Ghost of Tsushima Is PS4’s Fastest-Selling First-Party Original IP Debut

Ghost of Tsushima has become PlayStation 4's fastest-selling first-party original IP debut with over 2.4 million units sold through globally in the first three days following its July 17, 2020, release date. PlayStation's Twitter revealed the news, marking the milestone for Sucker Punch's first game since inFamous Second Son and First Light. Ghost of Tsushima and The Last of Us Part 2, which recently became the fastest-selling PS4 exclusive ever with over 4 million copies sold in its first three days, have both proven to be worthy investments for Sony and are giving PS4 owners two impressive games before the launch of PlayStation 5 this Holiday. [ignvideo url="https://www.ign.com/videos/2020/07/14/ghost-of-tsushima-review"] Ghost of Tsushima is doing more than just selling well, as Sucker Punch has partnered with the Nagasaki Prefecture and Tsushima Island tourism associations to give real-life context of Tsushima Island and its major landmarks, as well as more info on the history of the Mongol invasions of Japan and Komoda Beach event. While Tsushima became the focus of Sucker Punch's latest game, the studio revealed that early on the game could have been about pirates, Rob Roy the Scottish folk hero, or the Three Musketeers. Additionally, Sucker Punch's cancelled project, codenamed Prophecy, leaked and has given another glimpse of what could have been. In our review of Ghost of Tsushima, we said it "is an enormous and densely packed samurai adventure that often left me completely awestruck with both its visual spectacle and excellent combat." [widget path="global/article/imagegallery" parameters="albumSlug=ghost-of-tsushima-photo-mode-greatest-shots-by-ign-staff&captions=true"] [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Halo Infinite’s Planned Public Beta Testing May Not Happen

Halo Infinite's planned public flighting program may be reduced in scope, or not happen at all due to the "unprecedented challenges" to development this year. When announced in 2018, developer 343 Industries said it intended to run an "early flighting program" for Infinite, in a similar way to how the community has been able to test early versions of updates to Halo: The Master Chief Collection. In an update posted to the Halo Waypoint blog, Halo Infinite Studio Head Chris Lee noted that the beta program for Halo Infinite has been changed as the studio reacts to current circumstances. "With Halo Infinite, we are also committed to building the game in partnership with our community but given the unprecedented challenges of this year, we’re not quite where we expected to be in terms of broader public flighting," Lee's statement reads. "While not the full program we had envisioned, we have been working very closely with the community on nearly every facet of the project." [ignvideo url="https://www.ign.com/videos/2020/07/23/halo-infinite-2-wont-be-happening-says-343-industries-ign-news"] This means that we may not see as many public flights of Halo Infinite via the Halo Insider Program as we approach the game's launch later this year. 343 could also shelve the program entirely if it doesn't fit with the studio's development schedule. Lee says that the team "is still working and assessing options for broader hands-on opportunities before launch," and 343 Industries will be sharing updates about potential public flights when they can. Lee does make clear that, "this process doesn’t stop with launch. In fact, in many ways, feedback and community flighting will be even more important after launch as we partner together to continually evolve and update the game into the future." That fits with 343's wider plans, which place Infinite as something more like a platform for future Halo content than a single game. The public flighting system was used extensively throughout the development of Halo: The Master Chief Collection, most recently for the PC ports of the older games in the series. In other Halo Infinite news, check out these promotional cans of Monster Energy that have been spotted in the wild. The game's box art was also revealed earlier this week, bearing a striking resemblance to the cover of Halo: Combat Evolved. [widget path="global/article/imagegallery" parameters="albumSlug=halo-infinite-xbox-games-showcase-gameplay-reveal-screenshots&captions=true"] [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Halo Infinite’s Planned Public Beta Testing May Not Happen

Halo Infinite's planned public flighting program may be reduced in scope, or not happen at all due to the "unprecedented challenges" to development this year. When announced in 2018, developer 343 Industries said it intended to run an "early flighting program" for Infinite, in a similar way to how the community has been able to test early versions of updates to Halo: The Master Chief Collection. In an update posted to the Halo Waypoint blog, Halo Infinite Studio Head Chris Lee noted that the beta program for Halo Infinite has been changed as the studio reacts to current circumstances. "With Halo Infinite, we are also committed to building the game in partnership with our community but given the unprecedented challenges of this year, we’re not quite where we expected to be in terms of broader public flighting," Lee's statement reads. "While not the full program we had envisioned, we have been working very closely with the community on nearly every facet of the project." [ignvideo url="https://www.ign.com/videos/2020/07/23/halo-infinite-2-wont-be-happening-says-343-industries-ign-news"] This means that we may not see as many public flights of Halo Infinite via the Halo Insider Program as we approach the game's launch later this year. 343 could also shelve the program entirely if it doesn't fit with the studio's development schedule. Lee says that the team "is still working and assessing options for broader hands-on opportunities before launch," and 343 Industries will be sharing updates about potential public flights when they can. Lee does make clear that, "this process doesn’t stop with launch. In fact, in many ways, feedback and community flighting will be even more important after launch as we partner together to continually evolve and update the game into the future." That fits with 343's wider plans, which place Infinite as something more like a platform for future Halo content than a single game. The public flighting system was used extensively throughout the development of Halo: The Master Chief Collection, most recently for the PC ports of the older games in the series. In other Halo Infinite news, check out these promotional cans of Monster Energy that have been spotted in the wild. The game's box art was also revealed earlier this week, bearing a striking resemblance to the cover of Halo: Combat Evolved. [widget path="global/article/imagegallery" parameters="albumSlug=halo-infinite-xbox-games-showcase-gameplay-reveal-screenshots&captions=true"] [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Halo Infinite Demo Was a Work-in-Progress Build, But Running on a PC as Powerful as Series X

The Halo Infinite demo debuted during last night's Xbox Games Showcase was a work-in-progress build, running on a PC with equivalent specs to the Xbox Series X. In an interview with Inside Gaming, Xbox Marketing GM Aaron Greenberg responded to criticism about Infinite's graphics, saying: "Listen, we're in the middle of a global pandemic. It's July, we're far from [launch in] Holiday, you're seeing a work-in-progress game." He continued by saying that the stream itself may be part of the response: "It's very hard to show the full power and graphical fidelity of what Xbox Series X will be able to deliver for you over a stream. Go back and look at it in 4K 60," referring to the fact that the stream was delivered live in 1080p, but the gameplay premiere can be viewed in 4K 60 FPS on the Halo YouTube channel. [ignvideo url="https://www.ign.com/videos/2020/07/23/halo-infinite-9-minutes-of-campaign-gameplay"] That said, many have pointed to flat lighting and low-resolution textures in official screenshots of the game, but Greenberg reiterated that the looks will improve: "The other thing I'll just say is: it is a work-in-progress. I can tell you, because we see build check-ins every week, and they make progress week after week, so between now and Holiday it's just going to get better and better." Some had wondered what hardware was being used to run the demo, given that the game is coming to Xbox One, PC and Xbox Series X. In a Q&A with 343 Industries, PCGamesN was told that the footage "was captured from a PC that is representative of the experience that players will have on Xbox Series X." We've learned more about Halo Infinite than was announced yesterday, from brand new story details, to how the game will evolve as a platform, rather than with sequels, and that you can't pet the wildlife in the game's open world. If you missed yesterday's showcase, you can read up on everything announced during the event. If that doesn't sate you, here's our list of every confirmed Xbox Series X game. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Halo Infinite Demo Was a Work-in-Progress Build, But Running on a PC as Powerful as Series X

The Halo Infinite demo debuted during last night's Xbox Games Showcase was a work-in-progress build, running on a PC with equivalent specs to the Xbox Series X. In an interview with Inside Gaming, Xbox Marketing GM Aaron Greenberg responded to criticism about Infinite's graphics, saying: "Listen, we're in the middle of a global pandemic. It's July, we're far from [launch in] Holiday, you're seeing a work-in-progress game." He continued by saying that the stream itself may be part of the response: "It's very hard to show the full power and graphical fidelity of what Xbox Series X will be able to deliver for you over a stream. Go back and look at it in 4K 60," referring to the fact that the stream was delivered live in 1080p, but the gameplay premiere can be viewed in 4K 60 FPS on the Halo YouTube channel. [ignvideo url="https://www.ign.com/videos/2020/07/23/halo-infinite-9-minutes-of-campaign-gameplay"] That said, many have pointed to flat lighting and low-resolution textures in official screenshots of the game, but Greenberg reiterated that the looks will improve: "The other thing I'll just say is: it is a work-in-progress. I can tell you, because we see build check-ins every weekl, and they make progress week after week, so between now and Holiday it's just going to get better and better." Some had wondered what hardware was being used to run the demo, given that the game is coming to Xbox One, PC and Xbox Series X. In a Q&A with 343 Industries, PCGamesN was told that the footage "was captured from a PC that is representative of the experience that players will have on Xbox Series X." We've learned more about Halo Infinite than was announced yesterday, from brand new story details, to how the game will evolve as a platform, rather than with sequels, and that you can't pet the wildlife in the game's open world. If you missed yesterday's showcase, you can read up on everything announced during the event. If that doesn't sate you, here's our list of every confirmed Xbox Series X game. [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Sonic The Hedgehog 2 Gets a Release Date

Paramount has announced its plans to release Sonic the Hedgehog 2 in theaters on April 8, 2022. Ben Schwartz, who voiced the titular Blue Blur in the first movie, confirmed on Twitter that the video game movie sequel will speed onto the big screen in less than two years, though no further details about the Sega Sonic-oriented project have been revealed at this time. [ignvideo width=610 height=374 url=https://www.ign.com/videos/2020/02/13/sonic-the-hedgehog-review] This calendar date confirmation for Sonic the Hedgehog 2 comes shortly after reports surfaced that a sequel was in development. Jeff Fowler, who helmed the 2020 film, is expected to return to direct the next movie from a script written by Pat Casey and Josh Miller. The original live-action movie set a record for the most successful video game movie debut of all time, racing past its initial predictions of $40-45 million to bring in an estimated $57 million at the US box office and $100 million globally. Sonic the Hedgehog also made a quick pivot to video-on-demand (VOD) before the end of the usual 90-day theatrical run, as several studios took the decision to release movies earlier than planned due to the global theater closures amid the coronavirus (COVID-19) pandemic. [widget path="global/article/imagegallery" parameters="albumSlug=every-video-game-movie-in-development-almost&captions=true"] In our review of Sonic the Hedgehog: The Movie, we praised the "solid performances from Ben Schwartz as Sonic and Jim Carrey as Dr. Robotnik," calling their ongoing cat-and-mouse game "entertaining" because it features plenty of nods to Sonic's history for "passionate fans of the Sega franchise." Alongside the Sonic 2 movie announcement, Paramount confirmed new release dates for both A Quiet Place: Part II and Top Gun: Maverick. Meanwhile, Disney pushed back the release of all of its upcoming Star Wars and Avatar films by a year, and also removed Mulan from 2020's release schedule. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Sonic The Hedgehog 2 Gets a Release Date

Paramount has announced its plans to release Sonic the Hedgehog 2 in theaters on April 8, 2022. Ben Schwartz, who voiced the titular Blue Blur in the first movie, confirmed on Twitter that the video game movie sequel will speed onto the big screen in less than two years, though no further details about the Sega Sonic-oriented project have been revealed at this time. [ignvideo width=610 height=374 url=https://www.ign.com/videos/2020/02/13/sonic-the-hedgehog-review] This calendar date confirmation for Sonic the Hedgehog 2 comes shortly after reports surfaced that a sequel was in development. Jeff Fowler, who helmed the 2020 film, is expected to return to direct the next movie from a script written by Pat Casey and Josh Miller. The original live-action movie set a record for the most successful video game movie debut of all time, racing past its initial predictions of $40-45 million to bring in an estimated $57 million at the US box office and $100 million globally. Sonic the Hedgehog also made a quick pivot to video-on-demand (VOD) before the end of the usual 90-day theatrical run, as several studios took the decision to release movies earlier than planned due to the global theater closures amid the coronavirus (COVID-19) pandemic. [widget path="global/article/imagegallery" parameters="albumSlug=every-video-game-movie-in-development-almost&captions=true"] In our review of Sonic the Hedgehog: The Movie, we praised the "solid performances from Ben Schwartz as Sonic and Jim Carrey as Dr. Robotnik," calling their ongoing cat-and-mouse game "entertaining" because it features plenty of nods to Sonic's history for "passionate fans of the Sega franchise." Alongside the Sonic 2 movie announcement, Paramount confirmed new release dates for both A Quiet Place: Part II and Top Gun: Maverick. Meanwhile, Disney pushed back the release of all of its upcoming Star Wars and Avatar films by a year, and also removed Mulan from 2020's release schedule. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

FIFA 21 Is Finally Making Career Mode Changes

FIFA 21 is seemingly making major additions to its Career mode, following years of criticism about a lack of meaningful changes. Announced on the FIFA 21 website, EA Sports has highlighted 8 key changes and additions to the long-static mode, most of which seem to add more emphasis to the management side of the game. [caption id="attachment_2384153" align="alignnone" width="900"]The new Interactive Match Sim view. The new Interactive Match Sim view.[/caption]
  • Interactive Match Sim (Screenshot above) - The biggest change mentioned so far, this looks to be a stripped back management experience in the vein of Football Manager. You'll be able to jump in and out of matches - to take penalties or free kicks, for example - while using the management view to make tactical changes as the game progresses.
  • Revamped Growth System - On a more micro level, this will let you take a more active view of your players' development in training, and allow you to train players in new positions, for instance pushing a right back into a right winger.
  • Match Sharpness - This is an entirely new attribute that controls how well your players will perform in "crucial moments" - presumably, alongside fitness levels, this could result in a higher need for squad rotation.
  • Active Training - Tied into Match Sharpness, you'll be able to organise group training sessions that improve players' sharpness, including finishing or tackling training.
  • Activity Management - Another Football Manager-like addition, this allows you to manage how much training and how much rest your team will get between matches, balancing Match Sharpness with morale and fitness.
  • Enhanced Opposition AI - EA Sports says your computer-controller opponents will now act more intelligently when attacking and defending, and make more "informed" decisions, in order to keep the game fresh.
  • New Ways to Sign Players - Career will now offer Loan-to-Buy deals with optional or mandatory future transfer fees, as well as player swap proposals.
  • Set-up Options - Before starting your Career, you'll be able to set elements that make the experience more or less realistic, including 'Authentic Transfers' (no specifics on that as yet), or getting a cash injection through a Financial Takeover.
[widget path="global/article/imagegallery" parameters="albumSlug=fifa-21-13-new-images&captions=true"] EA Sports says a full reveal will be coming next month, but it's an encouraging sign for those who've wanted updates to the game's single-player elements. FIFA 21 will be released on October 9 on PS4, Xbox One and PC, and will arrive as a next-gen game later this year - with a free upgrade for those who bought current-gen editions. As you might expect, there are multiple pre-order options - here's our full FIFA 21 pre-order guide. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

FIFA 21 Is Finally Making Career Mode Changes

FIFA 21 is seemingly making major additions to its Career mode, following years of criticism about a lack of meaningful changes. Announced on the FIFA 21 website, EA Sports has highlighted 8 key changes and additions to the long-static mode, most of which seem to add more emphasis to the management side of the game. [caption id="attachment_2384153" align="alignnone" width="900"]The new Interactive Match Sim view. The new Interactive Match Sim view.[/caption]
  • Interactive Match Sim (Screenshot above) - The biggest change mentioned so far, this looks to be a stripped back management experience in the vein of Football Manager. You'll be able to jump in and out of matches - to take penalties or free kicks, for example - while using the management view to make tactical changes as the game progresses.
  • Revamped Growth System - On a more micro level, this will let you take a more active view of your players' development in training, and allow you to train players in new positions, for instance pushing a right back into a right winger.
  • Match Sharpness - This is an entirely new attribute that controls how well your players will perform in "crucial moments" - presumably, alongside fitness levels, this could result in a higher need for squad rotation.
  • Active Training - Tied into Match Sharpness, you'll be able to organise group training sessions that improve players' sharpness, including finishing or tackling training.
  • Activity Management - Another Football Manager-like addition, this allows you to manage how much training and how much rest your team will get between matches, balancing Match Sharpness with morale and fitness.
  • Enhanced Opposition AI - EA Sports says your computer-controller opponents will now act more intelligently when attacking and defending, and make more "informed" decisions, in order to keep the game fresh.
  • New Ways to Sign Players - Career will now offer Loan-to-Buy deals with optional or mandatory future transfer fees, as well as player swap proposals.
  • Set-up Options - Before starting your Career, you'll be able to set elements that make the experience more or less realistic, including 'Authentic Transfers' (no specifics on that as yet), or getting a cash injection through a Financial Takeover.
[widget path="global/article/imagegallery" parameters="albumSlug=fifa-21-13-new-images&captions=true"] EA Sports says a full reveal will be coming next month, but it's an encouraging sign for those who've wanted updates to the game's single-player elements. FIFA 21 will be released on October 9 on PS4, Xbox One and PC, and will arrive as a next-gen game later this year - with a free upgrade for those who bought current-gen editions. As you might expect, there are multiple pre-order options - here's our full FIFA 21 pre-order guide. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Rock Of Ages 3: Make & Break Review

Rock of Ages 3: Make & Break is a carefree hop, skip, and jump through world history, art, and absurdist meme culture. One moment it's 800 BC and the set is dressed in the myths of ancient Greece, the next it's 1500 AD and the sun god gazes down on Tenochtitlan, then a bit later it's the very beginning of time and everything is spaghetti and meatballs. It never dwells, never stops to make sense of it all. Historical figures pop their cartoonish heads into view for a brief visual gag before disappearing, bit players tossed aside in a bygone round of whack-a-mole.

Fittingly, Rock of Ages 3 is best enjoyed with the same restless approach in mind. Structured as a series of discrete challenges, each hectic bout of arcade action lasting no more than a couple of frantic minutes, it feels designed to be experienced in short, sharp bursts. Don't linger. Dip in and, when you feel the frustration levels rising, dip out, move on to a new challenge, or simply come back later.

The core conceit revolves around the idea that all war, throughout all history, is essentially fought by lobbing rocks at each other. The Rock of Ages series has so far focused on one very specific interpretation of this idea: You have to roll a rock through a trap-laden obstacle course to attack the enemy castle at the end. Controlling the roll takes some adjustment. The initial temptation is to embrace the top speed of your chosen boulder and should be resisted. Move too fast and you won't have the handling to steer through the crowded tracks, let alone slow down in time to make the next corner. Rocks don't have brakes as such, and it took me some time to get used to easing off the accelerator when required and knowing when my built-up momentum was optimal to negotiate what lay ahead.

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