Necrobarista Review – Pour One Out

Death positivity--a movement that encourages people to openly acknowledge and normalize the traditionally taboo topics of dying and grief--is a relatively new subject for video game narratives, though it has been popularized through indie titles like A Mortician's Tale and What Remains of Edith Finch. Necrobarista joins that conversation but with a more hands-off approach, telling the player a story that revolves around the themes of death as opposed to letting players be a part of the narrative. Ultimately, this is to the game's detriment, but Necrobarista still manages to deliver a genuinely moving character-driven narrative about coming to terms with death, whether it's that of a loved one or our own.

As it's a visual novel, there's not much in terms of gameplay when it comes to Necrobarista. Your primary means of understanding its world is by reading its story, which is told in a slice-of-life format that provides a quick snippet of the daily goings-on inside a Melbourne-based cafe called Terminal over the course of several days. Terminal exists on an in-between plane (it's technically a part of the living world but it exists as a potential stopping point before the afterlife), allowing both the living and the dead to wander through its doors. The dead are only permitted to stay 24 hours before Terminal staff must encourage them to move on to the afterlife--whether that's heaven, hell, or something else entirely is unknown as no one has ever come back from it. The dead who stay longer than 24 hours begin upsetting the balance of the universe, which runs up a tab that the cafe has to then pay off. At the start of Necrobarista, the cafe has recently been passed down from immortal necromancer Chay to his protege, Maddy, along with several centuries' worth of debt.

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An assertive, sarcastic, and loud-mouthed necromancer with no patience for customers who want extravagant coffee orders, Maddy is the immediate star of Necrobarista's story. Necrobarista ditches the traditional 2D-style of most visual novels for a 3D cinematic presentation with clear anime aesthetics, allowing the visual novel to instill a great deal of nuance into each character's movements and facial expressions. Even without any spoken dialogue, you get a good sense of who a person is and how they would sound within seconds of meeting them, and Maddy is the best example--she pulls off a variety of expressions that convey a mixture of snark, disdain, and coy playfulness. This is clearly a young woman who's very intelligent and driven and doesn't enjoy suffering some of the idiots she's forced to serve.

Continue Reading at GameSpot

Necrobarista Review – Pour One Out

Death positivity--a movement that encourages people to openly acknowledge and normalize the traditionally taboo topics of dying and grief--is a relatively new subject for video game narratives, though it has been popularized through indie titles like A Mortician's Tale and What Remains of Edith Finch. Necrobarista joins that conversation but with a more hands-off approach, telling the player a story that revolves around the themes of death as opposed to letting players be a part of the narrative. Ultimately, this is to the game's detriment, but Necrobarista still manages to deliver a genuinely moving character-driven narrative about coming to terms with death, whether it's that of a loved one or our own.

As it's a visual novel, there's not much in terms of gameplay when it comes to Necrobarista. Your primary means of understanding its world is by reading its story, which is told in a slice-of-life format that provides a quick snippet of the daily goings-on inside a Melbourne-based cafe called Terminal over the course of several days. Terminal exists on an in-between plane (it's technically a part of the living world but it exists as a potential stopping point before the afterlife), allowing both the living and the dead to wander through its doors. The dead are only permitted to stay 24 hours before Terminal staff must encourage them to move on to the afterlife--whether that's heaven, hell, or something else entirely is unknown as no one has ever come back from it. The dead who stay longer than 24 hours begin upsetting the balance of the universe, which runs up a tab that the cafe has to then pay off. At the start of Necrobarista, the cafe has recently been passed down from immortal necromancer Chay to his protege, Maddy, along with several centuries' worth of debt.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

An assertive, sarcastic, and loud-mouthed necromancer with no patience for customers who want extravagant coffee orders, Maddy is the immediate star of Necrobarista's story. Necrobarista ditches the traditional 2D-style of most visual novels for a 3D cinematic presentation with clear anime aesthetics, allowing the visual novel to instill a great deal of nuance into each character's movements and facial expressions. Even without any spoken dialogue, you get a good sense of who a person is and how they would sound within seconds of meeting them, and Maddy is the best example--she pulls off a variety of expressions that convey a mixture of snark, disdain, and coy playfulness. This is clearly a young woman who's very intelligent and driven and doesn't enjoy suffering some of the idiots she's forced to serve.

Continue Reading at GameSpot

Xbox Game Pass Unlikely to Be On Switch and PlayStation

Xbox boss Phil Spencer has played down the potential of Xbox Game Pass being available on Nintendo and Sony systems, despite the company having previously stated that it was “a long term goal” to bring the service to “all platforms”. Talking to GameStar, Spencer said “The thing about other gaming console platforms is we're not able to bring a full Xbox experience on those platforms.” [ignvideo url="https://www.ign.com/videos/2019/04/16/microsoft-announces-xbox-game-pass-ultimate"] “In places where we have [brought a full Xbox experience] - like what we're doing now on mobile phones with xCloud coming to Xbox Game Pass Ultimate [and] what we've done with PC - we know when somebody is playing one of our Xbox games there is an expectation that they've got their Xbox Live community, they have their Achievements, Game Pass is an option, the first-party library is completely there.” Spencer said. "The other competitive platforms really aren't interested in having a full Xbox experience on their hardware,” he added. “But for us, we want to be where gamers want to be and that's the path that we're on." This last quote is interesting, as it suggests that Microsoft may already have had discussions with other platform holders to assess interest in providing the “full Xbox experience” on their hardware. Early last year, rumors began to arise suggesting that Xbox Games Pass would be made available on Nintendo Switch, a story made more believable by the fact that Microsoft games such as Minecraft and Hellblade are available on the console. [widget path="global/article/imagegallery" parameters="albumSlug=igns-top-25-xbox-one-games&captions=true"] A few months later, Xbox head of gaming services Ben Decker told GameReactor that “we would like to see Game Pass on all platforms ultimately and I think that is a long term goal.” But reading into Spencer's latest words, it could be that Microsoft has had talks with other platform holders and ultimately failed to come to an agreement on the kind of experience they could offer Game Pass subscribers. Or perhaps Microsoft has simply decided internally that it does not want to pursue this ambition in quite the all-encompassing manner that had previously suggested. While the multi-platform Xbox dream may be less likely now, we still think Xbox Game Pass on Switch would benefit Microsoft, Nintendo, and players. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Multiple Assassin’s Creed Games Reportedly Scrapped or Minimised Female Lead Roles Before Release

A new report on Ubisoft's history of internal abuse and sexism includes allegations that plans for leading female characters in multiple Assassin's Creed games were scrapped or minimised due to a perception that games won't sell without a strong male lead. In a wide-ranging report by Bloomberg - much of it focused on the company's executives - anonymous Ubisoft employees explain that Assassin's Creed Syndicate, Origins, and Odyssey were all affected prior to release. Syndicate's script reportedly originally gave equal screen time to twin leads Jacob and Evie Frye, but was altered to include more of Jacob. The original plan for Origins was to have lead character Bayek incapacitated or killed early in the game, with his wife Aya becoming the lead character after that event, but this was prevented, with Aya becoming a side character. Odyssey's team originally pushed for that game's Kassandra to be a sole lead character, but was told that wasn't an option, and were forced institute the choice to play as her sibling, Alexios. [ignvideo url="https://www.ign.com/videos/2020/06/26/ubisoft-responds-to-sexual-misconduct-allegations"] Those reporting the changes explained that the orders due to directives by the marketing department or Chief Creative Officer Serge Hascoët - who has since stepped down from his role following multiple reports of sexual misconduct and abuse. Famously, an Assassin's Creed Unity developer once stated that playable female characters in the game weren't included because they were "really a lot of extra production work." The upcoming Assassin's Creed Valhalla includes a lead character called Eivor, who can be both male and female (and whose gender can be swapped at any time). Ubisoft has been rocked by ongoing allegations of a toxic work culture at many of its studios. After CEO Yves Guillemot promised to "personally follow" the reports, multiple executives have stepped down or been placed on leave. However, Bloomberg's report - which is very much worth reading in full - shows the level to which a culture of abuse and toxicity appears to have been ingrained in parts of the company, and the amount of work that needs to be done to help correct that. [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.

NHL 21 Out in October, No Next-Gen Versions Coming

NHL 21 will launch in October, and won't offer next-gen versions of the game - although it will be compatible on Xbox Series X and PS5. A blog post from the development team on the official EA NHL page notes that the game will launch in October instead of the usual September due to "extraordinary circumstances" most likely related to the impact of the ongoing COVID-19 pandemic. "We’ve had to make major adjustments in developing the game from home," the statement reads. "This transition has been very successful and we’re happy to say that the game is on track and feature-complete against our original vision, we just need a few extra weeks to do the polish, fine-tuning and bug fixing." [ignvideo url="https://www.ign.com/videos/2019/09/13/nhl-20-review"] NHL 21 will launch on current-gen consoles in October, but a next-gen version for PS5 or Xbox Series X won't arrive later down the line, although the game will be playable on said consoles via forward compatibility. "For NHL 21, we made the decision to focus on adding innovation and new features rather than the resource-heavy task of porting the game to new console technology," the quote reads. "We are fully focused on launching NHL 21 on the Xbox One and PS4 and look forward to the opportunities the next-gen systems will bring in the future." The development team also revealed that we'll be getting a "first look" at NHL 21 in late August, in order to showcase the new features coming to the game this year. To thank players for their support, the team have also provided some complementary HUT packs in the NHL 20 store and WOC bags which players will be able to find in their in-game inventory. We reviewed NHL 20 in September of last year, scoring it a 7.9 and praising its reworked shooting mechanics. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Final Fantasy 7 Remake Part 2 Has Entered Full Development

Final Fantasy 7 Remake Part 2 has entered full development, and game director Tetsuya Nomura wants to deliver the game "as soon as possible." The news arrives thanks to a 15-page interview from an upcoming issue of Japanese games magazine Famitsu, details of which were posted to the Ryokutya blog and later translated by Twitter user Aitaikimochi. According to the blog source, full development has started for the second part of Final Fantasy 7 Remake, following the first part's release in April of 2020. Aitakimochi pulled another interesting quote from the same interview, which details Nomura's intentions for the second part's release. "We know that everyone wants the next instalment quickly. We would also like to deliver it as soon as possible. Since we were also able to see the line of quality from the first instalment, we hope to make the next instalment even better in quality that can make for an even better experience," the quote reads. "We would to get it out as soon as possible, so please wait for it. I think we can clearly convey the direction when we officially announce the next instalment." Perhaps more interestingly, executive producer Yoshinori Kitase also explained that "The new story of Final Fantasy 7 has only just begun." That contrasts a little with Kitase's previous comments, when he said the original game's story wasn't being drastically changed. [ignvideo url="https://www.ign.com/videos/2020/04/06/final-fantasy-7-remake-review"] So hopefully we'll see Final Fantasy 7 Remake Part 2's reveal in the near future. We reported back in early July that the game's development was "affected by COVID-19," and was subsequently being worked on from home. We gave the first part of Final Fantasy 7 Remake an 8 back in April, noting that it "breathes exciting new life into a classic." [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Justice League: Snyder Cut Is Separate From the DCEU

Zack Snyder has explained that the Justice League: Snyder Cut is separate from the current DC Extended Universe (DCEU) continuity, joking that it actually takes place in the "Snyderverse." In an interview with Beyond the Trailer, Snyder confirmed that his version of Justice League exists outside of the DCEU timeline, as it "satisfies" the narrative structure that runs through 2013's Man of Steel and 2016's Batman v Superman. [ignvideo url="https://www.ign.com/videos/snyder-cut-of-justice-league-is-actually-coming-to-hbo-max-ign-now"] "Frankly, the DC cinematic universe has branched like a tree and blossomed and grown in amazing and great ways," Snyder said. "But for me, where [Justice League] falls, I believe that it really starts to represent its own path. It's kind of separate now from the DC cinematic universe continuity, it's divergent in that way, and I think that's a good thing." Snyder went on to praise the power of DC for working with multiverse concepts, which allow filmmakers to use their own individual voices to take characters and run them through a set narrative. He added, "I've heard someone say, 'Oh, you're entering the Snyderverse now.' And frankly, this notion that, what you will see in Justice League, Batman v Superman and in Man of Steel, there's continuity across those three movies because I made them; that's my main focus is to satisfy that narrative structure [and] continue that story." [widget path="global/article/imagegallery" parameters="albumSlug=every-dceu-movie-review-score&captions=true"] After years of campaigning for his version of the film to be released, the Man of Steel filmmaker recently confirmed that the Snyder Cut - or at least Snyder Cut - would be coming to HBO Max in 2021, and it might take the form of a four-hour movie, or even a TV-like run of episodes. For more on the Snyder Cut of Justice League, check out our deep dive into the legendary project's history, watch the first Darkseid clip, and find out about some of the visual changes that the movie will have from Justice League's theatrical release. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

World of Tanks Console Adds WWE Tie-In Content

World of Tanks Console has begun a SummerSlam tie-in with WWE, including adding free tanks inspired by The Undertaker, Becky Lynch, Andre the Giant, Sgt. Slaughter and 'Stone Cold' Steve Austin. As part of the game's 5.0 update, it's adding a WWE themed season pass, which runs from today until September 21. [widget path="global/article/imagegallery" parameters="albumSlug=world-of-tanks-console-wwe-tanks-screenshots&captions=true"] Aside from the wrestler-themed tanks, the game will also add a WWE-themed garage, Superstar introductions for vehicles, and crew chests that include the five wrestlers above, with Roman Reigns, “Macho Man” Randy Savage, “Rowdy” Roddy Piper, Ric Flair and Shawn Michaels coming in August. The 5.0 update also adds cross-play between PS4 and Xbox One, which Wargaming hopes will increase matchmaking times. The real-time strategy inspired Commander Mode also returns. [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.

Tsushima Tourist Board Partners With Ghost of Tsushima

The Nagasaki Prefecture and Tsushima Island tourism associations have partnered with Sucker Punch's Ghost of Tsushima. The Tsushima City x Ghost of Tsushima website includes a brief history of Tsushima Island and its major landmarks, many of which appear in the game. As well as grounding Tsushima's location in relation to Japan, the helpful site offers some historical context for the Mongol invasions of Japan and the Komoda Beach event, which occurs during Ghost of Tsushima's prologue. There's also a fun section which contextualizes real-life landmarks from Tsushima Island, some of which also appear in-game. The website copy rounds off with a brief primer on Tsushima's culinary culture and the activities you can expect to take part in if you do plan a visit. [ignvideo url="https://www.ign.com/videos/2020/05/14/ghost-of-tsushima-gameplay-exploring-tsushima"] One section contains a quote from Sucker Punch's development team about its in-game depiction of Tsushima Island. "In GHOST OF TSUSHIMA, the world of the game takes inspiration from the actual island of Tsushima and is therefore not a blueprint of the locale but rather portrays elements taken from reality. The ambitious challenge in store for us was how much of this realistic setting should be incorporated into the game, and what kind of story we want to tell," the statement reads. Our review of Ghost of Tsushima went live last week - we scored the game a 9, calling it an "excellent action game" with a "gorgeous" open world. In other Sucker Punch news, check out this leaked vertical slice of a cancelled IP codenamed Prophecy. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Ghost of Tsushima Developer’s Cancelled Project ‘Prophecy’ Leaks

Extensive gameplay from a cancelled project worked on by Ghost of Tsushima developer Sucker Punch has leaked online, and is codenamed Prophecy. The leak first appeared on 4Chan and appears to stem from the portfolio of a Sucker Punch character artist, uncovered via Ghost of Tsushima's credits. The employee's portfolio has since been taken down, but not before fans managed to rehost a 10-minute vertical slice of a game called Prophecy, which can be viewed here. Just bear in mind that it will most likely be taken down in the near future. [ignvideo url="https://www.ign.com/videos/2020/05/14/ghost-of-tsushima-gameplay-exploring-tsushima"] The footage combines cinematics with gameplay and looks fairly far along in development. It follows the protagonist, Abel Tvorah, something of an outlaw whose home city has been overrun by a masked enclave - they tear down a statue of its beloved king. The protagonist is looking for a secret chamber underneath the statue but is thrown into an exciting chase sequence after being branded a thief. The combat looks similar to Ghost of Tsushima, and you can see how some of the game's systems such as smoke bombs and crawling under buildings were tinkered to fit Sucker Punch's eventual release. The setting is totally different though, offering a steampunk vision of a medieval city. The protagonist eventually falls into a house after being tagged with an arrow and meets a shady side character, before Prophecy shows off what looks to be its defining graphical feature - a special powder used by the protagonist to burn through metal armour and iron grates. The demo ends with Abel donning the armour of the city's captors, reflecting on how he needs to find the chamber before they do. As well as the video, you can also check out some renders of the game's main protagonist and enemies, posted to ResetEra by user Oozer. According to Oozer, the game's files suggest the main character was called Abel, and the name and data tied to the vertical slice file suggest it was made (or first hosted) around five years ago, in 2015 or 2016. As we reported last week, Ghost of Tsushima could have been a game about Pirates, Rob Roy or the Three Musketeers - the development team toyed with a number of ideas before settling on the Mongol invasion of Tsushima. Perhaps Prophecy was one of them? [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.