Dead Rising Deluxe Remaster Review

Shambling out of the seventh-generation graveyard for its second remaster, Capcom at least deserves credit for bringing Dead Rising itself in line with accepted zombie lore. That is, it too is now officially a stubborn corpse that refuses to stay dead. However, Dead Rising Deluxe Remaster earns credit for more than just that. Capcom has injected a series of smart tweaks to the gameplay that make surviving a zombie-infested mall less frustrating than it was 20 years ago, but it does so while still preserving the feel of the original’s challenging, time-limited experience. Combined with a fresh visual overhaul, the result is easily the best way to play what’s still the best Dead Rising game – even if the occasionally creaky combat is certainly showing its age through a modern lens.

Remasters and remakes of already strong video games can be a little hard to appraise. They can be fantastic yet inescapably inessential, like The Last of Us Part 1 – a remake of an existing, excellent remaster that was already hard to fault on a console just a single generation old. Alternatively, they can be literally nothing more than a small resolution bump, like the 2019 remaster of 2009’s Ghostbusters: The Video Game. I adore Ghostbusters but, aside from saving it from being marooned on PS3 on Sony’s side of the fence, what did re-publishing it as a bespoke product achieve that the ‘Enhanced’ 4K updates delivered to dozens of Xbox 360 games for free did not?

In fairness, Dead Rising Deluxe Remaster makes a far clearer case for itself, because it isn’t just slightly better looking. Crucially, it’s also a better game to play.

Kill ’em Mall

For clarity, this is not a ground-up do-over in the same spirit as its undead Capcom cousins, though it is driven by the same RE Engine that powers all recent Resident Evil remakes. Cutscenes and conversations are all running on the same rigging, and it does largely feel like the 2006 classic is chugging away under the glossy surface most of the time.

It is a vast visual improvement, but that’s hardly a shocking revelation considering the 18-year-old source material. The increase in fidelity boosts the facial animations to a level that was virtually non-existent before. I don’t really have a position on Dead Rising Deluxe Remaster’s older and wearier Frank West. More dad bod, less heartthrob; it makes no meaningful difference to me. I am jealous of his shoulders, though, which seem slightly more immense this time around. Seriously, the bloke is built like a 4:3 man in a world of widescreen.

At any rate, it’s the world of Willamette Parkview Mall that remains the real star here. Exploring the detailed stores, each with their distinct themes and ranges of weaponisable products, was deeply nostalgic – doubly so considering how much I desperately miss CD and DVD shops, and Willamette has four of ’em.

It’s the world of Willamette Parkview Mall that remains the real star here.

It’s not without defects, though. Pop-in is particularly prevalent in the outdoor Leisure Park area, which is disappointing. There are also occasional textures that are consistently late to sharpen up, and some literal signs of AI-upscaled nonsense (on a door plaque that’s overtly closed in our faces during an early cutscene, no less) do make me wonder about how many human eyeballs passed over these assets on their way into the finished product.

However, the more important tweaks in Dead Rising Deluxe Remaster concern how it feels rather than how it looks. While the original control scheme is still included, I warmed to the new controls instantly. I certainly couldn’t go back now.

The ability to move while aiming is a sizeable shift. Even though it makes cheesing some of the dopier bosses a lot easier, it’s a big part of what makes the new controls feel far less clunky. Special moves have been shifted to button presses rather than requiring expert manipulation of the right stick. On the flip side, answering radio calls and issuing commands to the survivors you have in tow has been moved to analogue stick presses, meaning we can continue moving in any direction without being interrupted. I found I could jog, carve a path through zombies, and bark commands at the moronic mallrats I’d mustered together without skipping a beat. It also helps that survivors are noticeably smarter than they were in the original. They’re not completely immune from pathfinding problems, and things begin to look quite janky when herding large groups, but it’s a tidy improvement overall.

Weapon durability is now illustrated, and navigation is also improved markedly. The original’s nebulous arrow has been replaced with a working compass and distance indicators, which help distinguish when objective locations are on different floors and make it clearer when fresh objectives are close by. It makes it a lot easier to see whether a newly noticed survivor is worth diverting for on, say, your current trip back to the security room. Combined with the new auto-save mechanic, it’s a real timesaver. I’ve picked up far larger groups of survivors in Dead Rising Deluxe Remaster than I ever dared to back in 2006.

The constant loading times between areas are admittedly a bit draining in 2024, but the auto-saves that trigger upon passing between them are a game changer. Yes, it’s true a certain degree of frustration is part of the original Dead Rising’s DNA. It asked players to make difficult and timely decisions, settle on sometimes-unfortunate compromises, and improvise when things went wrong. That said, I think the new auto-save system is a fair and modern middle ground. Dead Rising Deluxe Remaster is easier because of it, but it does remain a rigidly time-sensitive experience that demands a considerable amount of plate spinning. If you do want to schlep all the way back from a save point as a matter of principle, there are now 20 save slots and you’re certainly free to play it that way. Personally, I’m okay with the challenge without the tedium.

Wrecking Mall

In contrast, there are some changes that don’t work, including portions of the re-recorded voice acting. It’s good that all the survivor and radio dialogue is fully voiced now (although there are times where the survivor chatter sounds like a completely different person than you initially spoke to). However, some of the replacement performances for central characters are a little more stilted, which only tends to highlight the awkwardness of the script’s clumsiest lines.

Speaking of the script, there are also some slightly baffling changes in that regard, too – but none more so than the scrubbing of Cliff’s history as a Vietnam War veteran. To refresh, Cliff is the “psychopath” found in Crislip’s Home Saloon who’s suffered a complete break from reality; the horrors of the zombie outbreak have sent him directly back to the war. If there was a genuine concern here regarding trivialising PTSD amongst combat veterans, I’d get it, but Cliff is still overtly a military man. It just comes across like someone didn’t want Cliff to call Frank a “filthy communist.” That’s pretty inane censorship in a game that saw fit to leave, say, its hugely horny hostage-taking cop otherwise intact.

Of course, it’s hardly game breaking, but it’s a shame something so small has been prioritised over things that would’ve made Dead Rising Deluxe Remaster genuinely better. For instance, the prisoner psychopaths in the Humvee still respawn after a few hours. That always felt like a mistake (or, at a minimum, a cheap trick to pull on players) and it doesn’t make any sense. No other unique psychopaths respawn like that.

The elevator to the roof is eventually always still full of zombies. That was dumb then, and it’s still dumb. Having it filled with zombies occasionally would be a shock. As it is, it’s just tiresome, especially when all you need to do is dart in and spam interact to trigger the elevator anyway. As long as your survivors were close enough to the lift to begin with, you’ll all still appear safe on the empty roof regardless of how many zombies were in the lift. Dead Rising Deluxe Remaster could’ve massaged that.

Then again, maybe it couldn’t have. Maybe some of that jank is too deeply baked into the original gameplay to be removed without breaking something else. I also guess it isn’t the only stuff that comes across as a little shonky by contemporary standards. We are talking about a game where you need to shoot a woman in the face with a sniper rifle until she calms down, or fill a man’s body with bullets until he runs away healthy, leaving your ally totally crippled with the one shot in the entire shootout that seemed to matter. Hey, it’s old. It’s how we used to do things.

Romancing SaGa 2 3D Remake Scores A Switch eShop Demo

Progress carries over to the full game.

The upcoming Square Enix Switch release Romancing SaGa 2: Revenge of the Seven – a 3D remake of the original 1993 role-playing game – has today received a Switch eShop demo.

It’s available now and will allow players to transfer their save data over to the full game when it arrives on 24th October 2024.

Read the full article on nintendolife.com

Minecraft Live Returns Later This Month With News, Updates And Much More

Including “never-before-seen game drops”.

Minecraft Live is returning once again to celebrate all things related to the blocky world, and the next big event will air on 28th September 2024.

This year’s event will be a bit different, with Mojang and co teasing a “new look and feel” but one a show that is still packed with the “latest and greatest” Minecraft-related news. This will include, “never-before-seen game drops”, exclusive insights into everything on the way to the main game and much more.

Read the full article on nintendolife.com

Nintendo and The Pokémon Company Officially Suing Palworld Developer Over ‘Multiple’ Patent Infringements

It’s official: Nintendo and The Pokémon Company are taking legal action against Palworld’s developer, Pocketpair.

The companies filed a lawsuit against the developer today, September 18, seeking “an injunction against infringement and compensation for damages on the grounds that Palworld, a game developed and released by the Defendant, infringes multiple patent rights.”

“Nintendo will continue to take necessary actions against any infringement of its intellectual property rights including the Nintendo brand itself, to protect the intellectual properties it has worked hard to establish over the years,” Nintendo’s statement reads.

The filing is absolutely massive news and follows months of speculation that Nintendo would take legal action over the indie survival game that’s been referred to as “Pokémon with guns.” Nintendo previously released a statement about Palworld in January, vowing that intended “to investigate and take appropriate measures” against any potentially infringing content. A modder also claimed that “Nintendo has come for me” after posting a clip with Pokémon’s Ash Ketchum in Palworld.

But six months later, in June, Pocketpair insisted that Nintendo had yet to make a complaint in response to the “Pokémon rip-off” claims. “Nintendo and the Pokémon Company didn’t say anything to us,” Pocketpair boss Takuro Mizobe told Game File at the time. “Of course I love Pokémon and respect it. I grew up with it, in my generation.”

Palworld launched in early access form in January 2024 on PC via Steam and on Xbox as a day-one Game Pass title and catapulted to tremendous overnight success, but also controversy. Pokémon fans were quick to call out the similarities in Palworld, although the indie developer insisted that Palworld is more akin to survival crafting games such as Ark Survival Evolved and Valheim than Pokémon. Pocketpair’s community manager even said the team has received death threats over the backlash.

IGN has reached out to Pocketpair for comment.

In our early access review, we acknowledged that Palworld “may crib quite a bit from Pokémon’s homework, but deep survival mechanics and a hilarious attitude make it hard to put down.”

Alex Stedman is a Senior News Editor with IGN, overseeing entertainment reporting. When she’s not writing or editing, you can find her reading fantasy novels or playing Dungeons & Dragons.

EA Says AI Is ‘the Very Core’ of Its Business: What Does That Mean?

On Tuesday, Electronic Arts (EA) held its annual Investor Day — a three-hour presentation intended for its investors to learn more about the company’s direction and promises to make them money in the coming year. But you’d be forgiven if you thought this was some sort of AI tech conference given how effusively the technology was brought up and touted as a key component of EA’s future.

While we’ve known for a while that EA and a number of other gaming companies are experimenting with and investing heavily in AI, it was nonetheless a bit overwhelming just how often AI came up throughout the entire presentation. It was mentioned it just about every single segment in some capacity, had its own dedicated segment near the end, and was described during CEO Andrew Wilson’s introductory speech as “the very core of our business” — a rather shocking new mission statement for a company that ostensibly makes and publishes video games.

We watched the entirety of the three-hour Investor Day presentation, and did our best to round up all the AI “highlights” in an effort to paint a picture of what, exactly, EA is doing with AI and what we can expect to see in the coming years if its investments and interest in the tech pan out.

Core of the Business

The first mention of AI in the presentation took place right at the top, in Andrew Wilson’s opening speech. In addition to referring to AI as “the very core of our business” and “not merely a buzzword,” he announced that EA apparently has over 100 active “novel AI projects” in the works right now, ranging from the practical to the very experimental. Wilson divvied these up into three categories: efficiency, expansion, and transformation.

Wilson describes the “efficiency” projects as not just cost-saving, but related to doing things faster, cheaper, and at “higher quality.” Specifically, he cites College Football 25, saying the developers could not have made the game’s 150 different stadiums and over 11,000 player likenesses without AI.

Wilson elaborated by saying he believes AI can give developers “richer colors” to paint “more brilliant worlds” and make characters with “more depth and intelligence” while offering “more authenticity and deeper immersion” to the company’s sports games. And for transformation, Wilson describes this as looking into the future and finding entirely new kinds of experiences that don’t currently exist in games, especially around user-generated content.

Chief strategy officer Mihir Vaidya went into more depth about what the “transformation” element will mean for EA in a later section, but Wilson’s opener made it clear that he’s more than bullish on the technology.

AI Examples

In the talks that followed, a number of EA leads highlighted ways in which EA was already working with AI tech in its existing games. Laura Miele, president of EA entertainment, technology, and central development, talked about something called The Sims Hub, the first AI features coming to The Sims universe. EA plans to release a platform with “supercharged discovery tools” that use AI to allow players to find user-generated content more easily. She showed off an AI application that uses a photo search feature, allowing users to drop in photos of real life houses and then find user-generated houses that look similar to them. Miele also highlighted how the AI can be used for character creation, with users able to drop in an image of a celebrity or person in a certain outfit and then generate a Sim that matches up. Miele says The Sims Hub will be released “soon.”

On the internal tech side, Miele talked about EA’s asset library, which she described as “like the Smithsonian of game assets.” Essentially, EA has a massive database of assets from all of its games and work behind the scenes over the years, and it’s using it to train its machine learning capabilities and large language models. Those capabilities are then being used by the company’s “SEED” innovation lab, aka “Search for Extraordinary Experiences Division”, for things like EA’s “Script to Scene” tool.

Script to Scene lets developers “create characters, direct performances, and define worlds all from text.” Miele shows an example on screen, prompting an AI chat assistant to “build me a Parisian-style residential building.” She then asks to make it taller, changes it to a modern high rise, and expands it into a larger neighborhood. With Script to Scene, Miele claims EA developers could eventually make an entire scene in a game using simple text prompts.

After Miele, president of EA Sports Cam Weber took the stage to talk about, well, EA Sports. He showed off the already announced FC IQ, which uses “tactical AI” and real-world data to more accurately simulate how players and teams play together in EA Sports FC 25. And he highlighted Wilson’s prior statements about using AI in College Football 25, noting that the stadium creator AI tools in particular reduced creation time “by about 70%” and allowed developers to focus on building the “pageantry” and unique traditions of each school instead. “The investment in these tools and tech will benefit the rest of our portfolio in the months and years ahead,” he said.

And finally, chief experience officer David Tinson briefly talked about an early prototype of a predictive simulation tool EA is working on. He claims the tool will combine EA game data, AI, and IQ ratings to allow users to run more accurate simulations and answer questions of which team would win in a match, who would have won in a hypothetical match, and which team is the best.

Cardboard boxes and AI soccer stars

If all that somehow wasn’t enough AI chatter for you, chief strategy officer Mihir Vaidya took the stage next to talk about AI and nothing but. He opened by comparing the technology to the advent of makeup tutorial videos and cat videos, which he says people initially dismissed as trivial or niche, but now are ubiquitous and wildly popular. He says EA’s experimental AI efforts should be viewed the same way as “early YouTube videos”, and that while what he shows might feel rudimentary, it will naturally get better as AI improves.

Vaidya was specifically brought onstage to talk about the “transformation” portion of AI that Wilson mentioned earlier. He says the experiences he shows onstage are “not intended to replace AAA games, but instead unlock new and adjacent categories that add as opposed to take away from the existing gaming market.”

Those “new and adjacent categories” Vaidya wanted to show off largely seem to involve apps of some sort that let people use AI to shuffle around EA proprietary assets and spit out minigames of a sort. One example he shows involves two people asking an AI to “make a maze out of cardboard boxes.” They then ask the AI to make it more complex, then multi-level. Then they ask the AI to “make two characters with weapons,” allowing them to select from a gallery of existing EA characters before settling on two that purport to be community-designed, then equip them with guns from a library of weapons. They then select from a handful of game modes and start chasing each other around the cardboard maze. The video ends with one of them asking the AI to “make it more epic,” resulting in a giant cardboard box pyramid seemingly appearing in real-time to the astonishment of the two players.

In a second demonstration, Vaidya wants to demonstrate how AI can be used to create “more believable characters” that players care about even more. Unfortunately, we didn’t get to see much of that in action, as Vaidya encourages investors to check out the demo at the investor event after the presentation is over. But we do see a few seconds of what he’s talking about: an AI version of soccer star Jude Bellingham is apparently available to answer questions posed by investors using AI to simulate his likeness, voice, and likely responses. Vaidya demonstrates by asking him what it was like to play at Bernabéu “in front of millions of screaming fans.” Bellingham briefly explains the indescribable thrill of the experience in a flat monotone, expressionless.

Finally, Vaidya demonstrates how EA wants to use AI for “social ecosystems”, specifically something codenamed Project AIR. Project AIR seems to be a way to use short text prompts to generate characters, have text-based interactions with them, and then share those conversations with friends. In his example, he creates a “legendary investor” character using the prompt, “A high-stakes VC who swims in the deep waters of innovation.”

He then decides the “game” will be to pitch business ideas to him. In an interface that looks suspiciously like Tik-Tok, the user pitches “self-tying shoes” only to be slapped down. He then invites a friend to help him pitch, but lost for any ideas on how to make self-tying shoes more interesting, he uses an AI co-pilot to write the pitch for him, which ultimately succeeds.

What does it all mean?

That’s a lot of noise about AI, almost an astonishing amount even from a company we knew was pushing the tech hard. And it’s a lot of noise specifically about generative AI. Artificial intelligence, broadly, has been used in games for decades. But generative AI, which is involved in most of the things EA shared yesterday, is different. Generative AI effectively spits out brand new images, text, sound, or other content based on data it’s fed, which has led to numerous ethical questions regarding its use. Some of those EA has managed to answer effectively. For instance, EA is training its AI on its own proprietary material, so there’s seemingly no concern about it stealing copyrighted work (we’ve reached out to EA for comment).

But other concerns remain. There’s the environmental impact, for one, which we’ve also asked EA about. And then there’s issues of using personal likenesses. EA says Jude Bellingham agreed to let EA train an AI on his likeness and voice for the model we saw yesterday, but will EA ensure it has permission from every single individual it uses in the future? What about voice actors for beloved characters, who are still at this moment on strike from companies including AI over these exact protections? We’ve asked EA for comment on all this, too.

On the game development side, how does this implementation of AI impact individual creatives at the company? It’s easy to say that tools such as Script to Scene are intended to free up developers to work on other things. But it’s a practical reality that the games industry has seen two years of unprecedented layoffs just as AI is beginning to creep into the mainstream, and EA has been a part of that. There are no guarantees that this tech might not eventually be used to replace developers eventually. Developers have said over and over that they are rightfully nervous about this possibility, but neither EA nor its investors seem to be especially interested in addressing that. Nor does it seem apparent to them the difference between the intentional, creative work of designers assembling a thoughtful map for a shoorter, and anyone at all prompting an AI to spit out a random array of cardboard boxes. It’s all content to be sold in the end.

As some have pointed out online, EA is no stranger to pushing hard on new tech before immediately backing off the second the wind changed. But this feels different. EA leadership made it abundantly clear at the Investor Day that the company is already very, very deep in on AI even if the experiments themselves are still in their infancy. Investors might be kept happy by these experiments, but perhaps fans of EA’s 40-year history as a video game company ought to be asking why AI, not games, has suddenly become the “core” of its business.

Rebekah Valentine is a senior reporter for IGN. Got a story tip? Send it to rvalentine@ign.com.

This $10 Baseus 10,000mAh Power Bank Can Fully Charge Your Nintendo Switch

Amazon is currently offering a Baseus 10,000mAh USB Type-C power bank with 20W USB Power Delivery for a mere $10.44 after you clip a 20% off coupon and apply 25% off code “HM8WNMGD“. That’s a great price for a 10K power bank that’s equipped with a USB Type-C output with up to 20W of Power Delivery. It’s an excellent battery backup for your Nintendo Switch since it can charge the console at its maximum rate of 18W.

Baseus 10,000mAh 20W Power Bank for Just Over $10

The 10,000mAH power bank is the perfect compromise between battery capacity and size, especially if you’re looking for a battery backup for something as small as the Nintendo Switch. This Baseus model measures 6″ long and 2.7″ wide, about the same size as an iPhone 14 Pro, and only 0.7″ thin. It weighs in at about 9 ounces. The 10,000mAh capacity is no slouch either. Factoring in charging inefficiencies, you should still expect this power bank to charge a Switch about 1.5 times. If we go by Nintendo’s official claim of 4.5-9 hours from the battery, you’re essentially extending that to 11-22 hours.

There are three ports for versatility: a USB Type-C port, USB Type-A port, and Micro USB port. The USB Type-C port is both output and input, which means you can charge the power bank OR charge your devices from that same port. This is the port you want to use to get the 20W charging rate. Since the Nintendo Switch can charge at a cap of 18W, the Type-C port will max out the Switch’s charging speed.

The Baseus power bank is UL certified and comes with built-in safety protections you’d expect from a decent quality power bank. It also has an LED battery indicator that you can check with a press of a button. Although not as well known as Anker, Baseus is still a popular brand on Amazon and has plenty of positive reviews. I have a Baseus power bank myself and it hasn’t given me any problems.

The Baseus Power Bank is TSA-Approved

Spare lithium ion and lithium metal batteries, including power banks and cell phone battery charging cases, must be carried in carry-on baggage only. Power banks must be under either 27,000mAh or 100Whr in capacity. This Baseus power bank’s 10,000mAh battery capacity is well below TSA’s 27,000mAh limit, so it can be brought onto airplanes without worry. This power bank is small and discreet enough that it’s hard to imagine TSA even noticing the power bank in the first place.

Looking for more alternatives? Check out the best power banks of 2024.

My Time At Evershine promises to bring a new art style and expanded co-op to the farming life sim

Farm life sim snowclone My Time At X is getting a third entry. My Time At Evershine looks to feature more sowing, reaping, kissing and combat, similar to the previous games My Time At Portia and My Time At Sandrock, but with a new art style, campaign co-op and citybuilding elements. You’ll get a glimpse of the new art style in the announcement trailer below.

Read more

Overwatch 2: Creating Sound for Support Hero Juno That is Out of this World

Hero Image of Juno, Hero from Overwatch 2

Overwatch 2: Creating Sound for Support Hero Juno That is Out of this World

Summary

  • Check out Juno, the newest support hero in Overwatch 2
  • Find out about Juno’s abilities, and how the audio helps brings them to life
  • Learn the stories behind the sounds with insight from Juno’s design team

Hello Overwatch 2 fans and fellow sound engineers! Recently, we welcomed the newest hero and Martian colonist Juno to Earth and into the Overwatch mission in Season 12. As the senior sound designer for her, I thought I’d share a bit about creating the sound identity for Juno, and how my journey through the world of sound design led me there.  

Discovering My Passion 

Like Juno finding her footing on Earth, my path to designing her sound profile began at Berklee, where I initially went to study electric bass. Music has always been my first love, but as I immersed myself in different aspects of audio production, I discovered a fascination with sound design. Ultimately this led to a decision to chase a career in sound design. Unfortunately, life events led to the tough decision to leave Berklee, but I still wanted to break into the industry and begin making connections. Since I was just starting out, I began creating sound design music and shared it with anyone who would listen. It was a hustle that paid off when I landed a few gigs making sample packs for large sample pack companies. These jobs may have been small potatoes, but they were incredibly educational and helped me build a solid starter reel of work. 

Joining the Overwatch 2 Team  

With a growing portfolio, I found a job at a third-party audio company, where I worked up to a senior role, gaining experience and refining my skills. It wasn’t long before I felt ready to take on a more significant challenge—a position in an AAA work environment. My opportunity came when I applied for a position on the Overwatch 2 team. The application process was intense—I interviewed and tested while battling my first case of COVID—but despite the hurdles, I was accepted for the role of Senior Heroes Designer. Within the first year, I was entrusted with designing Juno, my first hero. 

Designing Juno 

Juno uses her space-age technology to solve any problem that enters her orbit, and her spunky and energetic personality called for a sound design that was lighthearted and fun. Her primary fire and torpedoes are quick burst weapons, so they needed to be punchy and concise, clean and satisfying. One of the challenges was in balancing her primary fire to fit both a medical healing device and a laser gun. The team went back and forth on this element, tweaking it until we found the perfect equilibrium that felt right for Juno. 

For her cosmic abilities, I experimented with some unconventional techniques. To capture some otherworldly effects, I used de-noising plugins on tonal sounds like bass synths and glassy textures. This was one of the most fun parts of the process because it allowed for a lot of creative freedom. 

Juno’s retro aesthetic meant I could lean into a more cliche “pew pew” gun style. I took modern sounding shots and blasts and processed them with quick filter and pitch sweeps to give them that vintage “pew” quality. 

Creating the sounds for her mech and foley provided another interesting challenge. I wanted them to sound minimal yet authentic, while avoiding anything too plastic or toy-like. So, I took a trip to Home Depot and found various items I could experiment with to add a unique layer of authenticity to her mechanical sounds. The objective was to find rubber and soft plastic items that could be mixed, so I ended up using some plumbing supplies, a plastic paint bucket, and a plastic plunger. I also took a trip to a local sporting goods store and found some great sounds using a catcher’s mitt and a collapsing camping bucket. 

All in all, Juno’s sound identity is plucky future-retro. Keep an ear out for Juno’s unique sounds—knowing the story behind them might just make your next game even more enjoyable! 

An Experience to Cherish 

Designing Juno has been a rewarding experience, both professionally and personally, and seeing the positive feedback from the Overwatch community has been the cherry on top. My journey from Berklee dropout to creating sounds for a beloved game like Overwatch 2 has been filled with twists, turns, and invaluable lessons. 

Check out my latest character designs in the World of Warcraft x Overwatch collab, where I added sound to bring to life the iconic Widowmaker/Sylvanas skin! 

If you’re an aspiring sound designer or simply curious about the process, I hope this window into my experience inspires you to follow your passion, no matter the obstacles. Until next time, happy gaming and noise-making! 

If you enjoyed this post, consider joining our community forum where we discuss all things Overwatch 2 and sound design. Your thoughts and feedback are always welcome! 

Juno is available now in Overwatch 2 – play for free on Xbox Series X|S, Xbox One and PC now.

Overwatch® 2

Blizzard Entertainment


2019

Xbox One X Enhanced
Xbox Game Pass

Overwatch 2 is an always-on and ever-evolving free-to-play, team-based action game set in an optimistic future, where every match is the ultimate 5v5 battlefield brawl featuring new heroes and maps, different ways to play, and unique cosmetics! Lead the charge, ambush your enemies, or aid your allies as one of Overwatch’s 40 distinct heroes. Team up with friends, take them into battle across 25+ futuristic maps inspired by real-world locations, and master multiple unique game modes.

Overwatch 2 – Season 12: New Frontiers

Prepare for an interstellar journey to discover new frontiers as this season introduces Juno, a formidable new Support hero hailing from Mars. Then, battle through two new maps in the Clash game mode where you’ll engage in an intense tug of war for the win! Unleash ancient Egyptian divinity with the new Mythic Anubis Reaper Hero Skin and smite your foes as the sun God Ra sends down a blazing heavenly sword animation to mark your kills with the upcoming Mythic Ana Weapon Skin. And don’t miss out on adding Legendary Bast Doomfist and Oni Ana to your collection from the Premium Battle Pass. Play for free to earn 600 coins, 1500 credits, plus the Apep Zarya and Polar Lucio skins.

The Overwatch League™ Token will no longer be purchasable after December 9, 2024. The OWL shop will remain open until at least December 2025, with limited inventory purchasable with players’ remaining OWL token balances.

The post Overwatch 2: Creating Sound for Support Hero Juno That is Out of this World appeared first on Xbox Wire.

Gold Teeth is a tabletop RPG about “piracy and occult horror” from RPS pals Jim Rossignol and Marsh Davies

We don’t write much about board and paper games around these parts, not since Cardboard Children was sent to the dissolving pits. I still feel that roleplay and strategy gaming has a home here on RPS even when it’s not digital though, and doubly so when it’s the work of our former comrades.

Enter Gold Teeth, a tabletop RPG “of piracy & occult horror” which just cleared its Kickstarter funding goal, and which is designed by Marsh Davies and Jim Rossignol (RPS in peace).

Read more

The Best Xbox Game Pass Ultimate Deal Is Back: Get 3 Months for $33.49

Woot! (which is owned by Amazon) is offering the best deal on Xbox Game Pass Ultimate. Right now you can get a 3 month code for only $36.49. Earlier this year, Microsoft raised the price of Xbox Game Pass Ultimate to $19.99 per month, so now you’re saving 40% off a 3 month membership. Note that you can purchase multiple codes and apply them to your account, up to a maximum of 36 months. If you’re an Xbox gamer, this is a great way to save a lot of money in the long run since you won’t have to buy new release games individually to play them.

Note: There is a new coupon “ULTIMATE” that takes $3 off one order, dropping the 3 month code price down to $33.49. If you purchase multiple codes, this coupon will only work on one code. The rest of the 3 month codes will be $36.49 each.

3 Months of Xbox Game Pass Ultimate for $33.49

Use code: ULTIMATE

Xbox Game Pass Ultimate gives you access to a library of hundreds of Xbox games, including day one releases. You can play them for the entirety of your membership without any restrictions. You do lose access to them once your membership is over, but if you ever decide to renew, all your past achievements and progress will be saved. You’ll also have access to Xbox Game Pass for PC. Although there aren’t nearly as many games as there are on Xbox, there are still plenty of AAA titles to keep you sated. Other perks include exclusive membership discounts, the ability to play your games across multiple devices with cloud gaming, free access to EA Play membership, as well as bonus in-game content and rewards. It is an exceptionally good – almost essential – membership for Xbox gamers. New release games are not cheap, and being able to play them without buying them will save you a lot of money and easily recoup the cost of the membership.

Looking for more deals? Check out all of the best Xbox deals today.