Yearly Archives: 2020
PS5 Launch Game Destruction AllStars Delayed to February
We recently got our hands on a PS5, but for now we can only show you the retail box. In other PS5 news, here's a helpful comparison between the Xbox Series X and PS5 launch titles. Preorders for the console 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.
[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.Sackboy: A Big Adventure: New PS5 Gameplay Details
Why Sackboy Will Run at a Locked 60 FPS
Though Sumo Digital has confirmed before that Sackboy will run at 60 FPS, Waterhouse spoke a bit at length about why, from the start of the project, this locked framerate was such a key facet of the game. “We said from day one, the absolute must was a smooth 60 frames per second because we focused on play and that was about creating the best platform we could. For us, that meant awesome character controls, and it meant a really responsive character,” Waterhouse said, explaining that that also meant a solid framerate on both the PS4 and PS5 versions of the game. [ignvideo url="https://www.ign.com/videos/sackboy-a-big-adventure-sumo-introduces-sackboy-video"] He continued, “So we said from the get-go, it has to be a solid 60 across all platforms. We use dynamic resolution scaling to ensure that we can keep it at a smooth 60, but that was our priority throughout development. And I hope that players feel the benefits of that when they play the game."Approachable, But With Some True Challenges
Platformers often have to thread a difficult needle of, well, difficulty, ensuring that they can be approachable from the start for players to learn the ropes, while also letting those who crave a challenge really test their skills. “We wanted to create an experience with broad appeal that everyone can enjoy, he's a wonderfully endearing character, the world is rich and it's inviting, and we just wanted lots and lots of people to get the chance to experience that and to enjoy that,” Waterhouse explained. But, of course, platforming fans crave a good challenge, and the Sumo Digital team took an interesting approach — namely, the difference in mastering the campaign and mastering all of Sackboy’s content comes in his moveset. [widget path="global/article/imagegallery" parameters="albumSlug=ps5-ui-screenshots&captions=true"] “So the way that we approached this was, we said we're going to broaden Sackboy's moveset. We're going to introduce loads of new moves... But we said, we will only use a subset of those moves to complete the main adventure. That doesn't mean the main adventure doesn't have challenge. It's familiar and welcoming when you start out, the challenge increases as you become more accustomed to the character and the world. “But what you don't need to do is learn every move and you don't need to learn how to chain them all together. You can complete this game with a subset of those moves. However, if you want to set all the high scores, find all the secrets, master all the levels, beat the post-game and platinum this game, you are going to have to learn how to master this character.” In particular, Waterhouse pointed to a subset of levels called the Knitted Knight Trials, which Waterhouse described as “quick-fire, fast-paced arcade-y, bits of gameplay where you've got this hazard strewn obstacle course, one life, and you have to get to the finish line as quickly as you can.”PS4 Players Shouldn’t Be Disappointed
Sackboy is going to be a launch PS5 game and also hit PS4. It is aiming to take advantage of the new system’s advanced capabilities, including the DualSense controller, the system’s SSD, and more. But Waterhouse made it clear that PS4 players should not expect to be disappointed by the experience. “When it comes to the PlayStation 4 version of this game, I don't think anyone's going to be disappointed if they buy that version," he said. "For me and for the team, it was really important for us to be on that platform because we wanted as many people as possible to get a chance to play this game. That said, the new console is more powerful. It's got new features, and that allowed us to enhance both the visuals, take advantage of the SSD, and do some work with the DualSense and the haptics.” [ignvideo url="https://www.ign.com/videos/sackboy-a-big-adventure-reveal-trailer-ps5-reveal-event"] Waterhouse and I were speaking in the context of what the DualSense brings to Sackboy’s adventure, but he wanted to make it clear that even without its unique capabilities, PS4 players can still expect the same platforming levels and challenges, along with the same performance goal of 60 FPS the devs had for both versions.A Slapstick Approach
Sackboy has always had a charming humor to him and his world, both the ones devised by players in the LittleBigPlanet series and in the levels built around him by Media Molecule and Sumo Digital. And injecting his new adventure with a Monty Python-esque style of comedy was something Waterhouse explained the team wanted to do not just in the game’s story but also through its gameplay. And it helps, as he described them, that the devs have a bit of “mischief” in them, anyway. [ignvideo url="https://www.ign.com/videos/sackboy-a-big-adventure-story-trailer"] “LittleBigPlanet has a rich vein of slightly irreverent and Python-esque comedy to it. And we were very mindful of that and we looked to carry that through the story of this game,” he said, continuing: "We've got a host of quirky characters... We've got 60 costumes in the game. They all break down into their constituent parts, you can paint all of those parts. We have some amazing looking costumes, but there is real flexibility in the system. And honestly, some of the things that the development team create are abominations,” he joked. He even went on to elaborate that the team found as many ways as possible to allow co-op players to interact with one another, both in ways to meaningfully make progress and to grief each other. [widget path="global/article/imagegallery" parameters="albumSlug=ps5-box-pictures&captions=true"] “One thing that we did is we said there should be lots of ways for players to interact with each other. So in this game, you can slap each other. You can bounce off each other's heads, you can pick each other up and shock them. You can grapple them, you can do [the new move called] a roll run. “There are perfectly legitimate ways to use all of those moves in the game in order to progress. But also, you can sneak up behind your little brother and Slap him off a platform,” Waterhouse explained, mentioning that he wouldn’t be surprised if the game caused a few arguments during the holidays.Making a Great Co-Op Experience
And on the note of co-op, Waterhouse really drove home the point that, while Sackboy is built to be a great single player game, the team also always had co-op in mind for the adventure. In addition to the fun ways to grief your co-op partners, as well as interact through cooperative-specific emotes, there are a host of co-op specific levels that will really require players to put their skills to the test by working together. [ignvideo url="https://www.ign.com/videos/2020/10/21/ps5s-launch-lineup-and-ui-beyond-episode-671"] Every level in the adventure is also possible in co-op, but Sumo Digital wanted to make sure that no two players ever felt like different skill levels or handling on the controls would deter from the overall experience. “We know that players of different abilities will want to play together. We have a few things in the game that allow you to [level the playing field]. We have an option that we call the assist copter. You can call in the copter when playing in multiplayer, Sackboy will light a flare, and this little crafted copter comes down and picks him up. “And what the copter does is it follows the lead player. Providing that one person can get through a section of gameplay, everyone can get through. We also have a shared life system in the game because it's there to encourage collaboration and teamwork and a little bit social responsibility. If you want to turn that off and enable infinite lives and just enjoy the platforming challenge, then you can do that." Sackboy: A Big Adventure will look to offer players plenty of ways to play, with dozens of varied levels, costumes to unlock and mix and match, and both single-player and co-op challenges to face. For more on what to expect from Sackboy and others, check out the list of PS5 preorder bonuses currently announced, as well as the full PS5 launch lineup. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor, PlayStation lead, and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.Fortnite Has ‘Many Years of Marvel Integration’ Planned
Ghostrunner Review
Ghostrunner's intense first-person parkour platforming demands perfection. Whether you're clearing out a neon cityscape of cyberpunk goons or racing on walls and sliding through vents of a gigantic factory, even a small miscalculation will get you killed. Your jumps need to be precise. Every swing of your sword should be deadly. Anything less isn't up to robot ninja spec. Ghostrunner is quick to punish, but it's also more than willing to reward players who rise to its challenge. Bouncing from wall to wall feels like flying. Running circles around gunmen, dodging bullets, and cutting them down without a scratch is exhilarating. It's a high-risk, high-reward situation: Struggling with failure after failure, even on simple tasks, is incredibly frustrating early on, but that anger eventually dissipates as your skill grows to reveal a thrilling test of your abilities.
Set in a cyberpunk-style post-apocalyptic world, Ghostrunner puts you in control of a robot ninja assassin on a mission to kill his world's authoritarian ruler. (She also nearly killed him a while back, so it's a twofer! Revolution and revenge.) There's a twisty, turny plot, but it's often very detached from what you're actually playing, as it's told almost exclusively through voiceover.
Ghostrunner adheres quite closely to tenets of cyberpunk's visual aesthetic. You run through dirty dilapidated cities with dark corners, contrasted with neon signs and bright screens lighting up the night. Some of the enemies you face are literal cyborg punks. Don't worry; there are also plenty of robots. There have been enough cyberpunk stories in games that this look isn't especially fresh, but that doesn't stop it from looking cool. It helps that, on a technical level, Ghostrunner looks very sharp. The environments, enemies, and your sword, which is always sticking out in front of you, are all incredibly detailed. It may not be the most creatively constructed, but it is appealing all the same.
Continue Reading at GameSpotGhostrunner Review
Ghostrunner's intense first-person parkour platforming demands perfection. Whether you're clearing out a neon cityscape of cyberpunk goons or racing on walls and sliding through vents of a gigantic factory, even a small miscalculation will get you killed. Your jumps need to be precise. Every swing of your sword should be deadly. Anything less isn't up to robot ninja spec. Ghostrunner is quick to punish, but it's also more than willing to reward players who rise to its challenge. Bouncing from wall to wall feels like flying. Running circles around gunmen, dodging bullets, and cutting them down without a scratch is exhilarating. It's a high-risk, high-reward situation: Struggling with failure after failure, even on simple tasks, is incredibly frustrating early on, but that anger eventually dissipates as your skill grows to reveal a thrilling test of your abilities.
Set in a cyberpunk-style post-apocalyptic world, Ghostrunner puts you in control of a robot ninja assassin on a mission to kill his world's authoritarian ruler. (She also nearly killed him a while back, so it's a twofer! Revolution and revenge.) There's a twisty, turny plot, but it's often very detached from what you're actually playing, as it's told almost exclusively through voiceover.
Ghostrunner adheres quite closely to tenets of cyberpunk's visual aesthetic. You run through dirty dilapidated cities with dark corners, contrasted with neon signs and bright screens lighting up the night. Some of the enemies you face are literal cyborg punks. Don't worry; there are also plenty of robots. There have been enough cyberpunk stories in games that this look isn't especially fresh, but that doesn't stop it from looking cool. It helps that, on a technical level, Ghostrunner looks very sharp. The environments, enemies, and your sword, which is always sticking out in front of you, are all incredibly detailed. It may not be the most creatively constructed, but it is appealing all the same.
Continue Reading at GameSpotJames Gunn: David Ayer’s Suicide Squad Had ‘Deep and Fearless’ Character Building
Tom Holland Confirms Spider-Man 3 Has Started Filming
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James Gunn Had ‘Carte Blanche’ to Kill Any Suicide Squad Character
In response, one fan shared their opinion that some Suicide Squad characters have "franchise armour" that would prevent them from appearing on the director's kill list. This person suggested that Harley Quinn, King Shark, and Amanda Waller would be "protected" from death because "DC has them in other things" while there is an 80% chance that any of the other characters could die. Gunn quickly debunked this suggestion, as he revealed that one of his conditions for taking on the project was that he could kill any character. He tweeted: "No character was protected by DC. They gave me carte blanche to do what I wanted. That was one of the things we agreed to before I came to work for them. I wasn't looking for shock value but I wanted the audience to know anything could happen." [ignvideo url="https://www.ign.com/videos/2020/08/22/the-suicide-squad-behind-the-scenes-teaser-dc-fandome"] In the DC comics, the Suicide Squad gained a reputation for having an increasingly high body count — a trend that continued in the antihero team's various other incarnations and adaptations. With every member of the squad being expendable once again, no one can be sure who will survive Gunn's soft reboot, which stars Idris Elba as Bloodsport, Margot Robbie as Harley Quinn, Joel Kinnaman as Rick Flag, John Cena as Peacemaker, Viola Davis as Amanda Waller, Jai Courtney as Captain Boomerang, David Dastmalchian as Polka-Dot Man, Daniela Melchior as Ratcatcher II, Steve Agee as King Shark (mo-cap) and John Economos, Sean Gunn as Weasel (mo-cap), Flula Borg as Javelin, Nathan Fillion as TDK, Peter Capaldi as The Thinker, Pete Davidson as Blackguard, Alice Braga as Solsoria, Mayling Ng as Mongal, and Michael Rooker as Savant. [widget path="global/article/imagegallery" parameters="albumSlug=the-suicide-squad-whos-who-full-cast-and-character-reveals&captions=true"] The Suicide Squad is currently scheduled to hit theaters on August 6, 2021. Speculation is now rife as to who will survive the movie's runtime, though Gunn admitted that he doesn't have time to tally up the results because he is busy writing the upcoming HBO Max spinoff series focused on John Cena's Peacemaker, which will be produced by Gunn's Troll Court Entertainment and The Safran Company in association with Warner Bros. Television. [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.No character was protected by DC. They gave me carte blanche to do what I wanted. That was one of the things we agreed to before I came to work for them. I wasn't looking for shock value but I wanted the audience to know anything could happen. #StoryReignsSupreme #TheSuicideSquad https://t.co/VxH2ChdqWf
— James Gunn (@JamesGunn) October 24, 2020
My Time At Portia Developer Announces Sequel, My Time At Sandrock
Chinese indie game developer Pathea Games has announced the sequel to My Time At Portia, titled My Time At Sandrock.
My Time At Portia was a charming farming sim RPG that sold over 1.7 million copies worldwide. My Time At Sandrock will release into Steam Early Access in March 2021, with a full release due on next-gen consoles, PS4, Xbox One, PC, and Switch in Summer 2022. Check out a first trailer below:
[ignvideo url="https://www.ign.com/videos/2020/10/26/my-time-at-sandrock-official-trailer"]
My Time At Sandrock, like the previous game, shares elements with games like Stardew Valley and Harvest Moon but with its own unique twists. The player will take the role of a builder who owns a workshop in Sandrock. They will need to complete different commissions from local townspeople and government to learn more about the storyline.
In order to complete their orders, players need to collect different resources through digging, harvesting, scavenging, cooking, and battling. They will also meet lots of brand new interesting creatures, separate from those they met in the ocean town of Portia. All characters in the game are promised to be more interactive, and dozens of NPC will have their own personalities and independent AI. One of them may even become your future husband or wife.
Players still experience the same post-apocalyptic universe and timeline as My Time At Portia, and will encounter a few surprise connections to My Time At Portia, including some familiar NPCs. Pathea Games also added in plenty of new characters, more drama, while players can enjoy transforming a desert into an oasis.
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Sandrock is a city-state located in the Eufaula Desert within the Alliance of Free Cities. Water is at a premium in Sandrock, with the only source being the nearby oasis. The hard-working people at Sandrock use wood and metal that they gather from relics to build their own unique buildings and also build railroads that connect with the outside world and turn this place into the traffic hub of the Alliance of Free Cities.
After gathering players’ feedback about the original game, Pathea Games is planning on releasing a new multiplayer mode in the future.
We awarded the first game an 8/10 review, saying "My Time at Portia's many parts don't always shine on their own, but together they make for a pleasant building adventure."
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