As expected, Microsoft yesterday confirmed that four of their games are headed to rival consoles: Pentiment to PlayStations 4 & 5 and Nintendo Switch; Hi-Fi Rush to PS5; Grounded to PS4, PS5, and Switch; and Sea Of Thieves to PS5. It’s nice to see barriers between systems coming down and all, and it’ll likely have consequences of note to serious businessheads, but what relevance does this have for us as a PC gaming website? Well! Grounded and Sea Of Thieves will support cross-platform multiplayer, so we’ll be able to play them with our consolatory chums. That’s nice.
Category: Video Games
Random: Donkey Kong: Tropical Freeze Could Have Been About Alien Invaders
Donkey Kong Country: Independence Day?
Donkey Kong Country: Tropical Freeze is all about snow; that much should be obvious from the game’s title, even for those who have yet to play Retro Studios’ excellent platformer.
According to a recent interview from KiwiTalkz in which he chats with former Retro artists Eric Kozlowsky and Ted Anderson, however, early development included a potential martian theme for the game. This was only briefly considered, as the studio was pretty set on the Snowmad enemies at the time, but the gist would be that aliens living on the moon would invade Donkey Kong Island after DK punched it at the end of Returns.
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Elden Ring Sales Swell to an Incredible 23 Million
Elden Ring sales have grown to hit 23 million, publisher Bandai Namco has announced.
As part of the reveal of the hotly anticipated Shadow of the Erdtree DLC, due out this June, Bandai Namco issued a sales update for the base game, which, last we heard, had sold 20 million a year after launch.
This new 23 million sold figure is made up of shipped copies of the physical version as well as download sales, including those on Steam. So it provides a solid picture of Elden Ring’s breakout success. To put that into context, Hogwarts Legacy, 2023’s best-selling video game, has sold 24 million copies, generating well over $1 billion in sales.
Elden Ring is easily FromSoftware’s most successful game, with critical acclaim to go alongside its enormous sales success. It outsold each of the Dark Souls games, Demon’s Souls, Sekiro, as well as Bloodborne (don’t mention a remake!).
Will FromSoftware release Elden Ring 2 or more DLC for Elden Ring following the release of the Shadow of the Erdtree? In an exclusive interview with IGN, chief developer Hidetaka Miyazaki said both are possible, although he stopped short of making an announcement.
Earlier this month, a Genshin Impact-inspired Elden Ring mobile game was reported to be in development, but progress was described as “slow”.
The base version of Elden Ring returned a 10/10 in IGN’s review. “Elden Ring is a massive iteration on what FromSoftware began with the Souls series, bringing its relentlessly challenging combat to an incredible open world that gives us the freedom to choose our own path,” we said.
Wesley is the UK News Editor for IGN. Find him on Twitter at @wyp100. You can reach Wesley at wesley_yinpoole@ign.com or confidentially at wyp100@proton.me.
Shin Megami Tensei 5 is finally coming to PC with with newly expanded Vengeance edition
Shin Megami Tensei 5 is getting the Persona 5 Royal treatment, with an all-new Shin Megami Tensei 5: Vengeance edition that’s out in June. It features a new story path, an improved battle system, new areas, and more, as you’d expect from Atlus’ history of definitive editions. What’s more, while SMT 5 was a Switch exclusive when it came out in 2021, the new Vengeance edition will be heading to PC and other consoles, too. Do I have time for another enormous JRPG? Probably not, but I’ll admit that it’s got me very interested indeed.
Phantom Liberty Game Director Says Cyberpunk 2077 Successor Is in the ‘Fun Phase’ of Development
“Most companies die with a bad launch, this one actually came out stronger.”
That’s a line from New York University’s Stern School of Business professor Joost van Dreunen, quoted in The Wall Street Journal earlier this year. He was describing the transformation undergone by developer CD Projekt Red from the rocky launch of Cyberpunk 2077 in 2020 to the triumphant release of major DLC Phantom Liberty late last year. And it was with understandable pride that Phantom Liberty game director Gabe Amatangelo opened his talk at the 2024 DICE Summit, quoting that exact line.
Amatangelo went on to describe to DICE attendees just how CD Projekt had accomplished such a monumental task, focusing on the most difficult part: rallying a discouraged and frustrated team around a belief that such a thing could be done. When Cyberpunk 2077 launched, he said, it seemed everyone around them knew that something had gone wrong at his company. The woman who worked at the local coffee shop. His landlord. Everyone. The perceived failure was almost inescapable.
That left Amatangelo with the critical job of rebuilding internal morale. He led by focusing on positives, encouraging the team to celebrate the elements of the launch that had gone well. He worked to build trust, so that developers who needed help felt they could ask for it. And he worked with the team to come up with a handful of key drivers that would enable the production of the DLC to be a success. These included distributing ownership over decision-making and other checks so that the game director role wouldn’t be a bottleneck on production, integrating and empowering QA closely with the rest of the team even in early development, and just…setting aside time for developers to actually play the game. A lot.
To the Stars
After Amatangelo’s talk, I spoke with him about how the team is carrying these lessons forward into its next Cyberpunk project, currently dubbed Project Orion. In addition to what he shared in his DICE talk, Amatangelo expanded on a number of learnings he’s carrying forward into the new game. He emphasizes the importance of contingency planning and the need to share backup plans both up and down the chain of command – and to have multiple backup plans, just in case. He tells me about the importance of putting oneself in the player’s shoes when establishing a new story or world, and imagining what they might hope to see or do in that space so that you don’t let them down.
And he reiterates the importance of making sure studio environments are environments of trust. “One technique, and a lot of the guys and gals that work for me know that whenever I put an idea forward, because of my position, sometimes people might not want to challenge it. So if I see that vibe, I’ll then just play devil’s advocate and I’ll start to break apart my idea. Sometimes they’ll be like, ‘Wait, so do you want to do this or not want to do this?’ I’m like, ‘I’m not sure. Let’s talk about it.’ We established a good chemistry and trust in my circle, my direct report circle, and I think that was replicated a lot as well.”
I was especially curious about Amatangelo’s plans in light of the announcement that he’s heading up a new CD Projekt studio in Boston. Announced earlier this year, the Boston studio is CD Projekt’s first studio in the United States, and will primarily be focused on Project Orion.
I ask Amatangelo what it’s like starting a new studio at such a challenging time for the industry as a whole. Amatangelo isn’t responsible for the cuts last summer to 10% of CD Projekt Group’s workforce based largely in Poland, but he does now find himself in the position of trying to build up a new studio in North America at a time when a lot of developers are looking for work. Over 10,000 developers worldwide lost their jobs last year, and roughly 6000 have been impacted thus far in 2024. Amatangelo calls it “one of the most difficult things going on right now,” but he’s hopeful the industry will bounce back… and maybe learn some important lessons about planning in the process.
“I think maybe there’ll be a maturing of structuring of certain facilities and aspects,” he says. “We’re seeing that with the rumors around consoles and stuff. I think we’re trying to figure out how to restructure things in a meta sense a little bit. But the bottom line is that the bottom line isn’t going away. That’s not decreasing. More people are interested in being immersed and taking a breather from day to day, so to speak, and having an opportunity to expand their minds or blow off some steam, stuff like that. It’s not going away. So I think it’ll sort itself out, but, obviously, some turbulent times.”
Speaking of maturing and restructuring, I ask Amatangelo specifically how, as studio head, he plans to work to mitigate crunch at the new studio he’s leading, especially given the company’s history with the practice.
“Similar to the techniques used throughout Phantom Liberty, you plan as best you can,” he said. “It’s all about getting ahead of seeing what might come up in the future and scoping accordingly, resourcing accordingly, and also being flexible. If you put in some extra hours this week, take some hours off next week. Because, admittedly, even at a certain point, there was where [responsibility] landed on me and I was like a bottleneck, and I’m like, ‘All right, I’m going to have to do some double time this week. Otherwise, too many people are pulled out, and then next week I’m taking some time off.’ You do the best you can to mitigate that, but as long as there’s that kind of climate and understanding of helping each other. Then when I took some time off, some of my reports rise to the occasion and fill in the gaps while I’m out, and you just do that at all levels.”
The Fun Phase
That’s how Amatangelo is thinking about it now in the early stages of the studio. The real test, the months leading up to launch, is still several years off. Project Orion is still in its early stages. Amatangelo points out that there really aren’t clear lines determining when a game enters different phases of production, but Project Orion is currently in what he calls the “fun phase” of game development.
“In the perfect world, when you’re making a game, it’s all ideation and concepts and putting stuff in concept art and then moving to the next stage once you’re feeling solid about your ideas or maybe your story outline, and then you start prototyping things,” he says. “We’re in that stage, but it’s kind of blurred, like prototyping some things as well as concepting some stuff and working on the story. So, yeah, we got some prototypes going on. We’ve got some exploration, some pipeline setup, some story ideas being thrown at the wall, back and forth, concept art, that kind of phase, the fun phase.”
Amatangelo isn’t sharing much more about what Project Orion is at for now. I did ask him if game console tech is where he wants it to be to meet his ambitions for the game, especially given recent online discussions about new generations of Xbox and PlayStation consoles. And sure, Amatangelo wishes tech was further along… but he admits he might always be wishing for that. “I wish there were Holodecks, you know what I mean?”
One relevant example is AI, which Amatangelo himself brought up to me when he asked if I had stayed to listen to a later DICE talk between Xbox’s Haiyan Zhang and the ESA’s Stanley Pierre-Louis on video games and AI. Amatangelo tells me he himself had been listening to an AI expert talk about large language models and generative AI recently, when they expressed how it would always be “unknowable” how these models arrive at their conclusions. While their comment was intended to be a positive one, Amatangelo says he finds that idea terrifying. He’d rather keep AI busy with menial tasks rather than content creation.
“My gut tells me that AI for pipelines, for tools for helping with, let’s call it, the busy work that no one really likes to do a lot of times, I think there’s a lot of promising stuff on that front,” he says. “It allows developers to have more satisfying jobs overall because they could spend more time on the creative elements. So that’s my optimistic take with AI and stuff like that.”
But as the game director of the next Cyberpunk, he admits the worst case scenarios, even if they terrify him, are useful fodder for storytelling at least. “On the other end, I got science fiction,” he says.
Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.
Hori Unveils Guitar Controller And ‘Guitar Life: Lesson 1’ For Switch
Another announcement exclusive to Japan’s Direct.
Nintendo’s latest Partner Showcase featured a lot of different announcements and some of them weren’t even in the local broadcast. One surprise during Japan’s stream was accessory maker Hori announcing a new educational game called Guitar Life: Lesson 1.
It’s a bit different to the arcade-style guitar experiences of yesteryear, as it actually teaches you how to play the guitar and comes packed with its very own controller, pick, and instruction manual. There’s no word on a local release right now, but if anything changes, we’ll let you know. It’s due out in Japan this year.
Read the full article on nintendolife.com
Splatoon 3 Version 7.0.0 Is Now Available, Here Are The Full Patch Notes
The Side Order DLC is finally here.
Update :
Here’s your reminder that this fresh new DLC for Splatoon 3 is now available. You’ll need to update your copy of the game as well, so it’s running on Version 7.0.0. Enjoy!
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Nintendo Releases New EarthBound Beginnings Switch Online Icons
“Oh, that’s just mean”.
Mother 3 got a surprise announcement for the Switch Online service yesterday, but the catch is it’s only been confirmed for Japan.
To add to the pain, Nintendo has now released new Switch Online icons based on the Famicom title EarthBound Beginnings. They’ll be available until 28th February 2024, so be sure to redeem them with your Platinum Points while you can.
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First Look at Magic: The Gathering’s Fallout-Themed “Hail, Caesar” Deck
We may not be getting a Fallout: New Vegas 2 any time soon, but Obsidian fans still have reason to rejoice! Magic: The Gathering’s next video game crossover will be a set of four Fallout-themed preconstructed decks for its most popular format, Commander – and today we’ve got the full reveal of the “Hail, Caesar” deck.
Led by New Vegas’ menacing Caesar himself (with the dice-rolling Mr. House as an altnerate Commander option), this Red-White-Black deck is full of creature sacrificing, token making, and a thematically fitting amount of Quest counters across its legendary characters. You can see the names and images of all 100 cards in the deck below, as well as some photos of what’s in the box itself and more info about it and the other Fallout decks further down!
Similar to its Warhammer 40,000 crossover, the four Fallout precons are ready to play with right out of the box, with brand new cards unique to this release and existing cards reprinted with new Fallout-themed art. While the cards inside can be picked apart and used in other decks as well, these four are designed as a bit of a set for the four-player Commander format so that any Fallout fans looking to simply use Magic’s game system in their favorite video game world can do so.
Caesar’s deck is built in part around what’s commonly called an “aristocrats” theme, making lots of little creatures and then sacrificing them for other beneficial effects. A sub-theme of the deck is also loosely tied around Quest counters, which have been used in Magic a small amount before, but take on a new meaning when themed after an RPG full of literal quests. Those often show up on iconic legendary creatures in the deck, and this crossover has pulled from every Fallout game stretching back to the very first for inspiration.
Beyond Caesar himself, the other three deck options include a Rad-themed one built around the Mothman, a deck that uses Magic’s Energy mechanic alongside a bunch of artifact cards (including Liberty Prime), and a deck led by the ever-faithful companion Dogmeat, who fittingly digs up scrap for you.
Each of those decks even contains two unique Bobblehead artifacts, all of which have different effects that get more powerful the more Bobbleheads you have out – for example, the Luck Bobblehead in “Hail, Caesar” lets you roll dice to make mana-generating Treasure, but will even cause you to win the game outright if you manage to get enough Bobbleheads (either by copying them in creative ways or mashing the Fallout cards together into a custom deck) and then roll absurdly precisely.
All four of these Fallout decks will officially launch on March 8, though they are available for pre-order right now. Wizards of the Coast is also selling Collector Boosters that give you a chance to open cards from the decks in special Pip-Boy themed art treatments, as well as other cards in Fallout’s signature cartoony style. And if Fallout isn’t your cup of tea, Magic also has upcoming crossovers scheduled for Assassin’s Creed, Final Fantasy, and even Marvel.
Tom Marks is IGN’s Executive Reviews Editor. He loves card games, puzzles, platformers, puzzle-platformers, and lots more.
Mother 3 Is Getting An Adorable New Set Of Plushies Later This Year
To hug while we wait for our English localisation.
The Mother Project is launching four brand new Mother 3 plush toys later this year to commemorate the GBA game’s release on Nintendo Switch Online in Japan. (Thanks Wario64!)
Look, it’s not the NSO localisation we wanted, but at least this is something we could import, love, and understand without needing a whole translation or an English script, right? Sigh.
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