Yearly Archives: 2020

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.

Superhot: Mind Control Delete Announced, Out Next Week

Superhot: Mind Control Delete, an all-new standalone Superhot game, will be released on July 16. Those who've purchased the original game before that date will receive Mind Control Delete for free. (If you received Superhot through giveaways such as Xbox Games With Gold or Twitch Prime, you are not eligible for the free download.) Mind Control Delete is described as "more refined" and "much bigger" than Superhot; it's a 12-15-hour game with additional mechanics and less linear levels compared to the original, according to Superhot Team. Mind Control Delete will cost $25 USD for those who don't qualify for a free copy. [ignvideo url="https://www.ign.com/videos/2020/07/09/superhot-mind-control-delete-reveal-trailer"] The standalone game is being released on PlayStation 4, Xbox One, and PC, though the developer plans to port it to additional, unspecified platforms in the future. Not included among those additional platforms (for now) is VR. "It’s important to remember that VR is not only a different platform – it’s an entirely different way of interacting with games and it comes with its own design and hardware challenges," said Superhot Team. "Superhot VR was created from scratch as an entirely separate game to emulate the Superhot experience in VR, and it was a BIG undertaking. We aren’t starting any BIG undertakings right now. Should this change, we’ll let you guys know." [widget path="global/article/imagegallery" parameters="albumSlug=top-25-psvr-games&captions=true"] Development on Mind Control Delete began in 2016 as a "small content update" for Superhot. Through years of "unrelenting polish and refinement," the "tiny little DLC grew into a full, standalone game that is now Superhot: Mind Control Delete," said Superhot Team. IGN's Superhot review said the original's "clever time-manipulation idea delivers consistently fulfilling challenges by turning blink-of-an-eye action into carefully considered and cautious tactical decisions." Our Superhot VR review awarded the 2017 follow-up a 9 and called it "an amazing use of virtual reality." [poilib element="accentDivider"] Jordan is a freelance writer for IGN.

Superhot: Mind Control Delete Announced, Out Next Week

Superhot: Mind Control Delete, an all-new standalone Superhot game, will be released on July 16. Those who've purchased the original game before that date will receive Mind Control Delete for free. (If you received Superhot through giveaways such as Xbox Games With Gold or Twitch Prime, you are not eligible for the free download.) Mind Control Delete is described as "more refined" and "much bigger" than Superhot; it's a 12-15-hour game with additional mechanics and less linear levels compared to the original, according to Superhot Team. Mind Control Delete will cost $25 USD for those who don't qualify for a free copy. [ignvideo url="https://www.ign.com/videos/2020/07/09/superhot-mind-control-delete-reveal-trailer"] The standalone game is being released on PlayStation 4, Xbox One, and PC, though the developer plans to port it to additional, unspecified platforms in the future. Not included among those additional platforms (for now) is VR. "It’s important to remember that VR is not only a different platform – it’s an entirely different way of interacting with games and it comes with its own design and hardware challenges," said Superhot Team. "Superhot VR was created from scratch as an entirely separate game to emulate the Superhot experience in VR, and it was a BIG undertaking. We aren’t starting any BIG undertakings right now. Should this change, we’ll let you guys know." [widget path="global/article/imagegallery" parameters="albumSlug=top-25-psvr-games&captions=true"] Development on Mind Control Delete began in 2016 as a "small content update" for Superhot. Through years of "unrelenting polish and refinement," the "tiny little DLC grew into a full, standalone game that is now Superhot: Mind Control Delete," said Superhot Team. IGN's Superhot review said the original's "clever time-manipulation idea delivers consistently fulfilling challenges by turning blink-of-an-eye action into carefully considered and cautious tactical decisions." Our Superhot VR review awarded the 2017 follow-up a 9 and called it "an amazing use of virtual reality." [poilib element="accentDivider"] Jordan is a freelance writer for IGN.

Slay The Spire Review – Trend Setter

Deck-building can prove intimidating. Trying to determine synergies and strategies when starting out is a tall task, and pairing that with a roguelike--where failure in battle will send you back to the start of another randomized dungeon--might seem downright overwhelming. Yet thanks to a setup that encourages experimentation and is rewarding to play even when you're failing, Slay the Spire marries roguelikes and deckbuilders beautifully--and it's easy to see why it's helped to popularize this burgeoning mix of genres.

Slay the Spire sees you take part in a series of battles, amassing a collection of cards that dictate your every action in combat: There are cards that launch attacks, allow you to defend yourself, buff you, or nerf enemies. Most cards in and of themselves are relatively simple, consisting of a straightforward action and an associated cost. Battles see you ascend the titular spire and acquire new cards, relics, and single-use potions, and you'll need to weigh the various routes as you go, opting in or out of mini-bosses that promise great rewards but threaten to bring your run to a halt. Whether you make it to the end or not, you'll then start all over again, only to face another randomized set of encounters with a fresh loadout.

Slay the Spire on Nintendo Switch
Slay the Spire on Nintendo Switch
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The structure is familiar, and it's easy to assume that your early runs (which can last up to two hours or so) show you all that Slay the Spire has to offer. Making progress permanently unlocks additional, more complex cards that you can encounter and integrate into your deck during future runs, which expands your range of choices, but it's in the relics system that the game reveals its true depth.

Continue Reading at GameSpot

Slay The Spire Review – Trend Setter

Deck-building can prove intimidating. Trying to determine synergies and strategies when starting out is a tall task, and pairing that with a roguelike--where failure in battle will send you back to the start of another randomized dungeon--might seem downright overwhelming. Yet thanks to a setup that encourages experimentation and is rewarding to play even when you're failing, Slay the Spire marries roguelikes and deckbuilders beautifully--and it's easy to see why it's helped to popularize this burgeoning mix of genres.

Slay the Spire sees you take part in a series of battles, amassing a collection of cards that dictate your every action in combat: There are cards that launch attacks, allow you to defend yourself, buff you, or nerf enemies. Most cards in and of themselves are relatively simple, consisting of a straightforward action and an associated cost. Battles see you ascend the titular spire and acquire new cards, relics, and single-use potions, and you'll need to weigh the various routes as you go, opting in or out of mini-bosses that promise great rewards but threaten to bring your run to a halt. Whether you make it to the end or not, you'll then start all over again, only to face another randomized set of encounters with a fresh loadout.

Slay the Spire on Nintendo Switch
Slay the Spire on Nintendo Switch
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

The structure is familiar, and it's easy to assume that your early runs (which can last up to two hours or so) show you all that Slay the Spire has to offer. Making progress permanently unlocks additional, more complex cards that you can encounter and integrate into your deck during future runs, which expands your range of choices, but it's in the relics system that the game reveals its true depth.

Continue Reading at GameSpot

PS5 Box Art Revealed With Marvel’s Spider-Man: Miles Morales

Sony has showcased what PS5 box art will look like, with the reveal of the Marvel's Spider-Man: Miles Morales box art ahead of its launch later this year. Check out the box art, which sports a white top bar with the PS5 logo, as opposed to the blue top bar of PS4 box art. 50094321736_e4c992fbda_o Sony showed off the new design with arguably one of the PS5's biggest games in its launch window — Marvel's Spider-Man: Miles Morales. This game's box art will include Miles in his Spider-Man suit, alongside a bit of webbing and hints at his unique powers in comparison to Peter Park's Spider-Man. The art also reveals what appears to be the new standard for PS5 boxes — the white top bar, while a stark, bright contrast from the blue trim of PS4 boxes, is very clearly in theme with the initial design of the PS5 and the PS5's new controller, the DualSense. The case itself, however, appears to retain the blue, translucent design of this generation's box art. [ignvideo url="https://www.ign.com/videos/2020/06/11/spider-man-miles-morales-announcement-trailer-ps5-event"] The side panels of the PS5, as seen in its initial reveal, sport a bright white color, while the DualSense itself is also primarily white. It's also worth noting that the "Only on PlayStation" phrasing found on PS4 exclusives is not included here. However, the PlayStation Studios logo, which is Sony's new indicator for first-party produced and published games, is included on the artwork. We recently learned some story details about Spider-Man: Miles Morales, and how it picks up Miles' story where it left off in Marvel's Spider-Man. After some confusion following its initial reveal, Insomniac Games confirmed Spider-Man: Miles Morales is a standalone adventure.

[widget path="global/article/imagegallery" parameters="albumSlug=every-playstation-exclusive-from-sonys-ps5-event&captions=true"]

For more on the upcoming PS5 lineup, and if you'd like to start imagining potential PS5 box arts to come, be sure to check out our look at every confirmed PS5 exclusive showcased at Sony's PS5 reveal event.. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.  

PS5 Box Art Revealed With Marvel’s Spider-Man: Miles Morales

Sony has showcased what PS5 box art will look like, with the reveal of the Marvel's Spider-Man: Miles Morales box art ahead of its launch later this year. Check out the box art, which sports a white top bar with the PS5 logo, as opposed to the blue top bar of PS4 box art. [widget path="global/article/imagegallery" parameters="albumSlug=marvels-spider-man-miles-morales-ps5-box-art&captions=true"] Sony showed off the new design with arguably one of the PS5's biggest games in its launch window — Marvel's Spider-Man: Miles Morales. This game's box art will include Miles in his Spider-Man suit, alongside a bit of webbing and hints at his unique powers in comparison to Peter Park's Spider-Man. The art also reveals what appears to be the new standard for PS5 boxes — the white top bar, while a stark, bright contrast from the blue trim of PS4 boxes, is very clearly in theme with the initial design of the PS5 and the PS5's new controller, the DualSense. The case itself, however, appears to retain the blue, translucent design of this generation's box art. [ignvideo url="https://www.ign.com/videos/2020/06/11/spider-man-miles-morales-announcement-trailer-ps5-event"] The side panels of the PS5, as seen in its initial reveal, sport a bright white color, while the DualSense itself is also primarily white. It's also worth noting that the "Only on PlayStation" phrasing found on PS4 exclusives is not included here. However, the PlayStation Studios logo, which is Sony's new indicator for first-party produced and published games, is included on the artwork. We recently learned some story details about Spider-Man: Miles Morales, and how it picks up Miles' story where it left off in Marvel's Spider-Man. After some confusion following its initial reveal, Insomniac Games confirmed Spider-Man: Miles Morales is a standalone adventure.

[widget path="global/article/imagegallery" parameters="albumSlug=every-playstation-exclusive-from-sonys-ps5-event&captions=true"]

For more on the upcoming PS5 lineup, and if you'd like to start imagining potential PS5 box arts to come, be sure to check out our look at every confirmed PS5 exclusive showcased at Sony's PS5 reveal event.. [poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.  

Details of Multiple Cancelled Valve Projects Revealed, Including Half-Life 3

A new making-of for Half-Life: Alyx has revealed a swathe of games developed and shelved by Valve between the release of Half-Life 2: Episode 2 and Valve's latest VR game. That list includes details on a version of Half-Life 3 that was in development for around a year, and an open world Left 4 Dead 3. Geoff Keighley's The Final Hours of Half-Life: Alyx is a multimedia making of the latest installment in the Half-Life series - think of it as an interactive storybook - comprising 15 chapters of information about the creation of the game, including videos, mini-games and more. Within the story, Keighley reveals that at least 5 Half-Life games (not all of which are mentioned specifcially in the text) were cancelled between Episode 2 and Alyx, along with a number of other projects - the most notable being a project officially referred to within Valve as Half-Life 3. [ignvideo url="https://www.ign.com/videos/2020/03/23/half-life-alyx-review"] Here's every cancelled Valve project mentioned, and the details provided on them:  
  • Half-Life 3: Created in the Source 2 engine and drawing some gameplay inspiration from Left 4 Dead, the project known as Half-Life 3 would have used procedural generation between hand-crafted story moments to create a more replayable game. For instance, the game would generate a building and an objective (such as rescuing a prisoner), then create a route through it and fill the building with enemies, meaning that section would always play out differently. The team went as far as scanning Frank Sheldon, the actor whose likeness was used for the series' G-Man. However the Source 2 engine was unfinished, and the project "didn't get very far" before it was dropped. It was in development for around a year between 2013 and 2014.
  • Left 4 Dead 3: An open world game set in Morocco and potentially featuring featuring hundreds of zombies at a time, this was also deemed unworkable because of the unfinished Source 2.
  • RPG: This RPG project was simply codenamed 'RPG', drawing inspiration from the likes of The Elder Scrolls, Dark Souls and Monster Hunter, and was envisaged as being released in small chunks, but "never really left the conceptual stage". After RPG was abandoned, experiments went into turning it into a single-player RPG based on DOTA character Axe, which were also shelved.
  • A.R.T.I.: A light-hearted, voxel-based game that allowed for open-ended destruction and creation in the vein of Minecraft. One version included Half-Life 2 and Portal writer Erik Wolpaw voicing a character called King Kevin, who had to be broken out of prison using the game's tools. A.R.T.I. was later resurrected as a VR game, but was shelved as Half-Life: Alyx grew.
  • SimTrek: A VR game develoepd by members of the Kerbal Space Prgram team that was also shelved during Alyx's development.
  • Shooter: A Half-Life themed VR shooter that would have been a part of The Lab, Valve's VR showcase. Using only Half-Life 2 assets, it would have had players take part in short gunfights, and was designed more like a Half-Life theme park ride than an continuation of its story. However, it was deemed not to be ready in time for The Lab's release.
  • Borealis: A Half-Life VR project, led by writer Marc Laidlaw, that would have been set on the time-travelling ship mentioned in Half-Life 2. Skipping between the Half-Life series' Seven Hour War, and a time period shortly after Half-Life 2: Episode 2, no gameplay details were revealed, aside from that it included a fishing minigame.
  • Hot Dog - Another new take on Left 4 Dead, purposely codenamed so that people on the Internet wouldn't know it was a Left 4 Dead game. No details were revealed.
  • Vader - Valve's first internal attempt to create a VR headset. Vader was designed without compromise, but was scrapped when it became clear that it was too ambitious. The team estimates it would have cost $5,000 per unit if released. Half-Life: Alyx was initially conceived to launch alongside Vader.
[ignvideo url="https://www.ign.com/videos/valve-explains-why-they-didnt-do-half-life-2-episode-3-ign-news"] As for what Valve has coming next, Keighley explains that much of the team would like to work on a full-scale, non-VR Half-Life game, but that there is trepidation over the scale of such a project. Encouragingly, however, Valve's Phil Co explains that, after Half-Life: Alyx's release and success, "We're not afraid of Half-Life no more". The Alyx team has previously told us that it wants to make more Half-Life games. It's also mentioned that a "top secret project" is still in development at Valve, and has been since 2018 - although no hint is given as to what that might be. The Final Hours of Half-Life: Alyx was released today, and is available through Steam on PC and Mac. There is much, much more to the app than just the cancelled games' information, including insights into Valve's working culture, scrapped elements of Half-Life: Alyx, and story changes that would have wildly changed the Half-Life story. It's a fascinating read(/watch/listen/play) - I recommend you take a look. [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.  

Details of Multiple Cancelled Valve Projects Revealed, Including Half-Life 3

A new making-of for Half-Life: Alyx has revealed a swathe of games developed and shelved by Valve between the release of Half-Life 2: Episode 2 and Valve's latest VR game. That list includes details on a version of Half-Life 3 that was in development for around a year, and an open world Left 4 Dead 3. Geoff Keighley's The Final Hours of Half-Life: Alyx is a multimedia making of the latest installment in the Half-Life series - think of it as an interactive storybook - comprising 15 chapters of information about the creation of the game, including videos, mini-games and more. Within the story, Keighley reveals that at least 5 Half-Life games (not all of which are mentioned specifcially in the text) were cancelled between Episode 2 and Alyx, along with a number of other projects - the most notable being a project officially referred to within Valve as Half-Life 3. [ignvideo url="https://www.ign.com/videos/2020/03/23/half-life-alyx-review"] Here's every cancelled Valve project mentioned, and the details provided on them:  
  • Half-Life 3: Created in the Source 2 engine and drawing some gameplay inspiration from Left 4 Dead, the project known as Half-Life 3 would have used procedural generation between hand-crafted story moments to create a more replayable game. For instance, the game would generate a building and an objective (such as rescuing a prisoner), then create a route through it and fill the building with enemies, meaning that section would always play out differently. The team went as far as scanning Frank Sheldon, the actor whose likeness was used for the series' G-Man. However the Source 2 engine was unfinished, and the project "didn't get very far" before it was dropped. It was in development for around a year between 2013 and 2014.
  • Left 4 Dead 3: An open world game set in Morocco and potentially featuring featuring hundreds of zombies at a time, this was also deemed unworkable because of the unfinished Source 2.
  • RPG: This RPG project was simply codenamed 'RPG', drawing inspiration from the likes of The Elder Scrolls, Dark Souls and Monster Hunter, and was envisaged as being released in small chunks, but "never really left the conceptual stage". After RPG was abandoned, experiments went into turning it into a single-player RPG based on DOTA character Axe, which were also shelved.
  • A.R.T.I.: A light-hearted, voxel-based game that allowed for open-ended destruction and creation in the vein of Minecraft. One version included Half-Life 2 and Portal writer Erik Wolpaw voicing a character called King Kevin, who had to be broken out of prison using the game's tools. A.R.T.I. was later resurrected as a VR game, but was shelved as Half-Life: Alyx grew.
  • SimTrek: A VR game develoepd by members of the Kerbal Space Prgram team that was also shelved during Alyx's development.
  • Shooter: A Half-Life themed VR shooter that would have been a part of The Lab, Valve's VR showcase. Using only Half-Life 2 assets, it would have had players take part in short gunfights, and was designed more like a Half-Life theme park ride than an continuation of its story. However, it was deemed not to be ready in time for The Lab's release.
  • Borealis: A Half-Life VR project, led by writer Marc Laidlaw, that would have been set on the time-travelling ship mentioned in Half-Life 2. Skipping between the Half-Life series' Seven Hour War, and a time period shortly after Half-Life 2: Episode 2, no gameplay details were revealed, aside from that it included a fishing minigame.
  • Hot Dog - Another new take on Left 4 Dead, purposely codenamed so that people on the Internet wouldn't know it was a Left 4 Dead game. No details were revealed.
  • Vader - Valve's first internal attempt to create a VR headset. Vader was designed without compromise, but was scrapped when it became clear that it was too ambitious. The team estimates it would have cost $5,000 per unit if released. Half-Life: Alyx was initially conceived to launch alongside Vader.
[ignvideo url="https://www.ign.com/videos/valve-explains-why-they-didnt-do-half-life-2-episode-3-ign-news"] As for what Valve has coming next, Keighley explains that much of the team would like to work on a full-scale, non-VR Half-Life game, but that there is trepidation over the scale of such a project. Encouragingly, however, Valve's Phil Co explains that, after Half-Life: Alyx's release and success, "We're not afraid of Half-Life no more". The Alyx team has previously told us that it wants to make more Half-Life games. It's also mentioned that a "top secret project" is still in development at Valve, and has been since 2018 - although no hint is given as to what that might be. The Final Hours of Half-Life: Alyx was released today, and is available through Steam on PC and Mac. There is much, much more to the app than just the cancelled games' information, including insights into Valve's working culture, scrapped elements of Half-Life: Alyx, and story changes that would have wildly changed the Half-Life story. It's a fascinating read(/watch/listen/play) - I recommend you take a look. [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.  

Capcom Says 80% of Its Games Are Sold Digitally

According to Capcom, 80% of its games are sold digitally, and the company is encouraged by the trend to increase that number to 90% before long. During the Q&A portion of its recent annual shareholders' meeting, Capcom was asked what its plans were for strengthening digital sales. Capcom revealed that its “current digital download sales ratio is approximately 80%.” [widget path="global/article/imagegallery" parameters="albumSlug=pragmata-playstation-5-screenshots&captions=true"] “While it ultimately depends on how our customers behave going forward, for the time being we are promoting our digital strategy with an objective of 90%, since there are some customers who prefer to own discs,” Capcom added. As reported by GamesIndustry.biz, Capcom’s digital sales have exploded, growing from 53.3% last year to 80%. Even Capcom predicted growth to only reach 75.4% this year, but it appears that the shift to digital is happening faster than anticipated. Capcom attributes the growth to titles like Monster Hunter World: Iceborne. But the company plans to increase digital sales by expanding the availability of digital games to more markets worldwide. Other companies like PlayStation announced that digital game downloads have overtaken physical game sales, and companies like EA and Activision also report strong growth in digital game sales. These upward trends explain why both Sony and Microsoft are looking at releasing digital-only next-gen consoles. Sony already revealed a slimmer, digital-only PS5, while Microsoft is rumored to announce Lockhart, a similarly digital-only Xbox Series X. [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.