Category: Video Games
Hi-Fi Rush Is Exactly What Xbox Needs Right Now
The difference between PlayStation and Xbox over the past generation-plus isn’t just the quantity of exclusives, it’s the quality of them. Microsoft has had precious few exclusives at all, which in and of itself has been a big problem. But worse, the number of those that have been not just good but fantastic is embarrassingly small. And that’s why last week’s surprise reveal and immediate shadow-drop of Tango Gameworks’ rhythm-action game Hi-Fi Rush was so huge for Xbox. It surprised, it delighted, and it’s a viral hit – and it’s exactly what Xbox needs right now.
Rhythm-action games aren’t new. But they’ve also never really been “hit” games. We’ve enjoyed a steady diet of them over the past few years, likely from game developers who themselves are, like many gamers, mourning the seemingly permanent death of the plastic-instrument genre that Guitar Hero and Rock Band pioneered in the late-2000s. And while a number of the new-age rhythm-action games have been good – last year’s Metal: Hellsinger leaned hard into its theme and was an incredibly fun game for doing so – there’s something more approachable and appealing about Hi-Fi Rush. Maybe it’s the literal-cartoon art style and its equally cartoonish plot about a teenager who cuts the line at Vandelay Technologies to get his disabled right arm replaced with a functioning robotic limb, only to end up getting rockstar powers courtesy of the iPod that gets mistakenly fused to his chest during the automated, factory-like procedure.
Hi-Fi Rush makes this silly-sounding premise sing though, with humor, liberal use of the entire color palette (recalling past Xbox cult classics like Jet Set Radio Future and Sunset Overdrive), and gameplay that rewards combo moves and special attacks pulled off to the beat of its incredible soundtrack – including cuts from Nine Inch Nails and The Black Keys – but, crucially, doesn’t penalize you for failing to stay in rhythm. Every moment literally exudes joy, as even the normally boring bits of the environment bop to the beat as your rockstar avatar Chai snaps his fingers or taps his foot.
The result is an instantly lovable game that feels fresh and has taken the gaming community by storm. And Bethesda knew it had something special. Everyone has been talking about Hi-Fi Rush for the past week, and deservedly so. It’s also the beneficiary of great timing; the only other significant release around the same time was the Dead Space remake, which, while outstanding, is hardly gunning for the same audience. Dead Space and Hi-Fi Rush couldn’t be more opposite if they tried!
Furthermore, to be blunt, both Microsoft and the Xbox community needed this. We thought the cloudy days were gone forever in 2021, but the dark skies returned last year, with even Xbox boss Phil Spencer acknowledging the dearth of exclusive game releases over the past 12 months. Xbox’s no-show at The Game Awards in December only further tested fans’ patience. And so, the fact that Microsoft didn’t just give us release dates for key first-half-of-the-year exclusives at its recent Developer_Direct broadcast but also released a kickass new game that very day was a jolt of positivity, enthusiasm, and downright fun that Xbox has been lacking in for much of the early part of this new console generation.
So where are we now as we head into the second month of a critical year for Xbox? Forza Motorsport seems to be pushed to the second half of 2023, and Starfield is still something of a question mark, release-date-wise, but for the moment Xbox fans are eatin’ good thanks to a joyous, totally-out-of-left-field surprise from one of the studios it acquired to solve its first-party game problem. Now if you’ll excuse me, I’ve got some more evil corporate bosses to beat down with my robot guitar arm…
Ryan McCaffrey is IGN’s executive editor of previews and host of both IGN’s weekly Xbox show, Podcast Unlocked, as well as our monthly(-ish) interview show, IGN Unfiltered. He’s a North Jersey guy, so it’s “Taylor ham,” not “pork roll.” Debate it with him on Twitter at @DMC_Ryan.
The Electronic Wireless show S2 Ep 1: this podcast is definitely not a fraud
WWE 2K23 Hands-On Preview
After the infamous WWE 2K20 misstep, the hugely popular WWE 2K22 arrived last year to course-correct the series and revolutionize the way we play simulations of the squared circle. Hot on its heels and looking to capitalise on its predecessor’s revolution this year is WWE 2K23. But from what I’ve played so far, it feels less like it’s standing on the shoulders of the giant, and rather peaking over cautiously.
As to be expected, WWE 2K23 comes with all the bells, whistles, and powerbombs you’d expect from a new WWE game. There’s a whole new roster featuring the likes of the returning Cody Rhodes and the up-and-coming NXT champion, Bron Breakker. Also receiving a yearly upgrade is the wrestler’s attire, music, and general presentation. It’s all as up-to-date as it could be, but outside of these upgrades, I couldn’t help but shake the feeling that, at its core, it was largely the same game as before.
Much like the way lots of sports games iterate on their established winning formula, everything in terms of gameplay in WWE 2K23 has rolled over from the previous game. So much so that despite only having an hour to play the game, I immediately felt at home with the breaker system, combos, reversals, and all the grappling intricacies. If you’re familiar with 2K22, you’ll know exactly what to expect.
That’s not to say there aren’t a few new clever additions though. The first to stand out is the arrival of the long-awaited and heavily requested match type; WarGames. For the first time in the series, WWE 2K23 extends the canvas with the addition of an extra ring. WarGames features two rings side-by-side with a cage surrounding both, with entrants from either a three or four-man team entering in intervals. From a glance, this could appear like a re-purposed version of any other six or eight-man speciality matches like Hell in a Cell, but there are a couple of interesting details that not only help break this apart from the pack, but also help it stand out in its own right.
Like its real-life counterpart, the WarGames match features an interesting swing in the advantage for either team, with one team being a wrestler short at several intervals. At this point the team with the handicap has to fend off their rivals knowing that they’re at a severe disadvantage, biding their time until one of their teammates can enter the action. That teammate, however, can choose to grab a weapon (or weapons) to not only even the odds but perhaps flip the advantage the other way.
Unlike Hell in a Cell or Elimination Chamber, WarGames’s two-ring setup also affords the player more space to work with, preventing the congestion and clumsiness seen in the aforementioned modes. There’s also an interesting drama that comes from the bout being settled by one pinfall, which could easily happen whilst you’re duking it out in the other ring. This presents an interesting risk/reward conundrum, forcing you to separate from your teammates and potentially miss the important save so you can afford yourself the space to do maximum damage to your opponent. All of this presents an interesting swing in match dynamics and one I’ve not experienced before in a wrestling game. And with WarGames being available as an online mode, I’m excited at the prospect of this back-and-forth concept playing out against other players.
The 2K showcase makes a predictable return to the series, but with its potentially freshest, most exciting pivot yet. Despite the showcase having John Cena – this year’s cover star – as the focus, you never actually get to play as the sixteen-time World champion. Instead, the series of matches now focus on every time John Cena lost an important match, with the player taking control of the superstar who took him down. Not only is the tale of all his losses an interesting story to be told by the man himself between matches, but it also has the benefit of providing variety to the player by not forcing them to play as one character a dozen times in a row.
Even though the mode now offers that much-desired playable character diversity, I’m still slightly cautious about the entertainment value of this showcase. I only got to experience one match from this series which involved the historic ECW One Night Stand match, where Rob Van Dam dethrones Cena as the WWE champion. But from what I saw there appears to be an over-reliance on the (albeit impressive) switch to real-life footage, with several periods of just watching the actual match for minutes at a time. I found myself feeling like I wanted to be back in the action and create these moments myself, not just watching clips of footage that are already burned into my brain. It’s a small niggle from a small sample, and I’m still very interested in playing the full showcase, but I’m slightly worried it’s not everything I hoped for.
Despite what I said about the gameplay earlier, there is one advertised change that did make a difference to the core mechanics. WWE 2K23 now introduces an optional variety to kicking out of pin attempts, offering the choice for players to flick the right stick in a timed window as opposed to mashing a button. The kick out zone is a sliding bar that decreases in size and moves more unpredictably as the match progresses and your vitality decreases. I took to this alternate option immediately, which surprised even me, but the tactile feel of the flick, the one-to-one representation of the movement, and the last-gasp nature sold me on the concept of accurately reflecting the drama of a WWE match. With the rapid button-pressing option, knowing you’re out for the count is telegraphed early, but the new timed window system always provides the elusive chance of a kick out that you don’t get when the button-pressing demands are beyond the realms of human capability. And what could be more wrestling than the drama of that shocking kick out?
It can be argued that 2K22 set a new benchmark in terms of grappling gameplay, with my personal (and perhaps controversial) opinion being that the series is currently the best it’s ever been. But with this comes the struggle for the next game in the series to do more beyond small iterations, and I feel like this year’s game is in the unfortunate position of struggling to make its own dramatic statement. From what I’ve seen so far, there are certainly some worthwhile and fun steps in WWE 2K23, and fans of WarGames, John Cena, and having an up-to-date roster are in for a treat. I just worry that the final game might not make the impact its revolutionary younger brother did.
Dale Driver is the UK Video Lead for IGN and a lifelong WWE fan/apologist who acknowledges his Tribal Chief. Be thoroughly bored by following him Twitter at @_daledriver.
Deliver Us Mars review: a family and a planet in crisis
This time, though, you’re right at the heart of its central conflict. By casting players as Kathy, the daughter of one of those rogue astronauts, Deliver Us Mars tells a much more fraught and personal tale of what kind of future humanity should be pursuing: should we, in fact, be turning our efforts toward a life in outer space, or should we be doing everything in our power to try and save the dire, pretty much almost dead husk of a planet we call home?
Temtem Gets New Update To Tackle Switch Crashes, Here Are The Full Patch Notes
Improvements, tweaks and fixes.
The Pokémon-like creature catcher/battler Temtem has today received a fresh new update thanks to the folks at development studio Crema, boosting the game up to ver.1.2.2.
While not quite as large as some of the game’s former updates, this patch is all about tweaking the product as it stands to improve the play experience for as many people as possible. As usual, many of the fixes seen in this update are a product of community suggestions, which is always good to see!
Read the full article on nintendolife.com
Take The Journey Of A Lifetime In Deliver Us Mars, Out Today On Xbox Series X|S and Xbox One
Summary
- Deliver Us Mars is the sequel to 2019’s Deliver Us The Moon, and it’s out now on Xbox Series X|S and Xbox One.
- Join a desperate mission to Mars and uncover the mystery of an abandoned colony.
- Experience a rich narrative and all-new gameplay mechanics as you help save our planet.
In 2019’s Deliver Us The Moon, developer KeokeN Interactive sent players to the Moon to reactivate a vital energy source and pull Earth back from the brink of disaster. In its sequel Deliver Us Mars, out today on Xbox Series X|S and Xbox One, the goal is to give our planet a fighting chance at a bright future – and the only way to do that involves a small crew journeying to Mars on a do-or-die mission.
Developed by a core team of around 20 people, Deliver Us Mars takes their grand vision to an even bigger canvas. Where Deliver Us The Moon had a silent protagonist witnessing events from the past, Deliver Us Mars has a voiced lead who plays a key role in the story, as well as a full cast of supporting characters. New gameplay mechanics like a thrillingly realistic climbing system, first-person zero-G sections and challenging puzzles give that adventure even more variety this time around.
In the near future, Earth has been ravaged by terrible flooding and wild storms as a result of climate change. Only the ARKs – enormous ships with the power to restore plant life and the planet’s atmosphere – can give humanity a shot at safeguarding the world for future generations. Those ARKs, though, are currently in the possession of the shadowy group Outward, who fled with the vessels to Mars and deliberately left the rest of mankind behind to start anew. Discovering the fate of the Outward colonists and the whereabouts of the ARKs are what drive your journey across Mars in this sci-fi adventure.
But that larger save-the-world story is just one layer of Deliver Us Mars’ powerful and emotional narrative. At the heart of the game is the relationship between a father and a daughter. You take on the role of young astronaut Kathy Johanson, whose father, Isaac, abandoned her years earlier to join the Outward group as they escaped to Mars. In the present, a mysterious message suggests that Isaac may still be alive – and Kathy is determined to join the World Space Agency’s mission to the Red Planet and discover the truth, even though her father is a wanted fugitive on Earth.
“It was important to have the impact of that relationship bubbling underneath the surface the entire time,” says Ellise Chappell (‘Poldark’, ‘Young Wallander’), who plays Kathy and lends her likeness to the character. “Kathy has been living with unanswered questions for years which I think influences the way she carries herself. This broken relationship informs her interests, her drive, and even her sense of humor, which I think she uses to hide a deep sadness and insecurity. It also makes Kathy feel quite unpredictable as a character – where do her loyalties lie?”
That tension of Kathy’s true motivations will keep players guessing throughout the game: has she truly journeyed to Mars to find the ARKs and save humanity, or does she selfishly want to find her father, a goal not shared by her crewmates? Or does she want both at the same time, possibly jeopardizing the mission?
“Apart from being a grand space opera mixed with a psychological family drama, which is in itself and unusual combination – one that works brilliantly – Deliver Us Mars is a game of suspense and wonder and mystery exploring the Red Planet,” says actor and Performance Director Neil Newbon (Resident Evil Village, Baldur’s Gate 3), who plays Kathy’s father, Isaac, and helped bring the motion-captured cutscenes to life in collaboration with KeokeN Interactive. “It has violent undertones without being overtly violent. I think it makes it a thoughtful and well observed piece whilst still being thrilling and captivating as a piece of storytelling. The danger and threat of violence is ever present but not glorified – and that underlying current adds to the tense experience of Kathy’s journey.”
Newbon was such a huge fan of Deliver Us The Moon that he reached out to KeokeN Interactive after completing the game. “I emailed them shortly after its release to ask to work with them about 4 years ago,” he says. Now, he’s one of the sequel’s stars, bringing a great deal of inner conflict to the role of Isaac Johanson, who players will learn about in holographic diaries once they arrive on Mars. Isaac’s regret over leaving Kathy behind years before is a key piece of the overall narrative. “I charted his life and the events that brought him to this terrible decision. It was not an easy moment but as an actor I loved working on these scenes.”
Deliver Us Mars is a game that asks players to make their own minds up about the story, and what’s worth sacrificing for the greater good. While the Outward group initially seem like the villains of the piece, Kathy’s journey across their colonies on Mars exposes a faction that was fraught with infighting and conflict about what they’ve done. Players will experience this parallel story while recovering the ARKs, and retrace Outward’s steps as they endured the harsh realities of attempting to colonize Mars (which, even with the power of the ARKs, was far from easy).
“I think Kathy, like most of the characters in Deliver Us Mars, doesn’t fall into either ‘good’ or ‘bad’ archetypes,” says Chappell. “No one is a hero or a villain in this game; each character is a complex representation of what it means to be a human, flaws and all. Kathy is an anti-hero; despite being brave, determined and highly intelligent. She can also be deceptive, short-sighted and reckless. She’s a character who has to make difficult choices which will throw what is ‘right’ and ‘wrong’ into question for the player.”
Players will build a strong connection with Kathy as she endures immense odds to achieve her mission. KeokeN Interactive’s goal is to create a protagonist who feels like a real person, reflecting their grounded approach to sci-fi storytelling that is consistent with the style of the first game.
Today, they can take that journey to Mars themselves, experiencing gorgeous environments, a huge variety of gameplay types and a finale that’ll stay with them for years to come.
Newbon explains how he hopes players will feel about Deliver Us Mars once they’ve finished the game. “Transported. Moved and wanting to immediately call their closest human beings and tell them that they love them.”
Deliver Us Mars
Frontier Foundry
$29.99
$26.99
Sequel to the award-winning Deliver Us The Moon, Deliver Us Mars is an atmospheric sci-fi adventure offering an immersive astronaut experience. Explore new frontiers on a suspense-fuelled, high-stakes mission to recover the ARK colony ships stolen by the mysterious Outward.
A BOLD NEW MISSION
Ten years after the Fortuna mission, humanity is closer than ever to extinction. After a mysterious distress call from Mars, Earth’s youngest astronaut Kathy Johanson joins the Zephyr and its crew on one last mission: to recover the ARK colony ships stolen by the mysterious Outward, and with them, ensure the survival of the human race.
OUT OF THIS WORLD GAMEPLAY
Board the Zephyr as you journey from Earth to the surface of Mars. Traverse and endure its harsh and unforgiving terrain as you quest to discover the secrets left behind by Outward. Use both brains and brawn to overcome mental and physical challenges, find the ARKs, and uncover the motivations of those behind the distress call that brought you here.
A HANDCRAFTED EXPERIENCE
Experience a highly polished and absorbing narrative experience packed with engaging gameplay. Every moment is handcrafted, delivering a suspense-filled, emotion-fuelled narrative alongside music from award-winning composer Sander Van Zanten, state-of-the-art motion capture, and stunning graphics, powered by Unreal Engine.
Deliver Us Mars © 2022 KeokeN Interactive B.V. All rights reserved. Published by Frontier Developments plc. ‘Frontier’ ‘Frontier Foundry’ and the Frontier logo are trademarks of Frontier Developments plc. All rights reserved. Deliver Us Mars uses the Unreal® Engine. Unreal® Engine © 1998-2022, Epic Games, Inc. All rights reserved. Unreal and its logo are Epic’s trademarks or registered trademarks in the US and elsewhere.
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Hands-on with Gran Turismo 7’s free PS VR2 update, out February 22
While Gran Turismo Sport offered a tantalizing taste of the GT experience using the original PlayStation VR, letting users don the headset for a limited slice of the game, Gran Turismo 7 supports PS VR2 with no such compromises. The cars, tracks, races, and license tests are all here (with the exception of split-screen support), and playing the game again with the new headset and DualSense controller is nothing short of revelatory—even as someone who logged more than 200 hours on the track throughout 2022.
Here are four reasons to be excited about buckling up for GT7 in PlayStation VR2.
Big surprise—it looks amazing
Gran Turismo 7 is a stunner, but I assumed the conversion to PS VR 2 might entail some obvious (but understandable) compromises. That said, I’m pleased to report that my concerns were unfounded, as the game looks marvelous in its VR conversion. Image quality and clarity are dramatically improved over those of GT Sport, and I never felt myself weighing the pros and cons of the visuals compared to simply playing on a “flat” TV display. In short, the game looks great and really highlights the virtues of PS VR2.
Ogle your all-time favorite cars in the VR Showroom
Players can now look around any of the 450+ cars in the game using the VR Showroom, which is accessible from your Garage. This feels like the natural culmination of Polyphony’s incredible efforts in bringing each car to life; the plastics, wood paneling, leather, vinyl, and plastics are now viewable at your leisure. Getting up close and personal with various stereo systems, dashboards, and dials is (weirdly) one of the things I’m most looking forward to once I have a PS VR2 at home. The novelty of peering around the back seats of each car can’t be understated.
Head tracking is a game changer
While it may sound unremarkable on paper, being able to freely look around during a race—with your view untethered from the front of your car—provides tangible benefits, both in terms of performance and presence within the virtual world. For example, while driving into a sharp corner, it’s possible to look beyond the immediate turn to the rest of the track and plan your next move. This is one of those intuitive “real life” driving behaviors that feels somewhat uncanny to experience in a game.
A newfound sense of scale and speed
Another upshot of the “I’m actually driving a Mazda 787B” feeling is a newfound sense of…claustrophobia and danger (in a good way!). Motorsport can be quite dangerous, and those of us with no personal experience can get a better sense of that in VR: the increased tangibility of a race car’s purpose-built, rough-and-ready interior, along with real limitations on visibility (narrower windshields, roll-bars, etc.), dramatically heightens the sense of speed and intensity of a race.
On the opposite end of the spectrum, PS VR2 offers a new perspective on the track environments themselves. For example, the mountain range at Dragon Tail feels genuinely huge and imposing, and the desert at Willow Springs somehow feels, well, more desert-like—the vast emptiness of this Southern California expanse is perceptibly vast and empty. It’s a sensation I’ve never had in a game before and it made tearing around the arid landscape feel liberating.
My time with GT7 also highlighted one incidental benefit of the new PS VR2 hardware that I hadn’t previously considered: since the headset no longer requires a camera to track your position in 3D space, you no longer must be overly concerned with your position relative to the TV. It’s a small change that I anticipate will make me far more likely to use the headset during daily play sessions.
The free Gran Turismo 7 PS VR2 update hits February 22.
This stylish, text adventure heist game has big Device 6 vibes
PlayStation 5 Boasts Best Quarter Yet After Huge Increase in Sales
Sony’s video game division has experienced its best financial quarter since launching the PlayStation 5, boasting a huge increase in console sales and first-party software.
As revealed in Sony’s 2022 third-quarter financial results, the PS5 saw its best ever sales quarter with 7.1 million consoles sold during the three months ending December 31, 2022. That puts the console at 12.8 million sold during the 2022 financial year, and 32 million units shipped since launch. That’s a 34% increase year-on-year, a figure that demonstrates the supply issues that once plagued the console may well and truly be behind us.
The PS5’s success has seen Sony increase its annual sales target, from 18 to 19 million.
Sales revenue for the Game & Network Services Segment of Sony clocked in at ¥1246.5 billion, a 53% year-on-year increase, while operating profit came in at ¥116 billion, a 25% year-on-year increase. This makes for not just the best quarter of the year, but the best quarterly results of the PS5’s entire lifespan.
Sony has had similar good news beyond just console sales. It’s 86.5 million video game sales didn’t quite hit the highs of Q3 last year (92.7 million), but this year’s Q3 saw a substantial increase in first-party game sales; of the 86.5 million games sold, 20.8 million were first-party. 11 million of those alone were God of War Ragnarok.
PlayStation Plus saw a small increase in subscribers, up from 45.5m to 46.6m. That doesn’t bring it back up to its peak of 48 million users, but the service’s monthly active users has grown to 112 million. PS Plus revenue has also increased for a second consecutive quarter, probably thanks to subscribers of higher-tier PS Plus plans.
It’s been a strong quarter for PlayStation, then. But while it seems that supply issues will no longer hinder the console, it has certainly prevented it from attaining the same figures as its predecessor. By this same point in its lifecycle, the PlayStation 4 had shipped just under 38 million units.
For more from PlayStation, check out our stories about the new PS5 beta software update that adds Discord voice chat, as well as the PS Plus games for February and the end of the PS Plus Collection for PS5.
Matt Purslow is IGN’s UK News and Features Editor.