Lumines Arise Review – Sensorial Triumph
As many video game studios continue to leverage technology in the pursuit of photorealism, developers Enhance and Monstars Inc. understand that technology can also be used in the pursuit of emotional impact. Their new game, Lumines Arise, exposes you to a display of perpetual creativity, where every inch of the screen is bathed in a cascade of visual effects that mesmerize you. It takes the foundation of a series that started back in 2004 and turns it on its head by giving it the Tetris Effect treatment, presenting a sensorial experience that's equally enchanting and confident.
Lumines has been largely dormant for the past decade. But while Arise is a synesthesia-fueled sequel, the core conceit of this popular series is largely unchanged. You're still presented with a playfield divided into a grid, in which 2x2 blocks descend from above. Each of those blocks is composed of four squares, and each of those squares is painted with one of two colors or patterns. The goal is to drop the blocks so that squares of the same pattern touch each other, combining them into larger squares of the same type--the bigger the combined square, the more points you earn.
All the while, a timeline--which is represented by a vertical line that moves from left to right with the tempo of the music--will sweep away the combined squares when it comes into contact with them. Therefore, the key is to make squares of a single type so the timeline will remove them and prevent the playfield from becoming full, which is an instant game over, while also attempting to make as many square combos as possible, either by enlarging existing ones or creating several at once. Your squares only score when the timeline sweeps through, so it's a race against the clock to make the biggest combos you can for each pass.
Continue Reading at GameSpotGoodnight Universe Review – The Before Your Eyes Team Does It Again
My third child is due in January. When my wife and I sent our first child to kindergarten, we were among the youngest parents in our school community. But when this next baby is grown up and ready for school, I'll be over 40. I sometimes think about how our kids get more or less time with us on this planet based on when we had them. I'll be in this child's life for less time than I was in their siblings' lives, necessarily. It's simple, unconquerable math, and it bums me out. I promise myself I'll stay healthy and attentive to the best of my ability so that I can wring every last day out of my life with them. But even in the best-case scenario, there's no catching up in years. How do I make those days count when they feel so numbered? How can I make up for lost time? Goodnight Universe, the next game from a team comprised mainly of those who made Before Your Eyes, explores this space magnificently and, as should be expected if you played the team's last game, to heartwrenching effect.
In Goodnight Universe, you take on the novel role of a baby named Issac. Played in first-person and using optional camera tracking (on PC, but not consoles) like Before Your Eyes, you'll live out Issac's unexpectedly adventurous life. Early on, you'll meet his parents and sister, as well as his grandfather and other significant figures who enter his life. As an adult, Issac narrates his memories from infancy, and you'll live them out yourself, smashing the tray attached to your highchair, playing with your teething toys, and finding yourself utterly mesmerized by the children's TV show, Gilbert the Goat.
While these sound like typical things a baby would do, it doesn't take long for Issac to admit he was different--special, even. According to Issac, from birth, he could think fluently and problem-solve like an adult. He could even go beyond those behaviors. As a telekinetic, he's able to move things with his mind or read people's thoughts. In gameplay terms, you'll perform these supernatural feats using a controller if you prefer, but more engaging is to use camera tracking and perform them with your own face and hands.
Continue Reading at GameSpotGoodnight Universe Review – The Before Your Eyes Team Does It Again
My third child is due in January. When my wife and I sent our first child to kindergarten, we were among the youngest parents in our school community. But when this next baby is grown up and ready for school, I'll be over 40. I sometimes think about how our kids get more or less time with us on this planet based on when we had them. I'll be in this child's life for less time than I was in their siblings' lives, necessarily. It's simple, unconquerable math, and it bums me out. I promise myself I'll stay healthy and attentive to the best of my ability so that I can wring every last day out of my life with them. But even in the best-case scenario, there's no catching up in years. How do I make those days count when they feel so numbered? How can I make up for lost time? Goodnight Universe, the next game from a team comprised mainly of those who made Before Your Eyes, explores this space magnificently and, as should be expected if you played the team's last game, to heartwrenching effect.
In Goodnight Universe, you take on the novel role of a baby named Issac. Played in first-person and using optional camera tracking (on PC, but not consoles) like Before Your Eyes, you'll live out Issac's unexpectedly adventurous life. Early on, you'll meet his parents and sister, as well as his grandfather and other significant figures who enter his life. As an adult, Issac narrates his memories from infancy, and you'll live them out yourself, smashing the tray attached to your highchair, playing with your teething toys, and finding yourself utterly mesmerized by the children's TV show, Gilbert the Goat.
While these sound like typical things a baby would do, it doesn't take long for Issac to admit he was different--special, even. According to Issac, from birth, he could think fluently and problem-solve like an adult. He could even go beyond those behaviors. As a telekinetic, he's able to move things with his mind or read people's thoughts. In gameplay terms, you'll perform these supernatural feats using a controller if you prefer, but more engaging is to use camera tracking and perform them with your own face and hands.
Continue Reading at GameSpotFootball Manager 26 Review – Back To The Drawing Board
It's exceedingly rare for an annual sports game to skip an entire year, but that's exactly what developer Sports Interactive did when it canceled Football Manager 25. With so many changes--including switching game engines to Unity--and numerous delays, the game simply wasn't up to standard in time. Couple this unforeseen gap year with the promise of a brand-new foundation built on an improved match engine and a completely overhauled interface, and Football Manager 26 quickly became the most highly anticipated game in the long-running series. Unfortunately, the end result is a cliched game of two halves. While the match engine is as impressive as advertised, the UI debuts with significant teething problems. Throw in some missing features and a multitude of frustrating bugs, and FM 26 would be disappointing even if expectations weren't so high.
It's not all bad news, though. As I mentioned, one of the game's two halves plays some excellent football, starting with a tactical revamp that significantly alters how you set up your team on match day. It's a long-overdue shake-up, as even back in 2016, when I reviewed Football Manager 2017, I bemoaned how rigid the series' tactics had become. "The tactical side of Football Manager would benefit from giving you more control over how your team functions, especially during specific phases of play--perhaps letting you fluidly shift from one formation to another depending on whether your team has the ball or not," I said. It might've taken nine years, but this exact scenario is the basis for FM 26's tactical overhaul.
There's now a clear delineation between when your team has possession and when it doesn't. If you're so inclined, you can set up to attack in a particular formation and then fluidly switch to another when defending, giving you more granular control over your team's structure. As manager of Arsenal Women--FM 26 adds 14 women's leagues for the first time--I mainly used a 4-2-3-1 formation in possession, then transitioned to a 4-4-2 shape when I didn't have the ball. As the defending team, this allowed my two forward players to lead the press while the rest of the team sat in two banks of four, providing a solid base that could also spring a counterattack whenever I won the ball back. When this happened, the three midfielders gave me more control in the middle of the pitch, and this also allowed players like Olivia Smith and Frida Maanum to play in their more natural positions behind the striker.
Continue Reading at GameSpotFootball Manager 26 Review – Back To The Drawing Board
It's exceedingly rare for an annual sports game to skip an entire year, but that's exactly what developer Sports Interactive did when it canceled Football Manager 25. With so many changes--including switching game engines to Unity--and numerous delays, the game simply wasn't up to standard in time. Couple this unforeseen gap year with the promise of a brand-new foundation built on an improved match engine and a completely overhauled interface, and Football Manager 26 quickly became the most highly anticipated game in the long-running series. Unfortunately, the end result is a cliched game of two halves. While the match engine is as impressive as advertised, the UI debuts with significant teething problems. Throw in some missing features and a multitude of frustrating bugs, and FM 26 would be disappointing even if expectations weren't so high.
It's not all bad news, though. As I mentioned, one of the game's two halves plays some excellent football, starting with a tactical revamp that significantly alters how you set up your team on match day. It's a long-overdue shake-up, as even back in 2016, when I reviewed Football Manager 2017, I bemoaned how rigid the series' tactics had become. "The tactical side of Football Manager would benefit from giving you more control over how your team functions, especially during specific phases of play--perhaps letting you fluidly shift from one formation to another depending on whether your team has the ball or not," I said. It might've taken nine years, but this exact scenario is the basis for FM 26's tactical overhaul.
There's now a clear delineation between when your team has possession and when it doesn't. If you're so inclined, you can set up to attack in a particular formation and then fluidly switch to another when defending, giving you more granular control over your team's structure. As manager of Arsenal Women--FM 26 adds 14 women's leagues for the first time--I mainly used a 4-2-3-1 formation in possession, then transitioned to a 4-4-2 shape when I didn't have the ball. As the defending team, this allowed my two forward players to lead the press while the rest of the team sat in two banks of four, providing a solid base that could also spring a counterattack whenever I won the ball back. When this happened, the three midfielders gave me more control in the middle of the pitch, and this also allowed players like Olivia Smith and Frida Maanum to play in their more natural positions behind the striker.
Continue Reading at GameSpotBall X Pit Review – Off The Wall
Nearly 50 years ago, Atari published Breakout, a spin on the ball-bouncing gameplay of Pong where your opponent wasn't another player but rather an increasingly dense wall of bricks slowly dropping down towards you. Arkanoid, released not long after, expanded on its foundations, giving players more ways to play through the introduction of upgrades to your paddle, spawning additional balls, and more.
These are two games that Ball x Pit designer Kenny Sun was clearly inspired by, but not the two that this modern interpretation solely borrows from. Instead, Ball x Pit is an intoxicating mash-up that includes elements of Vampire Survivors, numerous roguelites, and town-management wrapped up in an engaging adventure down a bottomless pit that is chaotic and engaging, but also slightly messy in its execution.
Like its inspirations, Ball x Pit is easy to understand. You play as one of a variety of characters, each with their own abilities, flinging balls at waves of enemies slowly descending towards you. Your balls bounce off of walls and enemies to damage and eventually eliminate them, preventing them from reaching the bottom and damaging you.
Continue Reading at GameSpotBall X Pit Review – Off The Wall
Nearly 50 years ago, Atari published Breakout, a spin on the ball-bouncing gameplay of Pong where your opponent wasn't another player but rather an increasingly dense wall of bricks slowly dropping down towards you. Arkanoid, released not long after, expanded on its foundations, giving players more ways to play through the introduction of upgrades to your paddle, spawning additional balls, and more.
These are two games that Ball x Pit designer Kenny Sun was clearly inspired by, but not the two that this modern interpretation solely borrows from. Instead, Ball x Pit is an intoxicating mash-up that includes elements of Vampire Survivors, numerous roguelites, and town-management wrapped up in an engaging adventure down a bottomless pit that is chaotic and engaging, but also slightly messy in its execution.
Like its inspirations, Ball x Pit is easy to understand. You play as one of a variety of characters, each with their own abilities, flinging balls at waves of enemies slowly descending towards you. Your balls bounce off of walls and enemies to damage and eventually eliminate them, preventing them from reaching the bottom and damaging you.
Continue Reading at GameSpotSifu Live-Action Adaptation Announced With John Wick Creator Derek Kolstad
John Wick creator Derek Kolstad and Story Kitchen are set to adapt the Kung-Fu third-person action game Sifu into a live-action feature film.
As reported by Deadline, Story Kitchen has partnered with Sifu developer Sloclap after a "competitive pursuit" to bring this game to the big screen.
Kolstad will be adapting the script, and he will produce alongside Story Kitchen's Dmitri M. Johnson, Mike Goldberg, Dan Jevons, Timothy I. Stevenson, and Jeff Ludwig.
For those unfamiliar, Sifu puts you in the shoes of a young Kung-Fu student who is on a brutal journey of revenge. One of the unique parts of Sifu is that players will age every time they die and go from student to master and see their skills improve.
In our Sifu review, we said its "brutal learning curve and unique structure that requires you to beat it in just one lifetime are significant barriers to overcome, but on the other side is truly one of the best modern action games around."
Before Sifu fights its way to theaters, Kolstad will finish his work on John Wick 4, which is set to be released in theaters on March 24, 2023.
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.
Dragon Age: Dreadwolf In-Game Cinematic Focuses on Solas and Sets the Stage for the Upcoming RPG
In celebration of Dragon Age Day 2022, BioWare has released an in-game cinematic from Dragon Age: Dreadwolf that sets the stage for the adventures to come.
The cinematic is all about Solas, a playable character in Dragon Age: Inquisition who is clearly one of the main driving forces in the upcoming RPG.
Varric, another playable character who first appeared in Dragon Age 2, narrates the video and tells the story of Solas, who was once known as Fen'Harel, the Dread Wolf.
"I knew him as Solas, a thoughtful mage obsessed with dreams, but long ago, he had a different name - Fen'Harel, the Dread Wolf," Varric narrates. "Ancient Elven God of Lies or heroic rebel against tyranny, depending on which story you believe. In his final fight with the Elven Gods, Solas imprisoned them and created a veil that split our world from the raw magic of the fade. But now, he wants to tear down that veil and destroy the world, and we're the only ones who can stop him."
While we still have no release date for Dragon Age: Dreadwolf, BioWare did confirm the much-anticipated RPG recently completed its Alpha milestone, meaning the game is now playable from start to finish. That being said, there is still a lot of work and polish to go.
BioWare had a few other surprises in store for Dragon Age Day 2022, including new character posters from Dragon Age: Absolution, the new series set to hit Netflix on December 9, 2022. You can check them out in the slideshow below and a trailer for the show and more details here.
BioWare is also raising money for the Trans Empowerment Project, a "a non-profit organization with a focus on supporting the most marginalized people in the queer community, such as disabled and trans people of color." BioWare is collecting donations through Tiltify for the non-profit and you can help by clicking here.
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.
Fortnite Chapter 4 Season 1 Adds The Hulk, Geralt, Doom Slayer, and Next-Gen Unreal Engine 5 Features
Fortnite Chapter 4 Season 1 has officially arrived and promises to add The Hulk, The Witcher's Geralt of Rivia, Doom's Doom Slayer, and next-gen graphics and features powered by Unreal Engine 5.1.
Fortnite's latest chapter is taking players to a whole new realm and, alongside the previously mentioned additions, will also bring with it dirt bikes, the ability to roll in a snowball, a way to launch yourself into the sky and attack enemies with a Shockwave Hammer, a new hurdle mechanic, Reality Augments, and so much more.
Chapter 4 is here. Drop in now. #FortniteChapter4 pic.twitter.com/Ohdz7pnl3i
— Fortnite (@FortniteGame) December 4, 2022
As for the new Outfits that will be available in the Item Shop and Battle Pass, players will have a lot to look forward to. While The Hulk will join the Item Shop at a later date, the other characters will be part of the Battle Pass to unlock as the season progresses.
While Doom Slayer and Geralt of Rivia may be the highlights of the Battle Pass, players will also be able to unlock "Star of the Show" Selene, Massai, Dusty, Nezumi, Helsie, and The Ageless. The launch trailer for Chapter 4 Season 1 also teases that My Hero Academia's Deku will be joining the fight soon as well.
The new next-gen Unreal Engine 5.1 features will usher in a "generational leap in visual fidelity, bringing an unprecedented level of detail to game worlds like the Battle Royale Island." This will be done be using Nanite, Lumen, Virtual Shadow Maps, and Temporal Super Resolution on PlayStation 5, Xbox Series X/S, PC, and cloud gaming.
Nanite provides "highly-detailed architectural geometry," Lumen provides "high-quality ray traced reflections on glossy materials and water," Virtual Shadow Maps allow for "highly detailed shadowing," and Temporal Super Resolution (TSR) allows for "high-quality visuals at a high framerate."
Reality Augments are another way gameplay is changing and, at certain intervals in every game, players will be given a randomized choice of two of these boons. The longer you stay alive, the more Reality Augments you'll earn and they will stick with you until the end.
Chapter 4 Season 1 will launch with 22 Reality Augments, and more will be added in the future. The already revealed augments are as follows;
- Light Fingers: Makes your weapons using Light Ammo reload faster.
- Mechanical Archer: Gives you a Mechanical Explosive Blow & Mechanical Shockwave Bow.
- Aerialist: Grants you Glider redeploy for the rest of the match.
- Supercharged: Your vehicles won't consume fuel and they’ll have increased Health.
- Soaring Sprints: While sprinting, you’ll be able to jump much higher — and jump with lower gravity.
There is so much more to learn about Chapter 4 Season 1, and players can check out the full Fortnite blog for all the changes, including some of the new weapons like the Ex-Caliber Rifle - a powerful, semi-automatic rifle that "fires a ballistic blade at your enemies... that detonates mere moments later."
For more on Fortnite, check out the full Chapter 3 finale event and our look at how Fortnite is the antidote to Metaverse skepticism.
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.
