up to 6 players in total) in a variety of game modes.

Pocket Watch Box Art

Pocket Witch – February 15
Optimized for Xbox Series X|S / Smart Delivery

A little witch has been locked away in a dungeon filled with traps and deadly roving enemies — and it’s up to you to help her escape! Pocket Witch is a precision platformer presented in retro pixel art style, where the little titular witch must overcome a series of brainteasing challenges to thwart the evil sorcerer who imprisoned her.

W.A.R.P. Box Art

W.A.R.P. – February 15

Face inertia, acceleration, and gravity in a challenge that requires pinpoint accuracy. Use each weapon and even the space hazards to your advantage and face the most difficult trials across three different modes: Adventure, Landing, and Survival (Arena) for different challenges!

Gigantosaurus: Dino Kart Box Art

Gigantosaurus: Dino Kart – February 16
Optimized for Xbox Series X|S / Smart Delivery

Race around Cretacia in a prehistoric kart championship for up to 4 players of all ages, where you can play as your favorite dino friends and even bump into the mysterious Giganotosaurus himself! Outrun dangers like hot lava eruptions from Mount Oblivion or feel the power of the famous Giganotosaurus Roar. Charge through the pack by picking up special skills that give you a shortcut, or a jetpack-powered boost… or a way to knock out your rivals.

Pinball FX Box Art

Pinball FX – February 16
Optimized for Xbox Series X|S / Smart Delivery

Discover brand new exclusive tables created for Pinball FX, or find your favorites among more than 80 unique and visually enhanced favorites from Zen’s extensive digital pinball library. Relive the most iconic moments from entertainment powerhouses like Indiana Jones, Star Wars, Marvel, Universal Studios, and many more. Enjoy accurate re-creations of the most famous pinball machines of all time with Williams Pinball, or have fun with Zen’s original creations.

Shadow Warrior 3: Definitive Edition Box Art

Shadow Warrior 3: Definitive Edition – February 16
Game Pass

Trek across a mythic Asian land infused with the magic and technology of ancient samurai, now overrun by the demonic yokai from Japanese folklore. Experience the Definitive Edition of Shadow Warrior 3 with tons of new features and modes with fast-paced gunplay, razor-sharp melee combat, and a spectacular free-running movement system. Available on Cloud, Console, and PC.

CometStriker DX Box Art

CometStriker DX – February 17
Xbox Play Anywhere

An arcade action shooter featuring dodging, strategic power-ups, and intense boss fights! A world devouring, living space station has set its sights on your planet. Help Lt. Comet Striker on his journey to recover the Ancient Power Cores from various worlds to power the Planetary Defense Cannon, his world’s only hope against this cosmic menace!

CyberHeroes Arena DX Box Art

CyberHeroes Arena DX – February 17
Optimized for Xbox Series X|S / Smart Delivery

Choose your robot, create your build, and destroy all cyber monsters to survive in this mecha-themed rougelite. Collect money to buy skills and items to complete missions and unlock other playable robots.

Dark Burial: Enhanced Edition Box Art

Dark Burial: Enhanced Edition – February 17
Optimized for Xbox Series X|S / Smart Delivery

A retro-styled puzzle platformer where you play as a sentinel who must fight his way through enemies and light signal fires, warning people that a dark army that is fast approaching. The Enhanced Edition includes 8 new levels, 1 new boss, partially improved graphics and gameplay.

Rise of the Fox Hero Box Art

Rise of the Fox Hero – February 17 – Optimized for Xbox Series X|S / Smart Delivery

A colorful 3D platformer with fun combat and puzzle elements. Armed with a sword and a shield, you will help the fox jump, fight, and solve puzzles throughout four different chapters and 32 different levels. Explore colorful and beautiful environments and find all the collectibles while battling tons of different enemies. And beware — by the end of each chapter, an epic boss fight awaits!

Road Stones Box Art

Road Stones – February 17

Become the savior in this action-packed strategy combining arcade and strategy gameplay inspired by the tower defense genre. Stop the hordes of undead monsters whose sole aim is to destroy any living thing. Can you be the brave and bold hero that is desperately needed in this monster-infested kingdom?

Rooftop Renegade Box Art

Rooftop Renegade – February 17

An action platformer all about speed and flow. Evade capture by navigating through futuristic skyscrapers, channeling powerful abilities from your hover blades. Boost through levels under constant bombardment, avoid dangerous hazards and make split second decisions that mean the difference between a new personal best or total wipeout.

Tales of Symphonia Remastered Box Art

Tales of Symphonia Remastered – February 17

Dive back into Tales of Symphonia, an exciting and beloved action RPG, now with enhanced graphics and improved gameplay! In a dying world, legend has it that a Chosen One will one day rise from amongst the people and the land will be reborn. The line between good and evil blurs in this epic adventure where the fate of two interlocked worlds hangs in the balance. Follow the journey of Lloyd Irving as he and his friends try to save both worlds.

Wild Hearts Box Art

Wild Hearts – February 17
Optimized for Xbox Series X|S

Experience a unique twist on the hunting genre where technology gives you a fighting chance against fearsome beasts infused with the ferocious power of nature itself. Take on these creatures alone or hunt with friends in seamless co-op. Pre-order the Karakuri Edition to receive six pre-order exclusive items, the Ferocious Kemono Emote, and five Chat Stamps.

Related:
Coming to Xbox Game Pass: Madden NFL 23, Atomic Heart, Mount & Blade II: Bannerlord, and More<br>
Next Week on Xbox: New Games for February 6 to 10
Next Week on Xbox: New Games for January 16 to 20

Players’ Choice: Best of PS5

Since PS5 launched in 2020, millions of players have soared over the Forbidden West, broken the cycle on Atropos, faced the gods of Midgard, and saved Astro’s friends across the Playroom. PS5 owners have guided their team to glory, faced down their opponents in enormous battles, and discovered unbelievable worlds across hundreds of games.


Players’ Choice: Best of PS5

And now, with more PS5s available than ever before, those looking to explore these worlds will have a much easier time doing so. New players will join the community with a wealth of adventures to choose from and there’s even more games on their way.

But where to start?

For some new players, that question could be a daunting one. To help guide these players, we’re looking to you, the gamers who are already with us, to highlight some of PS5’s best games, use of DualSense Wireless Controller and more to date. 

Cast your vote in the Players’ Choice: Best of PS5 polls, and we’ll put together a list of your  must-try games and features for new PS5 owners to get started with. The lists below are a starting point, but you can add your own comments in each category if you think we’ve missed anything.

Votes can be cast until February 16, 2023 at 6:00am PT / 2pm GMT, and we’ll reveal the most popular choices across our social channels over the coming weeks.
While you await the results, take a look forward to what you can expect on PS5 in 2023.

V Rising is overhauling the magic system in May’s free expansion

V Rising continues its early access with a free expansion coming in May. It’s meaty, overhauling a few areas of the game including magic progression, spellcasting, and lair building in preparation for the endgame. But it’s also “giving you more of what you already love” with new weapons and spells, boss battles, areas, and factions. Quite a lot to sink your teeth into, then.

Read more

The Future of Apex Legends

This week’s Unlocked column is a little different. As a seasoned Apex Legends player, I’ve been playing the game ever since it was released. With its biggest update ever on the horizon, I spoke with the developers to see what’s in store.

Apex Legends turns four this year and ever since it hot-dropped on February 4th 2019, it’s held its ground as one of the best battle royales in the market. It set the bar for mechanics every battle royale should have, such as the intricate ping system, resurrection for eliminated teammates, and Evo armor that evolves into higher tiered protection as you do more damage. But Apex has had its ups and downs since launch.

In recent seasons it’s been very apparent that Apex needed an overhaul to its game to keep up with the four years of Legends, weapons, and map updates poured into it. The community called for a season health update for Apex to match the seasonal updates applied to Fortnite, where the game would be taken offline over a few days to have massive quality of life changes implemented before being restored.

While Apex Season 16 Revelry isn’t forcing the game offline for a few days, it is providing a huge overhaul to how it’s played, most notably with the rework of Legend Classes that now give different exclusive gameplay perks to each one. This completely changes how you play as specific Legends, as any Control Legend can now scan the Ring Console to see the next circle location on the map as opposed to giving that ability to Recon Legends.

Season 16 will almost be like learning a new game of Apex. Not only does it feature the Class System rework but Revelry also brings in new Legend balancing and weapon changes. While Legend and Weapon tweaks usually happen between season launches, Revelry’s system is being retouched to reflect just how big Apex has gotten over the years.

In light of the new season, I spoke with Apex Legends’ Game Director Steven Ferreira and Design Director Evan Nikolich to discuss the future of the game.

Stella Chung: Did you ever expect Apex would be what it is now after Respawn shadow dropped it four years ago?

Steven Ferreira: Well you always hope, but we definitely didn’t know what we were in store for. I think that was definitely a learning curve. It still is today, honestly. I wouldn’t say that we know exactly what we’re going to do and how we’re going to do it all the time.

We make plans, but really it’s influenced by players and what’s happening in the live game. That is really what steers the ship to a certain extent. We have goals and things that we set out for, and there’s obviously lead times to getting content out in the game, but generally a big part of a live game is reacting to how players are playing the game. And so we can’t make a plan that sees out into the future too far because we always have to have some wiggle room to be able to adapt to how players are playing the game.

One of the things I enjoy about a live game is we get to surprise players on a regular basis

So it’s been a great ride. Super exciting and fun. And that’s one of the best things, is there’s just been surprises along the way. And it’s one of the things that I really enjoy about a live game is that we get to try and surprise players on a regular basis and vice versa, we get surprised by how players react to the content and what they do with the game.

Stella Chung: Apex is having a huge rework after four years. How did you come about this decision?

Evan Nikolich: When I joined the team just over a year ago, we were taking a look holistically at the game. And some of the most immediate feedback I got, particularly from the Legends team, is that there was this constant pace of adding a new legend, new legend, new legend…

They recognized all these old legends had opportunities to improve and grow, but weren’t given the chance because of the cadence of delivering new legends. My proposal was, “Why can’t we pause adding a new legend for one season? And if you got that opportunity, what would you do?” Then we came back with the pitch of ‘rework all the legend classes’. We’d add a new class and would make them actually live a class fantasy instead of just being an icon on the portrait, which is what it basically became.

We’re leaning into this philosophy about evolving the game and building this everlasting hobby people can play for years to come

So we worked through multiple prototypes, multiple pitches, to take the things people already know and love about Apex and level them up. We’re leaning into this philosophy about evolving the game and building this everlasting hobby people can play for years to come. And yes, part of that is adding new content.

We’ll have more content coming season after season, but it’s also bringing existing content up to date, to how players are playing with it; meeting that challenge and then driving players to play in new, interesting ways.

Steven Ferreira: Part of it came from the players and a lot of the feedback we’ve been getting from the community is that the game has been getting harder and harder. And obviously, adding new content to the game isn’t going to generally fix that.

What we have to do is look at the game holistically and look back at what we’ve released over the last four years and think about how we can change the systems, to both increase the level of competition and increase the ceiling for players who have been with us for the last four years and have gotten better and better. At the same time, there’s a ton of new players joining all the time and we want to make sure they have as fun an experience onboarding and getting into that level of competition as everyone else had over the last four years.

Stella Chung: So how long has this overhaul been in development for?

Steven Ferreira: We really kicked it off in earnest last year, working in different pieces. You’re seeing a lot of those [updates] now in the upcoming season of Revelry, but you’re going to see more over the next few seasons this year.

There’s a long tail on some of it and it takes time for us to develop, and some is dependent on many pieces. The legend classes is an example of that. The changes were not something we really wanted to drip feed to the legends themselves. We wanted to make sure we had those changes ready to go as a package, so that when we put it into the game, it actually had an impact on the experience.

That’s really a key part of how we’re looking at a lot of these changes over this coming year of seasons – we’re going to be putting stuff into the game we feel has an impact, which means that sometimes the formula and the expectations of a given season won’t be the same. I hope that, like I said earlier, we’ll be able to surprise players throughout the year.

Stella Chung: This is Respawn’s first live service game. I know in the beginning it was very overwhelming, so how has the team learned to evolve a live service game over the last four years now?

Evan Nikolich: Part of the reason I was hired is I had a lot of live service experience coming from working on Destiny and Destiny 2. So I took a lot of lessons from there. One of the big lessons was focusing on evolving the core, evolving the hobby, evolving the systems. For me, I was excited to jump onto a competitive game like Apex because at its core it was so solid, so it was all about ‘now how do we build out that core?’

The biggest lessons I’ve learned over the last year is how do we talk to the community? How do we listen to them, find out their needs? The community says a lot about what it wants but really it’s picking apart what they need. And part of that response is evolving the legend classes and the onboarding systems and things of that nature.

The community says a lot about what it wants but really it’s picking apart what they need. 

Those are some of the big lessons we’ve focussed on and we’re finally displaying them now in this coming season. It’s been hard, particularly last season when people were like, “Ah, there’s no meta changes…” And I was like, “It’s coming! We’re almost there and now’s the time.”

Steven Ferreira: As Evan just said, that’s the core that’s driving the way we’re looking at this. At the end of the day it’s a balancing act of making sure the team remains having fun making the game, and that means we have to balance how much content we put out and that we’re working on things the team actually wants to work on.

One example was the class system. The team was saying, “We love making new legends and want to continue to do that, but we’re also really invested in the content we’ve already made and want to be working on that.” So we listen to what the team’s excited and passionate about, and what the community’s excited and passionate about, and find a balance. How much can we do in a given season and make sure the team is doing that in a healthy way, and in a way that keeps them engaged and passionate about the game and having fun, because at the end of the day I think that’s how Apex came to be.

That means that sometimes it’s a challenge to find the balance. That’s an ongoing thing we do day after day and we’ll continue to grow in order to accomplish all the things we want to do. The team has so many things it wants to work on. We can’t get to it all and we can’t do it in the timeframes we have season over season, so we look at the long game. Like I said, we can’t look too far ahead because the nature of the live experience will end up steering that on its own, but we do need to look ahead nonetheless.

Stella Chung: You speak about these challenges. What would you say is the biggest challenge with keeping up with the live service game?

Steven Ferreira: The cadence of release is a challenge. With most, let’s say ‘traditional non live games’, there’s anywhere from a year to a couple of years of development, in which you go through pre-production and start to figure everything out. Then the game starts to gel and you begin play testing, and start getting some early views from the community. Then, around release, there’s an intense peak of development before you have a break after the end. We don’t have the luxury of those peaks and valleys, and everything is condensed into a very short amount of time. We’re effectively releasing every six weeks, putting something out into the live game.

That itself is a challenge, but it’s also part of the ingredients of making the game great. I wouldn’t change that for the world, and I think we have a sweet spot of seasonal releases that allows us just enough time to build the things we want to build. It also allows us to stay connected to the community on a regular enough basis that we’re getting live feedback and adapting the game. So I don’t see us changing that cadence anytime soon and I’m excited to continue evolving the game over the long term using that model.

We want Apex to last for 20 years, like Counter-strike. It has to be self-sufficient and stand on its own

Stella Chung: Do you think there will ever come a point where Apex will stop releasing new legends or weapons? Because that legend screen is getting pretty crowded.

Evan Nikolich: There definitely is a point. We’re not close to it, I don’t think, but there is a point where you reach a point of saturation when new legends don’t add anything. You can see that in some of the big MOBAs like League and Dota. Every time they add a hero, it dilutes the pool. They don’t get played as much.

We want Apex to last for 20 years, like Counter-strike. It has to be self-sufficient and stand on its own. The systems have to be strong and interesting and good for players to play season over season, even if we’re not adding new, bespoke content. But there’ll always be some attending there in terms of creating interesting choices, creating interesting challenges and shifting the rule set to build the healthiest game.

If you look at some of the most established sports in the world, they’ve been around for 100-plus years. Basketball is my favorite game and it has evolved a lot in just 100 years. With Apex, we’re in the early, first five years of basketball where there’s no shot clock, no three-point line, all that stuff. And we’re slowly moving to what we know in the NBA game today.

Stella Chung: Is that still something Apex is trying to do, to expand outside of the battle royale? Or is the focus now back on battle royale?

Steven Ferreira: The focus is definitely on Battle Royale. We believe Apex, as a core experience, has a lot of potential within the battle royale, and that’s what you saw with some of the bigger modes we’ve done as LTMs leading up to this season. Things like Control, things like Gun Run, like Team Deathmatch… then packaging all of that together into a mixtape players can play all the time. That’s how we were looking at that.

We continue to experiment with things and look at different opportunities, but the key to Apex – and a lot of the design around what Apex is and why it works – is built around that Battle Royale experience. So that’ll always be at the heart of Apex, but we will continue to explore and have other Apex experiences outside of the Battle Royal, but they’ll always funnel back into the BR. They’ll be there as a way of either onboarding players or allowing people to get better at a certain element of the game, but it’s always in service of the BR.

Dragon Quest Series Producer Leaves Square Enix After 13 Years

Ryota Aomi moves onto a “new journey”.

Dragon Quest series producer Ryota Aomi has announced that he has left Square Enix after working with the company for 13 years.

Sharing the news on Twitter (via Gematsu), the long-time producer — who first worked on Dragon Quest Swords: The Masked Queen and the Tower of Mirrors while he was working at Genius Sonority — joined Square Enix in 2009. He was the lead producer on the musou spin-offs Dragon Quest Heroes and its sequel, Dragon Quest Heroes II as lead producer, while also helping out on a number of mainline Dragon Quest titles. The Heroes duology has been rereleased as a package on Switch, but in Japan only.

Read the full article on nintendolife.com

Five years on, Wizard Of Legend is still kicking ass and taking names

chill little potion brewers that let you coo over a bubbling cauldron all nice and cosy like; there’s your darker, more supernatural witchy adventures that dig into the spookier side of the fae realm, and then you’ve got your lovely genre mash-ups that add spicy, magical seasoning to well-worn action tropes, like the excellent bullet-hell Metroid-like The Knight Witch I wrote about the other day. But if I thought that was pushing against my limits of gamepad dexterity, Contingent99’s 2018 roguelike Wizard Of Legend is on another level entirely.

Read more

Nintendo Updates Its ‘Switch Online + Expansion Pack’ Trailer With New Footage

Game Boy has arrived & more N64 games are coming.

Nintendo yesterday bolstered its Switch Online + Expansion Pack service with some new retro libraries. Now, following on from this, it appears to have updated its official “overview trailer” for the service in its homeland of Japan. Within it, you can see footage of the Game Boy Advance library.

In addition to this, it’s also shown off some footage of the 2023 wave of N64 titles including games from the Mario Party and Pokémon Stadium series, as well as Excitebike 64. While there’s not much remaining in this original wave of N64 games, it seems they are at least on course for a release in the near future.

Read the full article on nintendolife.com