Splatoon 3 made a splat during last week’s Nintendo Direct, reaffirming its release next year while giving a peek at the campaign with the return of mammals to the world. Nintendo is keeping the information momentum flowing on Twitter with some new screenshots and details about two new special weapons to use in battle.
First is the Crab Tank, an armored walking tank that allows for added mobility and defense while doling out ink sprays against the opposing team. Here’s Nintendo’s description of the new weapon:
This is the Crab Tank! When piloting this multi-legged vehicle, you can attack with a powerful rapid-fire gun and a cannon with a wide blast area. You can also turn into a ball to move around faster than crab walking.
This special weapon turns an Inkling into a shadowy warrior called a Zipcaster. With tentacles that stretch way out and stick to walls, you can zoom around and cause mad chaos! To conceal your identity, when the ink runs out, you’ll be returned to where you first transformed. pic.twitter.com/Q68IQ00PpD
Going from imposing weaponry to a stealth option, check out the Zipcaster. It’s a special weapon that gives your inkling a ninja-like appearance and abilities. Here’s the description from Nintendo’s tweet announcing the item:
This special weapon turns an Inkling into a shadowy warrior called a Zipcaster. With tentacles that stretch way out and stick to walls, you can zoom around and cause mad chaos! To conceal your identity, when the ink runs out, you’ll be returned to where you first transformed.
Both special weapons are very different from the arsenal inklings had in previous Splatoon entries and are sure to shake-up whichever turf wars you bring them into. Hopefully, this is just the tip of the inkberg for new items and weapons coming to Splatoon 3 when it releases on Switch next year.
Click image thumbnails to view larger version
Do you have any inventive ink delivery devices? Are there any weapons from prior Splatoons you’d like to see a return or left behind? Splat your ideas in the comments!
Dying Light 2 Stay Human’s release early next year is creeping ever closer, and every month that passes, we get more details about the game through developer Techland’s Dying 2 Know video series. In today’s episode, we get a closer look at parts of The City players will traverse, and a peek at recording the score at Abby Road Studios. But Techland left one surprise at the end of the video, introducing an important new character in Dying Light 2.
Lawan is that new character played by the one and only Rosario Dawson (The Mandalorian, Ahsoka, Daredevil, Sin City). Dawson describes Lawan as “a warrior of sorts. A very tough woman who is fighting her past and looking to seek revenge on the people who wronged her.”
Piotr Mostowski, a writer on the game, goes into a little more detail on Lawan. He says she’s a character important to the plot, but the team wanted her to be more than that. Mostowski says Techland wants Lawan to be “a real person. With her own goals, own motivations, and her own opinions as well.” Depending on how your character interacts with Lawan will affect whether she can become your best friend, mortal enemy, or anywhere in between.
Check out the new episode of Dying 2 Know above for more information on the game’s development, including looks at the art and music of the game. Dying Light 2 Stay Human will be released on PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch (via cloud streaming), and PC on February 4, 2022.
Far from describing a game with adventure in it (that would include a lot of games!), the adventure genre is loosely defined as one that emphasizes narrative and exploration over action, which may also rely on light puzzle mechanics. In other words, a game that doesn’t have enough simulation to be a sim, action to be an action title, puzzle-solving to be a puzzle game, and… you get the idea. Despite the nebulous classification, games in this genre are unambiguously incredible experiences, often exploring refreshing and fascinating concepts. Shooting for games that are rolling around in the zeitgeist right now, some of the genres’ towering giants are not listed here. However, for anyone looking to check out today’s great experiences, feel free to peruse our alphabetical list of the best adventure games to play right now.
The Artful Escape
Xbox Series X/S, Xbox One, PC
The Artful Escape is two seemingly incompatible things. On the one hand, it is a grounded story about accepting yourself, even if that means defying other people’s vision of you. On the other, it is also an utterly farfetched musical adventure through the psychedelic depths of space. Though they seem at odds, the fanciful and relatable aspects of the interstellar epic work together and strengthen one another. The title (available on Xbox Game Pass) has light platforming and rhythm game elements, but its gameplay is not the star of this show. Instead, this adventure is about exploring the various stunning levels, both alien and terrestrial, while rocking a wicked guitar solo. The performances will make you believe you are on a mission to transform into a galactic rock star with a star-studded cast that includes Jason Schwartzman, Carl Weathers, and Lena Headey. |Our Review
Before Your Eyes
Try not to blink. This truly unique title hit earlier this year and blew us away with its innovative and evocative take on storytelling. The game takes advantage of the player’s webcam and progresses by blinking your eyes. This distinctive mechanic is not just there for its own sake but actually supports the narrative in which you, as newly deceased Benjamin Brynn, look over the events of your life while being ferried to the afterlife. You force the game to jump through the protagonist’s personal history by blinking, even if you didn’t mean to. This creates an immersive sensation, unlike other titles where you are experiencing these flashbacks the way the main character really would and sometimes wishing it hadn’t gone by so quickly. |Our Review
Doki Doki Literature Club Plus
PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, PC
An updated version of Team Salvato’s 2017 release, Doki Doki Literature Club Plus gives players the school-boy tale of love and literature with enhanced visuals, fresh side story missions, even more music, and over 100 images to unlock. Despite the game’s cute, dating sim veneer, Doki Doki Literature Club Plus isn’t all bubblegum and rainbows like it would have you believe. It is easy to spoil for those who haven’t experienced it, but if you know you are sensitive to certain scenarios, please check here for further information on accessing content warnings in the game. Anyone ready to jump in can look forward to writing some poetry, meeting the adorably drawn characters, and shockingly unexpected revelations.
Kentucky Route Zero: TV Edition
PlayStation 4, Xbox One, Switch, PC
Bizarre, dreamlike, and all too real, Kentucky Route Zero will stick with you for a long time after you put the controller down. It examines the broken promise of the American dream as delivery man, Conway, makes his way along the enigmatic, titular road. Just trying to finish his last task of the day, Kentucky native Conway strays onto Route Zero, meeting strangers with hard lives battling hard issues, including substance abuse, poverty, and corporate expansion. These issues are all wrapped up in a surreal, point-and-click package, where you are just as likely to encounter the unbelievable as the mundane. The gameplay unfolds through a series of choices – like where to go, what to say, or what to believe – which advance the narrative and sometimes alter aspects of the journey, if not its final destination. |Our Review
Life is Strange: True Colors
PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Switch, Stadia, PC
Looking through the eyes of empath Alex Chen, you can see the feelings of people around you. Represented by various colorful auras, the super-powered protagonist can help others work through their toughest hang-ups, and in some cases, take difficult emotions away entirely. However, it doesn’t occur to Alex to call herself a hero. After battling through the foster care system for years, she is confident her gift is really a curse that marks her as a broken freak. It’s only when she reunites with her long-lost brother that her perception begins to change. Following in the path of previous Life is Strange titles, True Colors is a touching exploration of humanity, with the supernatural elements working to highlight the character-focused narrative. Its gameplay largely consists of walking around, interacting with objects and people in the world, and making personality and plot-defining decisions. |Our Review
Night in the Woods
PlayStation 4, Xbox One, Switch, PC, iOS
Night in the Woods recently released onto iOS, allowing a new crop of players to discover the shadowy secret lurking in the cozy-seeming story. Initially launching in 2017, our review calls it a game “about mistakes, recklessness, and friendship, all wrapped up in a colorful adventure.” The cartoon-like character designs, vibrant palette, and simple mechanics could fool a player into thinking the game’s narrative will be on the lighter side, but Night in the Woods touches on a variety of difficult themes. The story begins as Mae, a recent college dropout, makes a reluctant return to her hometown. While dealing with her failure, she reconnects with old friends, community members, and her own family before stumbling on an insidious mystery. |Our Review
PlayStation 4, Xbox One, Switch, PC
The first and last DLC for Outer Wilds, called Echoes of the Eye, debuted only a few days ago, placing the game back on many gamers’ ‘to-play’ lists during this busy release season. Developer Mobius Digital, insists the new content, revealed at publisher Annapurna Interactive’s first self-produced showcase, fits in seamlessly with the original game’s narrative while offering brand-new mysteries to seek out in the Dark Bramble. The base game is a time loop experience built around space exploration and a quest to stop the destruction of the universe. It would be a tough task even if you didn’t have only 20 minutes to complete it. Death is an eventuality and will come for you in a bewilderingly large amount of ways, like having all the oxygen ripped out of your lungs, colliding with a planet, or a good, old-fashioned tumble of a cliff. Consequentially, the experience can be a little frustrating even for all its cosmic beauty. |Our Review
PlayStation 4, Xbox One, Switch, PC, iOS, Android
Whether you’ve played it before or never got the chance, it’s a good time to catch up with Night School Studio’s eerie adventure. Why? In April, the team took the stage at Nintendo’s Indie World showcase to reveal Oxenfree II: Lost Signals. In the first game, teenager Alex finds herself on Edwards Island with her stepbrother and a few friends. Their plans to party on the mysterious island are cut short when Alex inadvertently stumbles on the supernatural. Navigating through the cascade of strange and unnerving events will require you to examine some of Alex’s most painful memories and make choices that will influence the story’s outcome. The sequel is set to take place on the same island, but five years after Alex’s adventure, and follows a new set of characters. It’s currently in development and is slated to release sometime in 2022, so there’s a little time left to jump into the first game. |Our Review
Xbox Series X/S, Xbox One, PC
A stunning experience with player-driven exploration, Sable only released last week. You play as Sable, a young girl living in the desert world of Midden about to embark on her coming-of-age quest called the Gliding. While there is a goal of sorts for this journey – essentially to collect as many masks as possible – Sable really encourages you to venture out into the world to see what you can discover. And you find some amazing things. The world’s vibrant and stylish design brings the arid landscape to life, while a diverse cast of NPCs keep giving you reasons to explore. Even without any specific task to complete, the environment beckons you to climb, glide, and ride your motorbike while investigating all the mysteries you see can on the horizon. |Our Review
What Remains of Edith Finch
PlayStation 4, Xbox One, Switch, PC, iOS
Though it initially launched in 2017, What Remains of Edith Finch has maintained a constant stream of releases on new platforms and devices. It came out on Switch in 2019, joined Game Pass in January, found a place in publisher Annapurna Interactive’s PS4 Box set in February, and even hit iOS in August. So, this game is hard to miss. A brief, contemplative walk through an unusual family home, What Remains of Edith Finch weaves together several vignettes varying in design and mechanics that slowly reveal a narrative overflowing with sorrow, nostalgia, and family legacy. Each section of the story reveals how members of the Finch household have died – which range from horrifying to fanciful – due to a family curse. In his review, Joe Juba called it “the next major step forward” in adventure games where the plot unravels as the player inspects the surroundings and places it alongside some of the greatest games of the genre. |Our Review
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Sherlock Holmes doesn’t get by on his keen observation skill and his wits alone. As evidenced in the new trailer for Sherlock Holmes Chapter One, the world-famous detective has to take a more physical approach at times to escape a hairy situation with his life intact.
Sherlock may not always resort to violence, but he’s a capable combatant at his formative age in Chapter One. Using his well-trained eyes and incredible perceptive skills, you can slow time in combat to pinpoint enemy weaknesses and environmental hazards that can be useful against enemies in a fight. Every hit hurts this young Sherlock a lot, so utilizing every dip, dodge, and dirty trick like his powder-spewing snuffbox is critical to surviving encounters.
While you can put your dukes up against enemies, sometimes you need a little more firepower than some flashy fisticuffs. Using pistols in a fight, Sherlock can shoot off protective armor before dealing the finishing blow, whether to restrain and arrest a culprit or kill them outright. A non-lethal approach is considered canonical, though the option is left open to permanently take an enemy down in a pinch.
Gunfights can be avoided altogether with a toggle in the menus, eliminating combat for anyone who just wants to focus on solving a good mystery or two. Those looking for more challenging fights can visit various Bandit Lairs for beefier combat scenarios that reward money to pay for new duds for Sherlock or upgrades to his family’s mansion.
Sherlock Holmes Chapter One brings the young detective’s first major adventure to PlayStation 5, Xbox Series X/S, and PC on November 16, with PlayStation 4 and Xbox One versions coming at a later date.
How would you play out the scenarios in the trailer? Are you going to hang back and gun down foes or get up close for some pugilism? Or are you skipping gunfights and sticking to being the best detective you can be? Let us know in the comments!
We’re back with another scorching episode of The Game Informer Show! This week, we’re breaking down our launch impressions of Amazon’s exciting new MMORPG New World and discussing what we think of Netflix purchasing Night School Studio, the developers behind Oxenfree and Afterparty. That’s not all though, as our amazing crew of Dan Tack, Kimberley Wallace, and Jill Grodt are here to chat about Sable, NBA 2K22, and get a little wild during another fun round of community emails!
The Game Informer Show is a weekly gaming podcast covering the latest video game news, industry topics, exclusive reveals, and reviews. Join hosts Alex Stadnik and Alex Van Aken every Thursday to chat about your favorite games – past and present – with Game Informer staff, developers, and special guests from all around the industry. Listen on Apple Podcasts, Spotify, or your favorite podcast app.
Check out the timestamps below to jump to a particular point in the discussion:
00:00:00 – Introduction 00:04:12 – Netflix Purchases Night School Studio 00:17:10 – New World Launch Impressions 00:35:08 – Sable 00:48:29 – NBA 2K22 01:04:55 – TOEM 01:10:11 – Housekeeping 01:14:58 – Listener Emails
The one and only Dan Tack is here to impart his MMO wisdom and discuss his first 20 hours in Amazon’s latest title New World. We talk about the game’s highs, including its focus on survival, the return of social aspects, and the fun of taking over territories and PVP. We also go over some of the glaring issues with the game, including the combat and whether or not the endgame will keep players engaged long after launch week.
Game Informer Staff discuss the games they’re playing.
While this week may not contain the onslaught of titles like earlier in September, that doesn’t mean there aren’t games to talk about. We finally have Jill on to chat about her time with Sable, developer Shedworks’ beautiful new exploration game that tasks players with roaming a derelict sci-fi desert while not burdening them with an overabundance of quests and filler. After the Kim “KStar” Wallace is here to fill us in on her escapades through NBA 2K22, where her MyCareer character is now a fashion icon and runs errands for the rapper The Game Finally, Alex Van Aken caps the section off with his time playing TOEM, the beautiful picture-taking game from developer Something We Made!
The Game Informer crew answers your burning questions.
This week’s listeners ask the GI crew the hard questions. Such as which video game characters deserve their own movie and who should play them, what leads to gaming fatigue, and what’s the best way to market a video game?
I was recently turned on to your show. I really like your work, other than sometimes one of the hosts lets his big man swag get to his head. With the voice cast released for the upcoming Mario movie, it’s got me very excited. I really enjoyed the casting of Charlie Day as Luigi, two people I relate to a lot. This got me thinking what video game characters would you like to see hit the big screen and who should play them? It can be live-action or animated. Bonus question: What is something you hate or love about Alex Stadnik, and you can’t tell him which one it is. – Evan McLaughlin
I did it. I just finished the Mass Effect Legendary Edition, and I’ve been playing since the game was released back in May. I know, I know, give me a break. I have an infant at home, and a demanding job, so I’m lucky to get 10 hours of gaming in per week. Having the trilogy play as one seamless and cohesive experience makes for such a deeper impact on the story and characters. I absolutely loved playing this game again, but man, was it long! I was so ready to be done like 30 hours ago, and now I’m so behind on all the other games I’ve wanted to play. This brings me to my question about this thing called GamingFatigue. Ifeel like there was a time during my childhood and college days, where I would’ve loved a 100+ hour game, so why am I experiencing this fatigue now? Is it a result of having limited time, or is this seemingly high demand for new video games and content so pervasive now that I feel I need to move quickly from one game to the next? This same fatigue made me want to be done with a beautiful game. I rushed through content and meaningful conversations just to get through it more quickly, and I don’t like that I did that. Can we talk about this conundrum?? -Taylor Whitt, Nashville, TN
It’s been some time since I’ve written into the show, and I wanted to start off by congratulating Alex S. and Alex V. on the fantastic job they’re doing since taking the reins of the show. I love the energy and the new direction of the podcast, and it has been a pleasure to listen to the show over the past weeks under the new management (hats off to Reeves as well for the fantastic job he did with the show previously). My question comes following some pointed commentary from the gaming community on social media towards games marketing cycles for recently released titles Kena: Bridge of Spirits and Deathloop. In the case of Kena, there was much hand wringing and complaining about the lack of marketing for the game. I saw many comments that there wasn’t enough of the game shown and not enough being done to push the game leading up to the launch. In stark contrast, I saw an equal, if not higher, amount of complaints that Arkane’s Deathloop was over-marketed and that they “Showed too much” of the game since it was first revealed last year at Sony’s PS5 premier event. My question to the panel is this – what is the right way to market a game? It seems that gaming companies can’t win with the audience, and I rarely hear a marketing cycle praised for doing it right. It’s either too over-marketed or too undermarketed or pushed for too long or out of touch with the fans or some other complaint. Is there a right way to market a game that will appeal to fans without rubbing the intended consumers the wrong way? Lastly, what is the best example of a marketing cycle that you’ve seen that you think more companies should follow when bringing their games to the public? – Wes Bates, Woodland, CA
Amazon Games released New World on Tuesday, and like much of the internet, we can’t seem to put the game down. Shipwrecked on an otherworldly island, the game asks you to explore its lush environments in search of food, minerals, and the myriad of crafting components you’ll need to truly thrive. Of course, you’ll have to fend off droves of supernatural beasts from your bounty of resources, which offers plenty of white-knuckle encounters. Mix all that with an engaging PvP system that tasks players with not only fending off invaders and capturing new land but also pushes you to interact with your fellow server-dwellers—socializing in an MMO? What a concept!
There are many mysteries still left to uncover in Aeternum, so join Dan Tack, Alex Van Aken, and Prima Games’Jesse Vitelli as they bound forward into this new MMO’s third day of live service. We’re kicking the fun off at 2 p.m. CT exclusively over on Twitch, and we want to see you there! Join us to get your questions answered about Amazon’s entry into the legacy MMO space and see if the game may be for you.
Do you want to learn more about New World? You’ve come to the right place as Dan Tack has been working his butt off to get you the latest and greatest impressions. Be sure to check out Dan’s thoughts on whether or not you should play the game and his article on why the opening hours of New World are incredible.
If you’re enjoying our live streams, be sure to follow us over on Twitch! We’re live every Thursday and Friday with looks at the biggest games in the industry, including Deathloop, the most recent Nintendo Direct, and of course, new episodes of Super Replay featuring Demon’s Souls and hot wings that will make you want to call your mother. Thanks for watching, and we hope to see you in the chat!
The annual Game Awards hosted by Geoff Keighley returns as an in-person live event on Thursday, December 9. The event will be held at the Microsoft Theater in Los Angeles and will be live-streamed for free across over 40 streaming and social platforms. Last year’s event was an online-only affair that, despite the limitations, managed to garner record-breaking viewership.
Details are still scarce about who or what will be at the show other than the return of The Game Awards Orchestra. Expect plenty of world premieres of new titles, musical performances, and as well as free playable demos for upcoming titles. For you streamers, The Game Awards fully supports co-streaming. Given that we’re still in a pandemic, additional health and safety protocols will be shared in the coming weeks for those planning to attend in person.
Last year’s show saw The Last of Us Part II clean up with numerous awards, including the coveted Game of the Year trophy. You can read the full list of award winners from 2020 here. To learn more about how it came to be, as well as a glimpse into how the yearly show is put together, check out this behind-the-scenes interview with Geoff Keighley.
So what games do you predict will run away with Game of the Year? Will it be a big-budget hit like Hitman 3, Returnal, Resident Evil Village, or Deathloop? Perhaps an indie darling like It Takes Two, Before Your Eyes, The Forgotten City, or Death’s Door? Don’t forget the games still to come like Metroid Dread, Far Cry 6, and, maybe, Halo Infinite (which launches a day before the show). Let us know your picks in the comments!
After years of making critically acclaimed remakes of PlayStation exclusives, Sony has finally brought Bluepoint Games officially into the PlayStation family. Announcing the acquisition on the PlayStation Blog accompanied by an announcement video on Twitter, Head of PlayStation Studios Hermen Hulst welcomed the new studio.
“With each of its projects, Bluepoint has raised the bar on console-defining visuals and gameplay, and the studio’s vast expertise in world building and character creation will be a huge plus for future PlayStation Studios properties,” Hulst said in the blog post about what Bluepoint brings to Sony’s portfolio.
Bluepoint has made itself a top studio for developing game remakes by preserving the core spirit of the game while updating visuals and mechanics with modern sensibilities when it makes sense. The studio is known for releases like Uncharted: The Nathan Drake Collection, 2018’s Shadow of the Colossus remake, and last year’s masterful PlayStation 5 launch title Demon’s Souls. We aren’t aware which game Bluepoint is working on right now, but whether it’s remaking a classic (fingers crossed for an update to Bloodborne) or something new entirely, we’re excited to play whatever it is.
How do you feel about Bluepoint Games joining the PlayStation family of studios? Which game would you like to see the remake masters work on next? Let us know in the comments!
As Tokyo Game Show takes off today, publisher Prime Matter pulled the curtain back on the first gameplay footage for Gungrave G.O.R.E. The sequel to the dormant Gungrave franchise has been in the works for some time, and if today’s video is any indication, its bloody brand of over-the-top action seems to be coming along quite nicely.
The trailer below provides an extended look at the previously shown cinematic trailer, revealing new scenes before transitioning into footage of anti-hero Grave doing what he does best. That is, mowing down undead targets using his twin pistols and weaponized transforming coffin. Gungrave G.O.R.E. looks absurdly frenetic, which likely couldn’t make fans happier.
Prime Matter also announced that former Platinum Games and Tango Gameworks designer Ikumi Nakamura is working on the game. You may remember the bubbly game developer from her endearing and viral presentation of Ghostwire: Tokyo during Bethesda’s E3 2019 showcase. Nakamura formerly served as creative director for Ghostwire: Tokyo before departing Tango Gameworks in 2019. She also worked as a lead artist for The Evil Within series, Bayonetta, and Okami and formed her own independent studio this year. It’s not clear what her exact role is on Gungrave G.O.R.E. other than she’s working alongside developer Iggymob to help bring its vision to life. Senior Editor Blake Hester recently interviewed Nakamura and wrote detailed biography about her fascinating journey through the game industry, which you can read here.
Gungrave G.O.R.E. is slated for PlayStation 5, Xbox Series X, PlayStation 4, Xbox One, and PC and launches in 2022.
What do you think about this first look at Gungrave G.O.R.E.’s action? Were you a fan of the previous entries or does this new title entice you to jump in for the first time? Let us know in the comments!
Capcom’s Tokyo Game Show presentation this morning was all about Monster Hunter, showcasing new additions coming to existing games like Monster Hunter Stories 2 and Monster Hunter Rise. However, all eyes were on the significant expansion for Rise next summer, Monster Hunter Rise: Sunbreak.
The Sunbreak segment introduced us to Director Yoshitake Suzuki, who has been simultaneously leading the development of the upcoming expansion and the updates for Rise since release. He introduced the new mystery monster from the Sunbreak trailer as a new Elder Dragon called Malzeno, but that’s all the information the devs were willing to spill on the headlining wyvern.
We were also treated with additional information on Sunbreak and what players can expect when venturing into its content. Suzuki confirmed Sunbreak will bring Master Rank hunts to the game, giving hunters their most daunting challenges yet. After completing the final Hunter Rank seven story mission, Players will leave the cozy village from Rise and embark on a journey to a new hub area. We don’t know much about this new base, but Suzuki promises the team will share more information in the coming months.
One of Sunbreak’s hunting locations will be the moonlit castle area, which debuted in the announcement trailer during last week’s Nintendo Direct. At night the sky and crumbling, abandoned gothic architecture in this area are painted with an ominous red moonlight. As for other monsters you’ll have to contend with on your way through Master Rank, the giant crab beast Shogun Seanataur is making its long-awaited return to the mainline series. Introduced initially back in Monster Hunter 2, this Carapaceon monster wears a giant skull on its back for protection and uses its long, sharp pincers as deadly weapons. Sunbreak will have many returning monsters, but those announcements will have to wait for another day.
Those looking to try out the base version of Rise on Switch have plenty of time to do so before Sunbreak releases in 2022. During the presentation, it was announced Rise will make its PC debut in January, with a demo coming in a few short weeks.
In August, we interviewed renowned electronic artist Joel “Deadmau5” Zimmerman about his upcoming project in Core, a creative space where designers can make their own video game experiences with an emphasis on multiplayer interactivity. Called Oberhalsi, the multiplayer world is slated to be a place where listeners can discover new music, interact with one another, and play games. To celebrate Oberhalso – and in collaboration with a number of game designers/fans – over 130 dystopic virtual worlds were created for the music video of the hit single “When The Summer Dies.” The top ten selections from around the globe were ultimately chosen to be showcased as backdrops for the song. You can watch the video below.
“I’ve been experimenting with the confluence of music and tech for a long time, and now with games, I’m able to take it to a whole other level,” said Deadmau5. “Typically it takes months and hundreds of thousands, or even millions, of dollars to make a music video. In this case, we were able to pull together a video with stunning 3D worlds in just a couple of months by crowdsourcing the creation to the Core community and deadmau5 fans. The quality of the interactive experiences and the speed with which they were made was unbelievable and demonstrate why more artists are seeking out unique opportunities inside of games to extend new experiences to their audiences.”
During our interview with Deadmau5, the musician also talked about his experiences as a solo developer and overall excitement for Oberhalsi:
“Creating a world like Oberhasli has been a vision of mine for years now, but I quickly discovered how daunting it can be to create a multiplayer experience as a solo developer,” said Zimmerman. “The amazing thing about Core is that anyone can jump in and create content regardless of experience or resources. We’ve seen virtual concerts in the past, but after making a splash, they fizzle out; there’s no shelf life to them. With Oberhasli, I want to create a permanent mainstay for the artists’ metaverse, regularly updating it over time, switching things up, and keeping it cohesive with real-world news and ancillary events.”
Click image thumbnails to view larger version
Oberhalsi debuts on Core next month – October 14, to be exact – with an exclusive, live music performance in the works for folks that log in.
Monster Hunter Rise finally rides to PC via Steam on January 12. The port takes advantage of its powerful new home with a host of graphical and performance improvements to make it the best version of the best-selling Switch title.
Rise on PC features 4K resolution graphics, an ultrawide display option, and an improved framerate. Gameplay has been optimized for mouse and keyboard and even includes voice chat, making multiplayer sessions a lot more sociable. The PC port also bundles every piece of DLC to have arrived on the Switch version up to the end of November, which would include collaboration goodies such as the upcoming Ghost ‘N Goblins event.
Don’t want to wait until January? Capcom announced a Steam demo for the game launches on October 13, giving PC-centric Monster Hunter fans a chance to test drive Rise on their powerful rigs.
Have you been holding out for Monster Hunter Rise on PC? Are you a Switch player planning to double-dip? Let us know in the comments!
Monster Hunter Rise is about to get spookier before going supersonic. Capcom announced during its Tokyo Game Show Monster Hunter Spotlight that two new collaborations are in the works, first with Ghost ‘N Goblins: Resurrection and then Sonic the Hedgehog.
On October 29, hunters will soon have the materials to create layered armor based on Ghost ‘N Goblin’s hero, Arthur. Besides making your hunter resemble the chivalrous knight, the special event features music from the game, including the classic theme song.
Sometime after that, Sonic the Hedgehog celebrates its 30th anniversary in style by crossing over into Monster Hunter. While it’s not the first time the two franchises have collided – a similar collaboration took place in Monster Hunter 4 Ultimate – Capcom promises this mash-up will be even grander. However, it didn’t have any details to share regarding what the collaboration entails.
These collaborations join previous crossovers such as Street Fighter and Mega Man and won’t be the only updates hitting the game. Rise’s first major expansion, Sunbreak, was recently announced and launches in 2022.
God of War: Ragnarok is one of Sony’s most anticipated releases. The sequel to the 2018’s megahit was initially teased about a year ago, and we initially expected Ragnarok to release sometime this year. However, in June, Sony confirmed that the title was getting pushed to 2022. Several factors likely led to this delay, but Kratos’ voice actor Christopher Judge recently took to Twitter claiming responsibility.
💯 in my feels right now. I need to be forthcoming. This has been approved by no one. To the beloved fandom, Ragnarok was delayed because of me. August 2019, I couldn’t walk. Had to have back surgery, both hips replaced, and, knee surgery. They waited for me too rehab… Cont…
No threats, no ,” who do you think you are?” Nothing but love and support. And @SonySantaMonica has never said a word about the delay, and what caused it. Studios are assholes, but this company from top to bottom, should give us hope. What they did for the crew is way more…
That I can’t talk about, but I’ve said to all involved, it’s not he classiest thing that ive EVER heard about in this business. Everyone involved in the GofW franchise puts their hearts and souls in every frame you see. I want thank everyone that’s has allowed me to play…
In reality, it’s hard to say that Judge was entirely responsible for Ragnarok’s delay. Voice actors don’t know every detail in a game’s production pipeline, and factors such as the ongoing COVID-19 pandemic also likely played a part in Sony’s rescheduling. Even so, it’s interesting to hear Judge’s perspective on the matter. We’re glad to hear that he’s doing better these days. The actor brought a lot to Kratos’ personality, and we’re happy that he’ll be returning for Ragnarok.
For more on God of War: Ragnarok, be sure to read our recent interview with director Eric Williams, where he talks about his vision for Thor and how not having kids affects his overall design for the characters. Regarding Thor, Williams said, “Marvel’s interpretation of him is one thing. It’s interesting. We wanted to, you know, go a little deeper into the mythology itself,” Williams says about Thor having a burlier body type. Being godly is all about presence, and while this version of Thor doesn’t look like a sculpted underwear model, his traits of power and intensity are no less effective. Williams also talks about people he knows in real life with a bigger stature and how that translates into Thor: “They have a presence immediately. And it’s not always because of muscles. They’re just like that is a wall of a human being, you know. So this is a wall of a God, you know, and that’s why it was very important.”
Microsoft kicked off the first day of the Tokyo Game Show with a presentation that included the news of Scarlet Nexus hitting Xbox Game Pass today and the expansion of Xbox cloud gaming to other regions. While those are big announcements, the publisher also sprinkled looks at upcoming indie titles in the works. If you’re someone who is always on the hunt for games off the beaten path, here’s a look at some upcoming lesser-known games slated to hit the console in the coming year.
Lapin is an adorable platformer about five abandoned rabbits searching for a new home. You’ll explore a city park alongside your friends while preserving memories of your journey by filling a scrapbook. With a lovely 2D art direction and pleasant soundtrack, Lapin seems impossible not to gush over. The game comes courtesy of Seoul developer Studio Doodal and launches May 31 on Xbox and Steam.
If you love hardcore 2D action games, Unsouled looks to check the right boxes. As a fallen prince, you slice apart all manner of foes in an adventure developer Megusta Games says is inspired by Onimusha 2. Despite boasting interactive environments, the team says Unsouled firmly commits to delivering stylish action – there are no puzzles or major forms of exploration. When your action looks as satisfying as Unsouled’s, why focus on anything else? The game is coming to Xbox and PC sometime later this year though you can try it out via a Steam demo right now.
This intriguing blend of battle royale and MOBAs throws up to 18 players on a remote island battle it out to be the last one standing. Eternal Return heavily focuses on survival elements by tasking players with tracking opponents, hunting wildlife, and crafting gear and traps. Weapons range from swords, guns, and shurikens as well as vehicles like motorcycles, all of which grant buffs to your character. Eternal Returns looks bonkers and is currently free to play in Steam Early Access. It’s making its way to Xbox but no release window was given.
Eiyuden Chronicle: Rising
Eiyuden Chronicle: Rising serves as a prequel to the Suikoden-inspired Eiyuden Chronicle: Hundred Heroes, which launches in 2023. Rising is a 2D side-scroller as opposed to a JRPG, and also features a town-building mechanic. Today’s gameplay trailer was narrated in untranslated Japanese, but the gist is that you’re a canine-like warrior slashing your way through a storybook world using a very large sword. Those interested in Hundred Heroes will want to keep an eye on Rising, as it features backstory and plot details that resurface in the larger Hundred Heroes. Eiyuden Chronicle: Rising launches sometime in 2022 for Xbox consoles and PC.
Enjoy Pokemon and farming sims? Re:Legend gives you both. You’ve been stranded on a desert island and have lost your memories. Thankfully, you still know how to grow food, which is what you’ll be doing along with plenty of monster catching. When you’re not taming and training wild critters (which can evolve into new forms), you’ll cultivate fields, catch fish, cut trees, craft items, and befriend villagers. There’s also plenty of combat as you and your monsters work together to battle foes. Re:Legend can be played alone or with friends in multiplayer and is currently playable in Steam Early Access. There’s no release window on when Re:Legend comes to Xbox, but 505 Games promises more information during its TGS presentation on October 1.
The Good Life, the bizarre photography mystery game by Deadly Premonition mastermind Hidetaka “Swery” Suehiro and his team at White Owls, has a demo on Xbox Game Pass available now. The crowdfunded game recently got a release date of October 15 after several years of development and multiple delays. The demo is good news for those wary about the title after its bumpy development cycle, and Xbox fans can rest even easier knowing it’s launching to Game Pass on day one.
The Good Life stars Naomi, a New York photographer who visits the British town of Rainy Woods to investigate why it’s known as “the happiest place on Earth”. She needs a big scoop in order to repay a massive debt, and she gets more than she bargains for when she discovers Rainy Woods has an unusual secret: when the sun goes down, its residents transform into cats and dogs. Solving this mystery involves taking photos and collecting clues. You’ll also work to repay your debt by taking odd jobs and saving money, which you can also use to source up your home and garden. You can also ride sheep because why not?
In addition to Xbox, The Good Life is also coming to PlayStation 4, Switch, and PC. A demo will also be available during the Steam Next Festival on October 1.
Today, Mircosoft announced that Xbox Cloud Gaming is expanding to four new countries: Japan, Mexico, Brazil, and Australia, starting on October 1.
Microsoft’s service allows users to play games remotely over the internet on their PC, tablet, or smartphone. The service launched in the U.S. around this time last year and has only continued to expand since. Xcloud users stream over 100 games from the cloud, including Yakuza: Like a Dragon, Minecraft Dungeons, and Dragon Quest 11 S: Definitive Edition. The service is a great way to experiment with games quickly, allowing for great game discovery, as you can easily try out a game within seconds and see if you like it without waiting for a download.
But this isn’t an ad for Xbox Cloud Streaming; I like the service, but you should check it out for yourself. Microsoft continues to push Xbox Cloud Gaming, which shows that the publisher is committed to putting its content wherever players can easily access it. This is especially great considering that “next gen” consoles remain hard to find even almost a year after launch. If Microsoft continues to refind the service, many users might feel that they don’t need to upgrade to the new Series X/S platform, finding they’re content to play the newest games on old hardware. Case in point, the cloud service is coming to Xbox Consoles this Holiday, letting users play select Xbox Series X games on their Xbox One.
In a recent blog post, Microsoft said, “With the expansion of Xbox Cloud Gaming to gamers in Australia, Brazil, Japan and Mexico, we’re now opening the opportunity for over one billion people in 26 countries across five continents to be able to play Xbox Game Pass games from the cloud on their phones, tablets and PCs. Since cloud gaming is powered by custom Xbox Series X consoles, that means these games are being played on an Xbox in the cloud, bringing faster load times and improved frame rates to the gameplay experience.”
As Microsoft continues to put its resource into services like Xbox Cloud Gaming and Game Pass the services will only improve, creating a great alternative for those without a Series X/S. Still, we hope that Microsoft continues to work to solve the consoles shortage problem so that players who want to get their hands on the latest tech can do just that. Games are fun, and having more ways to play them is always better.
Xbox Game Pass gets a dose of anime action, supernatural murder mystery, and a tank driving goose. Bandai Namco’s stylish action RPG Scarlet Nexus headlines a batch of new titles hitting the service today, which Microsoft announced during its Tokyo Game Show presentation this morning. Game Pass subscribers now have a chance to check out one of the year’s best action games.
Scarlet Nexus comes from the makers behind the Tales series and is set in a dystopian “brainpunk” world. You control one of two protagonists, each with their own separate campaigns and both blessed with powerful supernatural abilities and part of a task force of similarly gifted individuals. Bizarre, extradimensional creatures known as the Others have invaded Earth, and it’s up to you to stop them in their tracks. In his 8.75 out of 10 review, Senior Editor Dan Tack described Scarlet Nexus as a “stylish and compelling fantasy that’s all about the combat.” Bandai Namco also hinted that it has additional cosmetic content to the game “coming soon”.
AI: The Somnium Files
Another game hitting Game Pass is 2019’s AI: The Sominum Files. In this sci-fi detective game, you’re trying to solve a woman’s murder by exploring people’s dreams (under a six-minute time limit) and solving puzzles. You’ll gather intel by finding clues, interrogating suspects, and solving puzzles in a murder mystery that comes for the director of Zero Escape: Virtue’s Last Reward.
Mighty Goose is a side-scrolling action shooter that launched back in June. As an adorable, bounty hunting goose with an itchy trigger finger-er-feather, you’ll run and gun your way across colorful pixel art environments. If you adore geese and love mowing down enemies in arcade-style action, Mighty Goose might be up your alley.
Will you be giving any of these titles a shot now that they’re on Game Pass? Let us know in the comments!
Unsighted is a kickass top-down action game with Metroidvania and Souls trappings wrapped around a devilish premise. Set in the dystopian world of Arcadia, you control Alma, a powerful human-like robot known as an automaton who awakens with amnesia. Her primary goal is finding her romantic partner, Raquel, who has gone missing. On a less personal though still distressing note, the automaton-populated city is running out of Anima. This precious resource is the source of these machine’s humanity. It allows them to think and feel exactly as we do, and without it, they devolve into mindless monsters called Unsighted. That means you and everyone else is living on borrowed time in a world already infested with these unfortunate beasts.
You know how some video game stories are a race against the clock, but you really have all the time in the world? Unsighted isn’t bluffing about that. Everyone has a life expectancy measured by hours that constantly ticks down. Supporting characters, quest-giving NPCs, shop owners, and even your Navi-esque fairy robot companion are all at risk of becoming Unsighted. That includes yourself. Some have 500 hours to their names, while others have 100 or less. An in-game clock, communicated via a day/night cycle, helps keep track of how much time remains, as does a contact list of every notable person you encounter.
The premise is fascinating, but it also sounded stressful. I worried that I’d have to rush through a beautiful world – and Unsighted is a very pretty game – to save as many lives as possible. Contextually, that would be ideal, but the game also allows you to take your time. Days pass much quicker than real-time, of course, but not fast enough to make you feel like you need to speedrun the adventure. I’ve taken my time exploring Arcadia thoroughly, but I’ve also found a fun challenge in seeing how quickly I can get through dungeons without skimping on hidden treasures and upgrades.
You can extend your time and others’ by finding meteor dust, a semi-rare resource that adds 24 hours to anyone’s clock. I found it rewarding to simply help characters I like, but there are also tangible rewards for keeping someone around. Giving meteor dust to shop owners raises their favor of you, measured by hearts, and rewards discounts. My weapon-smith had over three weeks to live, but I hooked him up with some dust anyway so I could afford a powerful flaming sword. Shop owners also hint that they can create powerful items given enough time. Another character grants additional estus flask-style healing syringes at the cost of three helpings of meteor dust.
This system presents challenge though enjoyable conundrums. Do you help your favorite side character just to keep them around longer, assist a vendor to earn vital equipment, or use it on yourself? Knowing exactly how much time even the most superfluous NPC has left creates a powerful urgency, not to mention a perpetual sense of melancholy and purpose. A cheerful pet shop owner with a spider-like body told me his dream to find a way to safely pet dogs without scaring them, given his knife-like limbs. I looked at his remaining time, let out a sigh of relief that he has awhile to go before turning, and I made it my mission to make sure this guy lives long enough to pet a dog. The story unfolds in various ways depending on who survives and for how long, with multiple endings to boot. You can miss out on certain story treads as a result, giving plenty of reasons to revisit Unsighted after the credits roll.
This timer makes me feel more attached to characters as I can’t take their presence for granted. There also seems to be some emergent moments with NPC’s. While exploring, my fairy-bot suddenly stopped to confide in me a story about her long-lost sister, who she hopes to find one day and potentially opening another story thread. Though I haven’t lost anyone yet (an elderly farmer is teetering on the brink, though), I’ve committed to the decision that if they die, they die and to see the story through no matter what happens while bracing for heartbreak.
The set-up rocks, but Unsighted also plays like a dream. The fast-paced melee combat is great, and a satisfying parry sets up powerful counterattacks. Alma can equip a variety of melee weapons and firearms (complete with an active reload), and you have the freedom to mix and match as you see fit. You can mix close quarters and ranged offense with a katana/blaster load-out. Want something akin to a twin-stick shooter? Dual-wield a shotgun and a machine pistol. Or go full barbarian with a heavy ax/sword combo. Weapons can also be used to solve environmental puzzles, such as steering a giant shuriken to hit distant switches or carry fire to torches. A stamina meter adds strategic mindfulness to encounters without feeling overly restrictive.
You can customize Alma to your liking with various chips granting bonuses such as increased health, stamina, or buffs like health-draining attacks or faster reload times. You only have a limited number of slots for chips, meaning you’ll have to change load-outs for certain encounters, though you can unlock additional slots at special healing terminals. Furthermore, temporary cogs grant limited-use bonuses such as increased attack power for a set number of swings or a revive upon death.
Complimenting the combat is Alma’s smooth, snappy movement. The way she runs, jumps, and climbs up structures feels great, and it doesn’t take long before you’re gleefully maneuvering around areas while slashing enemies to scrap. Unsighted knows how good it plays by challenging players with a fair amount of platforming challenges that, again, is unexpected in a game with this perspective, but it works. It also makes exploring Unsighted’s giant world a treat. The game is basically a top-down Metroidvania, and your main goal is to collect five scattered meteor shards, each guarded by a big bad. You can pursue shards in any order with certain obstacles blocked until you either purchase or locate a weapon to clear it. Along the way, you’ll find side objectives, lore bits, and other secrets worth going out of your way to uncover – provided you think it’s worth the time.
I’m having a blast with Unsighted. The action rocks, the ticking clock creates real stakes that add a welcome weight to your actions. The world and its lore are fascinating, and it boasts a wonderful presentation to boot. I can’t wait to see how my adventure unfolds and who ultimately keeps their sanity by the end it. You can pick Unsighted up on September 30 on PlayStation 4, Xbox One, Switch, and PC, and it’s also launching on Xbox Game Pass.
Complications due to the COVID-19 pandemic and Delta variant of the virus have caused the cancellation of another gaming event. This time, it was the culmination of this year’s online Evolution Championship Series, commonly known as Evo, which was set for an in-person event this November. The cancellation announcement came in a statement on the Evo website and later on Twitter. You can read the complete statement below.
The goal of the Evo Showcase is to bring together the best players from around the world in a live, in-person format. Due to the continuing complications of COVID-19 and the spread of the Delta Variant we have made the tough decision to cancel the Evo 2021 Showcase.
The players invited to participate in the Evo 2021 Showcase represent many of the best fighters in the world. We’re incredibly saddened to cancel the event. The Evo team will be contacting each player individually to recognize their efforts. We remain dedicated to Evo’s mission of celebrating the FGC, and will continue to work towards the return of the big, live events that you expect from us.
Evo Online 2021 took place over two weekends in August. Players fought it out online in five headline games: Street Fighter V: Champion Edition, Tekken 7, Mortal Kombat 11 Ultimate, Guilty Gear Strive, and Skullgirls 2nd Encore. The winners from every regional tournament were set to meet up in Las Vegas and compete to see who was the best in the world in their respective fighting game this November. Now that the event is no longer happening, the Evo team has decided to “individually recognize” the efforts of these regional champions.
Next year is supposed to be the full return of in-person Evo in Las Vegas. The tourney took place in Vegas for over a decade before organizational controversy and COVID hit. While now owned by PlayStation, Evo hasn’t been quite as big or prestigious as it had been before its multiple derailments in 2020. Let’s hope the plans to get the fighting game community together for the largest tournament of the year aren’t thwarted yet again for 2022’s event.
We are currently in the beginning stages of the holiday window, the time in which, traditionally, most of the year’s biggest blockbuster releases hit store shelves and digital storefronts. This year’s holiday window promises a ton of big releases that we’re all eagerly anticipating from franchises like Halo, Far Cry, and Metroid, but we can’t ignore the looming leviathan that is 2022.
The Stage is Set
Next year looks to carry this holiday season’s momentum and give players little time to recover from the relentless releases. Right out of the gates, we have two hotly anticipated games – From Software’s collaboration with George R.R. Martin, Elden Ring, and Game Freak’s most unique experiment with the mainline Pokémon franchise in decades, Pokémon Legends: Arceus – launching on the same day in January. But if you think that’s a mere coincidence, look no further than February. In the shortest month of the year, we have Dying Light 2 Stay Human, Horizon Forbidden West, Destiny 2: The Witch Queen, Saints Row, The King of Fighters XV, and the extremely promising brawler Sifu.
However, after those first couple of months, things slow down … at least in terms of games with hard release dates. Sure, you have the new entry in the long-running racing-sim series, Gran Turismo 7, the D&D-meets-Borderlands looter shooter, Tiny Tina’s Wonderlands, and the exciting retro strategy RPG, Triangle Strategy, hitting in March, as well as STALKER 2: Heart of Chernobyl hitting in April, but after that, the solid release dates are few and far between. You know, aside from Bethesda’s next big title, Starfield, which for some reason already has a release date of November 11, 2022; I guess maybe this date pays tribute to Bethesda’s most popular game, The Elder Scrolls V: Skyrim, which launched on November 11, 2011 – Who knows? But the hits don’t stop with the games that have solid release dates.
The Legend of Zelda: Breath of the Wild sequel
Beyond The Opening Acts
Most of the games that have dates already are undeniable heavy hitters, but if you dig into the list of games currently slated for a broader release window within 2022, you’ll see we’re only scratching the surface. Looking purely at the triple-A titles, we have a ton of great games, including The Legend of Zelda: Breath of the Wild sequel, God of War: Ragnarok, Redfall, Bayonetta 3, Splatoon 3, Marvel’s Midnight Suns, Lego Star Wars: The Skywalker Saga, Mario + Rabbids Sparks of Hope, Rainbow Six Extraction, Kirby and the Forgotten Land, and plenty of others. That doesn’t even include smaller (but just as exciting) titles that recall beloved past franchises like Teenage Mutant Ninja Turtles: Shredder’s Revenge and Metal Slug Tactics.
Sequels to well-liked games including Two Point Campus, Salt and Sacrifice, A Plague Tale: Requiem, Company of Heroes III, Slime Rancher 2, Blossom Tales 2: The Minotaur Prince, and Earthlock 2 are also on the docket, giving players, even more, to look forward to. Meanwhile, The Callisto Protocol is set to pay homage to Dead Space, while Eiyuden Chronicle: Hundred Heroesis sure to please fans of Suikoden. Those embedded in the comic book world have way more to look forward to than the aforementioned Midnight Suns, as DC is also bringing the heat with both WB Games Montréal’s Gotham Knights and Rocksteady’s Suicide Squad: Kill the Justice League scheduled for next year.
God of War: Ragnarok
It’s undeniable that 2022 has some incredible games lined up for release, but before we get too carried away with the coronation ceremony, I think some perspective is in order.
When I look at the long list of games currently scheduled to hit in 2022, I absolutely think it outshines the last couple of years. However, how would it stack up against some of the best years of all time? Many point toward years like 1997 (Castlevania: Symphony of the Night, Final Fantasy VII, GoldenEye 007, Star Fox 64), 1998 (Zelda: Ocarina of Time, Half-Life, StarCraft, Banjo-Kazooie, Spyro the Dragon, Metal Gear Solid, Resident Evil 2, Grand Theft Auto, Gran Turismo, Pokémon Red & Blue, Baldur’s Gate, Mario Party), or 2007 (Assassin’s Creed, Mass Effect, Call of Duty 4: Modern Warfare, Portal, BioShock, Super Mario Galaxy, Rock Band, Crysis, God of War II) as the greatest years in the history of gaming, but often overlooked are the later years in the 2010s.
For example, just a few years ago, in 2017, we received a new contender for the greatest years of all time, as players were treated to an onslaught of outstanding games, many of which are now considered among the greatest of all time. In that calendar year, which also included the launch of Nintendo Switch, players received Zelda: Breath of the Wild, Horizon Zero Dawn, Persona 5, Nier: Automata, Fortnite, Resident Evil 7, Hollow Knight, Sonic Mania, Night in the Woods, Hellblade: Senua’s Sacrifice, Mario + Rabbids: Kingdom Battle, Splatoon 2, Injustice 2, Uncharted: Lost Legacy, Nioh, Assassin’s Creed Origins, Cuphead, Divinity: Original Sin II, Prey, What Remains of Edith Finch, Metroid: Samus Returns, Destiny 2, and a shocking number of other massive, critically acclaimed games.
Then, just a year later, the industry doubled down on the greatness with 2018, a year that included Red Dead Redemption 2, God of War, Marvel’s Spider-Man, Super Smash Bros. Ultimate, Forza Horizon 4, Return of the Obra Dinn, Dragon Ball FighterZ, Frostpunk, Monster Hunter: World, Celeste, Assassin’s Creed Odyssey, Into the Breach, and Dead Cells. However, as great as 2017 and 2018 were, those earlier years, which laid the foundations for series and genres that we still enjoy to this day, will always have a leg up when talking about the best years of all time.
While looking at the list of games coming out in 2022 includes mostly sequels and new series from established developers, players can expect plenty of new franchises to take root next year as well. The trick with forecasting ahead is that we don’t know many new franchises are worth keeping an eye on until we get closer to their release dates and learn more about them. Are we likely to get the first game in the next series that will rival Grand Theft Auto in 2022? It’s unlikely. But it’s also entirely possible that we’ll be completely blindsided, and the game we most clearly associate with 2022 when our future selves reminisce isn’t even mentioned in this article.
Senua’s Saga: Hellblade II
Who knows if 2022 will carry the same historical significance as 1997, 1998, or 2007, but with so many games that capitalize upon past successes and continue the formulas of games that came before, there may be more likely-to-be-good games than any of those years. This list also doesn’t account for any number of surprise hits that could emerge that aren’t on our radars. After all, how many people in 2014 could have foreseen a crowdfunded indie darling like Undertale bursting onto the scene as one of the most beloved games of 2015?
Not to mention, many publishers have recently made a habit of shorter marketing cycles. Look at 2021, for example; we didn’t know games like Marvel’s Guardians of the Galaxy, Metroid Dread, and Forza Horizon 5 even existed as we entered the year. How many games like that will be announced in summer 2022, only to launch in the subsequent holiday season? Also, will other games that currently don’t have an official release window, such as Overwatch 2, Senua’s Saga: Hellblade II, and Fable, finally get release dates in the next calendar year? As wild as 2022 already looks, it could become substantially more stacked.
Of course, as we’ve seen these last two years, no game’s release date is guaranteed, particularly as the pandemic continues to affect how development studios operate. Also, any game, regardless of the studio, pedigree, or franchise, could turn out as a flop. Still, with so many exciting games scheduled to enter our homes in the next 15 months, the biggest question comes in figuring out where we’ll find the money to buy all these games and how on Earth we’ll find the time to actually play them.
How is 2022 looking for you so far? Which releases are you most excited about? If everything scheduled in 2022 comes out as planned and is as good as expected, where would the year stand among the greatest years of all time? Sound off in the comments below if you feel so compelled. Otherwise, have a great day.
Ikumi Nakamura’s mother didn’t want her to work for Capcom. As she tells it, early in life, Nakamura saw a feature on the making of Resident Evil. In it, the game’s creators gather at a bar to drink and talk about the development. Nakamura’s mind was made up. She wanted to be a game developer. She wanted to work with the people she saw on screen. Nakamura’s mom was less impressed.
“I saw it, and I told my Mom, ‘Oh my God, I want to work with them,’” Nakamura tells Game Informer via translator. “And my Mom’s like, ‘No, don’t work with them. They’re just drunk, old men. Don’t do that!’”
Nakamura didn’t take her mother’s warning to heart.
Nakamura’s first job in the industry was at Capcom; she was an artist for its internal team, Clover Studios. That job meant a lot to her, personally. Aside from being a fan, Capcom’s games were something Nakamura bonded over with her father, which offered a personal connection to the work.
During and since, Nakamura’s had a hand in developing several cult-favorite video games, including Ōkami, Bayonetta, and The Evil Within series, working for Platinum Games and Tango Gameworks after Capcom. But for the majority of her career, she was relatively unknown within, and certainly outside, the game industry. That is until E3 2019, when her presentation for Ghostwire: Tokyo thrust her into video game stardom – thanks in no small part to her outgoing and offbeat personality. Nakamura has since become a social media favorite, befriending prominent game developers such as Sony Santa Monica’s Cory Barlog.
Nakamura is, more or less, an overnight sensation, and since leaving Tango and Ghostwire in September 2019, people have wondered what her newly founded studio is developing. Despite that, much of her story remains unknown – where she came from, her career at Capcom and Platinum, and her experiences at Tango. To remedy this, we reached out to Nakamura, and talked to her for hours – in one of her first big American interviews post-Tango – about everything from her love of horror to her once-daily nightmares while working on Ghostwire, to what she plans to do next.
Growing up, Nakamura’s father kept one secret from her mother: He was bonding with their daughter over a shared love of horror movies and video games.
Nakamura’s father raised her the same way he would’ve raised a boy, and the two were both daredevils in their own ways. Where her father rode motorcycles, Nakamura climbed on the roof of her family’s house and jumped off their staircases. Which, to be fair, is a dangerous activity for a little kid, as evidenced by one of Nakamura’s childhood injuries.
“One day, I fell from the stairs and lost the lower part of my face,” Nakamura says, laughing, explaining she hit the ground face first. “The skin and the lower lip got dragged. It was almost like I lost my lower lip. My Mom saw it and she passed out from the shock, so no one could help me out at that time.”
Horror media made the biggest impact on Nakamura as a child. Nakamura and her father hid this from her mom, who didn’t approve, and they spent a lot of time watching scary movies and playing horror and gothic-inspired games together.
It can’t be overstated how profound an influence horror had on Nakamura; it’s something she constantly brings up when talking about her early life. Growing up, she says she watched horror movies every day, such as American classics like Return of the Living Dead. She also loved staples of Japan’s horror boom from the mid-to-late ’90s and 2000s, such as Pulse (Kairo in Japan), directed by Kiyoshi Kurosawa.
At the same time, as she puts it, Japan was in a “golden age” of video game development, and Capcom was just one of many companies spearheading that charge. Nakamura spent a lot of time playing games in the Resident Evil and Devil May Cry series – which, coincidentally, have been directed in the past by Shinji Mikami and Hideki Kamiya, who Nakamura would spend most of her career working alongside.
Nakamura went to art school in Tokyo and later the Amusement Media Academy to study game design. However, only a couple years into her education, her life was turned on its head. While out on his motorcycle, her father was in an accident and passed away suddenly, sending her life into “total chaos.” She spent a lot of her early life acting reckless, but Nakamura says her father’s death changed her, leaving her focused on protecting her family.
“After his death, I totally changed,” she says.
But one thing didn’t change: Nakamura’s dream of working at Capcom. If anything, her father’s death reinforced her desire to join the company after her schooling. He loved Capcom’s games, and during his funeral Nakamura made sure he was still able to play Resident Evil.
“In his coffin, I put a copy of the Resident Evil strategy book and a PlayStation controller,” she says. “[So] that he could play the game in another dimension. But I forgot that Japan is a cremation culture, so his bones and the controller got stuck together. I looked at it [as] he never gave up the game, even when he was a bone! I was impressed.”
Nakamura had to apply twice, but she joined Capcom in 2004, coming on board its internal Clover Studio. Initially set up to develop Viewtiful Joe 2, Clover was a semi-autonomous studio within Capcom’s Osaka, Japan headquarters, tasked with developing new intellectual properties. In line with Nakamura’s influences, Mikami and Kamiya worked as directors for the studio – the former overseeing 2006’s God Hand and the latter helping make Viewtiful Joe 2 and Ōkami, released in 2004 and 2006, respectively.
Nakamura’s first project was Ōkami. She joined Clover as a 3D environment artist – a job, she says, she was “incompetent” at. Despite her lack of experience, and the fact that some people within the company weren’t treating her well, Nakamura applied herself and tried to learn as much as possible on the project.
“I was new, I didn’t know really how to work, and was constantly told that I would be fired,” she says. “I was pushed around, overloaded with tasks and challenges. And so I went around to different sections, to ask about ‘how to work better’ and what I can help with, helping with anything I could, making animations or small stages, or objects.”
At the time, Nakamura describes Capcom as an “old-school” developer, full of behavior that wouldn’t fly in a modern workplace. For example, it wasn’t uncommon to see developers sleeping under their desks to save themselves a commute – something presented to the public on television in both Japan and the United States. When she was a kid, Nakamura says that when she saw that footage it seemed like a dream job. Now that she’s older, not so much. “[I felt like], ‘Oh my God, that’s what I wanna do,’” she recalls. “But then looking back, like, no, that is totally wrong.”
It also wasn’t uncommon for Capcom management to let their tempers get the best of them, lashing out and yelling at employees or hitting desks and kicking trash cans. “They would just kind of hit everything around them,” Nakamura says, adding that it showed her the kind of company culture she doesn’t want to create in the future, for which she’s thankful.
“Overall, it wasn’t effective,” she says. “People do get frustrated, that happens, but showing that physically or verbally, that creates fear in the work environment.”
“Now I know what not to do,” Nakamura says.
The relationship between Capcom and Clover was an acrimonious one, with constant clashes between management and Kamiya over Ōkami’s direction. According to Nakamura, her impression was that Capcom saw Clover as “just the group of weirdos” and a “totally separate entity.” As an example, she points to the Wii port of Ōkami, developed by Ready At Dawn, which didn’t include the names of the original developers or the Clover logo in the credits.
In 2008, Capcom issued a statement about the missing credits, saying the removal was due to a pre-rendered cutscene containing the Clover logo, which the publisher did not have the legal right to use in a game the studio wasn’t directly involved in. “We also didn’t have the source to the credit movie itself, so we couldn’t just use it and remove the Clover logo,” Capcom said.
“I’m sure something happened – politics,” Nakamura says. “But it’s not a cool thing to do for the developers who actually spent hours and effort to create the game.”
Despite the issues, Nakamura isn’t wholly negatively about her time with Capcom. In fact, since Ōkami’s development wrapped, she’s been open about her desire to make sequels that deliver on the original vision of the first game. As she puts it, the game Capcom released was “probably one-third” of what Kamiya initially had in mind. And now that Nakamura has worked for other developers – specifically ones partnered with publishers based in the States – she admits to wondering whether or not she should’ve stayed at Capcom.
“What would’ve happened?” Nakamura muses. “Because, out of all the companies I worked with, Capcom is a company that allowed artists to input their artistic sense in the game the most.”
When we point out we expected the opposite answer, that Capcom was the most restrictive, Nakamura adds, “Maybe that’s what Japanese people who stayed in Japan [and] didn’t deal with other companies overseas, they might say that.”
Of course, Nakamura didn’t stay. When numerous people left Capcom and Clover to found their own studio, Nakamura went with them, starting her journey at Platinum Games.
In retrospect, Nakamura says it’s probably for the best that her first project as director didn’t get made.
Early into her time at Platinum, Nakamura submitted a proposal for a Nintendo DS game that caught the eye of Mikami, who came over to Platinum as a contract director and external board member. The project, as Nakamura tells it, was to be several small “eerie” games touching on “taboo subjects.” The project was greenlit, and despite her lack of experience, Nakamura got to lead her own team. It didn’t go well, and the game’s subject matter ended up being a point of contention.
“I even went to Nintendo to give a presentation, and they told me if Platinum Games released this through the DS, not that it will be the end of Platinum Games, but Platinum Games will have a really, really bad reputation,” Nakamura says.
Bayonetta concept art by Ikumi Nakamura
About one year into development, Nakamura’s project was canceled and she was moved to the team making the first Bayonetta, a stylish action game in-line with director Kamiya’s earlier work on Devil May Cry. She was a concept artist – even if it was a partially self-appointed title. “I wanted to graduate from being an environmental artist, so I took the liberty of calling myself a concept artist and started drawing designs,” Nakamura says. “I think I acted strongly [and felt] that I should do what I wanted to do even if it was in an organization.”
At the time, Nakamura was playing a lot of games developed by American studios – especially Uncharted, Gears of War, and Dead Space. This influenced her approach to game design, specifically when it came to Bayonetta’s user interface. Based on the game’s female focus, she also brought in influences from famous women throughout history, fashioning Bayonetta’s accessories after women such as Cleopatra. To accentuate the over-the-top aspects, Nakamura suggested making buildings gigantic and the action outlandish – all aspects that made Bayonetta stand out when it was released in 2009.
At the same time, Nakamura began thinking about how to develop games that appealed to a global audience, not just a Japanese one. Her hope was to show players in other countries how cool Asian cities and culture were – though her specific vision wouldn’t be heavily applied until later games.
Following Bayonetta, Nakamura served as art director on Platinum’s now-canceled Scalebound. While Microsoft signed on to publish, it still never saw the light of day. Nakamura says her time with its troubled development left her with lasting lessons for future projects.
“What I still think about is, ‘Was I [successful] in creating what the director wanted to do?’” she reflects. “The concept wasn’t fixed; it didn’t have a strong vision. What the publisher wanted, what the director, Kamiya-san, wanted, and what the team wanted were all kind of not looking at the same direction. So, it didn’t have the unity. It was my job to create the unity, and I don’t think I was able to provide that. So that’s something I felt like I couldn’t do back then. What I learned is the director has to have a very clear, strong vision from the beginning.”
By the time Scalebound was canceled, Nakamura had already moved on from Platinum. When Mikami founded his own studio, Tango Gameworks, in 2010, Nakamura was part of the group that joined him, allowing her to move back to her home city, Tokyo. It was not only the job she’s held the longest thus far in game development, but the one that thrust her into the spotlight.
Joining Tango gave Nakamura a chance to do something she’d wanted to do her entire life: make a survival horror game. And it would be one directed by Shinji Mikami, the director of the first Resident Evil, no less. But it’s complicated.
The Evil Within was Tango’s first official release and Mikami’s return to survival horror. However, the developer had previously experimented with an open-world science-fiction survival game called Noah. As detailed in a 2014 Polygon interview with Mikami, early in the company’s history, Tango hit financial issues. Noah was canceled and Tango was in trouble. Until later in 2010, when publisher Bethesda purchased the company.
“Compared to the image of a typical Western game publisher, Bethesda is probably more like a typical Japanese publisher,” Mikami said at the time. “They don’t force creative people to do stuff. They give that creative freedom to developers.”
Nakamura tells the story a bit differently. “[Mikami] really wanted to create new types of games, not [keep] doing the same things he’s done,” she says. “But people in the world wanted him to create – expected him to create survival horror.”
The Evil Within’s “Keeper” enemy, designed by Ikumi Nakamura
Nakamura found herself on a project she had dreamed of making with the caveat that, in her mind, the director didn’t want to make it. Rope in Western publisher politics – something Nakamura up to that point wasn’t familiar with – and it became a complicated project. The Evil Within, released in 2014, was the last project Mikami directed, and the developer has since stepped into a producer role to allow younger developers to direct games. Nakamura was one of those developers.
After some time on The Evil Within 2, released in 2017, Nakamura began leading development on what would become Ghostwire: Tokyo. Her direction was to take a bunch of elements from her love of the occult, supernatural, and urban legends, and combine them into a contemporary setting – which in this case, as the name implies, is Tokyo.
“Remember when we were talking about Bayonetta, that I wanted people from all over the world to think about how cool Asian urban cities are?” she asks. “So, I wanted to bring that back. I was like, ‘Finally, I can make a video game that can express my vision that way.’”
As of this writing, Ghostwire remains unreleased, but Nakamura filled us in on some initial ideas. Set in 2020, people throughout the world have started to disappear, leaving those left behind to assume it might be a virus taking people out. To combat this, people begin wearing masks. However, in 2021, amid the COVID-19 crisis, Nakamura says she’s glad that iteration of the story isn’t being released. However, she still speaks proudly of the general setting, atmosphere, and supernatural direction.
Nakamura had the chance to present Ghostwire to the world for the first time at E3 2019, where she got on stage during Bethesda’s press conference to announce the game. Understandably, the idea of getting on stage in front of thousands of people (not to mention many more watching live) was nerve-wracking. As Nakamura tells it, the numerous rehearsals over three days didn’t help. Nakamura isn’t a native English speaker, and she says she had trouble with her lines, so she practiced them over and over while pacing around backstage.
However, at the last second, Nakamura says the show’s producer told her to forget her pre-rehearsed lines and to go out on stage and be herself.
Nakamura’s presentation became one of the standout moments of that E3. While debuting Ghostwire, her passion for the project endeared people to her, and her use of humor to explain the game’s atmospheric world was a welcome change of pace compared to the numerous self-serious presentations usually filling E3. Overnight, Nakamura became a sensation, a meme, and in her own way, a celebrity.
Ikumi Nakamura Ikumi Nakamura behind-the-scenes at E3 2019
“I was simply happy about all the responses, because I was really passionate about presenting what I was passionate about,” Nakamura says. “And also, I’m a big fan of manga and anime, so I love all those memes. […] And that ended up [leading to] people focusing on game creators. So, I feel that was a success.”
But Nakamura’s time on Ghostwire was about to end. Eventually, the stress of developer-publisher politics and the publisher having control over the game affected her negatively. Nakamura began having nightmares about higher-ups within the company. This went on for years, she says, starting with just talking in her sleep around once a week, and then progressing to daily nightmares.
“The nightmare I had was that when I came to work, all the members of the development team had disappeared,” Nakamura recalls. “Then there was an altar in the middle of the room, and when I looked at the picture, it was of my boss, which was a strange story.”
Her health declined around this time as well and four years into development on Ghostwire, Nakamura made the decision to leave both the project and Tango. Getting to that point wasn’t easy. Nakamura likens Ghostwire to a child and herself as the mother. Four years is a long time to lead a project, and walking away was a difficult call.
“I was a creative director, so this is literally my baby,” she says. “My four-year-old baby. So, to let that go – ask any mother to let her baby go. It was that gut-ripping.”
Nakamura became a free agent, but as she tells it, she left without much of a plan. And then something unexpected happened. Once news of her departure hit the internet, she began getting offers from developers worldwide, and she befriended some of the bigger names in film and game development, including Sony Santa Monica’s Cory Barlog, film director J.J. Abrams, and Rainbow Six Siege creative director Leroy Athanassoff. Regaining her health, Nakamura even traveled around the world to visit studios, learning from different creators.
But there was one unexpected twist: Around this time, Nakamura became pregnant. It made some studio visits difficult.
“I had never wanted to have children myself,” Nakamura says. “Because I thought that my children would be a game. In fact, I became healthy and an alien came into my body. I flew all over the world and visited many studios while being amazed and throwing up from the bad effects of morning sickness. I feel like I have thrown up in every studio. It’s a memorial for me. Don’t worry, I threw up without making a mess.”
In March 2021, Nakamura announced she had designed a new set of skins for Rainbow Six Siege, the product of her new relationship with the developer. More than usual, the news was picked up by mainstream game press outlets, cementing Nakamura’s stardom, even when it came down to something as small as skins. Additionally, Nakamura conceptualized and directed her first music video for the Japanese dance group Dazaifu Mahoroba-shu. She also says she’s consulted and done design work for other games, but doesn’t elaborate on which as they aren’t out at the time of this writing.
Nakamura is at a new stage in life, and she’s taking advantage of it. On top of her work consulting and designing as a freelancer, she recently announced she’s opened her own studio. And while the company will initially be headquartered in Tokyo, Nakamura says she’s prioritizing diversity within her workforce, and hopes to open other offices in countries such as the U.S. and China. All her current team members, though working from home, are scattered across the globe, she tells us.
Nakamura has also become a visible female Japanese game developer. While people such as Mikami and Kamiya are known by name and for their work, it’s not as common for women to receive similar recognition. Nakamura is in a rare spot to inspire others to make similar impacts on the industry, and it’s not an opportunity she plans to waste. She says she plans to put other women developers in the spotlight and highlight individual creators when the time comes.
“There is a female creator who is like a big sister to me, who takes care of me,” Nakamura says. “She said to me, ‘I want you to sit on the throne someday, because your success will encourage me and many other female developers.’ [At the] time, I didn’t really understand what she meant by that. But now I know what it means.”
“It was purely a coincidence that I was known, I became somewhat famous,” she says. “Yes, it was a coincidence, but I’m going to make that into an opportunity and use it to work for me.”
This article originally appeared in Issue 338 of Game Informer.
Every month, PlayStation Plus subscribers reap the benefit of a handful of free games to go along with the other perks of the service. Since the launch of the PS5, one title has been dedicated to the new-generation console, and the trend continues moving into October.
October’s selection of free PlayStation Plus games brings an eclectic trio of titles to owners of PlayStation consoles. Covering genres from shooters to sports and fighting games, this batch of games hits plenty of interests.
Free PlayStation Plus Lineup For October
Headlining the month of freebies is World War II shooter/strategy game Hell Let Loose. Boasting massive 50v50 battles, Hell Let Loose will be making its debut on PlayStation 5 with this PlayStation Plus promotion. Those looking to pick up a golf game following this past weekend’s Ryder Cup event can look no further: PGA Tour 2K21 is the first of two PS4 games slated for October’s PS+. Rounding out the list is one of my favorite fighting games from the previous generation: Mortal Kombat X. If you haven’t played this over-the-top, violent fighter yet, you have one of the best story modes in fighting games awaiting you. Not to mention some great, gory action just in time for the spookiest month of the year!
Opening day for the NHL is just around the corner, and hot on its heels is the October 15 release date for NHL 22, which provides the best way to put yourself into the on-ice action. Today, EA Vancouver gave us an extensive look (27 minutes to be exact!) at what to expect from the gameplay in this year’s edition, which adds X-Factors and new abilities such as being able to reverse a hit or brace for it.
The footage, which you can watch above, breaks down the changes to passing/receptions, how the Frostbite Engine enhances the gameplay, and the impact of the new stick physics. Outside of the beta, this is the most substantial look we’ve had at the game in action, so it’s a good watch if you want to see how the new features look on the ice and hear explanations from the developers about their vision for this year.
The NHL 22 blog also further highlights how the gameplay is different this year, which includes strength and body positioning playing a bigger factor in puck possession alongside an all-new deflection system that offers more variety in the ways you can trick the goaltender, from subtle stick flicks to more skillful moves that pivot and pull a puck back against the grain.
The blog also details improvements made since the closed technical test, touching on everything from physics to A.I., to shooting and passing. For instance, A.I. defenders should face up the ice more and not move out of position after center-ice faceoffs. In addition, one-timer shot outcomes have been rebalanced to take into account the quality of the pass and reaction time.
For more on NHL 22, you can check out our interview with producer Clement Kwong that discusses balancing the X-Factors and the status of the overpowered poke check.
Marvel’s Spider-Man 2 may be taking some notes from another Disney-owned property and becoming the dark chapter in Insomniac’s web-slinging story. In a short segment on the newest This Week in Marvel podcast, hosts Ryan Penagos and Lorraine Cink chat with Vice President of Creative at Marvel Games, Bill Rosemann. Rosemann discussed some of his favorite moments from the Marvel game announcements at the Sony PlayStation showcase a few weeks ago.
While discussing Spider-Man 2, Rosemann offers some details on what players can expect but still leaves us guessing on key aspects of the reveal trailer for a bit longer. He confirms there have been some changes to both suits worn by Peter and Miles and that they will be facing off against multiple foes. We know of Venom, who was teased in the first Spider-Man and revealed in the trailer, but another mystery voice is featured just before the symbiote appears. We think it sounds like Kraven the Hunter. However, Rosemann only confirms that it’s “a voice of a character who is in the game.”
What’s most exciting from the interview is this little morsel of info Rosemann freely drops near the end of the interview: “If the first Spider-Man was Star Wars, Spider-Man 2 is kind of our Empire. It gets a little darker.” Peter Parker and Miles Morales have certainly had their share of adversity in their separate PlayStation adventures, but invoking The Empire Strikes Back certainly ties some implications to this sequel. How will the duo of Spider-Men come out of their fight with not only Venom but also the unnamed (probably Kraven) foe? And in what shape will they, their loved ones, or New York City be in after credits roll? We’ll have to wait a while longer for those answers.
Marvel’s scrappy foul-tempered mutant Wolverine also has a game in the works from Insomniac, and while Bill Rosemann didn’t have much to say about it right now, he gave some hints of what to look for in the reveal trailer. “The scene where you are behind Logan, and he is at the bar, is chock full of Easter eggs,” says Rosemann, claiming internet detectives have found some of, but not all of them. He suggests taking a close look at the cash register as well as on the bar in the shot where Wolverine pops his claws for fans to find some of Rosemann’s personal favorite Easter eggs.
Both of Insomniac’s games are a ways off, with Marvel’s Spider-Man 2 slated for a 2023 release on PlayStation 5 and Marvel’s Wolverine coming at an unknown date. With Rosemann suggesting an Empire-like tone for the Spidey sequel, what’s your prediction for what will play out? Let us know in the comments!
There are many questions going into the launch of Amazon Games’ New World about longevity and the most important aspect of any MMORPG, the endgame experience, but what I can speak to today after a marathon session is that the early game is incredibly compelling. If you’re looking for a social MMORPG packed with PvP and the allure of Runescape farming and grinding, New World’s first twenty hours or so are crammed with experiences you will absolutely love.
Starting out in hostile lands with nothing more than a few crudely crafted tools, there’s an absolute joy in carving up rabbits, boars, and wolves to create your early-game trash gear. If you’re like me, you’re going to join a faction early on and take territory that you’ll have to defend as well, so the game can alternate between the simple pleasures of farming up carrots, silver, cabbage, and a wide variety of alchemic plants and hardcore PVP battles. The combat is perhaps one of the weakest points in the game in terms of depth and interest, but it shockingly doesn’t seem to matter here because the real enjoyment comes from bringing back a haul to your outpost and churning out specialty-crafted goods. Last night, I made a bag. It lets me hold a ton more loot. It might not seem like much, but making awesome stuff for myself and my guildmates feels seriously great. There’s just a little taste of survival games here, and it’s a dash of tasty seasoning.
Roaming the land and slaying oodles of bland skeletons and undead pirates may be the quest breadcrumbs that you’re given, but the real journey is what happens along the way. Maybe you luck out and find a silver vein but don’t have the mining skill to harvest them – yet. Crafters and gatherers are sure to find a ton of really crunchy joy in New World, as getting new tools and level-ups unlocks all kinds of new opportunities to create increasingly complex and valuable goods. Finding a new weapon is great, but there’s something about just hanging around town, milking the cow, and cooking up some awesome rations for the team. Yes, you can milk the cow. Yes, you can grab some handfuls of honey out of the town beehive. If your company (guild) controls the territory, you can also get many ingredients from the food cart.
It’s easy to be reductive assessing New World and its admittedly uninspired deluge of “daily quest” style fare that has you killing X monsters and looting Y chests over and over. Still, there’s real discovery in the world itself for the crafter types. Finding rare herbs, minerals, or even just harvesting a pack of wild turkeys feels good. Wandering the world (as slow as it is without mounts and the limited fast travel available) and stumbling into some goodies to turn into stuff feels great.
Can the feeling of unbridled discovery and curious creation last as we go into hours 30, 40, 50, and beyond? Only time will tell, but there’s no doubt that New World is serving up something extremely compelling that feels out of the golden era of MMORPGs at the onset. I’m approaching the overall experience with more cautious optimism, as I know discovery can diminish, and sustaining what the game offers up initially will be an incredibly daunting task. But I’ll say this – finding things and making things is freaking fun.
So you were lucky enough to buy an elusive PlayStation 5? Wow, those things are tough to find! However, after setting up your new PS5 and downloading the best games that the console has to offer, your hard drive will quickly start running out of space. These next-gen games are massive, so we’re here to show you how to upgrade your PS5 storage with this easy internal SSD and heatsink install guide.
Before we get started, you need to make sure the internal solid-state drive you’re trying to install matches the PlayStation 5’s requirements. From the PlayStation Support page,Sony recommends a PCI-Express Gen4x4 supported M.2 NVMe SSD (Key M) with a read speed of 5,500MB/S or faster and a capacity of 250GB to 4TB. In our past experience building PCs, we recommend storage products from Samsung or Western Digital; however, you should abide by the specifications in the graph below regardless of which model you buy.
SSDs And Heatsinks We Recommend
Sony sent us a Samsung 980 Pro (1TB) for the purpose of filming this guide, and so far, we’ve experienced great results. Load times seem equally as fast as the console’s main hard drive, and the expanded catalog of games that I can keep downloaded on my console at any one time is awesome. If you’re looking for similar results, I’d recommend purchasing a 980 Pro or one of these SSDs:
Additionally, Sony recommends installing a heatsink to your SSD to keep things from getting too hot inside the console. We recommend seeing if the solid-state drive you’re buying comes in an SKU with a first-party heatsink. In our case, the Samsung 980 Pro requires a third-party heatsink (we were sent this one),but it was easy to assemble. While you can technically install the SSD by itself (we show you how to in the above video), we recommend following Sony’s guidance.
In an age where the MMO juggernauts of the world have spent years establishing their communities, Amazon’s New World looks to break into the long-established genre. Is it successful in its attempts? We’re set to find out live over on Twitch!
Join Dan Tack at 11:30 a.m. CT for an early stream diving into his time in New World! The Jacket is set to show off his swanky class build, how his adventure has gone thus far, and answer any of your burning questions live in the chat.
For those who don’t know, New World is more of a survival experience than that of a World of Warcraft or Star Wars: The Old Republic. Players will set out to hunt, cook, and gather while leveling up their characters before taking on the rest of the world. If that doesn’t sound quite up your alley, fret not, as the game is divided into three different factions and allows you to battle your enemy combatants and take over more territory.
Do you enjoy livestreams? You’re in luck as Game Informer is doing streams every Thursday and Friday, along with watch alongs featuring some of the biggest events in the industry. Recently, we’ve streamed Deathloop, the most recent Nintendo Direct, and of course, our weekly Demon’s Souls Super Replay stream featuring three brave editors braving the bosses of FromSoftware and hot wings from Buffalo Wild Wings.
New World is live now for PC, but if you’re still on the fence, be sure to check out Dan’s extensive early look from his first day of playing the new MMORPG. If you’re wanting something more gameplay-focused, check out The Jacket’s time in the beta from earlier this month. Thanks for watching, and be sure to join us in the chat to get your questions answered, your jokes laughed at, and to have an even more fulfilling day.
The second season of The Mandalorian ended on a shocking note, with Boba Fett sitting upon a throne in Jabba the Hutt’s palace. While it looked like just another plot thread that The Mandalorian would be chasing, the words “The Book of Boba Fett” appeared on screen, and no one truly knew what to make of them? Would his story continue in a book, as the words imply? Or would his story be a strong focus within the third season of The Mandalorian? Disney quickly announced that The Book of Boba Fett was a new Disney+ series that would hit at the end of 2021, and the third season of The Mandalorian would arrive a year later.
Today, Disney revealed the first episode of The Book of Boba Fett arrives on December 29 on Disney+. The announcement comes with a teaser poster that gives us our first look at the famed bounty hunter’s return. He’s still perched atop that throne, relaxed and comfortable with the role.
Disney also released this synopsis for the series: “The Book of Boba Fett, a thrilling Star Wars adventure, finds legendary bounty hunter Boba Fett and mercenary Fennec Shand navigating the galaxy’s underworld when they return to the sands of Tatooine to stake their claim on the territory once ruled by Jabba the Hutt and his crime syndicate.”
It’s not much to go on, but it does give us direction and tells us Fennec Shand is likely along for most of the ride. Disney also revealed Jon Favreau, Dave Filoni, Robert Rodriguez, Kathleen Kennedy, and Colin Wilson are executive producers.
We all want more of The Mandalorian, especially to see if Luke Skywalker and Grogu are prominent players in it, but we’ll first have to sit back and enjoy Boba Fett’s push for power. That’s not a bad reason to wait.
Are you excited for The Book of Boba Fett? Do you like how actor Temuera Morrison is bringing this character back to life? Let us know in the comments section below.
The role-playing supernatural adventure game Echo Generation is coming just in time for Halloween. The coming-of-age tale of two siblings investigating an alien encounter blasts off to Xbox consoles and PC on October 21.
We last saw Echo Generation during the 2020 Xbox Games Showcase, and it was later playable via a limited-time demo last December. Here’s a synopsis. You control Dylan, his little sister, and their friends and pets who spend the summer shooting their own alien movie. Life imitates art when an unknown object crashes into town’s cornfields, leading to a series of unfortunate and bizarre events unfolding across town. The adults don’t seem to notice, so it’s up to the kids to get to the bottom of what’s happening. With its nostalgic ‘80s/’90s vibe, it’s hard not to compare Echo Generation’s atmosphere to Stranger Things, though the game is much sillier. You fight raccoons wearing workout clothes!
Echo Generation is a traditional turn-based RPG with some commands requiring timed button presses in the vein of the Mario RPGs. You’re armed with weapons ranging from hockey sticks to laser pistols. The beautiful voxel art, cool monster designs, and equally quality lighting ups the game’s charm. Echo Generation is definitely a looker, and Series X players can enjoy it at 4K resolution and 60 fps.
Look for Echo Generation on Xbox Series X/S, Xbox One, and PC. It’s priced at $24.99 and launches day one on Xbox Game Pass.
Far Cry 6 embraces zany, explosive madness – craft makeshift weapons from collected scraps or grab one of the many “Amigos For Hire” before you set out on another bombastic escapade. We’ve seen the adorable Dachshund, Chorizo, and his semiaquatic reptilian counterpart, Guapo. But what other animals will help you wage war against Antón Castillo and his militaristic goons? Today, a new companion got a cinematic/gameplay trailer. Meet Chicharrón, the savage rooster!
Titled “Chicharrón Run,” Far Cry 6’s latest footage gives us a tiny glimpse into the bird’s tragic backstory. While lazing away on a beach, Chicharrón is captured and caged. When he finally sees the light of day again, he’s forced to trade the soft sands of paradise for the coarse dirt of a cockfighting arena. He eventually escapes – pursued by trigger-happy Yaran soldiers – and finds his calling alongside protagonist Dani and their crew of armed guerrilla revolutionaries. Donning two stylish spike chokers, Chicharrón can tackle his enemies to the ground and … peck them to death? What do you think happens to the guard he attacks in the video above?
Far Cry 6 might be a wild ride, but it’s also a tribute to the culture and diversity of Cuba. Narrative director Navid Khavari talked with us about Ubisoft Toronto’s boots-on-the-ground approach to staying genuine to the guerrilla philosophy/mentality, “We got to meet with the locals and explore the culture and the diversity, but we also got to talk to actual guerrillas who fought in the revolution there,” Khavari said. “There are all sorts of reasons people will join up and fight in a guerilla revolution. Some want to shoot guns and feel that adrenaline kick, while others are looking to do it for the country and for the flag. I think that dynamic was really interesting narratively.”
Far Cry 6 launches for PlayStation 5, Xbox Series X/S, PlayStation 4, Xbox One, Stadia, PC, and Mac on October 7.
Will you be utilizing Chicharrón’s services? Let us know in the comments!
Shin Megami Tensei V launches for Nintendo Switch on November 12. Those who pre-order the game from retailers will receive an exclusive steelbook for their copy. To learn more about the highly anticipated RPG from Atlus, head to our Shin Megami Tensei V hub here. There, you’ll see all our latest coverage, including exclusive information, the latest screenshots, and more!
Information about Horizon Forbidden West is relatively scarce – and for good reason. The game is still a ways off, but we’ve been fortunate enough to see extensive gameplay footage and learn about Aloy’s visual/narrative evolution throughout the two games. However, according to a recent job posting, developer Guerrilla Games might be looking to branch out into more multiplayer-focused experiences. Whether this has anything to do with the Horizon franchise or a new IP scheduled for release in the very distant future remains to be seen. In any case, the team is looking to hire MMO experts.
According to VGC, two job postings on Guerrilla Games’ career webpage stand out the most: senior social systems designer and senior games writer. The former applicant needs to “[Report] to the Lead Game Designer [and] work within a core team of multiple designers focused on social systems and player engagements … engage players in social interactions to create lasting relationships; where compatible players can create Guild-like groups to explore together.” And the latter role might not seem immediately unique in any way. Still, a part of the description reads as follows: “Possess extensive knowledge of stories and narrative design in open-world RPG games, online games, and MMORPGs.”
Horizon Forbidden West’s story takes place in a vast open world. We know that Aloy traverses a crumbling San Francisco, but any other potential cities/locations remain to be seen. Once again, you’ll battle majestic, mechanical fauna, but Aloy comes equipped with new tools this time around. Smoke bombs that stall enemies, sticky grenades, and valor surges– playstyle-adapting abilities on your skill tree – are a few examples of the gear at your disposal. If Guerrilla Games does indeed have plans to bring multiplayer modes to the Horizon series, it would be interesting to see how combat changes to support large-scale raids or small parties.
Horizon Forbidden West drops on PlayStation 5 and PlayStation 4 on February 18.
Amazon Games’ upcoming MMORPG New World is in the spotlight as a lengthy closed beta session shows off the action ahead of a September 28 release. New World has changed its vision multiple times over the course of development, and now the question on everyone’s mind is – where is this going to land on release? What kind of player is it for? What kind of MMORPG is it? And perhaps the most important question, is it worth your time at all? Over the course of the beta (and a demo session that took me into an endgame slice with a fully-geared character), I’ve seen some areas with huge potential that are currently underserved in the MMORPG space – and some others that could be intense detriments for the title. Let’s talk about New World!
It successfully lands a powerful frontier survival vibe
If you’re familiar with survival games that have you punching wood to get a house going, New World delivers on this front initially by giving the player myriad survival pursuits. Hunting turkey on the borders of your established safe zones to raise your cooking skill and create rations is far more engaging than it has any right to be. Hunting down elusive saltpeter deposits in mines and crafting your own shells for your old-timey rifles feels fun. Being able to skill up in everything to your liking is a classic system à la Runescape, and its nice to know you can work up every single crafting and gathering skill if you wish, right down to doing some fishing. Banging together your first batch of gathering tools is actually freaking awesome.
Digging up carrots and potatoes feels meaningful. Coming back to your town in the middle of the wilderness to trade feed and talk with your fellow explorers has all the allure of bustling about Disney’s Frontiertown, and I’ve rarely had so much investment into crafting and trading systems in MMOs. I can see potential problems with these aspects later down the line, i.e. do I really want to spend my time in the endgame gathering resources just so I can play the game, but for now, there’s plenty of magic in creating my own food, ammunition, and supplies before I trek out into the wild. It feels gritty, it feels raw, and it feels fresh.
Faction PVP can be a lot of fun
Territory control and faction-based opt-in PVP not only bring back a bit of realm-vs-realm feel from the glory days of Dark Age of Camelot, but they inject something that many online experiences have moved away from in the last decade – social interaction. That means yes, you are going to see a player named PoopyPants (Yes, this was a real player I saw) cutting down trees and screaming outside of town about the price of silver ore, and your chat feed is going to be inundated with comments that make the infamous Barrens chat look downright erudite. However, it also successfully adds shared social stakes to the experience, even if you choose not to interact at the verbal level with any other players. By funneling players into three different factions, you have an investment in your tribe regardless of how deep you want to take it. If you still just want to solo and bring back a load of furs to trade in town, you can – but the real fun is to be had by grouping up, interacting with others, and eventually taking over some territory as your chosen faction.
At the solo, guild, and greater level, having game flow dictated by players instead of the “theme park” experience is a bold choice and more than a bit refreshing. The issue here is how interesting and meaningful are these faction wars going to be in the endgame? While I don’t have the answer to that yet, the prospect of really engaging with other players in a meaningful way in a MMORPG gives me a powerful nostalgia bump and some serious differentiation from many other genre offerings today. On the flip side, if you’re not really interested in territory wars or PvP, other existing MMORPGs might be a better choice.
The combat is New World’s biggest weakness
In almost every MMORPG, you’re going to be doing a ton of combat. It’s probably the biggest portion of the entire gameplay experience. With limited skill options, awkward animations, and very little excitement, New World’s combat is decidedly dull. Now, there’s something to be said about popping an opposing faction member from a great distance before you engage in a 3v3 skirmish that gets real greasy, but that’s more about the player-to-player interaction than the combat, which can often feel wooden and wonky. While I enjoy systems that attempt to break the genre out of the tab-targeting standard that’s been grandfathered into MMOs for ages, it misses the mark here.
I found it hard to determine if the other aspects of the game that seem enjoyable can carry this particular aspect either, as combat is the core of almost every other pursuit. Even if you’re just spelunking for saltpeter, you’re going to have to fight a ton of various zombie-like creatures, wolves, or bears, and it simply does not feel good. This problem is exacerbated in group experiences, both PvP and PvE, but more pronounced in the latter. Chewing into spongey opponents as a pack with the glaring lack of feedback from weaponry is almost comical, and your options in combat feel extremely limited and lacking.
Everything can feel the same
Enemies, locations, and activities can become a big bowl of mush without breaking it up with some PvP pursuits. You’ll see many of the same rickety little fishing villages, decrepit farms, and crumbling ruins as you traverse the giant world. Killing some undead buccaneers at level 5 feels the same as it does at level 15, and you’re going to be doing a ton of daily-quest/fetch style activities in order to grind out your faction reputation, like wandering around the aforementioned locations for boxes and killing X undead baddies. It feels intensely repetitive even after only twenty hours of gameplay, so I’m concerned about how that will translate to the endgame – will I still, as an elite member of the Syndicate, still be wandering farms killing undead and picking taters? I mean, I do like picking taters…
Travel is rough
When you’re just starting, it’s fine that you’re walking everywhere because you don’t have far to go. However, this takes a turn at around level 12, where you’ll find the autorun button and some movies on your favorite streaming platform to be your best friends. The world is large, and traveling it all on foot is a huge pain. Without mounts, and the fact that fast travel is limited by resources, moving around the map is an absolute bore and a chore. I realize there are other meaningful concerns that probably flow into this decision, like the implications of having everyone zoom around in a game that’s attempting to create stakes with territory control and PvP, but this becomes harder and harder to ignore the more you play and get quests on opposite ends of your map.
Based on the beta, New World is going to be an interesting but potentially niche addition to the current crop of MMORPGs. However, it seems to really serve players that want to play with small groups of friends for faction skirmishes and that are interested in greater territory control wars with big guild politics and all that. If you’re not interested in that kind of greater pursuit with plenty of social interaction and PvP, the PvE elements by themselves do not seem compelling enough to keep things rolling.
While I love the feeling of crafting my own stuff, slowly increasing the areas that I’m strong enough to explore, and fastidiously upping all my gathering and crafting skills, I can see those charms fading rapidly as the activities become somewhat rote. The dynamics involved in faction wars and territory control seem to be the peppy antidote for the never-ending rock farm in various undead shacks and homesteads. As with other games that lean into this kind of emergent gameplay (RIP Shadowbane), some of New World will be what players shape it into.
Just in time for Halloween, Dead by Daylight is getting a new survivor next month in October with the Hour of the Witch content drop. Mikaela Reid joins the ranks of the survivors as a witch! Reid writes horror stories and, not surprisingly, loves Halloween. What perks will she bring to the table? Good question. A better question – will her perks help her survive against Pinhead? Like all other survivors, Reid can be slotted with any perks to play – unlike killers that come with core signature abilities tied to their character.
Check out the Hour of the Witch Mikaela Reid trailer below to get a look at the latest addition to the asymmetrical survivor horror game. While I enjoy playing characters with the gaudiest outfits when I play survivor, it’s often not the smartest idea. I tend to attract a lot of killer attention, and I’m a much better killer than I am a survivor. Reid has some serious style to bring to the game and is likely to get some super cool skin cosmetics as time goes on, as well.
Night School Studio is the team behind the beloved adventures games Oxenfree and Afterparty. But after seven years of working as an independent studio, the developer is being acquired by streaming giant Netflix. This is surprising but not a complete shock. Netflix has been working to break into the gaming industry for some time. However, this is the first time Netflix has outright acquired a game studio.
In an official blog post, Night School Studio’s founder and creative director Sean Krankel said, “Night School wants to stretch our narrative and design aspirations across distinctive, original games with heart. Netflix gives film, TV, and now game makers an unprecedented canvas to create and deliver excellent entertainment to millions of people. Our explorations in narrative gameplay and Netflix’s track record of supporting diverse storytellers was such a natural pairing. It felt like both teams came to this conclusion instinctively. Of course, it’s a surreal honor to be the first games studio to join Netflix! Not only do we get to keep doing what we do, how we like to do it, but we get a front-row seat on the biggest entertainment platform in the world.”
Krankel went on to assure fans that Oxenfree II: Lost Signals is still in the works. It’s worth noting that this isn’t the first time the two companies have worked together; several years ago, Night School and Telltale were working on a Stranger Things game for Netflix, but that game was never released.
In our review for the original Oxenfree, Kimberley Wallace said, “I constantly wanted to see where it was going and where my choices would lead. Night School Studio clearly wasn’t afraid to experiment and try some different and interesting things with presentation in regards to a narrative-based, choice-driven game. As much as I loved parts of the overall experience, others let me down. Even so, I enjoyed learning about these characters and seeing them grow through my actions.”
While we’re excited to see how Oxenfree II turns out, we’re equally interested to see what Night School cooks up next for Netflix. What do you think it will be?
Ghostrunner is a fun, albeit difficult, first-person action-platformer but didn’t run great on consoles when it first launched. Though patches have improved its performance on PlayStation 4 and Xbox One, some non-PC players have been holding out for native PlayStation 5 and Xbox Series X versions. The wait ends today.
What is Ghostrunner? It’s a slick cyberpunk action game that gives you a katana, sweet parkour moves, and tasks you with quickly running/leaping across cityscapes and other areas while seamlessly cutting down any foe in your way. Death can arrive as swiftly as you do, meaning you’ll need the timing and reflexes to survive increasingly elaborate platforming gauntlets filled with enemies. Being such a performance-based title, Ghostrunner’s entertainment value has always been tied to the hardware that can run it at its best, which has been PC. Now new-gen console players can enjoy a comparable experience.
The PS5 and XSX versions boast 4K resolution, action that runs up to 120 frames-per-second, ray-tracing, and 3D spatial audio. On PS5, the game, quite literally, feels even better thanks to DualSense haptic feedback. With these upgrades, console players can enjoy the kind of Ghostrunner experience that was previously only available on PC. These versions also include all of the game modes released over its lifetime, which includes an accessibility-friendly assist mode, the roguelike wave mode, and more.
But what if you already threw down money for the game on PS4 and Xbox One? You can upgrade to the new-gen ports for free.
Now that Ghostrunner can be played on just about every device under the sun, all eyes can look towards the sequel that was announced earlier this year. Hopefully, we’ll be learning more about Ghostrunner 2 sooner than later.
Remember Genshin Impact? The gacha game that took the world by storm? Well, it’s celebrating its one-year anniversary right now, from today (September 28) to October 12. You can get some goodies by participating in various tasks and activities, as is usually the case during Genshin Impact events of all kinds. There’s more than one activity to participate in over the course of things, so stay tuned over the next few weeks!
Anniversary Web Event “An Unforgettable Journey” Now Online: Watch your own anniversary theater to obtain Primogems and other rewards
There’s a cool trailer you can watch that’s full of highlights from Genshin’s journey from launch until today. Perhaps of greater interest is a sort of “timeline” that you can participate in, which is sort of a personalized journey that charts your play experience in Genshin Impact over the course of the last year, kind of like a Facebook round-up with highlights. However, the Genshin Impact community is taking MiHoYo to task over for this event, claiming the rewards are incredibly lackluster. How about you, does the anniversary event merit far greater perks?
Feel that chill in the air? We must be entering October. That means a brand new line-up of Xbox Games With Gold titles that are available for Game Pass Ultimate subscribers. Sure, Games With Gold isn’t as prolific as Xbox Game Pass, but who can say no to free stuff?
Let’s look at the modern offerings first. Aaero puts you in the cockpit of high-speed vehicle to zip around techno-style environments to a licensed soundtrack while battling bosses and other enemies. On a similar note, Hover also takes place in a futuristic world where you control a gang of rebellious youths fighting against an oppressive government by parkouring around the world in a manner reminiscent of Jet Set Radio. You can play alone or with friends in online co-op.
Now onto the “oldies but goodies.” Castlevania: Harmony of Despair offers a cooperative take on Symphony of the Night-style action with a whopping six players tackling a gigantic castle filled with horrors. Finally, Resident Evil Code: Veronica Xis an HD port of the updated version of the Dreamcast classic (got all that?). Below are the dates for when each game becomes available and subsequently disappears.
Aaero: October 1 to 31
Hover: October 16 to November 15
Castlevania: Harmony of Despair: October 1 to 15
Resident Evil Code: Veronica X: October 16 to 31
Don’t forget that you can still download the final game from September’s Games With Gold, Samurai Shodown II, until September 30. And don’t forget that the other Microsoft service that gives away “free” games, Xbox Game Pass, still has a few titles hitting this week from its most recent batch of offerings.
It’s been a bit of a wait for Battlefield 2042, especially given the title’s delay to November 19. However, if you’d like to get your hands on DICE’s epic shooter before that worldwide launch, then check out the upcoming open beta on October 8-9 on all platforms. However, EA Play members and anyone who has preordered the game can also access the title two days earlier, starting on October 6.
DICE’s newest online shooter looks explosive in all the right ways. The game even made our list of the most anticipated games of the holiday. In an early preview, our own Liana Ruppert said, “Battlefield 2042 truly feels like the natural next step for this franchise and a beautiful comeback for the DICE shooter. Set in the future – but not the distant future – 2042 feels exciting and forward-thinking. It feels intuitive, massive, and new. This new experience favors strategy, and while the loss of single-player is disappointing, that decision has challenged the team to be creative in how to supplement that story. With lore drops and Specialists that have an actual tale to tell, this hybrid experience doesn’t offer half of an experience, it offers a new experience. And let’s be real, after Battlefield 5? This series needed a revamp.”
In all, Battlefield 2042 looks like a complex yet rich multiplayer experience, but we’re happy that the team was given some extra time to put some polish on the code before it ships out the door. But don’t take our word for it; you can start playing Battlefield 2024 next week and see for yourself. We can’t wait to fly through a tornado in a wingsuit. We’ll see you out there.
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