Happy Valentine’s, you can win a huge and official Cosmic Wheel Sisterhood dildo

We’ve eschewed any Valentine’s theming this year, but Edwin put this in our news queue last night as a sort of dare for our evening shift, and let the record show I am less of a coward than Graham Smith. The Cosmic Wheel Sisterhood, a visual novel Tarot-themed card game from perennial (perhaps perineal, in this case) favourites Deconstructeam, was praised by Edwin in his review, and I was going to use the same strapline for this news post had he not got there first. Because now, in time for the season of romance, they’ve teamed up with sex toy purveyors Uberrime to create a frankly prohibitively massive dildo as an official tie-in for the game, which can be won in a free competition by three lucky people living in either the UK, EU, US or Canada (as in, they each win their own dildo; they don’t have to time share).

I mean I say “prohibitively”, but I don’t know your life.

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Final Fantasy 7 Rebirth Demo Update to Address Performance Issues

The Final Fantasy 7 Rebirth demo update set for February 21 also addresses performance concerns with the game, Square Enix has announced.

Revealed in a post on X/Twitter, the update will upgrade Final Fantasy 7 Rebirth’s Performance Mode, both in the demo and the main game.

Players had raised concerns over the quality of the PlayStation 5 exclusive, with IGN’s own performance review saying Performance Mode comes with a “drastic clarity and detail reduction” compared to its Graphics Mode counterpart.

Square Enix appears to have taken this feedback on, and has implemented an update coming as early as next week, before the full game even launches on February 29. “The update to the Final Fantasy 7 Rebirth demo scheduled for February 21 will apply improvements to the visual quality when selecting Performance Mode from the graphics options,” the post said. “The same improvements will also be applied to the full game.”

Fans will need to wait until then to see if the changes result in a significant improvement, but Square Enix certainly has high expectations to meet for what’s arguably the most important chapter of its Final Fantasy 7 Remake trilogy.

The demo is available now and lets players explore the opening chapter of Final Fantasy 7 Rebirth, playing as either protagonist Cloud or antagonist Sephiroth in the Nibelheim chapter.

Developer Square Enix hasn’t been shy about sharing details of Final Fantasy 7 Rebirth so far, releasing huge dumps of information on several occasions. It’s highlighted characters like Cait Sith and Vincent, plus iconic returning locations like Gold Saucer and Junon. The game will feature brand new locations not in the original Final Fantasy 7, too.

Square Enix has added new playable characters, plus a card game akin to The Witcher 3: Wild Hunt’s Gwent, and impressive fast travel. An ESRB rating has otherwise teased deep cleavage, pools of blood, and a clue to Aerith’s fate.

Ryan Dinsdale is an IGN freelance reporter. He’ll talk about The Witcher all day.

Granblue Fantasy: Relink review: a slick JRPG wedded to the rule of cool

Granblue Fantasy: Relink is a JRPG that is ticking off many of the action RPG tropes. It would be in danger of becoming workmanlike, such are the number of things you can tick off on your fingers like a plumber ordering parts: boss fights against improbably huge glowing monsters, an evil god, catboys, numbers popping off enemies, women who appreciate the combat applications of a thigh-high split skirt, anachronistic sunglasses, horned giants carrying halberds of the same approximate size as a caravan.

In practise, though, you sort of can’t be mad at Granblue Fantasy: Relink. It’s built around a layered combat system that seems impenetrable if you don’t take some time to understand it. But really Granblue Fantasy: Relink is just a game so committed to the rule of cool that the entire setting is physically impossible, and every battle is a disorientating Panic! At The Firework Factory that flirts with being a photosensitivity nightmare. I’m not selling it as such, but it’s actually charming.

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Dragon’s Dogma 2 Will Feature an Uncapped Frame Rate, Director Confirms

Despite what previous rumors suggested, the director of Dragon’s Dogma 2 has clarified that the upcoming action RPG will not be locked at 30 frames per second but rather will feature an uncapped frame rate.

In a post on X/Twitter, Dragon’s Dogma 2 director Hideaki Itsuno confirmed the game would feature an unlocked frame rate and support for variable frame rate (VFR).

While Itsuno did not specify whether these features are available on all the platforms Dragon’s Dogma 2 is set to release on, they should be on PC and consoles alike, as Itsuno liked a reply a fan posted when asking if uncapped frame rates and VFR were coming to the console versions, too.

Unlike variable refresh rate (VRR), variable frame rate (VFR) is when the the video display adjusts the frame rate depending on certain factors such as how much action is going on in a scene or the hardware the game is running on. In contrast, VRR is a technology that will automatically sync a display’s refresh rate to match whatever the game is outputting.

Uncapped frame rates can be a double-edged sword depending on the situation, mostly concerning the stability of a game’s performance. As Digital Foundry’s John Linneman points out, from what he has seen, Dragon’s Dogma 2 is “wildly unstable,” with hopes that there will be a Performance Mode or at least an option to lock the game at 30 frames per second.

In IGN’s final preview of Dragon’s Dogma 2, we wrote: “In the 10 hours I played, these were very compelling decisions to have to make, but the real test will be whether those decisions remain compelling or turn exhausting in hour 20 or 30 when the map has expanded dramatically, and you still have quests remaining to complete in a town you’re super far away from.”

Dragon’s Dogma 2 is out on March 22 for PC, PS5, and Xbox Series X/S.

Taylor is a Reporter at IGN. You can follow her on Twitter @TayNixster.

Random: It’s Been Five Long Years Since Hollow Knight: Silksong Was Officially Announced

Is 2024 the year we finally get it?

You read the headline correctly — Hollow Knight: Silksong was officially revealed to the world five years ago today, on 14th February 2019.

The sequel to Hollow Knight, Silksong follows your rival-turned-friend Hornet, who is captured and taken to the kingdom of Pharloom, where she must escape and reach the top of the kingdom to find a “shining citadel”. Hornet’s adventure was originally planned as DLC for the acclaimed indie hand-drawn Metroidvania, but developer Team Cherry eventually expanded it into a full-blown sequel.

Read the full article on nintendolife.com

Sony Boss Says PlayStation Has ‘Room for Improvement’ When It Comes to Cutting Development Costs

Sony boss Hiroki Totoki has offered what he called his “frank impressions” of the PlayStation business, suggesting its studios can do more to cut development costs.

Rising development costs and increasing development schedules are two of the hottest topics within the video game industry right now. As huge layoffs devastate developers, the triple-A business is seen as under threat, with fears of a market crash.

The release of data stolen from Sony-owned developer Insomniac late last year revealed internal concern at the growing cost of the studio’s games. According to Kotaku’s report on the breach, Spider-Man 2 development costs ran $30 million over the original $270 million budget, and ultimately needed to sell 7.2 million units to break even. The latest sales figures suggest Spider-Man 2 has now veered into profitable territory, although Sony has yet to confirm that itself.

Responding to a question from an analyst during a financial call viewed by IGN, Totoki reflected on his four month-tenure as chairperson of Sony Interactive Entertainment, a role he took on following the announcement that previous SIE boss Jim Ryan was leaving the business.

“I’m trying to demonstrate leadership, and trying to have as many meetings as possible with the management team,” Totoki said. “Also visit studios. Everyone is working really hard to fulfill their responsibility, to try to optimize the business, and I understand that.

“But overall growth and sustainable profitability, or increasing margin, how will that translate to these goals? I don’t think people understand that deeply. I think that is the problem of the organization.

“So as far as I am concerned, I’m trying to understand what is happening in the company, in the industry, and also the perspective of analysts, and try to explain in a transparent manner so people can recognise and notice these issues, so we can have a harmonized approach going forward. That is a very general comment since I became the chairperson.

“There are concrete points, which I will not go into today.”

Totoki then went into more detail on what he called “room for improvement” at PlayStation studios, specifically calling out development costs and scheduling.

“Now, about visiting the studios, I’ve had meetings with leaders at the studios,” he said. “People who work in the studios are very highly motivated, they’re very good people, and they’re very creative people, they have great creative minds, and they also have knowledge about live streaming.

“However, having said that, when it comes to the business itself, I think there is room for improvement. And that has to do with, how do you use the money? Or about the schedule of development, or how to fulfill one’s accountability towards development. Those are my frank impressions.

“So I will continue to engage in dialogue with the people so we can find the right way to proceed.”

Following the release of the data stolen from Insomniac, files revealed Sony-owned studios were put under pressure to make staff cuts. As reported by Kotaku, the files contained meeting notes that claimed “there will be one studio closure” at PlayStation Studios. It is currently unclear if this claim remains valid. Sony and Insomniac are yet to comment.

Elsewhere, the files showed Insomniac was under pressure to make budget cuts, with 50-75 layoffs earmarked for the studio. Insomniac staff reportedly discussed how to “remove 50-75 people strategically”, as requested by Sony, with the best option supposedly to “cut deeply” into the Wolverine and Spider-Man 3 teams, and replacing staff with team members from the unannounced new Ratchet & Clank game and a new unannounced IP.

According to the leaked documents, Sony called on staff cuts across its first-party studios. Officially, we know of a number of layoffs at PlayStation Studios, including a wave of redundancies at Dreams developer Media Molecule, significant cuts at Destiny developer Bungie, and layoffs at The Last of Us developer Naughty Dog.

During the financial call, Totoki said Sony would try to improve PlayStation game margins by leaning further on non-PlayStation platforms, such as PC and mobile.

“In the past, as you all know, we wanted to popularize console and the first-party titles main purpose was to make the console popular,” Totoki said. “It is true, but there is a synergy to it. So if you have strong first-party content, not only with our console but also other platforms like computers, first-party can be grown with multiplatforms, and that can help operating profit to improve. So that is another one we want to proactively work on.

“I personally think there are opportunities out there for improvement of margins, so I would like to go aggressive on improving our margin performance.”

Sony has already demonstrated a willingness to release its big first-party PlayStation exclusives on PC some time after they launch on console, although has so far resisted following in Microsoft’s footsteps by launching its games day-and-date across console and PC. However, it has released some of its multiplayer-focused games on console and PC at the same time. The recently released Helldivers 2, for example, launched on PS5 and PC via Steam on the same day, and has become Sony’s biggest game ever on Valve’s platform with over 200,000 peak concurrent players.

Sony has revised its PS5 sales forecast for the current financial year, down from its lofty target of 25 million consoles sold to 21 million. This despite a year-on-year increase in PS5 sales for the holiday 2023 quarter, from 7.1 million sold to 8.2 million. Elsewhere, Sony has said it will not release any major existing PlayStation franchise games before April 2025, ruling out big sequels in the God of War and Spider-Man franchises any time soon.

Image credit: Sony

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.

The Silent Hill 2 remake’s combat trailer misrepresents the game, according to one of its own developers

The Silent Hill 2 remake’s State of Play combat trailer doesn’t give a full and proper representation of the game, Bloober Team’s president Piotr Babieno has observed in an apparent swipe at publisher Konami, who Babieno portrays as responsible for the upcoming horror game’s marketing. If you missed it, the trailer in question focuses on the “modernised” combat. It shows alleged “everyman” protagonist James Sunderland getting all Gears of Warry with some maggoty marionettes and rancid demon nurses.

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Sony Says Big PS5 Price Cut Would Be ‘Very Difficult’

Sony has said a dramatic PlayStation 5 price cut would be “very difficult” as the console enters into the second half of its life cycle.

In an investor call viewed by IGN, Sony Interactive Entertainment boss Hiroki Totoki said it’s harder to “shrink” the PS5’s die size and therefore cut console manufacturing costs compared to Sony’s ability to cheapen the PS4. “Therefore cost reduction is very difficult, simply put,” Totoki said.

One issue Sony faces as it considers the price of the PS5 during the fourth year of its life is the relatively high cost to shrink the console’s die size compared to equivalent costs during the previous generation. That leaves little room for maneuver, and suggests storage may be the only area of the console Sony could reasonably look to cut costs. All this at a time when the price of components is rising.

The original PS5 launched at $499, with a cheaper digital-only version priced $399.99. Last year’s PS5 Slim launched at $499.99, again with a cheaper digital-only version but this time priced $449.99.

In the financial call, Totoki said Sony does not want to rely on a PS5 price cut in any case. We want to make sure our business is profitable, as well we want to focus on user engagement, together with sales of units,” he said. “We need to strike a nice balance between all of those components.”

Sustaining user engagement, with the key monthly active users (MAU) metric at its core, is “the most critical thing in our business right now”, Totoki added.

To that end, Sony is doing well indeed. The company said it saw record high MAUs in December, with 123 million people playing PlayStation. Total play hours are up 13% year-on-year.

However, Sony has revised its PS5 sales forecast for the current financial year down, from its lofty target of 25 million consoles sold to 21 million. This despite a year-on-year increase in PS5 sales for the holiday 2023 quarter, from 7.1 million sold to 8.2 million.

Elsewhere, Sony has said it will not release any major existing PlayStation franchise games before April 2025, ruling out big sequels in the God of War and Spider-Man franchises any time soon.

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.

Fantasy extraction game Dungeonborne was February’s most played Steam Next Fest demo

February’s Steam Next Fest demo bonanza officially concluded on Monday, and Valve have now revealed the 50 most played games you all tucked into across the week-long event. Ordered by the number of unique players that spent time with them during Next Fest proper (meaning all those early demo plays from earlier in the month haven’t been counted), the most popular game of the lot was one that was only formally announced right at the end of January. So congratulations Dungeonborne – your blend of PvPvE dungeon crawling and fantasy skelly monsters clearly struck a chord with this year’s Next Festers.

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Silent Hill 2 Remake Dev Responds to Controversial Combat Trailer, Insists It Was Handled by Konami

It sounds like Bloober Team and Konami’s relationship is under further strain after an interview emerged in which the developer of the Silent Hill 2 remake pointed the finger at its own publisher for a recently released and divisive gameplay trailer.

In January, after months of speculation and leaks, Blooper Team’s remake of Silent Hill 2 finally resurfaced during PlayStation’s State of Play presentation, albeit without a release date.

But the new trailer, below, was criticised by some for focusing on combat in what is meant to be a tense, horror-filled adventure. “I’m really concerned after that trailer,” wrote IGN commenter MasterChief3624. “I think Silent Hill is at its best when it uses the fixed camera angles. But even putting that aside, it looks like it has a lot more action? Maybe that was just to make the game look more enticing to people, but it seemed like action was a much bigger focus, with lots of enemies around him at various points in the trailer.

“I know you sometimes have a few enemies to contend with at a time, but this looked like it might hike up the frequency of it. It really feels like they’re sacrificing atmosphere for action, and I think Silent Hill is the absolute worst franchise you could do that to. I hope I’m wrong. But this doesn’t look good.”

Now, Bloober Team studio head Piotr Babieno has spoken out about the trailer in a video interview with inwestorzy.tv that appears to have been set to private. But Eurogamer Poland picked up on the interview and reported what was said. Eurogamer’s UK site subsequently offered a translation.

According to the site, Babieno said trailers such as the one that appeared in the State of Play are handled by Konami. “It’s not the spirit of what used to be, or what we’re creating now,” Babieno said of the trailer. According to Babieno, Bloober Team is working to “fully capture this romantic vision of a game that debuted 22 years ago,” adding that when players see more gameplay they will “judge it in a completely different way.”

This isn’t the first time Bloober Team has issued a comment that hints at a strained relationship with Konami behind the scenes. Last year it responded to fans frustrated about the silence around the Silent Hill 2 remake to point the finger at Konami, saying: “Communication is definitely part of their job.”

IGN has asked both Bloober and Konami for clarification on the latest comments. Silent Hill 2 remake is due out on PC via Steam and as a console exclusive for PlayStation 5. It does not have a release window.

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.