Bethesda Quietly Removes Denuvo DRM from Ghostwire: Tokyo

Bethesda and Tango Gameworks have quietly removed Denuvo DRM technology from Ghostwire: Tokyo on PC as part of a recent update.

The controversial anti-piracy measure was removed (via SteamDB) as part of an unscheduled update that arrived earlier today. This comes more than two years after Ghostwire: Tokyo originally launched, and with no comment or patch notes from the developers, it’s unclear why the move was made.

Although Bethesda hasn’t officially commented on Denuvo’s removal, there are many who will no doubt be pleased to hear it’s gone. The software’s primary use allows it to keep associated games from being tampered with, with plenty of developers using it as a roadblock against those looking to pirate their games. Many players, meanwhile, have reported that Denuvo negatively impacts in-game performance and the overall user experience regardless of whether a game was pirated or purchased legitimately.

Bethesda and Tango launched Ghostwire: Tokyo in 2022, but the creative action-adventure game didn’t originally come with Denuvo. As reported by PC Gamer, the DRM technology was added more than a year after the base game was released. That update brought along a plethora of other features as part of a content drop called Spider’s Thread. It’s unclear how else today’s update affected the overall experience past Denuvo’s removal.

IGN has reached out to Bethesda for comment.

Bethesda moved to take Denuvo away from Doom Eternal, a game that launched in 2020, last September. Last month, Denuvo announced new technology that would allow game developers to track down potential leakers.

For more on Ghostwire: Tokyo be sure to read out 7/10 review. We loved the game’s detailed, neon-lit world but came away a bit unsatisfied, saying, “With superb visual design and an incredibly well-realised rendition of Tokyo, Ghostwire gets a lot right, but just doesn’t quite have the gameplay chops to push it over the top.”

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

EA’s Black Panther Appears to be an Open World Sandbox Based on Job Posting

EA’s upcoming Black Panther game will be an “open world experience,” according to a new job listing from the company.

The job post calls to fill a Senior Sandbox Designer II role for the recently-established Cliffhanger Games. Most details about its mysterious Black Panther project have been kept secret since its announcement last year. However, the listing teases that applicants should expect to be “instrumental in designing and populating encounters, systems, and gameplay within a dynamic and evolving open world” should they land the position.

It’s a role that will help Cliffhanger, which includes talent from Middle-earth: Shadow of Mordor, expand on the Marvel hero by creating an open-world experience. The listing says that successful applicants will help create sandbox elements that mix with the narrative and gameplay objectives without compromising immersion. Additional details promise potential features like “urban crowds” and “wildlife” in what is described as “a living, breathing game world.”

One bullet point teases how Cliffhanger will implement linear missions within the open world: “Partner with the design team to integrate sandbox dynamics into the mission design, facilitating seamless transitions between structured missions and open-world exploration.”

EA declined to comment.

Cliffhanger revealed its superhero game just last year but has still been busy behind the scenes. While job listings seek to help the game grow, the studio will be overseen by former PlayStation executive Connie Booth. She’s joining EA as its Group General Manager, meaning her portfolio includes Black Panther as well as EA Motive’s Iron Man game. Both titles are part of a deal between EA and Marvel that will see the former developing three action-adventure projects. The third game remains a mystery.

EA’s Black Panther promises a new perspective on Wakanda’s protector, but it’s not the only game based on the hero in the works. Amy Hennig’s Marvel 1943: Rise of Hydra, which we got a close look at last month, features both the Black Panther as well as comic books’ star-spangled hero, Captain America. That project is set to arrive sometime in 2025, but it’s unclear when we can expect to see EA’s game hit store shelves.

Michael Cripe is a freelance contributor with IGN. He started writing in the industry in 2017 and is best known for his work at outlets such as The Pitch, The Escapist, OnlySP, and Gameranx.

Be sure to give him a follow on Twitter @MikeCripe.

Back Page: Nintendo-Themed Haiku – Celebrating Play & Poetry With The 5-7-5

Counting syllables. How many in ‘Kyoto’? Dang, I’ve run out of–.

In the magazine business, the Back Page is where you’d find all the weird goofs that we couldn’t fit in anywhere else. Some may call it “filler”; we prefer “a whole page to make terrible jokes that are tangentially related to the content of the mag”.

We don’t have pages on the internet, but we still love terrible jokes — so welcome to our semi-regular feature, Back Page. Today, we take a seat outside the cafe, place our cigarette case on the gingham tablecloth, light up a dainty smoke, and compose an ode or two while sipping a minuscule coffee…

Read the full article on nintendolife.com

Bethesda’s Todd Howard clarifies the fate of Shady Sands in the Fallout TV show timeline

Bethesda’s very own Mr Handy (director and executive producer) Todd Howard has addressed the controversy surrounding the Fallout TV show’s treatment of Fallout backstory, reaffirming the canonicity of Obsidian’s Fallout: New Vegas and promising that Bethesda and Amazon are being “careful” to maintain consistency between the games and the TV series. Are you new to this latest lore scandal? Watch out for Fallout Season 1 spoilers ahead, then.

Read more

Sample Frostpunk 2’s New Sandbox Mode with the New Beta, Available Now Through April 22

  • Pre-order Frostpunk 2 Deluxe Edition to join the sandbox Beta.
  • Part of the new Utopia Builder mode with unique challenges.
  • Available now on PC now through April 22.

The Frostpunk 2 development team is excited to offer players a chance to return to the unforgiving Frostlands and experience a glimpse of our ambitious sequel, where in addition to the need to survive, you face the new, deadly threat of human nature and its insatiable thirst for power. The Beta features a part of the sandbox mode called the Utopia Builder Preview.

Frostpunk 2 screenshot

While the original Frostpunk launched without a sandbox mode, it quickly became one of the community’s top requests. Hence, we introduced the Endless mode, allowing players to expand endlessly. Witnessing players spend over 500 hours or more in the game has been truly inspiring for us.

Frostpunk 2 screenshot

From the outset, we knew a variation of the sandbox mode was essential for Frostpunk 2. As we believe Frostpunk 2 represents a significant step forward for the franchise, each aspect of the game needed expansion. For the sandbox experience, we aimed to infuse it with a richer narrative and other unique aspects specific to Frostpunk 2.

Frostpunk 2 screenshot

Thirty years after the Great Storm, which concluded the first game’s storyline, humanity has partially tamed the weather. So making a blizzard in a sequel even bigger than the one in the first Frostpunk wouldn’t feel satisfying, creative, or exciting for you as a player. It is impossible to tell the story of social change of ambitions without changing the scale. Thus, the time flow in the game transitions from hours and days to weeks, months, and years, and players oversee the creation of entire districts, emphasizing societal survival and shaping. Frostpunk 2 continues an approach to be a society survival type of strategy game but also places greater emphasis on how this society is shaped.

Frostpunk 2 citadel

With the absence of immediate survival pressure, citizens began to contemplate a different future, leading to varied visions among factions. As the new Steward, you are tasked with building a council representative of these factions. The ideological conflict is also present in the Utopia Builder Preview mode, demanding players reconcile conflicting interests and navigate societal complexities.

Mismanagement could lead to catastrophe while allowing ambitions to grow unchecked can foster social conflicts. Ultimately, human nature can lead to the city’s downfall, where one’s utopia may become another’s dystopia.

Preorder Frostpunk 2: Deluxe Edition today, and unlock the Utopia Builder mode with sandbox Beta for PC. Explore, create, and survive through April 22!

Xbox Live

Frostpunk 2: Deluxe Edition Pre-order

11 bit studios

Purchase the Deluxe Edition to receive the base game along with future access to a time-limited beta, early access to the full game, 3 future DLCs, and some cool additional content.

The beta access and the early access version of the game will be available exclusively for players who pre-ordered the deluxe pack. Beta access will include a limited, 7-day access to a fragment of the game’s sandbox mode (Utopia Builder) in April 2024. Frostpunk 2: Deluxe Edition gives you early access to story mode 72 hours before the game’s full release. Owners of this edition of Frostpunk 2 will receive 3 DLCs for the game directly after their releases.

The deluxe pack also includes a digital version of the novella Warm Flesh from the upcoming Frostpunk anthology, as well as access to a digital artbook, the game’s epic soundtrack, and an exclusive in-game item.

Features:
BASE GAME
ACCESS TO UTOPIA BUILDER PREVIEW
(part of the sandbox mode, available 15-22.04)
3 DLCs (PAID POST-RELEASE CONTENT)
PLAY STORY MODE 72H BEFORE RELEASE
EXCLUSIVE IN-GAME ITEM
“WARM FLESH” NOVELLA (DIGITAL VERSION / PART OF THE UPCOMING FROSTPUNK ANTHOLOGY)
DIGITAL ARTBOOK & SOUNDTRACK

The post Sample Frostpunk 2’s New Sandbox Mode with the New Beta, Available Now Through April 22 appeared first on Xbox Wire.

Best Escape Room Board Games (2024)

Escape room board games have exploded in popularity in the past few years, and it’s not hard to see why. Escape rooms involve mystery, puzzle solving, and, often, teamwork – many attributes that directly correlate to some of the best board games on the market today. While the genre only included a handful of titles not long ago, escape room board games have since blossomed into an incredibly deep category.

Perhaps one of the reasons for the genre’s boom in recent years has to do with its accessibility. While escape room board games offer challenging puzzles that tabletop veterans are looking for, these cooperative titles aren’t bogged down in complicated rules and mechanics – making them some of the best beginner board games as well. Not to mention, a night in with a mysterious puzzle box can be perfect for a date at home or a dinner party with friends. It can be quite the cost-saver too when compared to an evening at the movie theater.

TL;DR The Best Escape Room Board Games

For those who just want to check out some titles and go, this TL;DR list is for you, but as many games are entries within larger series, there will often be even more recommendations below along with added details about the specific games.

Exit: The Game – The Abandoned Cabin

  • Age: 12+
  • Players: 1-6
  • Play Time: 60-120 mins

Perhaps the biggest name in escape room board games is Exit: The Room. Exit: The Room has been a staple in the genre for years with arguably its best entry being The Abandoned Cabin. With nothing more than a code dial and a strange book, players are tasked with escaping through a cabin door secured by a combination lock. As with traditional escape rooms, players must find clues and solve puzzles to leave.

While The Abandoned Cabin is a fan-favorite, the series as a whole maintains a high level of quality throughout. Some players might gravitate toward some themes over others, but Dead Man on the Orient Express, The Pharaoh’s Tomb, and The Secret Lab are just a few other recommendations to check out as well. Not to mention, The Lord of the Rings – Shadows Over Middle-earth is another iteration that might appeal to franchise fans. Additionally, each box contains a difficulty rating on the cover, so players can pick their next adventure based on how challenging they want it to be.

Unlock: Timeless Adventures

  • Age: 10+
  • Players: 1-6
  • Play Time: 60-90 mins

Like Exit: The Game, the Unlock series has made quite the name for itself in the escape room genre thanks to dozens of high-quality titles. There are a number of recommendations that could go in this spot, but Unlock: Timeless Adventures proves to be a fan-favorite time and time again with its three scenarios: The Noside Show, Arsène Lupin and the Great White Diamond, and Lost in the ChronoWarp. While scenarios differ from box to box, each Unlock game plays out as a cooperative card game with puzzles and a themed narrative. Fans of the Unlock gameplay loop will also likely enjoy Epic Adventures, Game Adventures, Heroic Adventures, Mythic Adventures, and for those looking for a great option for kids, Unlock Kids: Detective Stories. That said, as all boxes come with three unique scenarios, chances are good that at least one theme will speak to you in each package.

Box One

  • Age: 14+
  • Players: 1
  • Play Time: 180-240 mins

Box One is unique in the escape room board game space for several reasons. First, it’s a one-off board game designed by Neil Patrick Harris. Not to mention, this title is made for just one player. It should be noted that Box One can be played with more than one person, but it can also be replayed if you want to hand it to a friend to play through and talk about it afterward – and you will probably want to talk about it.

Box One is an experience that evolves as you play it, and while the puzzles aren’t incredibly challenging, they’re immensely satisfying and fun. This would be an ideal title for those new to the genre, but seasoned veterans will likely find enjoyment here as well. Unfortunately, to say too much about Box One would spoil the experience, as it is truly a unique puzzle-solving game. However, what you need to know is that Box One does require access to the internet and a few hours to complete.

Scooby-Doo: Escape from the Haunted Mansion

  • Age: 12+
  • Players: 1+
  • Play Time: 60-120 mins

For fans of both escape room board games and Scooby-Doo, Escape from the Haunted Mansion is a no-brainer. For those who need a bit more convincing, however, this adventure from Scooby and friends actually offers some unique ideas. As with the show, each character has their own strengths that factor into the gameplay. Scooby can smell things, Velma can research, Fred can investigate, Daphne can use tools, and Shaggy can eat things. Different items in each room can be observed by the various characters using their unique booklets that feel written in their voice. Escape from the Haunted Mansion essentially plays out as a point-and-click adventure meets an episode of the cartoon. The thematic element of the escape room board game is exceptionally strong, however, some might take exception to the fact that eating Scooby Snacks in Escape from the Haunted Mansion is somehow a punishment.

Escape Room in a Box: The Werewolf Experiment

  • Age: 13+
  • Players: 2-8
  • Play Time: 30-90 mins

Escape Room in a Box: The Werewolf Experiment brings itself closer to the true escape room experience by offering tangible components in the form of physical locks. Each of the three locks requires some puzzle solving and unique mechanics most have probably never experienced in a board game before. Also true to real-life escape rooms, The Werewolf Experiment lets players work on different aspects of the game at the same time, so each person feels as though they are constantly contributing. For those who want to check more in the series, Escape Room in a Box: Flashback and The Walking Dead are a couple of other worthwhile options.

Escape Room: The Game

  • Age: 16+
  • Players: 3-5
  • Play Time: 60 mins

While many escape room board games are one-and-dones, Escape Room: The Game offers three different 60-minute puzzles with Nuclear Countdown, Prison Break, and Virus. Escape Room: The Game is notable due to its quality components such as a countdown timer box known as the Chrono Decoder that helps add to the immersion. Even after completing the four scenarios in the base game, there is more fun to be had through the various expansions. However, the Chrono Decoder present in this initial iteration is required to play each of the expansions, so make sure not to skip Escape Room: The Game before checking out other titles in the series like Jumanji, Murder Mystery, Virtual Reality, Space Station, or many others.

Escape the Room: Mystery at Stargazer’s Manor

  • Age: 10+
  • Players: 3-8
  • Play Time: 90 min

While not specifically designed for kids, Mystery at Stargazer’s Manor is arguably best for a family game night for those with preteens or early teenagers. The story of a missing astronomer in 1869 might not be the most intriguing premise for younger players, but the easy-to-grasp yet still enjoyable puzzles should be enough to wrangle them in for a fun evening at home. Mystery at Stargazer’s Manor isn’t unlike other escape room board games – solve puzzles, uncover clues, and escape the room. However, while some escape rooms are specifically designed for children or adults, this title offers something for the whole family between its solid writing and various observational challenges. For even more recommendations for all ages, visit our list of the best family board games.

The Curious Elevator of Mr. Hincks

  • Age: 14+
  • Players: 1-4
  • Play Time: 120-240 mins

Simply not enough tabletop enthusiasts are talking about The Curious Elevator of Mr. Hincks, and that’s a shame because it offers some of the most well-crafted puzzles within the genre. Rarely, if ever, do players feel frustrated by the puzzles, but rather, it’s the type of game where aha moments follow just about every mystery. The story behind The Curious Elevator is that Mr. Hincks, an eccentric puzzle maker, has opened his elevator to the public. Getting on the elevator is easy, but getting off is another story entirely.

The Mr. Hincks series isn’t dark like other titles in the genre; instead, these mystery games offer a bit of whimsical fun rather than tense drama. The Curious Elevator features some online aspects, but most of the game is played with the physical components provided in the box. Those who enjoy The Curious Elevator may want to check out the game’s prequel, The Curious Stairs of Mr. Hincks.

The escape room drama is full of co-op experiences, but check out our collection of the best cooperative board games for even more great suggestions.

Bobby Anhalt is a contributing freelancer for IGN covering board games and LEGO. He has more than 8 years of experience writing about the gaming industry with bylines at Game Rant, Screen Rant, TheXboxHub, and Ranker. You can follow him on Twitter @BobbyAnhalt.

A Golden Axe Animated Series Is Being Made by the Creator of Star Trek: Lower Decks

An animated Golden Axe series is in the works at Comedy Central, based on the popular Sega video game series of the same name.

Per a Comedy Central press release, Star Trek: Lower Decks creator Mike McMahan has teamed with American Dad producer Joe Chandler to create a 10-episode Golden Axe series that will take fans of the side-scrolling beat ’em-up arcade games on an all-new adventure with some of the franchise’s beloved characters.

Chandler will serve as showrunner and co-write the first episode with McMahan, which, according to the logline, will tell the story of “veteran warriors Ax Battler, Tyris Flare, and Gilius Thunderhead as they once again battle to save Yuria from the evil giant Death Adder, who just won’t seem to stay dead,” though, it notes, “this time they have the inexperienced and underprepared Hampton Squib on their side.”

The voice cast features Matthew Rhys playing grumpy battle dwarf Gilius Thunderhead, Danny Pudi as inexperienced adventurer Hampton Squib, Lisa Gilroy as fearsome battle sorceress Tyris Flare, Liam McIntyre as barbarian warrior Ax Battler, and Carl Tart as humanoid panther Chronos “Evil” Lait, originally from Golden Axe III.

McMahan and Chandler will executive produce the fantasy tale of blades and magic for television alongside Haruki Satomi, President and CEO of Sega Sammy Holdings Inc., Shuji Utsumi, president and COO of Sega Corporation, and Sega’s Toru Nakahara, as well as Neal H. Moritz, Pavun Shetty, and Toby Ascher of Original Film, and Titmouse’s Chris Prynoski, Shannon Prynoski, Antonio Canobbio, and Ben Kalina.

The first Golden Axe game hit shelves in 1989 but quickly evolved into a franchise comprising four games in the main series and multiple spin-offs. Sega announced in December that it is developing a new Golden Axe game, the first one since 2008’s Golden Axe: Beast Rider, as part of an initiative to revive several dormant franchises.

Adele Ankers-Range is a freelance entertainment writer for IGN. You can follow her on X/Twitter @AdeleAnkers.

Militia to the gates, please – the Dwarf Fortress Steam edition’s Adventure Mode beta is live

“It’s time to venture outside your fortress!” reads Kitfox’s invitation to play the beta for Adventure Mode in Dwarf Fortress on Steam. Sounds like a trap to me. Sounds like the kind of thing a werebadger would say, to lure you out of hiding. Are there werebadgers in Dwarf Fortress? If there aren’t, I have to ask what developers Bay 12 have been doing all these years. Doubtless, the hills and valleys of the hitherto base-construction-only Steam edition are teeming with were-creatures of every flavour. Werefinches! Wereotters! Werebudgerigars! Werepoets!

Read more

Tamashii: Chronicle of Ascend Board Game Review

Tamashii: Chronicle of Ascend is a high concept board game. It’s a cooperative cyberpunk adventure game bathed in neon. You awake from a coma finding your consciousness inhabiting a foreign body. Your memory is clouded and nothing is familiar. The nearby city is in shambles. Machines and faceless agents begin to stalk you. A chance meeting with an underground faction opens an entirely new world. Towering above it all is a tyrannical AI known as Ascend.

It’s exceedingly cool. The large box is swollen with content. There are hundreds of cards that make up enemies, scenarios, and abilities. Large vibrant player boards host tokens and chits of various colors. Dozens of tiles are randomized to construct the post-apocalyptic city. Large standees – or lovely miniatures if you spring for the add-on – depict various bodies the protagonists pilot. It’s a very attractive product that works an extra shift to sell its mysterious setting.

Its style is not simply veneer, either. Vibrating beneath the surface of this handsome exterior are two prominent systems that work together to deliver an electric experience. The first governs the city itself. Each scenario contains a map of the environment, a collection of district tiles that are often semi-randomized. They are arranged in an overall shape to form an interconnected board. Players will traverse the map by flipping over unexplored areas and interacting with various location abilities.

This portion of the game walks between the extremes of a fully detailed environment and a thin abstract space devoid of personality. It broadly mimics the style of adventure board games such as Arkham Horror and Return to Dark Tower, with characters navigating a zoomed out macro-level map. It doesn’t quite manage a rich portrayal of the city itself, instead leaning into a more distant and lean depiction that provides context for the second half of the game.

The bulk of play is contained on each player’s personal board. This mat resembles a HUD of sorts, and it contains several systems that interlock to form the digital arena. The focus here is on the launcher, a large central area of the player board that hosts colorful data tokens of various types. Each turn, players draw these tokens from a bag and repopulate their launcher. They spend actions to move these tokens around, shifting them into new slots in an attempt to form various patterns. When you complete a pattern, the tokens are spent and a benefit is triggered, such as hacking an enemy drone that is pursuing you, establishing a data uplink to fulfill a scenario objective, or gaining new intel and assets to prop up your character.

This is ostensibly a puzzle, similar to Bejeweled and Candy Crush. It’s a system I’ve never seen imitated on the tabletop, and it’s surprising how effective it is as an engaging mini-game that is core to the Tamashii experience. It might not feel like computer programming or hacking, exactly, but it can be surprisingly tense.

Everything else is handled through modular extensions of the various components. Enemies are represented solely by cards. They attach to your player board and follow your character around, harassing them in the conflict phase where blows are traded. Experience is gained through defeating enemies and triggering certain patterns on the launcher. These are spent to upgrade certain attributes and acquire new permanent ability cards. Bodies for your character to inhabit are locked into the top of the player board, offering new combat options and traits.

Everything is tied wonderfully together through the scenario architecture. Scenarios consist of small booklets with an accompanying deck of mission cards. You are given narrative background, initial setup conditions including unique rules, and a first stage objective. Often, this requires you head to specific points on the map. Sometimes you must perform special actions or complete patterns on your launcher to progress the story. Often you are required to make a decision which leads down a branching narrative path. This may be choosing one of two factions to aid, or deciding between rescuing civilians and selfishly preserving your own life. These decisions are meaningful and shape subsequent stages of the scenario, altering your goals and leading to a unique climax.

The scenario variety is fortunately strong. Each is rated for length and difficulty, which lets you know what you’re in for before starting. This isn’t a perfect approach, however, as the overall challenge presented is somewhat shallow. In fact, I’d prefer the difficulty to be ratcheted up across the board, as far too often the game simply doesn’t throw up enough obstacles to inhibit progress. It also occasionally stretches on too long. The longer scenarios can cross the three hour mark, dragging during the mid-game, and not picking up again until the final act is triggered. Thankfully, this is uncommon and the length depicted on the title page of the scenario will at least clue you in on this possibility.

Surprisingly bucking the recent trend of campaign board games, Tamashii does not feature linked scenario play. Each session is an isolated story and can be played with a rotating cast of players. However, the game introduces a unique roguelike-inspired system of unlocking content. Depending on the particular ending you trigger in a scenario, new content is added to the game for future plays. This may mean new body or enemy cards, or even new location tiles, are added to the mix. The box offers a functional, although unfortunately messy, organization system to segregate locked content from the rest of the components.

This content unlocking is a really fantastic feature. I was always eager to get back to the table to try these new options. It feels modern, touching on some of the benefits of the campaign format found in narrative board games, but without the long term commitment of a dedicated group.

While the writing in the scenarios isn’t always superb, it works when woven into the fabric of the branching decision structure. This story layer sits atop the rest of the game forming the fibers that connect the various components to create an interactive and engrossing experience. Tamashii: Chronicle of Ascend is a juggernaut of powerful and flexible machinery that delivers captivating drama.

Where to Buy

Guide: Nintendo Indie World Showcase April 2024 – Every Announcement, Game Reveal & Trailer

All games and trailers from the April 17th presentation.

Nintendo’s April 2024 Indie World Showcase was a 20-minute presentation of games from independent developers coming to Switch sometime in 2024, with several previously announced games getting release dates.

It was a fairly low-key showcase overall, although there were definitely some choice nuggets in there.

Read the full article on nintendolife.com