Monthly Archives: February 2020

Dreams: Early Access Players Will Unlock Full Game Early

Dreams will get its full release on February 14, but those who bought the Early Access version will get the full package three days earlier. Speaking to IGN, developer Media Molecule confirmed that it will upgrade all Early Access players at 12pm UK time (that's 4am Pacific / 7am Eastern / 11pm AEDT) on the 11th. The biggest addition to the existing version of Dreams is Art's Dream, a new game from Media Molecule that encompasses point 'n' click, platforming, shooting and more. We've played Art's Dream, and you can watch it in action and read our thoughts right now in our exclusive preview of the game. [ignvideo url="https://www.ign.com/videos/2020/02/04/explaining-arts-dream-the-story-mode-inside-dreams"] Budding designers will also get access to Art's Dream creator kits, which include sets of noir, sci-fi and fantasy creations made by Media Molecule, all of which can be used in your own projects. The update will also add two other creator kits: Welcome Home (based on the game's Homespace) and Ancient Temple. The update will also include a new introduction to Dreams, and "quite a few" new tutorials and how-to videos, so you can sharpen your creation skills. A new UI update will also make it easier to browse and search for other players' created content. That comes alongside some tweaks to the creation tools themselves, bug fixes and general polish. If you haven't played since the beginning of early access, you'll probably find a lot more has changed - Media Molecule estimates it's made over 18,000 changes since relese. [ignvideo url="https://uk.ign.com/videos/2019/02/21/dreams-see-whats-possible-in-30-minutes"] If you're still a little unclear on exactly what Dreams is, well, that's understandable, because it can kind of be anything. People have already created a Cyberpunk 2077 demake, PS5 concept designs, and an unbelievable recreation of an English cooked breakfast using it. If you want to see how, we've got a video that shows you what can be done in just 30 minutes with its tools, and the intrepid Simon Cardy has reported on his first hours with it, proving how Dreams can even make being bad at it fun. [poilib element="accentDivider"] Joe Skrebels is IGN's UK Deputy Editor, and you should play Haus of Bevis when you get Dreams. Follow him on Twitter.

The Rhythm Section is Now Worst Ever Box Office Debut in Wide Release

The Rhythm Section, the new thriller from the producers of James Bond starring Blake Lively and Jude Law, has set records for the worst ever box office debut performance for a film with a wide release. The movie opened on over 3000 screens and took just $2.8m in its US domestic opening weekend. The film also opened in the UK and India where it too failed to make a mark. Part of this dismal start is almost certainly down to negative reviews (it currently holds 31% on Rotten Tomatoes), despite critics noting Blake Lively’s strong performance. [ignvideo url="https://www.ign.com/videos/2020/02/03/no-time-to-die-big-game-spot"] This means The Rhythm Section overtakes Hoot - which earned $3.4m in its opening weekend in 2006 - as the worst wide-release US domestic debut ever. Hoot, a film about a children saving a burrowing owl habitat from destruction, was made for $15m. In comparison, The Rhythm Section was made on a much larger $50m budget. Deadline’s sources claim that the film is set to lose between $30-40m. In a statement to Deadline, producers Barbara Broccoli and Michael Wilson - the longtime production duo behind the James Bond series - said “We are obviously disappointed with the box office, but proud of Reed and our movie and the overwhelmingly positive reaction to Blake’s performance.” [widget path="global/article/imagegallery" parameters="albumSlug=the-next-james-bonds-who-never-played-007&captions=true"] Unlikely to suffer the same fate is Broccoli and Wilson’s next film, No Time To Die. The 25th James Bond film will feature a Hans Zimmer score and title theme by Billie Eilish, and will be Daniel Craig’s last in the role of 007. Don’t expect Craig to swap from spy to director, though, nor should you expect the next Bond to be a woman. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. You can follow him on Twitter

PS5 Price Is a ‘Balancing Act,’ May Be Influenced by Xbox Series X Price

Sony hasn't fully decided on a price for the PlayStation 5 yet. It seems this is in part due to wanting to see how its competition, the Xbox Series X, is priced, as well as a number of other monetary factors.

Sony had its Q3 earnings call this week during which it was announced that the PS4 just had its lowest Christmas sales period. In total 6.1 million units were sold during Christmas 2019, compared to 8.1 million units sold in Christmas 2018.

[poilib element="poll" parameters="id=82fb2076-b8b6-4c3e-ac7a-4bcc592e4c41"]

Chief financial officer, Hiroki Totoki, stated he intends to ensure a "smooth transition" for Sony from the PS4 to PS5. But he was questioned on how he will do this and asked which costs Sony can control. And the answer is...complicated when it comes to how Sony will price the PS5. Totoki said:

"First we must absolutely control the labor cost the personnel cost. It must be controlled. And it leads to what should be recognized as a cost. We will definitely control that. And the initial ramp-up, how much can we prepare, initially we will work on the production and the sales and we will have to prepare the right volume as we launch this.

"What is not very clear or visible, it's because we are competing in the space. So it's very difficult to discuss anything about the price at this point of time. And depending upon the price level, we may have to determine the promotion that we are going to deploy and how much cost we are prepared to pay. So it's a question of balance.

"And because it's a balancing act, it's very difficult to say anything concrete at this point of time. But when I said a smooth transition, we mean that we will definitely choose the optimal approach, and that we would try to have the best balance, so that, we will be profitable in the life -- during, the life of this product."

[ignvideo url="https://www.ign.com/videos/2019/04/24/guessing-the-ps5s-price-beyond-episode-588"]

Totoki notes that, given PlayStation 5 is competing with the Xbox Series X, which has also yet to be given it a price, it's "very difficult to discuss anything" in relation to price without tipping the company's hand. Whether this means Sony will wait until Xbox announces price first, or the company ultimately decides to announce a price first is unclear, but for now the approach suggests Sony is willing to wait on this announcement.

However, Totoki's statements also imply that the pricing, which apparently is not set in stone, will also factor into the level of promotion needed to sell the PS5.

[widget path="global/article/imagegallery" parameters="albumSlug=ps5-games-we-think-might-already-be-in-development&captions=true"]

Sony will be helping its players transition to its next-gen console, too, with the PS5's backwards compatibility allowing PS4 games to be played on it. Microsoft is promising the same, Xbox Series X backwards compatibility available at launch and able to play all Xbox One games on day one. The fact that both next-gen consoles will have backwards compatibility at launch is a first, and it's a big deal.

[poilib element="accentDivider"] Editor's note: This article has been updated to reflect the full comments given during Sony's earnings call in regard to price.

Chris Priestman is a freelancer who writes news for IGN. Follow him on Twitter.

PlatinumGames Would Love to Finish Scalebound With Microsoft’s Permission

PlatinumGames says it would love to finish making its cancelled action-RPG Scalebound one day but would need Microsoft's permission to do so.

Earlier this year, Platinum announced it was expecting to have a big 2020, partly due to the studio making a move towards self-publishing. Producer Atsushi Inaba spoke to Eurogamer.pt recently about this and was asked if being able to self-publish could mean Scalebound would one day be finished.

[ignvideo url="https://www.ign.com/videos/2017/01/09/scalebound-canceled"]

(The quotes below are translated by Google.)

"Again, it's a good question! But this was an intellectual property that belongs 100% to Microsoft," Inaba said.

"Whatever happens with this project, we can't really do anything with it unless Microsoft leaves us. But it's a game that we fall in love with and love, if the opportunity arises, it's something we would love to return to."

Scalebound was in development for Xbox One and PC at PlatinumGames from 2013 with Microsoft as its publisher until it was cancelled in 2017. It was to an action-RPG that, most notably, involved commanding a huge dragon in battle.

[widget path="global/article/imagegallery" parameters="albumSlug=the-wonderful-101-remastered-screenshots-dev-photos&captions=true"]

The future of Platinum seemed shaky after the cancellation but the studio has since gone from strength to strength. It's released huge hits Nier: Automata and Astral Chain, is bringing the Vanquish and Bayonetta double pack to modern consoles, and has now launched a successful Kickstarter to for a Wonderful 101 remaster.

On top of that, Platinum is also developing Bayonetta 3 and Babylon's Fall, though we still don't know when they'll be released.

[poilib element="accentDivider"]

Chris Priestman is a freelancer who writes news for IGN. Follow him on Twitter.

PlatinumGames Would Love to Finish Scalebound With Microsoft’s Permission

PlatinumGames says it would love to finish making its cancelled action-RPG Scalebound one day but would need Microsoft's permission to do so.

Earlier this year, Platinum announced it was expecting to have a big 2020, partly due to the studio making a move towards self-publishing. Producer Atsushi Inaba spoke to Eurogamer.pt recently about this and was asked if being able to self-publish could mean Scalebound would one day be finished.

[ignvideo url="https://www.ign.com/videos/2017/01/09/scalebound-canceled"]

(The quotes below are translated by Google.)

"Again, it's a good question! But this was an intellectual property that belongs 100% to Microsoft," Inaba said.

"Whatever happens with this project, we can't really do anything with it unless Microsoft leaves us. But it's a game that we fall in love with and love, if the opportunity arises, it's something we would love to return to."

Scalebound was in development for Xbox One and PC at PlatinumGames from 2013 with Microsoft as its publisher until it was cancelled in 2017. It was to an action-RPG that, most notably, involved commanding a huge dragon in battle.

[widget path="global/article/imagegallery" parameters="albumSlug=the-wonderful-101-remastered-screenshots-dev-photos&captions=true"]

The future of Platinum seemed shaky after the cancellation but the studio has since gone from strength to strength. It's released huge hits Nier: Automata and Astral Chain, is bringing the Vanquish and Bayonetta double pack to modern consoles, and has now launched a successful Kickstarter to for a Wonderful 101 remaster.

On top of that, Platinum is also developing Bayonetta 3 and Babylon's Fall, though we still don't know when they'll be released.

[poilib element="accentDivider"]

Chris Priestman is a freelancer who writes news for IGN. Follow him on Twitter.

YouTube Earned $15 Billion in 2019

For the first time ever, Google's parent company Alphabet has publicly shared YouTube advertising revenue results. The information was included in earning reports for the 2019 financial year. Alphabet revealed that YouTube earned just over $15 billion dollars in ad revenue in 2019. Reported by Variety, YouTube's yearly revenue has nearly doubled since 2017 and increased 36% from 2018. Alphabet reported that YouTube earned $11.6 billion in 2018 and $8.15 billion in 2017. [ignvideo url="https://www.ign.com/videos/2019/12/16/pewdiepie-takes-a-break-from-youtube-ign-now"] Further, YouTube's 2019 financial report revealed that the video service earned $4.72 billion in Q4 2019, a 31% increase from the prior year. Alphabet also shared financial reports for Google Search and Google Cloud, which earned $27.19 billion and $2.61 billion respectively in Q4 2019. Overall revenue for all Alphabet companies in Q4 2019 came in at an impressive $46.08 billion, falling short of Wall Street’s expected $46.9 billion. "I’m really pleased with our continued progress in Search and in building two of our newer growth areas," said Alphabet and Google CEO Sundar Pichai. "YouTube, already at $15 billion in annual ad revenue, and Cloud, which is now on a $10 billion revenue run rate." YouTube's tremendous growth is likely due, in part, to the recent popularity of streaming and esports. In late January, Activision Blizzard announced that all of its esports broadcasts would air exclusively on YouTube. This means that some of the biggest competitive matchups for games, like Overwatch and Call of Duty, can only be streamed on YouTube. Are you surprised YouTube earned so much in 2019? Let us know in the comments below. [poilib element="accentDivider"] Andrew Smith is a freelance contributor with IGN. Follow him on Twitter @_andrewtsmith.

YouTube Earned $15 Billion in 2019

For the first time ever, Google's parent company Alphabet has publicly shared YouTube advertising revenue results. The information was included in earning reports for the 2019 financial year. Alphabet revealed that YouTube earned just over $15 billion dollars in ad revenue in 2019. Reported by Variety, YouTube's yearly revenue has nearly doubled since 2017 and increased 36% from 2018. Alphabet reported that YouTube earned $11.6 billion in 2018 and $8.15 billion in 2017. [ignvideo url="https://www.ign.com/videos/2019/12/16/pewdiepie-takes-a-break-from-youtube-ign-now"] Further, YouTube's 2019 financial report revealed that the video service earned $4.72 billion in Q4 2019, a 31% increase from the prior year. Alphabet also shared financial reports for Google Search and Google Cloud, which earned $27.19 billion and $2.61 billion respectively in Q4 2019. Overall revenue for all Alphabet companies in Q4 2019 came in at an impressive $46.08 billion, falling short of Wall Street’s expected $46.9 billion. "I’m really pleased with our continued progress in Search and in building two of our newer growth areas," said Alphabet and Google CEO Sundar Pichai. "YouTube, already at $15 billion in annual ad revenue, and Cloud, which is now on a $10 billion revenue run rate." YouTube's tremendous growth is likely due, in part, to the recent popularity of streaming and esports. In late January, Activision Blizzard announced that all of its esports broadcasts would air exclusively on YouTube. This means that some of the biggest competitive matchups for games, like Overwatch and Call of Duty, can only be streamed on YouTube. Are you surprised YouTube earned so much in 2019? Let us know in the comments below. [poilib element="accentDivider"] Andrew Smith is a freelance contributor with IGN. Follow him on Twitter @_andrewtsmith.

Warcraft 3: Blizzard Issues First Dev Update on Reforged

Blizzard has finally issued a statement since launch responding to early complaints about the recently released Warcraft 3: Reforged. The developer says it will address several issues in future updates, some arriving as early this week, but other elements of the game like the cutscenes will remain as-is. “First off, we want to say we’re sorry to those of you who didn’t have the experience you wanted, and we’d like to share our plans for what’s coming next,” Blizzard says in its first developer update for Warcraft 3: Reforged since launch. [ignvideo url="https://www.ign.com/videos/2020/01/29/warcraft-3-reforged-blizzcon-2018-vs-launch-2020-comparison"] The forum post from Warcraft community manager Randy “Kaivax” Jordan goes into detail about some of the ways Blizzard will update Warcraft 3: Reforged. First, there will be a patch later this week that will fix, among other things, the bug causing colors and shading issues in Classic Mode. The patch will also address portrait animations, audio bugs, UI fixes, and more. However, in regards to the controversial animated cutscenes, or lack thereof, Blizzard says that it wanted to keep the cutscenes true to the original game. “[T]he main takeaway is the campaigns tell one of the classic stories in Warcraft history, and want to preserve the true spirit of Warcraft 3 and allow players to relive these unforgettable moments as they are (albeit rebuilt with new animations and the higher fidelity art).” So it appears that Blizzard doesn’t have plans at this stage to change how the cutscenes are presented, though they did receive visual improvements thanks to the remaster efforts. [widget path="global/article/imagegallery" parameters="legacyId=20090999&captions=true"] Elsewhere in the blog post, Blizzard says it’s still working on standing up features like leaderboards and clans which are coming in a major patch at an unannounced date. Unfortunately, that means that the lack of these features will continue to impact all Warcraft 3 players, even those who haven’t purchased Reforged. Warcraft 3: Reforged players soon expressed displeasure with the launch version of the classic strategy RPG after it was discovered that key features were missing, along with some launch-day connectivity issues. A previously demoed cutscene animation was ultimately cut from the final version of the game, and network features weren’t present during the launch. Blizzard addressed these complaints in today’s blog post, but it will still be some time and additional patches for some of the issues to be addressed, if at all. IGN is currently working on a review for Warcraft 3: Reforged so keep an eye out for that to be published soon. [poilib element="accentDivider"] Matt Kim is a reporter for IGN. You can reach him on Twitter.

Warcraft 3: Blizzard Issues First Dev Update on Reforged

Blizzard has finally issued a statement since launch responding to early complaints about the recently released Warcraft 3: Reforged. The developer says it will address several issues in future updates, some arriving as early this week, but other elements of the game like the cutscenes will remain as-is. “First off, we want to say we’re sorry to those of you who didn’t have the experience you wanted, and we’d like to share our plans for what’s coming next,” Blizzard says in its first developer update for Warcraft 3: Reforged since launch. [ignvideo url="https://www.ign.com/videos/2020/01/29/warcraft-3-reforged-blizzcon-2018-vs-launch-2020-comparison"] The forum post from Warcraft community manager Randy “Kaivax” Jordan goes into detail about some of the ways Blizzard will update Warcraft 3: Reforged. First, there will be a patch later this week that will fix, among other things, the bug causing colors and shading issues in Classic Mode. The patch will also address portrait animations, audio bugs, UI fixes, and more. However, in regards to the controversial animated cutscenes, or lack thereof, Blizzard says that it wanted to keep the cutscenes true to the original game. “[T]he main takeaway is the campaigns tell one of the classic stories in Warcraft history, and want to preserve the true spirit of Warcraft 3 and allow players to relive these unforgettable moments as they are (albeit rebuilt with new animations and the higher fidelity art).” So it appears that Blizzard doesn’t have plans at this stage to change how the cutscenes are presented, though they did receive visual improvements thanks to the remaster efforts. [widget path="global/article/imagegallery" parameters="legacyId=20090999&captions=true"] Elsewhere in the blog post, Blizzard says it’s still working on standing up features like leaderboards and clans which are coming in a major patch at an unannounced date. Unfortunately, that means that the lack of these features will continue to impact all Warcraft 3 players, even those who haven’t purchased Reforged. Warcraft 3: Reforged players soon expressed displeasure with the launch version of the classic strategy RPG after it was discovered that key features were missing, along with some launch-day connectivity issues. A previously demoed cutscene animation was ultimately cut from the final version of the game, and network features weren’t present during the launch. Blizzard addressed these complaints in today’s blog post, but it will still be some time and additional patches for some of the issues to be addressed, if at all. IGN is currently working on a review for Warcraft 3: Reforged so keep an eye out for that to be published soon. [poilib element="accentDivider"] Matt Kim is a reporter for IGN. You can reach him on Twitter.

PlatinumGames Explains Updates for The Wonderful 101 for Switch, PC and PS4

To mark the launch of their Kickstarter campaign, Atsushi Inaba and Hideki Kamiya at PlatinumGames have told IGN Japan what to expect from their remaster of The Wonderful 101, and why they chose to take the crowdfunding route. Kamiya told IGN Japan that the dual-screen gameplay of the Wii U version will be rearranged for a single screen on Switch and other platforms, different than the single-screen mode that existed in the Wii U versions, and that the user interface will be redesigned for modern systems. Kamiya also lamented that the easy mode in the original game was too hard, so a new easy mode is planned for the remaster to make the game more approachable. “I have another chance to share this game with the world, so I would like to make the most of that by releasing a more polished version,” said Kamiya, director of the original game. [widget path="global/article/imagegallery" parameters="albumSlug=the-wonderful-101-remastered-screenshots-dev-photos&captions=true"] The 2013 game required the player to draw symbols on the Wii U Gamepad screen, and of course some of the target platforms for the remaster do not have touchscreens. However, the original game also allowed players to use the analogue sticks instead of the touchscreen, and Kamiya told us that this was in fact his recommended way to play, stating that he had specifically ensured that the analogue inputs were just as smooth as the touchscreen commands. PlatinumGames' Chief Creative Officer Inaba added, “We started working on the game before the Wii U platform existed, and so the core mechanics of the game predate the technology of the Wii U. So removing touch input will not heavily affect the remastered versions.” While the game will be optimized for modern game systems, the content of the main game itself will be unchanged for the remastered edition, with no new content being planned by PlatinumGames for the story mode. Instead, new content will take the shape of as-yet-undecided extra modes if the Kickstarter campaign’s relevant stretch goals are met. [ignvideo url="https://www.ign.com/videos/2013/09/12/the-wonderful-101-hard-mode-commentary"] “The original game included a large volume of content, with tons to unlock, so adding anything to that would make it overwhelming and ruin the balance of the game,” said Kamiya. “I don’t think the fans of the original game are looking for more story content. More would not be better in this case.” “Instead, we are thinking of stretch goals that will add some other kinds of side content such as extra modes or new ways to play what was already in the main game,” added Inaba. The pair said that ideas for this content are still being worked out. Currently the announced stretch goals are only related to Steam and PS4 ports. Inaba admitted that The Wonderful 101 is a difficult game to explain and to sell, but said he feels that the depth of its gameplay would appeal to gamers. In this regard, he said he takes encouragement from the success of Platinum’s 2019 title Astral Chain, which featured similarly unusual gameplay mechanics, but was able to find a wide audience on Switch. [ignvideo url="https://www.ign.com/videos/2013/09/16/the-wonderful-101-launch-trailer"] While The Wonderful 101 was originally published by Nintendo as a second-party title, the remaster will be published by PlatinumGames, as the Osaka company’s first self-published game. “Nintendo's kindness has allowed us to expand to other platforms,” PlatinumGames wrote in a statement sent to IGN Japan. The aim of the campaign is less about gathering funds and more about checking whether anyone even wants a remaster of the game, which is why the target sum of $50,000 is so low. Since 2013’s The Wonderful 101 was not deemed a success on Wii U, a platform that sold poorly in itself, Platinum hopes that the crowdfunding campaign will help to determine whether there is fan support and market demand for a remaster. In January, PlatinumGames announced a capital alliance with Chinese giant Tencent Holdings, receiving an undisclosed sum of investment, and stated an intention to begin self-publishing certain titles. But Inaba, says that the crowdfunding campaign for The Wonderful 101 is not affected by this deal, and that the capital alliance is intended to secure the future of Platinum as a company. One of the campaign rewards includes getting blocked by Kamiya on Twitter, a tongue-in-cheek nod to the developer’s reputation for giving short shrift to fans who break his self-imposed rules of engagement. With Kickstarter campaigns being reliant on community support, we asked Kamiya whether he would go more gently on fans this time. “Of course he will! He’ll be kind!” exclaimed Inaba. Kamiya, for his part, just laughed. [poilib element="accentDivider"] Daniel Robson is Chief Editor at IGN Japan, and Esra Krabbe is on the editorial team. Find them on Twitter at @nomoredaniels and @rined1987 – neither of them have been blocked (yet) by Hideki Kamiya.