Psychonauts 2 Review — Mind Over Matter
Sixteen years ago, Psychonauts made a cartoonish, comically lopsided world feel believable and weighted thanks to its loveable characters and earnest storytelling. Now, Psychonauts 2 builds upon this foundation to reach ambitious new heights, while equally deepening its roots to impressive depths. It takes already well-realized characters and makes them more complex, even if that means traveling to the darker corners of their minds.
It's a dazzling display of Double Fine's signature humor and creativity, but underneath the whimsical, action-platformer is a game about choices and forgiveness. Psychonauts 2 does more than just fill the shoes of its beloved predecessor, it sets itself apart as a classic in its own right.
After a snappy catch-up for newcomers, the story picks up only days after the first game, and moments after the VR sequel-interlude Psychonauts in the Rhombus Of Ruin. 10-year-old psychic-prodigy Razputin Aquato (you) has saved the leader of the Psychonauts, Truman Zanotto, from the grips of dentist/amatuer brain surgeon Dr. Loboto.
Continue Reading at GameSpotPsychonauts 2 Review — Mind Over Matter
Sixteen years ago, Psychonauts made a cartoonish, comically lopsided world feel believable and weighted thanks to its loveable characters and earnest storytelling. Now, Psychonauts 2 builds upon this foundation to reach ambitious new heights, while equally deepening its roots to impressive depths. It takes already well-realized characters and makes them more complex, even if that means traveling to the darker corners of their minds.
It's a dazzling display of Double Fine's signature humor and creativity, but underneath the whimsical, action-platformer is a game about choices and forgiveness. Psychonauts 2 does more than just fill the shoes of its beloved predecessor, it sets itself apart as a classic in its own right.
After a snappy catch-up for newcomers, the story picks up only days after the first game, and moments after the VR sequel-interlude Psychonauts in the Rhombus Of Ruin. 10-year-old psychic-prodigy Razputin Aquato (you) has saved the leader of the Psychonauts, Truman Zanotto, from the grips of dentist/amatuer brain surgeon Dr. Loboto.
Continue Reading at GameSpotFan Creates an Incredible, Working Version of the Simpsons’ TV
The Simpsons' TV set has been brought to life by way of a miniature 3D-printed replica, which imitates the titular family's animated version.
A Twitter user brought the classic Simpsons screen to the screens of our many devices this morning by sharing a Reddit post that details the inner workings of the incredible replica, designed and printed by u/buba447. The accompanying video demonstrates the capabilities of the TV set, which "plays the first 11 seasons at random," and has working knobs too.
A Redditor has 3D printed a working replica of the Simpsons’ TV set.
— Jackie✨ (@hackingbutlegal) August 23, 2021
It plays the first 11 seasons at random. The knobs work too!
“Inside is a raspberry pi zero with a 32gb and card. The Pi is connected to a 640x480 tft display. The Pi is running Jessie Lite” pic.twitter.com/LSAJbrygD5
The creator revealed that the TV itself and all of its parts were designed in Fusion 360 and then printed on an Ender 3 Pro. "Inside is a raspberry pi zero with a 32gb and card. The pi is connected to a 640x480 tft display," the Redditor explained, sharing more information about the tech inside the 3D-printed model. "The pi is running Jessie Lite."
"The episodes were all compressed specifically for the screen and loaded onto the SD card," they added in the post, which has received more than 80,000 upvotes. "When the Pi is powered up, through the USB port on the back of the tv, it starts playing episodes at random. When [an] episode ends the next is randomly selected."
The video shows the TV functioning, with the top knob turning the screen on and off while also muting the volume, and the turning of the bottom knob to raise and lower the volume on the episode as it plays on-screen. The creator explained that the first button has been wired up to GPIO while the second is a POT that is connected to a speaker inside the model.
If you don't have a replica of The Simpsons TV set, then you may have to opt for a more traditional way to watch episodes of the long-running animated series. Fox has already renewed The Simpsons for seasons 33 and 34, ensuring the series will remain on the air until at least 2023 with lots of new episodes, including one with "wall-to-wall music."
Adele Ankers is a freelance writer for IGN. Follow her on Twitter.
A New Star Wars Comic Features an Easter Egg Honoring the Cut Human Version of Jabba the Hutt
A new Star Wars comic has an Easter Egg that honors Declan Mulholland, the actor who played the original human version of Jabba the Hutt from Star Wars: A New Hope that never made it to the big screen.
For those unfamiliar, Jabba the Hutt was originally no more than a mention in Star Wars: A New Hope and made his first on-screen appearance in Return of the Jedi. However, there was a scene shot for the original film that had Jabba confronting Han Solo after he kills Greedo. Instead of being a giant slug-like alien, the scene was shot with actor Declan Mulholland playing a human version of the crime lord in a large fur shawl. You can see the original footage of the cut scene here.
Jabba as we know him didn't exist in 1977 as George Lucas hadn't quite created him yet, and he was portrayed as a human gangster after Han Solo. This cut scene was added in 1997's special edition version of A New Hope, but Mulholland was replaced with CG to keep it in line with Jabba's appearance in Return of the Jedi.
Now, in Star Wars #16, a new comic in the War of the Bounty Hunters crossover event, a character resembling Mulholland's Jabba the Hutt makes his brief debut. As reported by CBR.com, this unnamed character is aboard the Son-Tuul Pride War Cruiser Dark Syndicate and on his way to bid on the carbonite-frozen body of Han Solo.
In a bit of a twist, this character is a part of the Son-Tuul Pride Crime Syndicate, which is a rival gang of Jabba's.
Despite this not actually being a human version of Jabba the Hutt, it's a nice nod to Declan Mulholland. Unfortunately, Mulholland won't get a chance to read the comic as he passed away in 1999, but now his legacy will forever be cemented in that galaxy far, far away.
For more on the War for the Bounty Hunters comic, check out our exclusive look at Star Wars: Crimson Reign, a story that is set to continue the one that began with War of the Bounty Hunters, and one that will "reshape the history of the Star Wars Galaxy during the Age of Rebellion."
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.
A New Star Wars Comic Features an Easter Egg Honoring the Cut Human Version of Jabba the Hutt
A new Star Wars comic has an Easter Egg that honors Declan Mulholland, the actor who played the original human version of Jabba the Hutt from Star Wars: A New Hope that never made it to the big screen.
For those unfamiliar, Jabba the Hutt was originally no more than a mention in Star Wars: A New Hope and made his first on-screen appearance in Return of the Jedi. However, there was a scene shot for the original film that had Jabba confronting Han Solo after he kills Greedo. Instead of being a giant slug-like alien, the scene was shot with actor Declan Mulholland playing a human version of the crime lord in a large fur shawl. You can see the original footage of the cut scene here.
Jabba as we know him didn't exist in 1977 as George Lucas hadn't quite created him yet, and he was portrayed as a human gangster after Han Solo. This cut scene was added in 1997's special edition version of A New Hope, but Mulholland was replaced with CG to keep it in line with Jabba's appearance in Return of the Jedi.
Now, in Star Wars #16, a new comic in the War of the Bounty Hunters crossover event, a character resembling Mulholland's Jabba the Hutt makes his brief debut. As reported by CBR.com, this unnamed character is aboard the Son-Tuul Pride War Cruiser Dark Syndicate and on his way to bid on the carbonite-frozen body of Han Solo.
In a bit of a twist, this character is a part of the Son-Tuul Pride Crime Syndicate, which is a rival gang of Jabba's.
Despite this not actually being a human version of Jabba the Hutt, it's a nice nod to Declan Mulholland. Unfortunately, Mulholland won't get a chance to read the comic as he passed away in 1999, but now his legacy will forever be cemented in that galaxy far, far away.
For more on the War for the Bounty Hunters comic, check out our exclusive look at Star Wars: Crimson Reign, a story that is set to continue the one that began with War of the Bounty Hunters, and one that will "reshape the history of the Star Wars Galaxy during the Age of Rebellion."
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.
Call of Duty: Vanguard Alpha Begins Next Week for All PS5 and PS4 Players
Activision Blizzard is currently facing serious ongoing allegations of harassment and mistreatment of marginalized workers. To learn more, please visit our timeline as well as our in-depth report on the subject.
Activision has announced that all PS5 and PS4 players will be able to participate in the Call of Duty: Vanguard Alpha on August 27 and try out the brand-new Champion Hill game mode.
As revealed on PlayStation.Blog, the Alpha will run from 10am PT/1pm ET/6pm BST on August 27 through 10am PT/1pm ET/6pm BST on August 29.
The Call of Duty: Vanguard Alpha kicks off August 27 on PS5 and PS4. Details on the new Champion Hill Multiplayer mode and pre-load: https://t.co/VwVVtrgCn5 pic.twitter.com/dlT9Gs7bJK
— PlayStation (@PlayStation) August 22, 2021
Not only will PlayStation players not need to pre-order, but players in most countries will not even need PlayStation Plus to participate. PS4 and PS5 players in Germany will need a PlayStation Plus subscription due to the game's age rating, and a "nominal fee is required for PS4 and PS5 owners in Japan."
Preloading for the Call of Duty: Vanguard Alpha will begin on August 23 at 3am PT/6am PT/11am BST, and players of Call of Duty: Modern Warfare, Warzone, or Black Ops Cold War will be able to access it through the game's respective menus after its downloaded if they wish.
All participants in the Alpha will receive a Calling Card and an Emblem in Vanguard, as well as in Warzone following the integration of Vanguard.
Champion Hill is a multi-arena survival tournament where "tactics and strategy combine with quick-action, close-quarter gunplay." The Alpha will feature both Duo (2v2) and Trio (3v3) versions of Champion Hill, and players will compete in a round-robin tournament against seven other teams.
Each Squad will have a number of lives, and the goal is to be the last one standing in a series of timed Combat rounds. All players will start with the same Loadout, but cash you earn from killing other players or from picking up around the map will allow you to purchase new weapons and gear.
While this Alpha is only for PlayStation players, those who pre-order on all platforms will gain access to Call of Duty: Vanguard's Beta in September ahead of its release date of November 5, 2021.
For more on Call of Duty: Vanguard, check out all the new details on the game's campaign and multiplayer and the news of Warzone's new map and Anti-Cheat.
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.
Call of Duty: Vanguard Alpha Begins Next Week for All PS5 and PS4 Players
Activision Blizzard is currently facing serious ongoing allegations of harassment and mistreatment of marginalized workers. To learn more, please visit our timeline as well as our in-depth report on the subject.
Activision has announced that all PS5 and PS4 players will be able to participate in the Call of Duty: Vanguard Alpha on August 27 and try out the brand-new Champion Hill game mode.
As revealed on PlayStation.Blog, the Alpha will run from 10am PT/1pm ET/6pm BST on August 27 through 10am PT/1pm ET/6pm BST on August 29.
The Call of Duty: Vanguard Alpha kicks off August 27 on PS5 and PS4. Details on the new Champion Hill Multiplayer mode and pre-load: https://t.co/VwVVtrgCn5 pic.twitter.com/dlT9Gs7bJK
— PlayStation (@PlayStation) August 22, 2021
Not only will PlayStation players not need to pre-order, but players in most countries will not even need PlayStation Plus to participate. PS4 and PS5 players in Germany will need a PlayStation Plus subscription due to the game's age rating, and a "nominal fee is required for PS4 and PS5 owners in Japan."
Preloading for the Call of Duty: Vanguard Alpha will begin on August 23 at 3am PT/6am PT/11am BST, and players of Call of Duty: Modern Warfare, Warzone, or Black Ops Cold War will be able to access it through the game's respective menus after its downloaded if they wish.
All participants in the Alpha will receive a Calling Card and an Emblem in Vanguard, as well as in Warzone following the integration of Vanguard.
Champion Hill is a multi-arena survival tournament where "tactics and strategy combine with quick-action, close-quarter gunplay." The Alpha will feature both Duo (2v2) and Trio (3v3) versions of Champion Hill, and players will compete in a round-robin tournament against seven other teams.
Each Squad will have a number of lives, and the goal is to be the last one standing in a series of timed Combat rounds. All players will start with the same Loadout, but cash you earn from killing other players or from picking up around the map will allow you to purchase new weapons and gear.
While this Alpha is only for PlayStation players, those who pre-order on all platforms will gain access to Call of Duty: Vanguard's Beta in September ahead of its release date of November 5, 2021.
For more on Call of Duty: Vanguard, check out all the new details on the game's campaign and multiplayer and the news of Warzone's new map and Anti-Cheat.
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: Origins Developer Shares Their Biggest ‘What-If” Moments From Its Development
Daniel Fedor, the lead technical artist on Dragon Age: Origins, has revealed some of the biggest "What-If" moments from the game's development, including that the first entry in the franchise could have had multiplayer and dungeon-master modes.
Speaking to TheGamer for their Oral History of Dragon Age: Origins, Fedor wondered aloud about what Dragon Age: Origins would have ended up being had they not switched engines in the middle of its development.
"One thing I often wonder is what Dragon Age might have been like if we didn’t switch engines mid-development," Fedor said. "Around the time I joined BioWare in 2004, Dragon Age was being demoed at E3 using a prototype they built in NeverWinter Nights.
"I was on a separate project, the Technical Architecture Group (TAG), working on a next-gen engine for BioWare games. Not long after, the Dragon Age and TAG teams merged, and work began on rebuilding DA in the TAG engine. I can’t help but think that set us back a long time."
The NeverWinter Nights engine offered the team a "number of battle-tested things" like multiplayer and dungeon-master modes, but those features were made much more difficult in the transition to the new engine. Fedor said that this left him with a lot of "what-ifs," especially after seeing The Witcher use the NeverWinter Nights engine to great effect.
"There were a number of battle-tested things the NWN engine did that we lost, like multiplayer and dungeon-master modes," Fedor continued. "And seeing what CD Projekt Red did with the NWN engine in The Witcher was really inspiring. Would DAO have come out sooner? Would it have supported multiplayer? Could we have reworked the rendering in NWN’s engine to meet the demands of the time? It’s easy to ask these questions now, in retrospect. But I’m sure at the time, these were really difficult decisions to make."
Despite these missing features, Dragon Age: Origins was a success when it was first released in 2009, and it spawned a franchise that is currently set to get its fourth entry.
In our review of Dragon Age: Origins, we said, "this is the kind of adventure that fantasy RPG fans have been hoping that BioWare would deliver – a game with a ton of re-playability and an incredibly vivid world that is the start of an impressive franchise."
For more on Dragon Age: Origins development, check out the story about how it was originally a game without any dragons.
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: Origins Developer Shares Their Biggest ‘What-If” Moments From Its Development
Daniel Fedor, the lead technical artist on Dragon Age: Origins, has revealed some of the biggest "What-If" moments from the game's development, including that the first entry in the franchise could have had multiplayer and dungeon-master modes.
Speaking to TheGamer for their Oral History of Dragon Age: Origins, Fedor wondered aloud about what Dragon Age: Origins would have ended up being had they not switched engines in the middle of its development.
"One thing I often wonder is what Dragon Age might have been like if we didn’t switch engines mid-development," Fedor said. "Around the time I joined BioWare in 2004, Dragon Age was being demoed at E3 using a prototype they built in NeverWinter Nights.
"I was on a separate project, the Technical Architecture Group (TAG), working on a next-gen engine for BioWare games. Not long after, the Dragon Age and TAG teams merged, and work began on rebuilding DA in the TAG engine. I can’t help but think that set us back a long time."
The NeverWinter Nights engine offered the team a "number of battle-tested things" like multiplayer and dungeon-master modes, but those features were made much more difficult in the transition to the new engine. Fedor said that this left him with a lot of "what-ifs," especially after seeing The Witcher use the NeverWinter Nights engine to great effect.
"There were a number of battle-tested things the NWN engine did that we lost, like multiplayer and dungeon-master modes," Fedor continued. "And seeing what CD Projekt Red did with the NWN engine in The Witcher was really inspiring. Would DAO have come out sooner? Would it have supported multiplayer? Could we have reworked the rendering in NWN’s engine to meet the demands of the time? It’s easy to ask these questions now, in retrospect. But I’m sure at the time, these were really difficult decisions to make."
Despite these missing features, Dragon Age: Origins was a success when it was first released in 2009, and it spawned a franchise that is currently set to get its fourth entry.
In our review of Dragon Age: Origins, we said, "this is the kind of adventure that fantasy RPG fans have been hoping that BioWare would deliver – a game with a ton of re-playability and an incredibly vivid world that is the start of an impressive franchise."
For more on Dragon Age: Origins development, check out the story about how it was originally a game without any dragons.
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.
WWE 2K22 Release Window and New Gameplay Revealed During WWE SummerSlam 2021
Alongside a brand new look at gameplay, it has officially been revealed that WWE 2K22 will be released in March 2022.
Revealed during SummerSlam 2021, the new WWE 2K22 footage shows off a ton of different wrestlers in action like Roman Reigns, Finn Balor, Bobby Lashley, and Drew McIntyre. In an accompanying tweet, 2K promises new controls, stunning graphics, and a redesigned engine for this new game.
While there was no specific release date given, it was promised that fans would get more info on the game in January 2022. To help with the wait, @WWEGames revealed a couple of screenshots of Edge in-engine.
WWE 2K22 was announced at Wrestlemania 37 and will be 2K's first WWE simulation wrestling game since the poorly received WWE 2K20.
In our review of WWE 2K20, we said, "WWE 2K19 looked like it stopped the downward trend for the series, but WWE 2K20 doubles back, breaks its ankle, and tumbles down the slope."
2K announced the WWE 2K series would be taking a break in order to allow the team to deliver a game that is worthy of the WWE name.
To help with the lack of a WWE 2K game, 2K did release WWE 2K Battlegrounds, which we said "works as a shallow party game you play for an hour, then move on to something else, and that's it."
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.