Yearly Archives: 2020

Nintendo to Showcase A New Game From Shantae Creator WayForward

Nintendo is set to showcase a new game from developer WayForward (Shantae), based on a third-party property, during a Nintendo Treehouse Live broadcast later today. The Nintendo of America Twitter account revealed that the main focus of today's event will be showing gameplay from Paper Mario: The Origami King, but that there will also be "a first reveal and gameplay for a title in a franchise new to developer WayForward." Many fans surmised that this could mean WayForward is tackling a first-party Nintendo franchise like WarioLand or Metroid, but after the rumour mill started to turn, Nintendo was quick to dispel any speculation. "Please note that WayForward's new title featured in Nintendo Treehouse Live is based on a third-party property," a follow-up tweet reads. If you're unfamiliar with WayForward, the developer has quite the library of games under its belt, including River City Girls, Bloodstained: Ritual of the Night and Shantae: Half-Genie Hero. In the past, the studio has been responsible for many licensed games, and the suggestion that this is "a franchise new to developer WayForward" means it really could be anything from a movie tie-in to a fresh spin on a popular third-party IP. I suppose we'll find out later today, when July's Nintendo Treehouse Live event kicks off July 10 at 10am Pacific / 1pm Eastern / 6pm UK (that's July 11 at 3am AEST). You can watch the show on YouTube. We reviewed Shantae: Half-Genie Hero back in 2016, calling it a "strong action-platformer." [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.  

Psychonauts 2 Had Cut All Its Boss Fights for Cost Reasons Before Microsoft Bought Double Fine

Various Xbox Game Studios leaders like Tim Schaefer and Brian Fargo revealed more about what it means to join up and become an Xbox first-party studio. In the case of Double Fine, joining the Xbox stable meant being able to put back boss fights into Psychonauts 2, which were previously cut due to budget shortages. In a new interview with GamesIndustry.biz, several studio heads now working under the Xbox Game Studios umbrella shared the experience of being acquired by Xbox. Xbox Game Studios boss Matt Booty prefers a method of acquisition called “Limited integration” or “unplugged studios” where developers can remain as they are while Xbox provides “financial firepower and support of the larger business.” Double Fine boss Tim Schafer shared what this meant for Psychonauts 2 and how “With Psychonauts 2, we could see the end of our budget coming up, and so we had cut a lot of stuff… We had cut our boss fights.” [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] After the acquisition, Schafer says the studio was able to put the boss fights back in. “I’m looking forward to doing things for the right reasons. When you only have a certain amount of time and money, you might jump into a part of the game that you’re not ready to jump into or start working on art before you’re ready with design. But now I look forward to this era where we are doing everything for what is right for the game.” Xbox’s approach differs for each studio. InXile boss Brian Fargo, for example, shared a story about pitching the studio’s next game to Booty and how despite it being a new idea, it was a relatively simple process. “I prepared the whole [presentation], I sat with Matt [Booty] and said here is what we want to do, and he said ‘if that’s what you want to do, then great’. It was over in like 60 seconds.” Booty and Xbox head Phil Spencer attribute the acquisitions philosophy to the lessons Microsoft learned from acquiring Minecraft developers Mojang. “The first priority was making sure the studios had the things that they needed to build the best versions of the games,” says Spencer. “That means extending some of the timelines and giving them more budgets. We have really strong support from Satya Nadella, the CEO of Microsoft, and Amy Hood, the CFO. And there’s been no signal at all that we should be slowing down[.]” Xbox Game Studios now comprises 15 branches, and Spencer hasn’t ruled out more studios joining. It’s been reported that Xbox is interested in a bid for WB Interactive if the division ends up for sale. Spencer has also previously expressed interest in acquiring a Japanese game developer. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

Psychonauts 2 Had Cut All Its Boss Fights for Cost Reasons Before Microsoft Bought Double Fine

Various Xbox Game Studios leaders like Tim Schaefer and Brian Fargo revealed more about what it means to join up and become an Xbox first-party studio. In the case of Double Fine, joining the Xbox stable meant being able to put back boss fights into Psychonauts 2, which were previously cut due to budget shortages. In a new interview with GamesIndustry.biz, several studio heads now working under the Xbox Game Studios umbrella shared the experience of being acquired by Xbox. Xbox Game Studios boss Matt Booty prefers a method of acquisition called “Limited integration” or “unplugged studios” where developers can remain as they are while Xbox provides “financial firepower and support of the larger business.” Double Fine boss Tim Schafer shared what this meant for Psychonauts 2 and how “With Psychonauts 2, we could see the end of our budget coming up, and so we had cut a lot of stuff… We had cut our boss fights.” [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] After the acquisition, Schafer says the studio was able to put the boss fights back in. “I’m looking forward to doing things for the right reasons. When you only have a certain amount of time and money, you might jump into a part of the game that you’re not ready to jump into or start working on art before you’re ready with design. But now I look forward to this era where we are doing everything for what is right for the game.” Xbox’s approach differs for each studio. InXile boss Brian Fargo, for example, shared a story about pitching the studio’s next game to Booty and how despite it being a new idea, it was a relatively simple process. “I prepared the whole [presentation], I sat with Matt [Booty] and said here is what we want to do, and he said ‘if that’s what you want to do, then great’. It was over in like 60 seconds.” Booty and Xbox head Phil Spencer attribute the acquisitions philosophy to the lessons Microsoft learned from acquiring Minecraft developers Mojang. “The first priority was making sure the studios had the things that they needed to build the best versions of the games,” says Spencer. “That means extending some of the timelines and giving them more budgets. We have really strong support from Satya Nadella, the CEO of Microsoft, and Amy Hood, the CFO. And there’s been no signal at all that we should be slowing down[.]” Xbox Game Studios now comprises 15 branches, and Spencer hasn’t ruled out more studios joining. It’s been reported that Xbox is interested in a bid for WB Interactive if the division ends up for sale. Spencer has also previously expressed interest in acquiring a Japanese game developer. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

CrossCode Review – A Lot Of Ambition

It's been a long, long road for CrossCode to finally hit consoles. The 16-bit throwback RPG started life as a widely praised 2012 tech demo, enjoyed a super-funded 2015 Indiegogo campaign, and then arrived on Steam in 2018. Two years later, it's hard not to feel that all this runway has caused CrossCode to be overly ambitious and complicated--even for veteran genre players. As I was sailing into my 20th hour and still trying to not second-guess my shaky strategy for the vast amount of stats that can be customized and stacked, the game was still unspooling tutorials and rolling out new wrinkles. CrossCode is a lot of game to wrap your head around, and one whose expansive menu screens and tutorials double as a mechanically overbearing strategy guide that cannot be skimmed to even start to get your bearings. Playing CrossCode can be a bit like going on a road trip without GPS: Every few miles, you have to pull over and unfold an unwieldy road atlas.

CrossCode, at its heart, is not a retro-styled hollow homage to Super Nintendo titles like 1993's Secret of Mana and 1995's Chrono Trigger. Instead, it's something more like a full-throated continuation of their tradition of exploring massive worlds full of side quests, puzzles, colorful characters, and gear to collect--while also building on their thornier, more tactical contemporaries. CrossCode's fondness for this era of action role-playing games is clear out of the gate: Both the opening menu screen and introductory sequences set the tone with plaintive piano, chiming bells, and an oozing chiptune soundtrack that wouldn't be out of place on one of those "lofi beats to relax/study to" YouTube playlists that lean more heavily into nostalgia. The pixel art style doubles down on all this.

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The above is in sharp contrast to the game taking place in a fictional, modern MMORPG called CrossWorlds. That is, CrossCode is a single-player game taking place in an in-game MMO where other characters speak and behave either as other players or NPCs. It's a world filled with guilds, griefers, and other player characters running through, too busy questing and level-grinding to hold still and talk with you. And just like in a real MMO, the other players you make your way on with will chat and open up about their lives--and give you due notice when they feel they've been playing way too long and need to log out and take a break.

Continue Reading at GameSpot

CrossCode Review – A Lot Of Ambition

It's been a long, long road for CrossCode to finally hit consoles. The 16-bit throwback RPG started life as a widely praised 2012 tech demo, enjoyed a super-funded 2015 Indiegogo campaign, and then arrived on Steam in 2018. Two years later, it's hard not to feel that all this runway has caused CrossCode to be overly ambitious and complicated--even for veteran genre players. As I was sailing into my 20th hour and still trying to not second-guess my shaky strategy for the vast amount of stats that can be customized and stacked, the game was still unspooling tutorials and rolling out new wrinkles. CrossCode is a lot of game to wrap your head around, and one whose expansive menu screens and tutorials double as a mechanically overbearing strategy guide that cannot be skimmed to even start to get your bearings. Playing CrossCode can be a bit like going on a road trip without GPS: Every few miles, you have to pull over and unfold an unwieldy road atlas.

CrossCode, at its heart, is not a retro-styled hollow homage to Super Nintendo titles like 1993's Secret of Mana and 1995's Chrono Trigger. Instead, it's something more like a full-throated continuation of their tradition of exploring massive worlds full of side quests, puzzles, colorful characters, and gear to collect--while also building on their thornier, more tactical contemporaries. CrossCode's fondness for this era of action role-playing games is clear out of the gate: Both the opening menu screen and introductory sequences set the tone with plaintive piano, chiming bells, and an oozing chiptune soundtrack that wouldn't be out of place on one of those "lofi beats to relax/study to" YouTube playlists that lean more heavily into nostalgia. The pixel art style doubles down on all this.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9

The above is in sharp contrast to the game taking place in a fictional, modern MMORPG called CrossWorlds. That is, CrossCode is a single-player game taking place in an in-game MMO where other characters speak and behave either as other players or NPCs. It's a world filled with guilds, griefers, and other player characters running through, too busy questing and level-grinding to hold still and talk with you. And just like in a real MMO, the other players you make your way on with will chat and open up about their lives--and give you due notice when they feel they've been playing way too long and need to log out and take a break.

Continue Reading at GameSpot

Sony Acquires Minority Stake in Epic for $250 Million

Sony has acquired a minority interest in Epic with a strategic investment of $250 million. The minority stake will mean that Sony and Epic will be able to collaborate more closely together in areas of games, entertainment, and technology. “Epic’s powerful technology in areas such as graphics places them at the forefront of game engine development with Unreal Engine and other innovations. There’s no better example of this than the revolutionary entertainment experience Fortnite,” Sony president and CEO Kenichiro Yoshida said in a statement. [ignvideo url="https://www.ign.com/videos/2020/05/13/ps5-unreal-engine-5-tech-demo"] “Throughout our investment, we will explore opportunities for further collaboration with Epic to delight and bring value to consumers and the industry at large, not only in games, but also across the rapidly evolving digital entertainment landscape,” Yoshida added. Epic founder and CEO Tim Sweeney added, “Sony and Epic have both built businesses at the intersection of creativity and technology, and we share a vision of real-time 3D social experiences leading to a convergence of gaming, film, and music. Together we strive to build an even more open and accessible digital ecosystem for all consumers and content creators alike.” [widget path="global/article/imagegallery" parameters="albumSlug=unreal-engine-5-playstation-5-tech-demo&captions=true"] Sony and Epic worked together to unveil Epic’s Unreal Engine 5. The tech demo showcasing the new engine premiered running on the PlayStation 5, and although UE 5 will be coming to all next-gen consoles like the Xbox Series X, Sweeney praised the PS5’s unique technological advancements in SSD design. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.