Yearly Archives: 2020

Pikmin 3 Deluxe Review

By this point, nearly four years into the Switch's life cycle, Nintendo has repackaged almost all of Wii U's most noteworthy games for the system's successor, with only a handful of holdovers yet to make the jump. Pikmin 3 is the latest Wii U gem to be dusted off and repurposed for Switch, and like other "deluxe" offerings, it arrives on the hybrid console packed together with all of its original DLC and a smattering of new content--in this case, a handful of additional missions starring series mainstays Olimar and Louie--making this the definitive version of one of the company's most underrated titles.

Although the side story missions are the biggest selling point, Pikmin 3 has actually received a fair number of other tweaks in its move to Switch as well. There are new difficulty options, a hint system that helpfully nudges wayward players in the right direction, and other additions like badges--unlockable achievements that are doled out upon completing specific tasks or reaching certain milestones. These nips and tucks don't radically alter the experience for returning players, but they do help make the game more inviting for newcomers, especially those who may not already be familiar with the series.

Even without any dramatic touch-ups, Pikmin 3 remains just as delightful now as when it first premiered more than seven years ago, thanks to its wonderfully idiosyncratic blend of strategy and adventure. The centerpiece of the package is the Story mode, which begins--just as previous games did--with a crash landing. This time around, you take control of three new explorers named Alph, Brittany, and Charlie, who embark on an expedition across the cosmos in search of food for their starving planet. En route, their spaceship is struck by a meteor, sending the crew plummeting to the planet of the Pikmin, and it falls to you to reunite the explorers, navigate the planet's perils, and retrieve enough food to save their home world.

Continue Reading at GameSpot

Pikmin 3 Deluxe Review

By this point, nearly four years into the Switch's life cycle, Nintendo has repackaged almost all of Wii U's most noteworthy games for the system's successor, with only a handful of holdovers yet to make the jump. Pikmin 3 is the latest Wii U gem to be dusted off and repurposed for Switch, and like other "deluxe" offerings, it arrives on the hybrid console packed together with all of its original DLC and a smattering of new content--in this case, a handful of additional missions starring series mainstays Olimar and Louie--making this the definitive version of one of the company's most underrated titles.

Although the side story missions are the biggest selling point, Pikmin 3 has actually received a fair number of other tweaks in its move to Switch as well. There are new difficulty options, a hint system that helpfully nudges wayward players in the right direction, and other additions like badges--unlockable achievements that are doled out upon completing specific tasks or reaching certain milestones. These nips and tucks don't radically alter the experience for returning players, but they do help make the game more inviting for newcomers, especially those who may not already be familiar with the series.

Even without any dramatic touch-ups, Pikmin 3 remains just as delightful now as when it first premiered more than seven years ago, thanks to its wonderfully idiosyncratic blend of strategy and adventure. The centerpiece of the package is the Story mode, which begins--just as previous games did--with a crash landing. This time around, you take control of three new explorers named Alph, Brittany, and Charlie, who embark on an expedition across the cosmos in search of food for their starving planet. En route, their spaceship is struck by a meteor, sending the crew plummeting to the planet of the Pikmin, and it falls to you to reunite the explorers, navigate the planet's perils, and retrieve enough food to save their home world.

Continue Reading at GameSpot

Cyberpunk 2077 Works on PC and Next-Gen Consoles Right Now

Cyberpunk 2077 is "ready" on PC, and "plays well" on next-gen consoles, with current-gen versions currently being worked on after the game's most recent delay. CD Projekt Red also says there should be no knock-on delay to the game's expansions. Speaking on a conference call after the game's delay to December 10 (reported by Pap Business), CD Projekt CEO Adam Kicinski explained that there would be no further delays, and that this most recent push back was a different situation to previous release date changes. "The game for PC is ready and plays well on next-gen consoles and the company is finalizing the process concerning current gen consoles." That suggests that current-gen console performance was the reason for the delay - something IGN has heard independently from sources close to CD Projekt Red. [ignvideo url="https://www.ign.com/videos/cyberpunk-2077-delayed-for-a-fourth-time"] It's worth pointing out that the version running on next-gen consoles is almost certainly the same as the current-gen edition - true PS5 and Xbox Series upgrades aren't arriving until next year, and are likely lower down CDPR's development priorities ahead of the launch. Asked if there had been knock-on effects because of the current delay CD Projekt's SVP of Business Development, Michal Nowakowski explained that there had been no impact on planned expansions to the game. However, Kiciski said that there may be "organizational changes" in technical departments at the developer. The unexpected delay, which arrived after the game went gold, has led to Cyberpunk 2077's Twitter account having to light-heartedly reckon with some of its extremely confident old tweets. [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.

Watch Dogs: Legion Review

Watch Dogs: Legion releases on Thursday, October 29. While we reviewed the game on PC, other outlets playing the Xbox One version have encountered overheating issues on Xbox One X. Ubisoft says it plans to release an update on October 30 that's intended to resolve the issue.


Watch Dogs: Legion takes the foundations and ideas of its predecessors and expands upon them exponentially. The core conceit of Legion lies in the old adage of "strength in numbers," which manifests in the game letting you recruit and play as nearly any character you come across, amassing a ragtag crew of freedom fighters. This open-ended stance to fighting the system is a significant change for the franchise, and it's bolstered by improved hacking and social-engineering gameplay. Legion's approach, while admirable, does have some unintended issues that make its powerful message of unity waver at inopportune times, but it still manages to make a profound statement about hope with its novel approach to player agency.

Continue Reading at GameSpot

Watch Dogs: Legion Review

Watch Dogs: Legion takes the foundations and ideas of its predecessors and expands upon them exponentially. The core conceit of Legion lies in the old adage of "strength in numbers," which manifests in the game letting you recruit and play as nearly any character you come across, amassing a ragtag crew of freedom fighters. This open-ended stance to fighting the system is a significant change for the franchise, and it's bolstered by improved hacking and social-engineering gameplay. Legion's approach, while admirable, does have some unintended issues that make its powerful message of unity waver at inopportune times, but it still manages to make a profound statement about hope with its novel approach to player agency.

Legion is set in a near-future, more technologically advanced London. Longstanding hacker group DedSec has been framed for a series of bombings in the city, and its members are branded as terrorists. This, however, was all engineered by the mysterious rival hacker group known as Zero Day. In the chaos after the bombing, London and its citizens are effectively caught in the vice-grip of encroaching fascism and suffocating capitalism due to the occupation of Albion, a private military group, as well as criminal and corporate enterprises taking advantage of the power vacuum. With many key operatives dead or missing, DedSec London starts from scratch by crowdsourcing new members made up of like-minded citizens wanting to liberate the city.

The London in Watch Dogs: Legion is presented as a more advanced and exaggerated version of the real-life London. However, this interpretation of the city still reflects the present mood of 2020, albeit with more of a cyberpunk-dystopia aesthetic. The city's history and its iconic landmarks are the backdrop for stark futurism. The majesty of Buckingham Palace and the bohemian charm of Camden are washed with parcel delivery drones, holographic advertisements, and self-driving cars that flood your line of sight. Of course, all of this also makes for an exciting playground for your hacking antics.

Continue Reading at GameSpot

Ring Of Pain Review

Ring of Pain is a roguelike card game that's too damned creepy to not live rent-free in your head long after you're finished. You play as someone trapped in darkness, unsure of who can help you out and who intends to lead you into ruin. The constant uncertainty leaves you always second-guessing yourself, while the action manages to keep you firmly in the moment as you juggle satisfying risk-reward choices. This balance of feeling both powerful and vulnerable--but in different ways depending on your choices--manages to shake up potentially repetitive attempts to navigate the rings of cards in your efforts to escape this eerie, unsettling world.

Each run in Ring of Pain starts out largely the same: It's just you and a circle of cards that probably want to kill you. Two cards in the circle are in the foreground and can be viewed and interacted with immediately. Cards feature an interesting array of spooky creatures that can be fought or dodged, items to be collected and equipped, stat boosts, potions, curses, or doors to be passed through into another new dungeon ring. There’s a menagerie of different cards to come across, which keeps you constantly on your toes and never too sure of what to expect--but there are still patterns and hints to the madness, such as themed dungeons that keep things purposeful rather than totally random. The rings cycle through depending on your actions--you might find a card that shuffles the ring, or a card might cycle itself through the ring to chase you--and how you choose to navigate them will determine your play style.

You don't have to clear a ring to move to the next stage, just to get to a door. You have your own base stats, which change based on the items and boosts you find and equip. It’s best to think of yourself as a sort of customizable creature card with slots augmented by what you find. Most of the equipment will have basic stat augments, but others will offer interesting strategies like gaining health from curses or knocking back creatures after an attack. Each little factor can greatly determine how effective you are in satisfying ways that alter available strategies. The knock-back ability can make slow but devastatingly strong enemies a total non-issue as they no longer have a chance to attack, while without it even sneaking past them can be risky business.

Continue Reading at GameSpot

Ring Of Pain Review

Ring of Pain is a roguelike card game that's too damned creepy to not live rent-free in your head long after you're finished. You play as someone trapped in darkness, unsure of who can help you out and who intends to lead you into ruin. The constant uncertainty leaves you always second-guessing yourself, while the action manages to keep you firmly in the moment as you juggle satisfying risk-reward choices. This balance of feeling both powerful and vulnerable--but in different ways depending on your choices--manages to shake up potentially repetitive attempts to navigate the rings of cards in your efforts to escape this eerie, unsettling world.

Each run in Ring of Pain starts out largely the same: It's just you and a circle of cards that probably want to kill you. Two cards in the circle are in the foreground and can be viewed and interacted with immediately. Cards feature an interesting array of spooky creatures that can be fought or dodged, items to be collected and equipped, stat boosts, potions, curses, or doors to be passed through into another new dungeon ring. There’s a menagerie of different cards to come across, which keeps you constantly on your toes and never too sure of what to expect--but there are still patterns and hints to the madness, such as themed dungeons that keep things purposeful rather than totally random. The rings cycle through depending on your actions--you might find a card that shuffles the ring, or a card might cycle itself through the ring to chase you--and how you choose to navigate them will determine your play style.

You don't have to clear a ring to move to the next stage, just to get to a door. You have your own base stats, which change based on the items and boosts you find and equip. It’s best to think of yourself as a sort of customizable creature card with slots augmented by what you find. Most of the equipment will have basic stat augments, but others will offer interesting strategies like gaining health from curses or knocking back creatures after an attack. Each little factor can greatly determine how effective you are in satisfying ways that alter available strategies. The knock-back ability can make slow but devastatingly strong enemies a total non-issue as they no longer have a chance to attack, while without it even sneaking past them can be risky business.

Continue Reading at GameSpot

Ring Of Pain Review

Ring of Pain is a roguelike card game that's too damned creepy to not live rent-free in your head long after you're finished. You play as someone trapped in darkness, unsure of who can help you out and who intends to lead you into ruin. The constant uncertainty leaves you always second-guessing yourself, while the action manages to keep you firmly in the moment as you juggle satisfying risk-reward choices. This balance of feeling both powerful and vulnerable--but in different ways depending on your choices--manages to shake up potentially repetitive attempts to navigate the rings of cards in your efforts to escape this eerie, unsettling world.

Each run in Ring of Pain starts out largely the same: It's just you and a circle of cards that probably want to kill you. Two cards in the circle are in the foreground and can be viewed and interacted with immediately. Cards feature an interesting array of spooky creatures that can be fought or dodged, items to be collected and equipped, stat boosts, potions, curses, or doors to be passed through into another new dungeon ring. There’s a menagerie of different cards to come across, which keeps you constantly on your toes and never too sure of what to expect--but there are still patterns and hints to the madness, such as themed dungeons that keep things purposeful rather than totally random. The rings cycle through depending on your actions--you might find a card that shuffles the ring, or a card might cycle itself through the ring to chase you--and how you choose to navigate them will determine your play style.

You don't have to clear a ring to move to the next stage, just to get to a door. You have your own base stats, which change based on the items and boosts you find and equip. It’s best to think of yourself as a sort of customizable creature card with slots augmented by what you find. Most of the equipment will have basic stat augments, but others will offer interesting strategies like gaining health from curses or knocking back creatures after an attack. Each little factor can greatly determine how effective you are in satisfying ways that alter available strategies. The knock-back ability can make slow but devastatingly strong enemies a total non-issue as they no longer have a chance to attack, while without it even sneaking past them can be risky business.

Continue Reading at GameSpot

Marvel’s Spider-Man Miles Morales: Another Villain Confirmed

Insomniac Games has revealed that Prowler will appear in Marvel's Spider-Man: Miles Morales, and Marvel has offered up a first look at how the villain will appear in the game. Prowler is a spider-verse villain commonly associated with Miles Morales, and while prior today we had no indication he'd be joining the rest of the game's villainous lineup, Prowler has now been confirmed to appear in Miles Morales when it launches next month. Marvel's official Twitter account tweeted about the character and included a picture of what they're going to look like in the game, and then Insomniac Games quote-tweeted it to confirm. As you can see in the tweet above, our first look at Prowler comes by way of a look at Marvel's Spider-Man: Miles Morales creative director Brian Horton's variant cover for the Amazing Spider-Man #55 comic. You can see Miles' spider-sense tingling as Prowler, who is a few feet behind Miles, prepares to swing at him. Spider-Man and Prowler fans will recognize the differences between this Prowler and traditional and recent media appearances of the character. This Prowler appears more militaristic in style and seems to have dropped, or at least toned down, the purple found in traditional Prowler garb or as seen in 2018's Spider-Man: Into the Spider-Verse. This take retains the Prowler insignia often seen on the character, except it appears to glow green. Perhaps Prowler is powered by the Tinkerer, who is the main villain of the game. [ignvideo url="https://www.ign.com/videos/2020/09/16/spider-man-miles-morales-gameplay-trailer"] We'll all known soon enough when Marvel's Spider-Man: Miles Morales launches on November 12. In the meantime, read this story about how the actor behind Miles heard about his spin-off game at the launch of Spider-Man on PS4 and then check out the Crimson Cowl suit for Miles recently revealed by Insomniac Games. Read about the different FPS modes available in the game for PS5 and then watch this gameplay trailer after that. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes

PS5: As Many Pre-Orders Made in 12 Hours as PS4 Pre-Orders in 12 Weeks in US

Sony Interactive Entertainment CEO Jim Ryan says PlayStation 5 demand appears to be "very considerable" based on the number of pre-orders in the United States. Ryan spoke to Reuters about the consumer demand for the PS5 on October 27 and said: "The demand as expressed by the level of pre-order has been very, very considerable." Ryan said that Sony pre-sold as many PS5s in the first 12 hours of preorders in the United States as were sold in the first 12 weeks of preorders for the PlayStation 4. [widget path="global/article/imagegallery" parameters="albumSlug=ps5-console-first-look-size-comparison&captions=true"] While Ryan wouldn't talk any specific numbers as it relates to PS5 preorders, one can infer that the number must be quite high. Exact PS4 preorder numbers aren't known but we know it surpassed 1 million pre-orders worldwide by July 2013, which is four months before the console's launch, and over 1 million PS4s were sold within the console's first 24 hours after launch. If the PS5's pre-order numbers in the first 12 hours match the first 12 weeks of PS4 pre-orders, we wouldn't be surprised if the PS5 pre-order number is nearing or past 1 million in the US. Ryan said that it may end up that not everybody who wants to purchase a PS5 on launch day will be able to actually find one to purchase. There will be, however, more PS5s at launch than there were PS4s at launch, according to Sony. He said Sony is "working as hard as we ever can" to get PS5s on store shelves for holiday shopping near the end of the year. [ignvideo url="https://www.ign.com/videos/2020/10/27/ps5-console-unboxing"] The SIE CEO also told Reuters that it will continue to grow its staple of first-party studios organically and that Sony will add to its lineup "where we can bolster our in-house capability with selective M&A (merging and acquisition) that might be possible." Ryan said all of this the same day that initial previews went up for the PS5 and you can check out IGN's PS5 coverage of that here. Read about our PS5 unboxing experience and then watch us unbox the PS5 DualSense controller and all of the other PS5 accessories. Check out our hands-on preview with Astro's Playroom after that to find out why we think the DualSense is a fun evolution of the PlayStation controller. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes