Yearly Archives: 2020

Watch Dogs Legion: How the Delay Improved the Game

Watch Dogs Legion was originally meant to come out on March 3, but saw a lengthy delay (and will now arrive on October 29) - thankfully, creative director Clint Hocking says that allowed the game to improve, even allowing the team to incorporate ideas it thought were out of reach before the original release date. Speaking to IGN, Hocking explained that the delay was due to "reasons external to the project", and described the mixture of emotions upon being told the release would be pushed back: "Obviously the day the word came down was devastating because you put yourself in the mental mindset of ‘We're going to close this and get it out the door.’ And that takes a little bit of time to undo but after a few days of stewing in it, it's like, 'Oh yeah, actually, this is great. This is great.'" The reason those extra months worked so well for the team was seemingly in how it allowed to team to take its near-finished systems to the next level, particularly its standout "Play As Anyone" idea, where every AI character can be recruited and used for their own generated stats and abilities. "We were very close when we were ready to ship," explains Hocking, "and the delay has allowed us to really look at the things that were out of reach for us back then, and how to incorporate those things and add a layer of polish and realization and clarity to the game." "So the most important thing I think we've done is added a lot more refinement to traits and the abilities that you find on characters in the world, and better ways for aggregating those into individuals. As a consequence of that, we have a lot of cool characters that kind of emerge out of these great traits." [widget path="global/article/imagegallery" parameters="albumSlug=watch-dogs-legion-screenshots&captions=true"] The idea is that the kinds of characters - and the skills they offer you should you recruit them - will be more varied and interesting, and that they suit the characters themselves better. For instance, an architect with construction site safety gear would be able to enter a restricted construction site - but a construction worker who works on the same site may have the same privileges, but come wielding a nail gun, and able to call in a cargo drone that could let them access hard-to-reach areas. It turns the population of London into something like a strategic smorgasboard of gameplay opportunities, and potentially a more immediately readable one, where the kinds of clothes someone wears, or the job they have translates to your needs as a player. In a similar vein, progression systems were also tweaked so that players wouldn't feel punished for experimenting with lots of recruits, rather than specialising in a few. On the widest level, Hocking says the delay has also allowed the game to better translate its biggest moments, such as uprisings. Each London borough in the game includes activities that weaken the Albion corporation's control in the area. "Once you do all of those activities in a borough," explains Hocking, "you get a borough liberation mission, a really custom beat with unique gameplay and a really cool challenge. And then that causes the people in the borough to rise up and that makes them much easier to recruit, and it gets rid of the Albion checkpoints and reduces the Albion presence in the streets. It really makes it feel like you're actually taking the city back." The delay apparently allowed the team to turn these from unique missions into moments that communicate the sense of the population rising up to take the city back from their oppressors. [ignvideo url="https://www.ign.com/videos/2020/07/12/watch-dogs-legion-welcome-to-the-resistance-trailer"] Watch Dogs was already an exciting set of ideas, so the fact that the extra time in the oven has resulted in even deeper systems should hopefully make that wait a little more palatable. If you want to learn more about Watch Dogs Legion, check out our hands-on preview, where we explain why, "The lack of a primary main character doesn’t detract from the story. Instead, it incentivizes exploring and immersing myself in a world I otherwise may have ignored in favor of mainlining the story." [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: How the Delay Improved the Game

Watch Dogs Legion was originally meant to come out on March 3, but saw a lengthy delay (and will now arrive on October 29) - thankfully, creative director Clint Hocking says that allowed the game to improve, even allowing the team to incorporate ideas it thought were out of reach before the original release date. Speaking to IGN, Hocking explained that the delay was due to "reasons external to the project", and described the mixture of emotions upon being told the release would be pushed back: "Obviously the day the word came down was devastating because you put yourself in the mental mindset of ‘We're going to close this and get it out the door.’ And that takes a little bit of time to undo but after a few days of stewing in it, it's like, 'Oh yeah, actually, this is great. This is great.'" The reason those extra months worked so well for the team was seemingly in how it allowed to team to take its near-finished systems to the next level, particularly its standout "Play As Anyone" idea, where every AI character can be recruited and used for their own generated stats and abilities. "We were very close when we were ready to ship," explains Hocking, "and the delay has allowed us to really look at the things that were out of reach for us back then, and how to incorporate those things and add a layer of polish and realization and clarity to the game." "So the most important thing I think we've done is added a lot more refinement to traits and the abilities that you find on characters in the world, and better ways for aggregating those into individuals. As a consequence of that, we have a lot of cool characters that kind of emerge out of these great traits." [ignvideo url="https://www.ign.com/videos/2020/07/12/watch-dogs-legion-welcome-to-the-resistance-trailer"] The idea is that the kinds of characters - and the skills they offer you should you recruit them - will be more varied and interesting, and that they suit the characters themselves better. For instance, an architect with construction site safety gear would be able to enter a restricted construction site - but a construction worker who works on the same site may have the same privileges, but come wielding a nail gun, and able to call in a cargo drone that could let them access hard-to-reach areas. It turns the population of London into something like a strategic smorgasboard of gameplay opportunities, and potentially a more immediately readable one, where the kinds of clothes someone wears, or the job they have translates to your needs as a player. In a similar vein, progression systems were also tweaked so that players wouldn't feel punished for experimenting with lots of recruits, rather than specialising in a few. On the widest level, Hocking says the delay has also allowed the game to better translate its biggest moments, such as uprisings. Each London borough in the game includes activities that weaken the Albion corporation's control in the area. "Once you do all of those activities in a borough," explains Hocking, "you get a borough liberation mission, a really custom beat with unique gameplay and a really cool challenge. And then that causes the people in the borough to rise up and that makes them much easier to recruit, and it gets rid of the Albion checkpoints and reduces the Albion presence in the streets. It really makes it feel like you're actually taking the city back." The delay apparently allowed the team to turn these from unique missions into moments that communicate the sense of the population rising up to take the city back from their oppressors. [ignvideo url="https://www.ign.com/videos/2020/07/12/watch-dogs-legion-gameplay-overview-ubisoft-forward"] Watch Dogs was already an exciting set of ideas, so the fact that the extra time in the oven has resulted in even deeper systems should hopefully make that wait a little more palatable. If you want to learn more about Watch Dogs Legion, check out our hands-on preview, where we explain why, "The lack of a primary main character doesn’t detract from the story. Instead, it incentivizes exploring and immersing myself in a world I otherwise may have ignored in favor of mainlining the story." [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.

Far Cry 6 Officially Revealed, Coming February 2021

Far Cry 6 has been officially revealed for a February 18 2021 release date, and is coming to Xbox Series X, Xbox One, PlayStation 5, PlayStation 4, Stadia and PC (via Epic Games Store and Ubisoft Store). Free upgrades will be available on PS5 for PS4 owners, and Xbox Series X for Xbox One owners. After a leak this week, Ubisoft showed off the game's intro video and a cutscene introducing us to Antón Castillo (played by Breaking Bad's Giancarlo Esposito) and his son, Diego, who he's preparing for leadership of the totalitarian island state of Yara. Players will take on the role of Dani Rojas (who can be played as a male or female charcater), a Yaran guerrilla revolutionary. Incidentally, we got to speak to Giancarlo Esposito, who explained the backstory of the character he created, as well as the country her rules. [ignvideo url="https://www.ign.com/videos/2020/07/12/far-cry-6-reveal-trailer"] The game doesn't just bring Hollywood quality power on the acting side. The score is by Pedro Bromfman (Narcos), and the opening sequence comes from Emmy Award winner Patrick Clair (Westworld, True Detective). Developed by Ubisoft Toronto (the first time that studio has led a Far Cry game), the game will take place across Yara, including its capital city, Esperanza - an unusual urban setting for the series. The game will see the return of Fangs for Hire, in cluding Chorizo, "the cutest wiener dog on wheels." We spoke to narrative director Navid Khavari, who explained why the game is returning to a tropical setting for the first time since Far Cry 3. [ignvideo url="https://www.ign.com/videos/2020/07/12/far-cry-6-cinematic-title-sequence-trailer"] Pre-orders for the game have opened, with Standard, Gold, Ultimate and Collector's Editions revealed - we've got a Far Cry 6 pre-order guide for you. This is presumably the mystery AAA game Ubisoft mentioned that it would reveal between 2020 and 2021. We awarded the last mainline Far Cry game an 8.9 review, saying Far Cry 5 was "another wide-open playground with all the necessary ingredients for causing a real ruckus", but said its story was "not the most memorable in the series". [widget path="global/article/imagegallery" parameters="albumSlug=far-cry-6-images&captions=true"] [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.

Far Cry 6 Officially Revealed, Coming February 2021

Far Cry 6 has been officially revealed for a February 18 2021 release date, and is coming to Xbox Series X, Xbox One, PlayStation 5, PlayStation 4, Stadia and PC (via Epic Games Store and Ubisoft Store). Free upgrades will be available on PS5 for PS4 owners, and Xbox Series X for Xbox One owners. After a leak this week, Ubisoft showed off the game's intro video and a cutscene introducing us to Antón Castillo (played by Breaking Bad's Giancarlo Esposito) and his son, Diego, who he's preparing for leadership of the totalitarian island state of Yara. Players will take on the role of Dani Rojas (who can be played as a male or female charcater), a Yaran guerrilla revolutionary. Incidentally, we got to speak to Giancarlo Esposito, who explained the backstory of the character he created, as well as the country her rules. [ignvideo url="https://www.ign.com/videos/2020/07/12/far-cry-6-reveal-trailer"] The game doesn't just bring Hollywood quality power on the acting side. The score is by Pedro Bromfman (Narcos), and the opening sequence comes from Emmy Award winner Patrick Clair (Westworld, True Detective). Developed by Ubisoft Toronto (the first time that studio has led a Far Cry game), the game will take place across Yara, including its capital city, Esperanza - an unusual urban setting for the series. The game will see the return of Fangs for Hire, in cluding Chorizo, "the cutest wiener dog on wheels." We spoke to narrative director Navid Khavari, who explained why the game is returning to a tropical setting for the first time since Far Cry 3. [ignvideo url="https://www.ign.com/videos/2020/07/12/far-cry-6-cinematic-title-sequence-trailer"] Pre-orders for the game have opened, with Standard, Gold, Ultimate and Collector's Editions revealed - we've got a Far Cry 6 pre-order guide for you. This is presumably the mystery AAA game Ubisoft mentioned that it would reveal between 2020 and 2021. We awarded the last mainline Far Cry game an 8.9 review, saying Far Cry 5 was "another wide-open playground with all the necessary ingredients for causing a real ruckus", but said its story was "not the most memorable in the series". [widget path="global/article/imagegallery" parameters="albumSlug=far-cry-6-images&captions=true"] [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.

Far Cry 6: Why We’re Headed Back to a Tropical Island Setting

Far Cry is a series that radiates a tropical vibe - it's always been pitched as something like a morally grey adventure holiday (some cases more literally than others). So much so, in fact, that it's easy to forget how long it's been since the game's actually had us fight across a picture-postcard paradise, after trips to the Himalayas and Montana in recent years. With Far Cry 6, it seems we're heading back to the series' roots, with the Cuban-inspired, fictional Caribbean island of Yara providing a blue-skied backdrop for Far Cry's usual mixture of violence, surreal interludes and magnetic villainy. I spoke to the game's narrative director Navid Khavari, and asked what it was that drew lead developer Ubisoft Toronto back to a classic Far Cry location. [ignvideo url="https://www.ign.com/videos/breaking-bads-ultimate-villain-is-now-far-cry-6s-final-boss"] "I think it was two things," he explained. "There was a feeling among fans of being excited to go to a tropical setting once again. But also, I think for us, [there was] this idea of looking at revolution. And the moment you start looking at revolution, you think guerrilla warfare. And the moment you start thinking guerrilla warfare, you think Cuba." Khavari explains that the team visited Cuba for a month, spoke to real-life Cuban revolutionaries, and became fascinated with the idea of an island that became frozen in time because of forces outside of its control. "So when we were looking at making our fictional Yara, we loved this idea of the dynamic of 'here's an island that's been under a blockade – that has these old vintage cars, and is almost a living postcard'. And then you bring in a modern guerrilla revolution aspect - which is so Far Cry - inflicting chaos on this monolithic power structure. It felt like a perfect fit." That sense of frozen time will affect the gameplay too, it seems. Screenshots for the game show weaponry being seemingly upgraded with home-made elements - a rifle using a laser pointer as a sight, for example. [widget path="global/article/imagegallery" parameters="albumSlug=far-cry-6-images&captions=true"] "One of the interesting things we took from visiting Cuba was this idea of making do with what you have," says Khavari, when I ask him about if those are player-crafted upgrades. "It's such an interesting concept. It goes from the vintage cars, I saw bicycles with chainsaw motors that were turned into motorcycles. "What we wanted to do in this game was bring that into the weaponry. The types of weapons and toys you're going to get to play with definitely have that sense of ingenuity and creativity that you kind of expect from a guerrilla movement - but it feels very fresh in terms of Far Cry." Far Cry 6 was officially revealed earlier today, after a major leak during the week. We also got to speak to Giancarlo Esposito about his role as antagonist Anton Castillo, who explained the method behind his madness, and how you may end up understanding his side a little along the way. [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.

Far Cry 6: Why We’re Headed Back to a Tropical Island Setting

Far Cry is a series that radiates a tropical vibe - it's always been pitched as something like a morally grey adventure holiday (some cases more literally than others). So much so, in fact, that it's easy to forget how long it's been since the game's actually had us fight across a picture-postcard paradise, after trips to the Himalayas and Montana in recent years. With Far Cry 6, it seems we're heading back to the series' roots, with the Cuban-inspired, fictional Caribbean island of Yara providing a blue-skied backdrop for Far Cry's usual mixture of violence, surreal interludes and magnetic villainy. I spoke to the game's narrative director Navid Khavari, and asked what it was that drew lead developer Ubisoft Toronto back to a classic Far Cry location. [ignvideo url="https://www.ign.com/videos/breaking-bads-ultimate-villain-is-now-far-cry-6s-final-boss"] "I think it was two things," he explained. "There was a feeling among fans of being excited to go to a tropical setting once again. But also, I think for us, [there was] this idea of looking at revolution. And the moment you start looking at revolution, you think guerrilla warfare. And the moment you start thinking guerrilla warfare, you think Cuba." Khavari explains that the team visited Cuba for a month, spoke to real-life Cuban revolutionaries, and became fascinated with the idea of an island that became frozen in time because of forces outside of its control. "So when we were looking at making our fictional Yara, we loved this idea of the dynamic of 'here's an island that's been under a blockade – that has these old vintage cars, and is almost a living postcard'. And then you bring in a modern guerrilla revolution aspect - which is so Far Cry - inflicting chaos on this monolithic power structure. It felt like a perfect fit." That sense of frozen time will affect the gameplay too, it seems. Screenshots for the game show weaponry being seemingly upgraded with home-made elements - a rifle using a laser pointer as a sight, for example. [widget path="global/article/imagegallery" parameters="albumSlug=far-cry-6-images&captions=true"] "One of the interesting things we took from visiting Cuba was this idea of making do with what you have," says Khavari, when I ask him about if those are player-crafted upgrades. "It's such an interesting concept. It goes from the vintage cars, I saw bicycles with chainsaw motors that were turned into motorcycles. "What we wanted to do in this game was bring that into the weaponry. The types of weapons and toys you're going to get to play with definitely have that sense of ingenuity and creativity that you kind of expect from a guerrilla movement - but it feels very fresh in terms of Far Cry." Far Cry 6 was officially revealed earlier today, after a major leak during the week. We also got to speak to Giancarlo Esposito about his role as antagonist Anton Castillo, who explained the method behind his madness, and how you may end up understanding his side a little along the way. [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.

Assassin’s Creed Valhalla Possibly Points to Next-Gen Console Launch Window

Assassin's Creed: Valhalla will be released for Xbox One, PS4 and PC on November 17. We know the game will also be a launch title for Xbox Series X and PS5, presumably meaning those consoles will arrive on or after November 17. Shown off at today's Ubisoft Forward event, a gameplay deep-dive showed work-in-progress footage showing a female Eivor on a raid down English rivers, using a warhorn to set her crew on English village defences. Crews will assist on all raids, including to use siege weapons, and to carry heavy loot. The game will include more enemy types than any previous Assassin's Creed game, including some that work in tandem, or use environment objects to attack you (including dead bodies). We also saw a look at the game's settlement system, including its Alliance Map, which shows the alliances you've made across Britain. A weapon overview showed off how the game will use dual wielding across any weapon types, and a stealth overview showed how the game will let you use disguises. [ignvideo url="https://www.ign.com/videos/2020/07/12/assassins-creed-valhalla-gameplay-overview-deep-dive"] IGN also went hands-on with Assassin's Creed Valhalla, and learned a bit about the role the Animus will play in Assassin's Creed Valhalla. Valhalla will also be seeing the release of several expanded stories in comic book, novel, and other forms. Here's everything Valhalla players can expect separately available:
  • On July 17, a seven-song EP taken from the official soundtrack featuring original compositions from Jesper Kyd and Sarah Schachner as well as an original song by Einar Selvik, will be available to listen to on Spotify and purchase on iTunes. Spotify pre-save and iTunes pre-order are available now and the full soundtrack will be released at a later date.
  • The Assassin’s Creed Valhalla – Geirmund’s Saga novel, written by Matthew J. Kirby, will tell an original story set in the world of the game. Players will discover the epic tale of Geirmund Hellskin, a man determined to prove his worth as a Viking and a warrior who joins the ranks of King Guthrum’s army to participate in the invasion of England. The book cover will be revealed on renowned Korean artist Jung Gi Kim’s Instagram account in late July.
  • Dark Horse Comics will release Assassin’s Creed Valhalla – Song of Glory, a comic series written by Cavan Scott, illustrated by Martin Tunica and colored by Michael Atiyeh. In this prequel to the game, fearless Vikings Eivor and Sigurd embark on separate adventures to show their mettle and seek glory. Assassin’s Creed Valhalla – Song of Glory #1 (of three) will be in comic shops on October 21, 2020.
  • Finally, The Art of Assassin’s Creed Valhalla and The Art of Assassin’s Creed Valhalla Deluxe Edition will invite readers on a visual journey through the world of Assassin’s Creed Valhalla – a world defined by the harsh beauty of Viking life, rich with fascinating characters and breathtaking landscapes. This book offers an enticing collection of art and commentary that is sure to attract returning fans and newcomers alike.
Before the event, we saw two separate leaks of AC: Valhalla gameplay, a 30 minute chunk that included siege warfare, and a boss fight against a mystical figure called Cordelia. We've seen a lot of Valhalla ahead of this announcement. After its reveal event, we learned 44 gameplay details, heard about its open world activities (including Viking rap battles), and got a little look at its evolving settlement. [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.

Assassin’s Creed Valhalla Possibly Points to Next-Gen Console Launch Window

Assassin's Creed: Valhalla will be released for Xbox One, PS4 and PC on November 17. We know the game will also be a launch title for Xbox Series X and PS5, presumably meaning those consoles will arrive on or after November 17. Shown off at today's Ubisoft Forward event, a gameplay deep-dive showed work-in-progress footage showing a female Eivor on a raid down English rivers, using a warhorn to set her crew on English village defences. Crews will assist on all raids, including to use siege weapons, and to carry heavy loot. The game will include more enemy types than any previous Assassin's Creed game, including some that work in tandem, or use environment objects to attack you (including dead bodies). We also saw a look at the game's settlement system, including its Alliance Map, which shows the alliances you've made across Britain. A weapon overview showed off how the game will use dual wielding across any weapon types, and a stealth overview showed how the game will let you use disguises. [ignvideo url="https://www.ign.com/videos/2020/07/12/assassins-creed-valhalla-gameplay-overview-deep-dive"] IGN also went hands-on with Assassin's Creed Valhalla, and learned a bit about the role the Animus will play in Assassin's Creed Valhalla. Valhalla will also be seeing the release of several expanded stories in comic book, novel, and other forms. Here's everything Valhalla players can expect separately available:
  • On July 17, a seven-song EP taken from the official soundtrack featuring original compositions from Jesper Kyd and Sarah Schachner as well as an original song by Einar Selvik, will be available to listen to on Spotify and purchase on iTunes. Spotify pre-save and iTunes pre-order are available now and the full soundtrack will be released at a later date.
  • The Assassin’s Creed Valhalla – Geirmund’s Saga novel, written by Matthew J. Kirby, will tell an original story set in the world of the game. Players will discover the epic tale of Geirmund Hellskin, a man determined to prove his worth as a Viking and a warrior who joins the ranks of King Guthrum’s army to participate in the invasion of England. The book cover will be revealed on renowned Korean artist Jung Gi Kim’s Instagram account in late July.
  • Dark Horse Comics will release Assassin’s Creed Valhalla – Song of Glory, a comic series written by Cavan Scott, illustrated by Martin Tunica and colored by Michael Atiyeh. In this prequel to the game, fearless Vikings Eivor and Sigurd embark on separate adventures to show their mettle and seek glory. Assassin’s Creed Valhalla – Song of Glory #1 (of three) will be in comic shops on October 21, 2020.
  • Finally, The Art of Assassin’s Creed Valhalla and The Art of Assassin’s Creed Valhalla Deluxe Edition will invite readers on a visual journey through the world of Assassin’s Creed Valhalla – a world defined by the harsh beauty of Viking life, rich with fascinating characters and breathtaking landscapes. This book offers an enticing collection of art and commentary that is sure to attract returning fans and newcomers alike.
Before the event, we saw two separate leaks of AC: Valhalla gameplay, a 30 minute chunk that included siege warfare, and a boss fight against a mystical figure called Cordelia. We've seen a lot of Valhalla ahead of this announcement. After its reveal event, we learned 44 gameplay details, heard about its open world activities (including Viking rap battles), and got a little look at its evolving settlement. [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.

Hyper Scape Open Beta Begins

Hyper Scape has gone into open beta on PC. The new battle royale is currently playable only on PC (but will come to consoles at a later date). The open beta will be broadly familiar to those who've played the previous technical tests, but adds a new weapon, a new hack ability, and include a free 30-tier battle pass. [ignvideo url="https://www.ign.com/videos/2020/07/12/hyper-scape-story-trailer-ubisoft-forward"] A new CG trailer explained the story behind the game, explaining that in 2054, the world's population spends time in a virtual reality realm called the Hyper Scape, primarily playing a game called Crown Rush. However, Crown Rush has been hacked, which will presumably make up the game's ongoing storyline. A gameplay explanation showed off how the game will integrate Twitch votes to affect live games, and a developer update explained how costumes added each season could point to the ongoing story. [widget path="global/article/imagegallery" parameters="albumSlug=hyper-scape-screenshots&captions=true"] Revealed earlier this month, Hyper Scape has since been running invite-only technical tests. We got our hands on the game, and said that, while it undoubtedly brings some fun ideas to the mix, "Hyper Scape may need to reveal another killer feature or two before it can guarantee itself a spot on the battle royale podium." [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.

Hyper Scape Open Beta Begins

Hyper Scape has gone into open beta on PC. The new battle royale is currently playable only on PC (but will come to consoles at a later date). The open beta will be broadly familiar to those who've played the previous technical tests, but adds a new weapon, a new hack ability, and include a free 30-tier battle pass. [ignvideo url="https://www.ign.com/videos/2020/07/12/hyper-scape-story-trailer-ubisoft-forward"] A new CG trailer explained the story behind the game, explaining that in 2054, the world's population spends time in a virtual reality realm called the Hyper Scape, primarily playing a game called Crown Rush. However, Crown Rush has been hacked, which will presumably make up the game's ongoing storyline. A gameplay explanation showed off how the game will integrate Twitch votes to affect live games, and a developer update explained how costumes added each season could point to the ongoing story. [widget path="global/article/imagegallery" parameters="albumSlug=hyper-scape-screenshots&captions=true"] Revealed earlier this month, Hyper Scape has since been running invite-only technical tests. We got our hands on the game, and said that, while it undoubtedly brings some fun ideas to the mix, "Hyper Scape may need to reveal another killer feature or two before it can guarantee itself a spot on the battle royale podium." [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.