Yearly Archives: 2020
GTA Online: Get Triple Rewards on Motor Wars, Facility Discounts, And More
This week in GTA Online, score a 60% discount on the Mammoth Avenger, get triple rewards in Motor Wars, and much more.
GTA Online: Get Triple Rewards on Motor Wars, Facility Discounts, And More
This week in GTA Online, score a 60% discount on the Mammoth Avenger, get triple rewards in Motor Wars, and much more.
Amazing Conversion Mod Turns Zelda: Breath of the Wild Into NieR: Automata
An expansive conversion mod for The Legend of Zelda: Breath of the Wild turns the game into a NieR: Automata hybrid, with 2B as the star.
The NieR: Automata mod pack created by modder Lady Luna swaps out Link's character model for everybody's favourite android queen 2B, complete with blindfold and gigantic sword. Bear in mind that this mod isn't officially sanctioned and isn't operating on the original Switch hardware.
[widget path="global/article/imagegallery" parameters="albumSlug=nier-automata-in-zelda-breath-of-the-wild-conversion-mod&captions=true"]
You can see the mod pack in action thanks to this YouTube video from user Lbags. It's quite startling just how much has been changed here, from the menu art to the glider, which has been swapped out for two of Automata's famous pods.
Loveable vendor Emil even makes an appearance, trading places with Breath of the Wild's monster parts merchant. The soundtrack has also been implemented, and songs like Memories of Dust and Pascal accompany your travels through Gerudo Town and Korok Forest respectively. As well as replacing music, the mod grafts in almost every weapon from NieR: Automata to pile on the immersion.
[ignvideo url="https://www.ign.com/videos/2017/03/06/nier-automata-review"]
This is just one corner of the weird and wonderful world of Breath of the Wild mods, which includes other protagonist swaps including Woody from Toy Story and C.J From Grand Theft Auto: San Andreas...
For more Breath of the Wild news, check out these images showing how Nintendo made the haunting trailer for Breath of the Wild 2.
[ignvideo url="https://www.ign.com/videos/2017/03/02/the-legend-of-zelda-breath-of-the-wild-review"]
[poilib element="accentDivider"]
Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
Amazing Conversion Mod Turns Zelda: Breath of the Wild Into NieR: Automata
An expansive conversion mod for The Legend of Zelda: Breath of the Wild turns the game into a NieR: Automata hybrid, with 2B as the star.
The NieR: Automata mod pack created by modder Lady Luna swaps out Link's character model for everybody's favourite android queen 2B, complete with blindfold and gigantic sword. Bear in mind that this mod isn't officially sanctioned and isn't operating on the original Switch hardware.
[widget path="global/article/imagegallery" parameters="albumSlug=nier-automata-in-zelda-breath-of-the-wild-conversion-mod&captions=true"]
You can see the mod pack in action thanks to this YouTube video from user Lbags. It's quite startling just how much has been changed here, from the menu art to the glider, which has been swapped out for two of Automata's famous pods.
Loveable vendor Emil even makes an appearance, trading places with Breath of the Wild's monster parts merchant. The soundtrack has also been implemented, and songs like Memories of Dust and Pascal accompany your travels through Gerudo Town and Korok Forest respectively. As well as replacing music, the mod grafts in almost every weapon from NieR: Automata to pile on the immersion.
[ignvideo url="https://www.ign.com/videos/2017/03/06/nier-automata-review"]
This is just one corner of the weird and wonderful world of Breath of the Wild mods, which includes other protagonist swaps including Woody from Toy Story and C.J From Grand Theft Auto: San Andreas...
For more Breath of the Wild news, check out these images showing how Nintendo made the haunting trailer for Breath of the Wild 2.
[ignvideo url="https://www.ign.com/videos/2017/03/02/the-legend-of-zelda-breath-of-the-wild-review"]
[poilib element="accentDivider"]
Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.
Fallout 76 Wastelanders DLC Delayed By a Week
Fallout 76's upcoming Wastelanders DLC has been delayed by a week.
Bethesda announced the Wastelanders DLC during their 2019 E3 conference, and called it the "biggest update yet" that will bring human NPCs with full dialogue trees, a new main quest, choice and consequence, and much more to Fallout 76.
The DLC initially received a release window of Fall 2019, but it slipped beyond that with a new release date of April 7. Now, it has been delayed just a week to April 14 due to the impact of the COVID-19 pandemic.
[ignvideo url="https://www.ign.com/videos/2020/02/25/how-coronavirus-is-impacting-the-games-industry"]
"Like others around the world, we're dealing with the critical situation (COVID-19) that's currently affecting so many of us and our communities," a statement from Bethesda posted on Twitter reads. "For the safety of everyone, we have transitioned to remote work, and are limiting our in-person interactions."
Bethesda says this shift to remote work and limited in-person interactions affected the company's ability to do final testing on the Wastelanders update, which is why the release had been pushed back by a week. You can check out the full statement below.
Bethesda is not the first company that has had its games affected by the ongoing COVID-19 virus. Capcom's United Kingdom team announced today, March 26, that physical copies of Resident Evil 3 might ship late in Europe. Square Enix is dealing with a similar situation as the company warned a few weeks ago that physical copies of Final Fantasy 7 Remake might not arrive on time. For something on the lighter side, art is imitating life in Fallout 76 as players are spending thousands of caps on single rolls of toilet paper in the game. Here are some ways you can help others and stay safe during the COVID-19 pandemic. [widget path="global/article/imagegallery" parameters="albumSlug=every-delayed-movie-due-to-coronavirus-so-far&captions=true"] [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.Wastelanders Release Update pic.twitter.com/h5Rxn359r4
— Bethesda Game Studios (@BethesdaStudios) March 26, 2020
Fallout 76 Wastelanders DLC Delayed By a Week
Fallout 76's upcoming Wastelanders DLC has been delayed by a week.
Bethesda announced the Wastelanders DLC during their 2019 E3 conference, and called it the "biggest update yet" that will bring human NPCs with full dialogue trees, a new main quest, choice and consequence, and much more to Fallout 76.
The DLC initially received a release window of Fall 2019, but it slipped beyond that with a new release date of April 7. Now, it has been delayed just a week to April 14 due to the impact of the COVID-19 pandemic.
[ignvideo url="https://www.ign.com/videos/2020/02/25/how-coronavirus-is-impacting-the-games-industry"]
"Like others around the world, we're dealing with the critical situation (COVID-19) that's currently affecting so many of us and our communities," a statement from Bethesda posted on Twitter reads. "For the safety of everyone, we have transitioned to remote work, and are limiting our in-person interactions."
Bethesda says this shift to remote work and limited in-person interactions affected the company's ability to do final testing on the Wastelanders update, which is why the release had been pushed back by a week. You can check out the full statement below.
Bethesda is not the first company that has had its games affected by the ongoing COVID-19 virus. Capcom's United Kingdom team announced today, March 26, that physical copies of Resident Evil 3 might ship late in Europe. Square Enix is dealing with a similar situation as the company warned a few weeks ago that physical copies of Final Fantasy 7 Remake might not arrive on time. For something on the lighter side, art is imitating life in Fallout 76 as players are spending thousands of caps on single rolls of toilet paper in the game. Here are some ways you can help others and stay safe during the COVID-19 pandemic. [widget path="global/article/imagegallery" parameters="albumSlug=every-delayed-movie-due-to-coronavirus-so-far&captions=true"] [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes.Wastelanders Release Update pic.twitter.com/h5Rxn359r4
— Bethesda Game Studios (@BethesdaStudios) March 26, 2020
Family Guy’s Stewie & Brian Host Quarantine Podcast
Family Guy creator Seth MacFarlane has shared a new podcast, hosted by Stewie Griffin and his martini-swilling sidekick Brian, in which the cartoon duo offer up advice and life hacks for getting through the global coronavirus (COVID-19) pandemic.
MacFarlane, who provides the voices for the characters on the animated show, posted an audio clip from the fictional podcast on Instagram on Wednesday night, alongside an illustration of the two characters, both wearing protective face masks while recording the special episode from isolation.
Stewie introduces the podcast by reeling off a list of activities that the pair have been engaged in while being holed up in quarantine, including playing Trivial Pursuit, Candyland and Sorry! the board game.
"Our goal is to help remind everyone that we can get through this with cooperation and togetherness," Brian explains before launching into a rendition of John Lennon's Imagine, imitating a bunch of other celebrities who released their own version last week. However, Stewie abruptly interrupts his canine companion's singing session, telling him it's "unwelcome, even in a global pandemic."
[ignvideo url="https://www.ign.com/videos/2019/02/01/family-guys-10-best-episodes"]
Further on in the podcast, Brian addresses the topic of panic-buying, saying, "Hoarding helps no one, and actually hurts those among us who need the supplies the most," while Stewie offers some life hacks on how to cope with toilet paper shortages, suggesting, "If you own a tie, you have toilet paper."
The clip ends with the characters bickering over who offers the most up-to-date coronavirus guidelines, though it doesn't take long for them to clear up their misunderstanding and settle on the World Health Organisation (WHO). Stewie and Brian then sign off by telling everyone to "stay home as directed by your local and state governments," so "we can beat this thing and get back to life."
[widget path="global/article/imagegallery" parameters="albumSlug=the-25-best-adult-cartoon-tv-series&captions=true"]
Seth MacFarlane joins a host of other celebrities who are spreading awareness about the pandemic while also offering some lighter entertainment options during these difficult times. Sir Patrick Stewart is currently reading daily sonnets for his fans and Jodie Whittaker recently shared an "emergency transmission" as Doctor Who.
For a list of recommendations on how best to help, and stay safe, during the Coronavirus pandemic, please read our resource guide.
[poilib element="accentDivider"]
Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
Family Guy’s Stewie & Brian Host Quarantine Podcast
Family Guy creator Seth MacFarlane has shared a new podcast, hosted by Stewie Griffin and his martini-swilling sidekick Brian, in which the cartoon duo offer up advice and life hacks for getting through the global coronavirus (COVID-19) pandemic.
MacFarlane, who provides the voices for the characters on the animated show, posted an audio clip from the fictional podcast on Instagram on Wednesday night, alongside an illustration of the two characters, both wearing protective face masks while recording the special episode from isolation.
Stewie introduces the podcast by reeling off a list of activities that the pair have been engaged in while being holed up in quarantine, including playing Trivial Pursuit, Candyland and Sorry! the board game.
"Our goal is to help remind everyone that we can get through this with cooperation and togetherness," Brian explains before launching into a rendition of John Lennon's Imagine, imitating a bunch of other celebrities who released their own version last week. However, Stewie abruptly interrupts his canine companion's singing session, telling him it's "unwelcome, even in a global pandemic."
[ignvideo url="https://www.ign.com/videos/2019/02/01/family-guys-10-best-episodes"]
Further on in the podcast, Brian addresses the topic of panic-buying, saying, "Hoarding helps no one, and actually hurts those among us who need the supplies the most," while Stewie offers some life hacks on how to cope with toilet paper shortages, suggesting, "If you own a tie, you have toilet paper."
The clip ends with the characters bickering over who offers the most up-to-date coronavirus guidelines, though it doesn't take long for them to clear up their misunderstanding and settle on the World Health Organisation (WHO). Stewie and Brian then sign off by telling everyone to "stay home as directed by your local and state governments," so "we can beat this thing and get back to life."
[widget path="global/article/imagegallery" parameters="albumSlug=the-25-best-adult-cartoon-tv-series&captions=true"]
Seth MacFarlane joins a host of other celebrities who are spreading awareness about the pandemic while also offering some lighter entertainment options during these difficult times. Sir Patrick Stewart is currently reading daily sonnets for his fans and Jodie Whittaker recently shared an "emergency transmission" as Doctor Who.
For a list of recommendations on how best to help, and stay safe, during the Coronavirus pandemic, please read our resource guide.
[poilib element="accentDivider"]
Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.
Valve Explains Insane Levels of Audio Detail in Half-Life: Alyx
The Source 2 engine enables Half-Life: Alyx to have staggering levels of detail, such as unique clothing movement sounds based on player movement speed, body position and, according to Valve developer Robin Walker, that's just the tip of the iceberg.
In this month's episode of IGN Unfiltered, Ryan McCaffrey sat down with Chris Remo and Robin Walker from Valve to talk about Half-Life: Alyx, The Orange Box, the mystique of Valve, and much more.
[ignvideo url="https://www.ign.com/videos/2020/03/18/ign-first-half-life-alyx-gabe-newell-interview"]
"One of the things we learned, many years ago, that we used a lot in Half-Life 2 was the idea of building technology where... each creative discipline was as unconstrained as possible in applying their discipline to the product," Walker said. "Wherever we could, we tried to make it so that, if you are a sound person, you could put sound into the game and hook it up as much as you can, to all the things you want, without needing to get anyone else involved."
This process was in place during Half-Life 1 but, according to Walker, by Half-Life 2 the team at Valve was much better at it. Going into Half-Life: Alyx using the Source 2 engine, this level of discipline independence was a focal point for the studio. "We spent a lot of time on the 'tools' side of things in Source 2, relative to Source 1, so Half-Life: Alyx is the first time we've had a bunch of audio people with, essentially, a bunch of superpowers they haven't had in the past.
[ignvideo url="https://www.ign.com/videos/2020/03/04/half-life-alyx-13-minutes-of-valve-commentary-ign-first"]
"The net result of that has been, they have produced an ungodly amount of sound and they have tied it to the state of the world, and to a greater extent than they've ever been able to. There's... little bits of code, that they write and control, associated with every sound in the game if they want it. They can feed any information from the game into it."
Here is where it gets crazy, according to Walker. "Some examples of how they've used that, that stuck in my head when I heard about it, were things like; we have built a virtual character, essentially, that has a set of clothing... they have simulated how that clothing responds to the player's movement, and they use that to make sound.
[widget path="global/article/imagegallery" parameters="albumSlug=half-life-alyx-first-screenshots-4k&captions=true"]
"So, in the case of teleport, for example, if you're playing in 'blink' or 'shift' modes, if you teleport over a ledge or around a corner, they're going to adjust... the sounds that your clothes make will be affected by you falling some distance. Or, if you move quickly... over a long distance, or short distances, it will affect the amount of noise that your clothes make, and how they move around."
"If you're playing 'continuous' mode, we feed that same information in as well... It's not just some looping sound that's played or anything, it's fully aware of... is your body standing? Crouching? Movement... all that sort of stuff. The surfaces you're working on... brushing through plants, all that sort of jazz. It's been pretty exciting to see all the ways things happen as a result of empowering individual disciplines, as opposed to having some kind of gate in there where they need to get some help from some other discipline, just to be able to deploy their craft."
[ignvideo url="https://www.ign.com/videos/2020/03/14/half-life-2-developers-react-to-50-minute-speedrun"]
When asked how Source 2 and Half-Life: Alyx propelled each other forward, Walker said another change (which sounds simple but had huge knock-on effects) was improving the ability of multiple people, from different disciplines, to work on the same area of the game at the same time.
Catch up on every single episode of IGN Unfiltered here so you can hear from the best and brightest minds in the video game industry, such as Hugo Martin and Marty Stratton (id), Stig Asmussen (Respawn), Sam Lake (Remedy), Bonnie Ross (343 Industries), Ted Price (Insomniac), and a whole lot more.
[poilib element="accentDivider"]
Brian Barnett writes news, features, wiki guides, deals posts, and much more for IGN. You can get your fix of Brian's antics on Twitter and Instagram (@Ribnax).Valve Explains Insane Levels of Audio Detail in Half-Life: Alyx
The Source 2 engine enables Half-Life: Alyx to have staggering levels of detail, such as unique clothing movement sounds based on player movement speed, body position and, according to Valve developer Robin Walker, that's just the tip of the iceberg.
In this month's episode of IGN Unfiltered, Ryan McCaffrey sat down with Chris Remo and Robin Walker from Valve to talk about Half-Life: Alyx, The Orange Box, the mystique of Valve, and much more.
[ignvideo url="https://www.ign.com/videos/2020/03/18/ign-first-half-life-alyx-gabe-newell-interview"]
"One of the things we learned, many years ago, that we used a lot in Half-Life 2 was the idea of building technology where... each creative discipline was as unconstrained as possible in applying their discipline to the product," Walker said. "Wherever we could, we tried to make it so that, if you are a sound person, you could put sound into the game and hook it up as much as you can, to all the things you want, without needing to get anyone else involved."
This process was in place during Half-Life 1 but, according to Walker, by Half-Life 2 the team at Valve was much better at it. Going into Half-Life: Alyx using the Source 2 engine, this level of discipline independence was a focal point for the studio. "We spent a lot of time on the 'tools' side of things in Source 2, relative to Source 1, so Half-Life: Alyx is the first time we've had a bunch of audio people with, essentially, a bunch of superpowers they haven't had in the past.
[ignvideo url="https://www.ign.com/videos/2020/03/04/half-life-alyx-13-minutes-of-valve-commentary-ign-first"]
"The net result of that has been, they have produced an ungodly amount of sound and they have tied it to the state of the world, and to a greater extent than they've ever been able to. There's... little bits of code, that they write and control, associated with every sound in the game if they want it. They can feed any information from the game into it."
Here is where it gets crazy, according to Walker. "Some examples of how they've used that, that stuck in my head when I heard about it, were things like; we have built a virtual character, essentially, that has a set of clothing... they have simulated how that clothing responds to the player's movement, and they use that to make sound.
[widget path="global/article/imagegallery" parameters="albumSlug=half-life-alyx-first-screenshots-4k&captions=true"]
"So, in the case of teleport, for example, if you're playing in 'blink' or 'shift' modes, if you teleport over a ledge or around a corner, they're going to adjust... the sounds that your clothes make will be affected by you falling some distance. Or, if you move quickly... over a long distance, or short distances, it will affect the amount of noise that your clothes make, and how they move around."
"If you're playing 'continuous' mode, we feed that same information in as well... It's not just some looping sound that's played or anything, it's fully aware of... is your body standing? Crouching? Movement... all that sort of stuff. The surfaces you're working on... brushing through plants, all that sort of jazz. It's been pretty exciting to see all the ways things happen as a result of empowering individual disciplines, as opposed to having some kind of gate in there where they need to get some help from some other discipline, just to be able to deploy their craft."
[ignvideo url="https://www.ign.com/videos/2020/03/14/half-life-2-developers-react-to-50-minute-speedrun"]
When asked how Source 2 and Half-Life: Alyx propelled each other forward, Walker said another change (which sounds simple but had huge knock-on effects) was improving the ability of multiple people, from different disciplines, to work on the same area of the game at the same time.
Catch up on every single episode of IGN Unfiltered here so you can hear from the best and brightest minds in the video game industry, such as Hugo Martin and Marty Stratton (id), Stig Asmussen (Respawn), Sam Lake (Remedy), Bonnie Ross (343 Industries), Ted Price (Insomniac), and a whole lot more.
[poilib element="accentDivider"]
Brian Barnett writes news, features, wiki guides, deals posts, and much more for IGN. You can get your fix of Brian's antics on Twitter and Instagram (@Ribnax).
