Yearly Archives: 2020

Among Us to Add New Map, Accounts System and More

Innersloth has pushed an update to Among Us and outlined a small roadmap for future content, with a new map, an account system and colourblind support on the way. A new developer blog post on the Among Us news hub over on Steam mentions that Innersloth is working on an account system, set to arrive as early as December, which will let players report toxic or hacking accounts, with friend lists to follow after that. The team is also hard at work on a free new map, which is apparently bigger than Polus and features brand new task types, is themed after Henry Stickmin, and will be free to all players. Professional translations into multiple languages are also in the pipeline, as well as full-blown colourblind support. [widget path="global/article/imagegallery" parameters="legacyId=800004723&captions=true"] The latest update has brought bug fixes and anonymous voting to the game, which marks every vote as grey to obscure voting intention and make ejections even more mysterious. Taskbar modifiers have also been added to the Among Us options, with Meeting mode making it so the taskbar only updates during a meeting, or Invisible mode, which removes the taskbar entirely. Innersloth also mentioned that it's working on dealing with cheating and hacking in the game. "Some cheats still work and now there are bugs too. There will be more server updates to fix all of this, but rushing anti-hacks is what caused the bugs, so cleaning things up is a slower process. Also rest assured that any threats made in the game are false and your devices and data are safe. If you see a hacker, ban them or find a different room," the blog reads. Interested in the Among Us phenomenon? We've written a history of the game's sudden rise from obscurity, which led to one of the largest ever Twitch streams among other acheievements. The game is so successful that its developers cancelled a sequel to add more content to the original game. For more on Among Us, check out our article for some useful tips and tricks to help you succeed when playing crewmate and impostor. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Yakuza: Like A Dragon Review – The Power Of Friendship

After the conclusion of the series' previous anthology with Yakuza 6, there were big Kiryu-sized shoes to fill. As our new protagonist Kasuga Ichiban steps into the spotlight for Yakuza: Like a Dragon, developer RGG Studio proves it can still capture its signature blend of gripping melodrama and absurdist humor while creating something genuinely fresh for the long-running franchise. The reinvention isn't just in the transition from action-brawler to turn-based combat, which is a great take on traditional RPG battles. It's that the party dynamic in Like a Dragon enables a new kind of storytelling that the series hasn't explored before, one that focuses on the power of embracing friendship and fighting together every step of the way.

Like a Dragon starts anew, providing an entry point for those who have never played a Yakuza game before. But it wouldn't be a proper series entry without the core tenets that define Yakuza--things like captivating exposition-heavy cutscenes, exciting over-the-top fights, and a wealth of side activities that flood the streets of a lifelike Japanese city. In true Yakuza fashion, the tangled web of alliances, betrayals, secrets, and shifts in power across different organizations serve as the foundation for much of its character-driven story. And it's as sweet as ever here.

Kasuga, Number One

Ichiban has a familiar background: born from nothing, scraping by in Kamurocho until a father figure with yakuza ties digs him out of serious trouble. Ichiban's life revolves around that man, Masumi Arakawa, and he eventually follows in his footsteps by pledging himself to the Tojo Clan. Much of what propels Like a Dragon is the connection these two share--from Ichiban taking the fall for a family crime to uncovering why he'd been left for dead in another city after his 18-year prison sentence. Things change in time, and that good-natured kid who grew up loving Dragon Quest (literally in-lore) and doing harmless errands for the gang now has a lot to learn about the criminal underworld as he re-enters society.

Continue Reading at GameSpot

Yakuza: Like A Dragon Review – The Power Of Friendship

After the conclusion of the series' previous anthology with Yakuza 6, there were big Kiryu-sized shoes to fill. As our new protagonist Kasuga Ichiban steps into the spotlight for Yakuza: Like a Dragon, developer RGG Studio proves it can still capture its signature blend of gripping melodrama and absurdist humor while creating something genuinely fresh for the long-running franchise. The reinvention isn't just in the transition from action-brawler to turn-based combat, which is a great take on traditional RPG battles. It's that the party dynamic in Like a Dragon enables a new kind of storytelling that the series hasn't explored before, one that focuses on the power of embracing friendship and fighting together every step of the way.

Like a Dragon starts anew, providing an entry point for those who have never played a Yakuza game before. But it wouldn't be a proper series entry without the core tenets that define Yakuza--things like captivating exposition-heavy cutscenes, exciting over-the-top fights, and a wealth of side activities that flood the streets of a lifelike Japanese city. In true Yakuza fashion, the tangled web of alliances, betrayals, secrets, and shifts in power across different organizations serve as the foundation for much of its character-driven story. And it's as sweet as ever here.

Kasuga, Number One

Ichiban has a familiar background: born from nothing, scraping by in Kamurocho until a father figure with yakuza ties digs him out of serious trouble. Ichiban's life revolves around that man, Masumi Arakawa, and he eventually follows in his footsteps by pledging himself to the Tojo Clan. Much of what propels Like a Dragon is the connection these two share--from Ichiban taking the fall for a family crime to uncovering why he'd been left for dead in another city after his 18-year prison sentence. Things change in time, and that good-natured kid who grew up loving Dragon Quest (literally in-lore) and doing harmless errands for the gang now has a lot to learn about the criminal underworld as he re-enters society.

Continue Reading at GameSpot

PS5 DualSense Controller Seemingly Also Has a Removable Faceplate

The PS5 DualSense controller's black faceplate is seemingly removable, suggesting that players could swap it out for custom designs in the future. As can be seen in a video from John Glasscock on YouTube, the lower black plating that covers the thumbstick on the DualSense can be snapped out and reapplied with relative ease, "with pretty much no tools required". Glasscock is shown removing the plate simply by gripping the sides of the peripheral and applying some force, although it may be that he's previously used a thin tool to loosen the plate. It's not clear if removing the plate could void any warranty on the controller, so we currently don't recommend trying it yourself. This suggests that players will be able to customize their DualSense, either through first-party revisions of the controller or third-party solutions (as per Sony's approval). However, whether third-party plates could be sold is currently up in the air - only this week, we saw a third-party outlet creating custom plates for the PS5 console itself apologizing and cancelling all orders after the company was pressured by Sony. [ignvideo url="https://www.ign.com/videos/why-sony-wont-let-you-buy-ps5-custom-plates-ign-daily-fix-"] The video also shows how the controller's lightbar works in-game on the PS4 via Remote Play and offers some PS3 gameplay using the DualSense peripheral. As revealed earlier this week, the DualSense doesn't work natively with the PS4, but it does function as normal with the PS3, even though PS3 games aren't playable on the PS5. If you want to know more about the DualSense, check out our preview of the controller alongside some Astro's Playroom gameplay. Preorders for the PlayStation 5 are currently sold out, but if more go up they'll be in our PS5 preorder guide right away. For everything you need to know about PlayStation 5, check out our PS5 guide. [ignvideo url="https://www.ign.com/videos/2020/04/07/ps5s-controller-the-dualsense-revealed"] [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

PS5 DualSense Controller Seemingly Also Has a Removable Faceplate

The PS5 DualSense controller's black faceplate is seemingly removable, suggesting that players could swap it out for custom designs in the future. As can be seen in a video from John Glasscock on YouTube, the lower black plating that covers the thumbstick on the DualSense can be snapped out and reapplied with relative ease, "with pretty much no tools required". Glasscock is shown removing the plate simply by gripping the sides of the peripheral and applying some force, although it may be that he's previously used a thin tool to loosen the plate. It's not clear if removing the plate could void any warranty on the controller, so we currently don't recommend trying it yourself. This suggests that players will be able to customize their DualSense, either through first-party revisions of the controller or third-party solutions (as per Sony's approval). However, whether third-party plates could be sold is currently up in the air - only this week, we saw a third-party outlet creating custom plates for the PS5 console itself apologizing and cancelling all orders after the company was pressured by Sony. [ignvideo url="https://www.ign.com/videos/why-sony-wont-let-you-buy-ps5-custom-plates-ign-daily-fix-"] The video also shows how the controller's lightbar works in-game on the PS4 via Remote Play and offers some PS3 gameplay using the DualSense peripheral. As revealed earlier this week, the DualSense doesn't work natively with the PS4, but it does function as normal with the PS3, even though PS3 games aren't playable on the PS5. If you want to know more about the DualSense, check out our preview of the controller alongside some Astro's Playroom gameplay. Preorders for the PlayStation 5 are currently sold out, but if more go up they'll be in our PS5 preorder guide right away. For everything you need to know about PlayStation 5, check out our PS5 guide. [ignvideo url="https://www.ign.com/videos/2020/04/07/ps5s-controller-the-dualsense-revealed"] [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Phasmophobia Dev ‘Reconsidering’ Early Access Plans After Huge Success

Breakout ghost hunting game Phasmophobia has been so successful that its developer has had to ‘reconsider’ their original plans for the game’s future in Early Access, taking more time for bug fixes and new content before hitting a ‘full‘ release.

Kinetic Games is made up of a single developer – going by the name Dknighter – who created the game as a debut solo project, with no formal development training. As such, the initial plans for the game’s Early Access were fairly limited: “I was originally planning the Early Access to be short”, Dknighter tells me in an email interview, “where I just add a few more maps, ghost types and equipment. However, due to the game’s popularity, everyone's expectations are increased so I am going to have to reconsider my plans for the game’s future.”

[ignvideo url="https://www.ign.com/videos/phasmophobia-first-time-ghost-hunting-goes-terribly-wrong"]

Dknighter doesn’t go into detail about the details of the new plans, but it seems the game will remain in Early Access for longer than planned, and may well be more ambitious in the additions it makes. For now, however, the developer's focusing on existing features, rather than new ones.

“At the moment my only focus is getting the major bugs fixed before I begin working on new content. These bug fixes would usually be sent out when they are ready but, due to me having to update a lot of the game’s code, a lot of new systems need testing, so the next update will be a big stability and bug fix update. After these bugs are fixed the new content will likely get bundled together in big updates. All new updates can be played on the beta version of the game, which everyone can access through Steam.”

We saw the fruits of that work in last week’s patch for the game, which made dozens of fixes and changes (and, to be fair, did add some Halloween flavoured new content in there too). As for what’s next, a glance at the game’s public development Trello board shows you how many features Dknighter is thinking of for the future, but one element might be something of a pipedream. At one point, that board featured mention of a mooted PvP mode in which a player could take control of a ghost – that’s no longer featured on the board, and with good reason:

“The second PvP mode was added to the Trello to see what everyone's reactions would be. Right now I have no plans to add another game mode, as it would turn the game into something completely different, and push the game away from what I want it to be. I want the game to remain 4 players vs. 1 AI, and balance the game, then add new features around that style of gameplay.”

[widget path="global/article/imagegallery" parameters="albumSlug=phasmophobia-6-screenshots&captions=true"]

The idea seems very much to keep Phasmophobia as-is but continue to push at its boundaries, fill it with more potential scares, and ways to catalogue them; essentially, to make more of the game that millions have taken to in recent months. I ask Dknighter if there had been any expectation of the kind of success Phasmophobia’s seen in its early days. “Not at all. I was planning for the server capacity hitting a maximum of 500 players on launch day and it to drop off from there, as well as only aiming to make enough money to keep making more games. Now the game has over 2 million sales, with a player peak of around 90k.” If you want some sense of how quick things are moving for Phasmophobia right now, that player record has since risen to more than 110k since we talked.

I ask what Dknighter – who surely can’t have dreamed of a run like this for his first ever game – thinks about that sudden success. Is it COVID lockdown, or perhaps an increased openness to indie games from players these days? His answer’s perhaps more simple  “I think everyone is always on the lookout for multiplayer games based around having fun with your friends rather than competing against other players, whether it comes from a known development team or not.” The results, and the changes they’re forcing Kinetic Games to make, are bearing that theory out.

[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.

Phasmophobia Dev ‘Reconsidering’ Early Access Plans After Huge Success

Breakout ghost hunting game Phasmophobia has been so successful that its developer has had to ‘reconsider’ their original plans for the game’s future in Early Access, taking more time for bug fixes and new content before hitting a ‘full‘ release.

Kinetic Games is made up of a single developer – going by the name Dknighter – who created the game as a debut solo project, with no formal development training. As such, the initial plans for the game’s Early Access were fairly limited: “I was originally planning the Early Access to be short”, Dknighter tells me in an email interview, “where I just add a few more maps, ghost types and equipment. However, due to the game’s popularity, everyone's expectations are increased so I am going to have to reconsider my plans for the game’s future.”

[ignvideo url="https://www.ign.com/videos/phasmophobia-first-time-ghost-hunting-goes-terribly-wrong"]

Dknighter doesn’t go into detail about the details of the new plans, but it seems the game will remain in Early Access for longer than planned, and may well be more ambitious in the additions it makes. For now, however, the developer's focusing on existing features, rather than new ones.

“At the moment my only focus is getting the major bugs fixed before I begin working on new content. These bug fixes would usually be sent out when they are ready but, due to me having to update a lot of the game’s code, a lot of new systems need testing, so the next update will be a big stability and bug fix update. After these bugs are fixed the new content will likely get bundled together in big updates. All new updates can be played on the beta version of the game, which everyone can access through Steam.”

We saw the fruits of that work in last week’s patch for the game, which made dozens of fixes and changes (and, to be fair, did add some Halloween flavoured new content in there too). As for what’s next, a glance at the game’s public development Trello board shows you how many features Dknighter is thinking of for the future, but one element might be something of a pipedream. At one point, that board featured mention of a mooted PvP mode in which a player could take control of a ghost – that’s no longer featured on the board, and with good reason:

“The second PvP mode was added to the Trello to see what everyone's reactions would be. Right now I have no plans to add another game mode, as it would turn the game into something completely different, and push the game away from what I want it to be. I want the game to remain 4 players vs. 1 AI, and balance the game, then add new features around that style of gameplay.”

[widget path="global/article/imagegallery" parameters="albumSlug=phasmophobia-6-screenshots&captions=true"]

The idea seems very much to keep Phasmophobia as-is but continue to push at its boundaries, fill it with more potential scares, and ways to catalogue them; essentially, to make more of the game that millions have taken to in recent months. I ask Dknighter if there had been any expectation of the kind of success Phasmophobia’s seen in its early days. “Not at all. I was planning for the server capacity hitting a maximum of 500 players on launch day and it to drop off from there, as well as only aiming to make enough money to keep making more games. Now the game has over 2 million sales, with a player peak of around 90k.” If you want some sense of how quick things are moving for Phasmophobia right now, that player record has since risen to more than 110k since we talked.

I ask what Dknighter – who surely can’t have dreamed of a run like this for his first ever game – thinks about that sudden success. Is it COVID lockdown, or perhaps an increased openness to indie games from players these days? His answer’s perhaps more simple  “I think everyone is always on the lookout for multiplayer games based around having fun with your friends rather than competing against other players, whether it comes from a known development team or not.” The results, and the changes they’re forcing Kinetic Games to make, are bearing that theory out.

[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.

WandaVision Actor Says It’s a ‘Full-on Action Movie Mixed With Sitcoms’

WandaVision's Teyonah Parris has offered some fresh teases about the upcoming Marvel series, which is expected to start streaming on Disney+ later this year. As Screen Rant reports, Parris, who is making her MCU debut in Marvel's WandaVision, recently sat down with The Undefeated to discuss her exciting new role on the series, playing the grown-up version of Monica Rambeau from Captain Marvel. Parris said that she had always dreamt of playing a superhero, so she couldn't be happier about joining Elizabeth Olsen's Scarlet Witch and Paul Bettany's Vision for the series, which she describes as a "full-on action movie." "I'm so happy to be a part of this universe. And to be Monica Rambeau, she's such a badass in the comics," Parris said of her character, who first appeared in the Marvel universe in 1982's The Amazing Spider-Man Annual #16. "I just can't believe that this is happening. This is a full-on action movie, mixed with sitcoms, it's wild. It's wild. I think people will be very excited." [ignvideo url="https://www.ign.com/videos/2020/09/22/wandavision-trailer-confirms-this-is-the-mcus-house-of-m"] The series is said to be a blend of classic television and the Marvel Cinematic Universe in which Wanda Maximoff and Vision—two super-powered beings living idealized suburban lives—begin to suspect that everything is not as it seems. Series star Paul Bettany previously referred to WandaVision as the "oddest of all the Marvel endeavours so far," calling it a "super avant-garde and weird" project. So we're prepared for something weird but hopefully wonderful when WandaVision premieres on Disney+ later this year. In the meantime, if you're up for more theorizing about the potential plot of WandaVision and how it might tie into Doctor Strange and the Multiverse of Madness, which will also feature Scarlet Witch, check out our deep dive into the comics that might have inspired WandaVision. [widget path="global/article/imagegallery" parameters="albumSlug=the-evolution-of-scarlet-witch-and-the-visions-relationship-in-the-comics&captions=true"] [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

WandaVision Actor Says It’s a ‘Full-on Action Movie Mixed With Sitcoms’

WandaVision's Teyonah Parris has offered some fresh teases about the upcoming Marvel series, which is expected to start streaming on Disney+ later this year. As Screen Rant reports, Parris, who is making her MCU debut in Marvel's WandaVision, recently sat down with The Undefeated to discuss her exciting new role on the series, playing the grown-up version of Monica Rambeau from Captain Marvel. Parris said that she had always dreamt of playing a superhero, so she couldn't be happier about joining Elizabeth Olsen's Scarlet Witch and Paul Bettany's Vision for the series, which she describes as a "full-on action movie." "I'm so happy to be a part of this universe. And to be Monica Rambeau, she's such a badass in the comics," Parris said of her character, who first appeared in the Marvel universe in 1982's The Amazing Spider-Man Annual #16. "I just can't believe that this is happening. This is a full-on action movie, mixed with sitcoms, it's wild. It's wild. I think people will be very excited." [ignvideo url="https://www.ign.com/videos/2020/09/22/wandavision-trailer-confirms-this-is-the-mcus-house-of-m"] The series is said to be a blend of classic television and the Marvel Cinematic Universe in which Wanda Maximoff and Vision—two super-powered beings living idealized suburban lives—begin to suspect that everything is not as it seems. Series star Paul Bettany previously referred to WandaVision as the "oddest of all the Marvel endeavours so far," calling it a "super avant-garde and weird" project. So we're prepared for something weird but hopefully wonderful when WandaVision premieres on Disney+ later this year. In the meantime, if you're up for more theorizing about the potential plot of WandaVision and how it might tie into Doctor Strange and the Multiverse of Madness, which will also feature Scarlet Witch, check out our deep dive into the comics that might have inspired WandaVision. [widget path="global/article/imagegallery" parameters="albumSlug=the-evolution-of-scarlet-witch-and-the-visions-relationship-in-the-comics&captions=true"] [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Pokemon GO Has Earned $1 Billion in 2020 and Is Having Its Best Year Yet

Pokemon GO has allegedly brought in an estimated $1 billion in player spending in 2020 so far, making it the best year yet for the app that lets you catch virtual Pokemon in the real world. As reported by Sensor Tower, Pokemon GO earned $832 million in player spending in its launch year of 2016. Spending declined in 2017, but it has continued to rise through the first 10 months of 2020. It is up 11% from 2019's total, and up 30% from the first 10 months of 2019. The COVID-19 pandemic has clearly had an impact on Pokemon GO, and developer Niantic had made temporary changes to help Pokemon GO work better for those staying at home. It recently said it was removing some of them, but that change most likely attributed to some of the success from this year, especially for those in more rural areas. [ignvideo url="https://www.ign.com/videos/star-wars-director-rian-johnsons-pokemon-trailer-pokemon-go-fest-2020"] Sensor Tower also mentioned that Pokemon GO has ranked as the "No. 3 mobile game by global player spending outside of third-party stores, such as those in China." It sits behind only PUBG Mobile and Honor of Kings. To date, Pokemon GO has accumulated nearly $4.2 billion in player spending globally, with the USA proving to be the most lucrative with revenue reaching $1.5 billion, or 36.3% of total spending. Japan ranks #2 at $1.3 billion and Germany ranks #3 at $238.6 million. Google Play accounts for the majority of Pokemon GO's revenue, beating out Apple's $1.9 billion by generating more than $2.2 billion. As far as downloads go, Pokemon GO has seen nearly 600 million unique installs worldwide, with the US ranking #1 for downloads at 109 million installs. Brazil is in #2 with 65.2 million and Mexico is #3 at 37.3 million. [ignvideo url="https://www.ign.com/videos/2019/12/26/pokemon-go-buddy-adventure-feature-trailer"] Google Play has seen 78% of those downloads at 466 million, while Apple accounts for nearly 132 million, or 22%. For more on Pokemon GO, hear stories of those around the world who kept playing Pokemon Go in the time of Coronavirus. [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.