Yearly Archives: 2020

Final Fantasy Crystal Chronicles Remastered Edition Release Date Announced

Final Fantasy Crystal Chronicles Remastered Edition will be released on PlayStation 4, Nintendo Switch, iOS, and Android on August 27, 2020. Square Enix's Web Content Editor Duncan Heaney gave more details on PlayStation.Blog for the upcoming remastered edition of the GameCube classic that was first released in Japan in 2003. A new release date trailer was also released, which you can see below. [ignvideo url="https://www.ign.com/videos/2020/05/28/final-fantasy-crystal-chronicles-remastered-edition-release-date-announce-trailer"] Final Fantasy Crystal Chronicles: Remastered Edition was originally revealed in September 2018 was delayed a couple times, most recently from its January 23, 2020 date. This Final Fantasy game is a 1-4 player RPG that follows the Crystal Caravans, a group of adventures on the hunt for the previous and rare liquid known as myrrh that can cleanse and maintain a "crystal the protects them, and their world, from a poisonous gas." This Remastered Edition adds improved visuals and audio, character voiceovers, online multiplayer with crossplay, new challenging dungeons, and a new Mimic feature. [widget path="global/article/imagegallery" parameters="albumSlug=final-fantasy-crystal-chronicles-remastered-edition-release-date-screenshots&captions=true"] This Mimic feature is described as: "By collecting stamps, visiting Moogle Houses or completing difficult dungeons, you’ll get Memory Crystals which you can use to change your characters’ appearance to that of various characters you’ll meet on your adventure. If you want to add a bit more pizazz to your party, now you can!" In our review of the original Final Fantasy Crystal Chronicles, we said "The bottom line is that Crystal Chronicles is a fun multiplayer game if you own enough GBAs. There are some problems, more than I'd like to see from Square, but overall it's a fun experience. The single player game, on the other hand, isn't nearly as fun." [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN who has always wanted to try this game and this feels like the perfect excuse. You can follow him on Twitter @AdamBankhurst and on Twitch.

The New HP Reverb G2 Is All About VR Gaming

HP has a new virtual reality headset and unlike last year’s model that toed the line between enterprise and gaming models, the new HP Reverb G2 is all about gaming. In fact, HP teamed up with Microsoft and Valve to put the HP Reverb G2 more on par with the Valve Index. The HP Reverb G2 features a new inside-out tracking system – which doesn't need infrared tracking lighthouses – with the addition of four cameras. HP promises this new system can capture 1.4 times more movement as the cameras track where you’re looking and where your hands are. Unfortunately, this is still a PC driven headset that you'll need to connect with your gaming desktop or gaming laptop and isn't wireless like the Oculus Quest. [widget path="global/article/imagegallery" parameters="albumSlug=hp-reverb-g2&captions=true"] Speaking of your hands, the HP Reverb G2 also comes with a pair of revised controllers. They’re a big step up from the original Windows Mixed Reality controllers now that they feature a more ergonomic design – think curvy rather than squared-off handles. The new controllers also now feature two buttons on each side along with an additional hamburger menu button next to the Windows key. HP’s new VR headset also comes fitted with a new pair of integrated headphones. They feature larger 10mm drivers and are tuned to output 3D spatial audio so you get a completely immersive visual-audio experience. HP-Reverb-G2-(13) As for comfort, HP has made some improvements with a thicker facemask cushion plus better-balanced weight distribution. The front visor can also now flip up 90-degrees, allowing you to take a quick breather from your virtual reality experiences. The only thing that hasn’t changed too much is the screen. The HP Reverb G2 still offers up a 2,160 x 2,160 resolution experience per eye with a 114-degree field of view and 90Hz refresh rate using LCD panels. However, HP has told us that the new displays will offer significantly higher brightness and contrast over the last model. Users should also see less of a screen door effect thanks to the updated optics. The HP Reverb G2 will begin shipping sometime this Fall for a starting price of $599. Preorders, however, will begin on May 28th. [poilib element="accentDivider"] Kevin Lee is IGN's Hardware and Roundups Editor. Follow him on Twitter @baggingspam

The New HP Reverb G2 Is All About VR Gaming

HP has a new virtual reality headset and unlike last year’s model that toed the line between enterprise and gaming models, the new HP Reverb G2 is all about gaming. In fact, HP teamed up with Microsoft and Valve to put the HP Reverb G2 more on par with the Valve Index. The HP Reverb G2 features a new inside-out tracking system – which doesn't need infrared tracking lighthouses – with the addition of four cameras. HP promises this new system can capture 1.4 times more movement as the cameras track where you’re looking and where your hands are. Unfortunately, this is still a PC driven headset that you'll need to connect with your gaming desktop or gaming laptop and isn't wireless like the Oculus Quest. [widget path="global/article/imagegallery" parameters="albumSlug=hp-reverb-g2&captions=true"] Speaking of your hands, the HP Reverb G2 also comes with a pair of revised controllers. They’re a big step up from the original Windows Mixed Reality controllers now that they feature a more ergonomic design – think curvy rather than squared-off handles. The new controllers also now feature two buttons on each side along with an additional hamburger menu button next to the Windows key. HP’s new VR headset also comes fitted with a new pair of integrated headphones. They feature larger 10mm drivers and are tuned to output 3D spatial audio so you get a completely immersive visual-audio experience. HP-Reverb-G2-(13) As for comfort, HP has made some improvements with a thicker facemask cushion plus better-balanced weight distribution. The front visor can also now flip up 90-degrees, allowing you to take a quick breather from your virtual reality experiences. The only thing that hasn’t changed too much is the screen. The HP Reverb G2 still offers up a 2,160 x 2,160 resolution experience per eye with a 114-degree field of view and 90Hz refresh rate using LCD panels. However, HP has told us that the new displays will offer significantly higher brightness and contrast over the last model. Users should also see less of a screen door effect thanks to the updated optics. The HP Reverb G2 will begin shipping sometime this Fall for a starting price of $599. Preorders, however, will begin on May 28th. [poilib element="accentDivider"] Kevin Lee is IGN's Hardware and Roundups Editor. Follow him on Twitter @baggingspam

The Last of Us 2: Naughty Dog Discusses New Tech Developed for Realism

Naughty Dog has developed tech to allow for micro-details on The Last of Us Part II's characters - from veins popping in anger, to how red their eyes get. Detailed in the latest of Sony's 'Inside' mini-documentaries about the game (which you can watch in full below), Neil Druckmann highlighted the studio's "insane attention to detail". That comes into particular focus when discussing the technology developed to make its characters feel more human at the smallest levels. Druckmann explains: "Now we can make veins pop on their forehead if they're really angry. Or likewise we can redden their skin - could be based on emotion, or could be based on what's happening to them physically. How red their eyes get is controllable, how tears flow off their eyes and their face is all-new tech that we've developed for this game." [ignvideo url="https://www.ign.com/videos/2020/05/28/the-last-of-us-part-2-inside-the-details-video"] We've previously learned that enemies are intended to feel as realistic as the game's heroes, and the video shows off how they talk to one another, scream when they see a friend die, and say each other's names. Even the non-human elements have had this kind of micro-level work put in. Naughty Dog researched the kinds of foliage and architecture that would realistically appear in the various parts of the US Ellie will visit on her journey. The team even walked the route Ellie takes through Seattle to make sure it was replicated as faithfully as possible in the final game. We saw a lot more of the game yesterday in Sony's State of Play broadcast about Naughty Dog's latest - and we documented everything new we learned. The Last of Us Part 2 will be released for the PlayStation 4 on June 19. IGN's Last of Us 2 review will go live on Friday, June 12, 12:01 AM PT. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-naughty-dog-game-review&captions=true"] [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter.

The Last of Us 2: Naughty Dog Discusses New Tech Developed for Realism

Naughty Dog has developed tech to allow for micro-details on The Last of Us Part II's characters - from veins popping in anger, to how red their eyes get. Detailed in the latest of Sony's 'Inside' mini-documentaries about the game (which you can watch in full below), Neil Druckmann highlighted the studio's "insane attention to detail". That comes into particular focus when discussing the technology developed to make its characters feel more human at the smallest levels. Druckmann explains: "Now we can make veins pop on their forehead if they're really angry. Or likewise we can redden their skin - could be based on emotion, or could be based on what's happening to them physically. How red their eyes get is controllable, how tears flow off their eyes and their face is all-new tech that we've developed for this game." [ignvideo url="https://www.ign.com/videos/2020/05/28/the-last-of-us-part-2-inside-the-details-video"] We've previously learned that enemies are intended to feel as realistic as the game's heroes, and the video shows off how they talk to one another, scream when they see a friend die, and say each other's names. Even the non-human elements have had this kind of micro-level work put in. Naughty Dog researched the kinds of foliage and architecture that would realistically appear in the various parts of the US Ellie will visit on her journey. The team even walked the route Ellie takes through Seattle to make sure it was replicated as faithfully as possible in the final game. We saw a lot more of the game yesterday in Sony's State of Play broadcast about Naughty Dog's latest - and we documented everything new we learned. The Last of Us Part 2 will be released for the PlayStation 4 on June 19. IGN's Last of Us 2 review will go live on Friday, June 12, 12:01 AM PT. [widget path="global/article/imagegallery" parameters="albumSlug=every-ign-naughty-dog-game-review&captions=true"] [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter.

Star Wars: Tales from the Galaxy’s Edge VR Experience Announced for 2020

ILMxLAB, the studio behind Vader Immortal: A Star Wars VR Series, has announced its next VR adventure in Star Wars: Tales from the Galaxy's Edge. More details were given on StarWars.com, including that this new experience will arrive later in 2020, is built in collaboration with Oculus Studios, and connects to Star Wars: Galaxy's Edge in both Disneyland Resort and Walt Disney World Resort. The official logo and concept art by Chris Voy were revealed, and can be seen below; Logo tales-from-the-galaxys-edge-concept-art Star Wars: Tales from the Galaxy's Edge takes place between The Last Jedi and The Rise of Skywalker and is set on the outskirts of Batuu's Black Spire Outpost of Star Wars: Galaxy's Edge. It will tell an original story and features both new and iconic Star Wars characters and "multiple style of gameplay and difficulty settings to accommodate a wide variety of players."
“We are so excited for fans to step into Star Wars: Tales from the Galaxy’s Edge later this year,” said Vicki Dobbs Beck, ILMxLAB executive-in-charge. “This action-packed adventure not only speaks to the promise of connected and complementary experiences by extending the lore around Black Spire Outpost, it represents another meaningful step in ILMxLAB’s quest to transition  from storytelling — one-way communication — to storyLIVING, where you’re inside a world making consequential choices that drive your experience forward.”
[widget path="global/article/imagegallery" parameters="albumSlug=star-wars-rise-of-the-resistance-full-disney-world-queue-photo-tour&captions=true"] No platforms were given, but its safe to assume it will at least come to both the Oculus Quest and Oculus Rift, considering its built in collaboration with Oculus Studios and Vader Immortal also appeared on those devices. Vader Immortal: A Star Wars VR Series, which is headed to PSVR this summer, was released last year and allowed you to come face-to-face with Darth Vader and use a combination of a lightsaber and force powers to make it through a new Star Wars Story. [ignvideo url="https://www.ign.com/videos/2019/11/25/vader-immortal-a-star-wars-vr-series-episode-iii-official-trailer"] We reviewed Episode 1 and Episode 3 of the three-part series and thought it did "a fine job of letting you bask in Star Wars surroundings and the impressive presence of Darth Vader himself," even though it did end with a "dull thud." [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN who can't wait and is so excited he just can't hide it. You can follow him on Twitter @AdamBankhurst and on Twitch.

Star Wars: Tales from the Galaxy’s Edge VR Experience Announced for 2020

ILMxLAB, the studio behind Vader Immortal: A Star Wars VR Series, has announced its next VR adventure in Star Wars: Tales from the Galaxy's Edge. More details were given on StarWars.com, including that this new experience will arrive later in 2020, is built in collaboration with Oculus Studios, and connects to Star Wars: Galaxy's Edge in both Disneyland Resort and Walt Disney World Resort. The official logo and concept art by Chris Voy were revealed, and can be seen below; Logo tales-from-the-galaxys-edge-concept-art Star Wars: Tales from the Galaxy's Edge takes place between The Last Jedi and The Rise of Skywalker and is set on the outskirts of Batuu's Black Spire Outpost of Star Wars: Galaxy's Edge. It will tell an original story and features both new and iconic Star Wars characters and "multiple style of gameplay and difficulty settings to accommodate a wide variety of players."
“We are so excited for fans to step into Star Wars: Tales from the Galaxy’s Edge later this year,” said Vicki Dobbs Beck, ILMxLAB executive-in-charge. “This action-packed adventure not only speaks to the promise of connected and complementary experiences by extending the lore around Black Spire Outpost, it represents another meaningful step in ILMxLAB’s quest to transition  from storytelling — one-way communication — to storyLIVING, where you’re inside a world making consequential choices that drive your experience forward.”
[widget path="global/article/imagegallery" parameters="albumSlug=star-wars-rise-of-the-resistance-full-disney-world-queue-photo-tour&captions=true"] No platforms were given, but its safe to assume it will at least come to both the Oculus Quest and Oculus Rift, considering its built in collaboration with Oculus Studios and Vader Immortal also appeared on those devices. Vader Immortal: A Star Wars VR Series, which is headed to PSVR this summer, was released last year and allowed you to come face-to-face with Darth Vader and use a combination of a lightsaber and force powers to make it through a new Star Wars Story. [ignvideo url="https://www.ign.com/videos/2019/11/25/vader-immortal-a-star-wars-vr-series-episode-iii-official-trailer"] We reviewed Episode 1 and Episode 3 of the three-part series and thought it did "a fine job of letting you bask in Star Wars surroundings and the impressive presence of Darth Vader himself," even though it did end with a "dull thud." [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN who can't wait and is so excited he just can't hide it. You can follow him on Twitter @AdamBankhurst and on Twitch.

Xbox Series X To Launch With ‘Thousands’ of Games

Microsoft is doubling down on a known strength by confirming that the Xbox Series X will launch with "thousands" of games, leveraging its years-long backward-compatibility efforts, in comparison to Sony's mixed messaging on PlayStation 5's backwards-compatibility capabilities. "With more than 100,000 hours of play testing already completed, thousands of games are already playable on Xbox Series X today, from the biggest blockbusters to cult classics and fan favorites," Xbox Series X Director of Program Management Jason Ronald wrote in a new blog on Xbox Wire. "Many of us in Team Xbox play on the Xbox Series X daily as our primary console and switching between generations is seamless. By the time we launch this holiday, the team will have spent well over 200,000 hours ensuring your game library is ready for you to jump in immediately." [widget path="global/article/imagegallery" parameters="albumSlug=confirmed-xbox-series-x-games&captions=true"] Ronald also spoke with IGN, and when asked if "thousands" meant that the goal was every single Xbox One game – in addition the hundreds of Xbox 360 and original Xbox games already compatible with Xbox One that will also play on Xbox Series X – Ronald said, "The goal is definitely the thousands of titles that run on Xbox One today. If the game runs on Xbox One, it is our goal to get that to run on Series X. There might be some one-off exceptions here or there," he added, noting that "licensing or a technical issue[s]" should be the only possible roadblocks. For instance, in the former case, a game with licensed music whose contract with the publisher has expired. Even better, Ronald says that Xbox One, Xbox 360, and original Xbox games will run better on Series X than they originally did. "All titles run at the peak performance that they were originally designed for, many times even higher performance than the games saw on their original launch platform, resulting in higher and more steady framerates and rendering at their maximum resolution and visual quality," Ronald said on Xbox Wire. "Backwards compatible titles also see significant reductions in in-game load times from the massive leap in performance from our custom NVME SSD which powers the Xbox Velocity Architecture." [ignvideo url="https://www.ign.com/videos/2020/04/07/the-technology-behind-xbox-series-x"] When pressed for specific examples, Ronald said, “All of them are seeing a lot of benefits in certain areas.” As an example, he noted “titles that use dynamic resolution scaling – now it’s a rock-solid 4K or whatever its originally designed resolution was." HDR is among the new technologies being seamlessly retrofitted into older Xbox games. "Geometry Wars is one that I really enjoy. To actually see that in HDR..." he tailed off, also mentioning Boom Boom Rocket alongside the two games that have already had their post-generational HDR added, Halo 5: Guardians and Fuzion Frenzy. Higher framerates are also in the mix: "The compatibility team has invented brand new techniques that enable even more titles to run at higher resolutions and image quality while still respecting the artistic intent and vision of the original creators," Ronald said in his blog. "We are also creating whole new classes of innovations including the ability to double the frame rate of a select set of titles from 30 fps to 60 fps or 60 fps to 120 fps." We asked about any specific 120fps examples, if you've got the TV for it, and Ronald noted that they do exist, but they can't confirm any quite yet. "In a lot of cases we have so much processing power in the Xbox Series X [that] what used to take a set number of milliseconds in prior generation consoles, it just runs through that computation so fast that the GPU is just sitting there waiting to do work." He continued: "But part of the challenge is that some titles actually base their physics or animation on [the framerate], so we're still figuring out what titles we can actually do this with without violating the original intent of the title. We definitely have some titles we've seen go from 30 to 60 and there's a handful of titles we've seen go from 60 to 120, but we're still in the process of validating the game end-to-end." [widget path="global/article/imagegallery" parameters="albumSlug=xbox-series-x-controller-6-new-images&captions=true"] For more, check out the full Xbox Wire blog, and stay tuned to IGN for plenty more Xbox Series X coverage, including the monthly Xbox 20/20 events that debuted last month. [poilib element="accentDivider"] Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.