Monthly Archives: August 2020

Red Dead Online: Rockstar Working on 1.21 Patch Problems

Rockstar has updated its support page after a series of serious issues began affecting Red Dead Online in the wake of update 1.21. The developer is aware of the problems and working on numerous fixes. “We are aware some players may currently be experiencing a range of issues including connection problems, low animal spawn counts, difficulty pitching Camps, entering Moonshine shacks and others,” says the Rockstar support page. “We are currently developing fixes to address these and will share more information as it is available.” [ignvideo url="https://www.ign.com/videos/2020/07/28/red-dead-online-the-naturalist-trailer"] The issues listed there are just the surface; the Read Dead Online community has been reporting many strange bugs and glitches over the past 24 hours that include, but are not limited to: being unable to shoot animals, trails of fire extending from wagons, invisible horses, a creepy bald dude arriving in lobbies, trains appearing from nowhere, and a lack of NPCs in the world. Basically, Red Dead Online is a weird place to be right now, and difficult to play. The 1.21 update follows the introduction of The Naturalist as a new Frontier Pursuit. The class requires you to shoot animals - be that with a tranquilizer gun or hunting rifle - and so the glitch preventing guns firing at animals has disturbed any progress being made by players on this pursuit. Hopefully Rockstar can deploy a fix soon. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Fall Guys: Other Companies Really Want Their Own Crossover Skins

With success comes recognition, and with recognition comes brand synergy. With 'fumble royale' Fall Guys currently dominating the Steam charts, brands are, er, falling over themselves to become a part of the 2020's unexpected gaming success story. Fan art for popular games is par for the course, and you only need to take a look at the Fall Guys Twitter account to see some fantastic fan creations for bean-ified costumes. It just so happens that some of those fans run social media accounts for often completely unrelated companies. It's perhaps unsurprising that KFC has gotten a lot of attention for its Colonel Sanders interpretation, given that the chicken chain's already opened locations inside Animal Crossing and built a dating game around their mascot, who would be (checks notes) 130 years old by now. Anyway, he makes a fun bean: On the "incredibly mundane" end of the costume spectrum, we've also seen Walmart Canada suggesting a costume in which your glorious, whooping fantasy avatar dresses as a Walmart employee, which made me a bit sad to think about: As for costumes I actually might spend my hard-earned crowns on, please see this hideous, chair-based creation from racing equipment creator GT Omega. I wouldn't buy it because I think it looks nice, I just think it'd completely change the meta in team games: Of genuine worth, though, are the charities designing their own skins, aiming to let you rep good causes as you fail at Slime Climb again. Get Well Gamers UK had this sleek little number designed - I'd love the addition of a charity skins section, with money going to the causes involved: Of course, games companies are getting in on the act too, with Konami risking the ire of the entire Internet by formally submitting a set of Metal Gear Solid-themed skins: So far, Fall Guys' actual tie-in costumes have included Hotline Miami and Half-Life, so there is a precedent set - it'll be interesting to see what crossovers we see appear as Fall Guys continues its wobbly march of domination. To see what the fuss is about, check out our review of Fall Guys, which we called "a consistent delight." We also ranked all the current minigames, and talked to its designers about how one of its hardest entries was built. [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

The Last of Us Part 2 Permadeath, Grounded Modes Detailed

The Last of Us Part II's new Grounded difficulty and Permadeath mode are available Thursday, Aug. 13 to players as part of a free update, alongside other options and improvements. As teased by a pair of trophies added to the game yesterday, players can now earn two new rewards: one for beating TLoU II with Permadeath enabled, and another for beating the game on Grounded difficulty. These two trophies will not be necessary to earn the Platinum, however. [widget path="global/article/imagegallery" parameters="albumSlug=the-last-of-us-part-2-grounded-permadeath-update&captions=true"] Grounded is a returning hardest difficulty mode, featured in the original The Last of Us as well. That version of Grounded stripped away several key elements for players, severely reduced resource availability, and made foes all the more difficult to defeat. Meanwhile Permadeath can seemingly be enabled on any difficulty, and as the screenshot below shows, TLoU II will keep track of what killed you, what difficulty you played on, what aspect of the game you were tackling, and how long and to where you lasted. Additionally, Naughty Dog has added a host of graphics, audio, and gameplay modifiers that can now be included in your playthrough. (Check out some in the gallery above.) These elements include: [ignvideo url="https://www.ign.com/videos/2020/08/11/the-last-of-us-part-ii-grounded-update-trailer"]
  • Mirror World
  • Mirror on Death
  • Slow Motion
  • Bullet Speed Mode
  • Infinite Ammo
  • Infinite Crafting
  • Infinite Melee Durability
  • Infinite Listen Mode Durability
  • Infinite Listen Mode Range
  • One Shot
  • Touch of Death
  • 8-bit Audio
  • 4-bit Audio
  • Helium Audio
  • Xenon Audio
[widget path="global/article/imagegallery" parameters="albumSlug=the-best-ps4-games-summer-2020-update&captions=true"] Additionally, more options have been added to the game, including some specific to visual and HUD elements, plus more:
  • Film Grain Adjustment Option
  • Disable Listen Mode Option
  • Motion Sensor Function Aiming Option
  • Arc Throw HUD Display Option
  • Aiming Acceleration Scale Option
  • Aiming Ramp Power Scale Option
  • Accessibility Improvements to Ground Zero encounter and rope gameplay
  • Additional accessibility improvements
[ignvideo url="https://www.ign.com/videos/the-last-of-us-part-2-neil-druckmann-halley-gross-interview-a-podcast-beyond-special-episode"] The Last of Us Part 2 debuted earlier this year to huge sales success, and our Last of Us 2 review praised it as "a masterpiece worthy of its predecessor." For more on the sequel, watch our interview with Neil Druckmann and Halley Gross above about how The Last of Us Part 2 grew and changed during development, and hear more from Gross and Josh Scherr about the unexpected ways in which The Last of Us 2 tells its story.[poilib element="accentDivider"] Jonathon Dornbush is IGN's Senior News Editor and host of Podcast Beyond! Talk to him on Twitter @jmdornbush.

Risk Of Rain 2 Review – When It Rains It Pours

As we prepared to take on Risk of Rain 2's final boss, we took a moment to take stock of our Survivors. My co-op partner had three syringes filled with glowing green slime jutting out of his hip, a sword at his side and a crown on his head. A leech was suctioned onto my head, a teddy bear stuck to my shoulder and John Lennon glasses stretched around the front of my domed helmet. Each of these baubles represented a perk we had acquired over the course of our headlong rush to the final boss. This is the kind of game Risk of Rain 2 is. At the end of a run, you can see every advantage that you have collected, all hanging off of your once-simple character model like fuzzy dice on a car mirror.

And, as it launches into 1.0, Hopoo Games' third-person shooter roguelike has a year-and-a-half of early access in its rearview. I didn't play the game during pre-release, so I can't testify to how much content this version adds to what was already there. But I can say that Risk of Rain 2 is a breakneck experience that builds and builds and builds. This is not a game of peaks and valleys. Risk of Rain 2 is all climb until you reach the summit. That's its greatest strength--and its only real notable weakness.

No Caption Provided
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Each run begins with your Survivor emerging from an escape pod onto a hostile alien world. This landscape is largely empty. Lo-fi music plays. It's generally pretty chill and evocative for the first few seconds. But then you're assaulted by a horde of low-level creatures. At the top right corner of the screen, a meter slowly moves right, upping the difficulty from Easy to Medium to Hard (and up and up and up until the difficulty bar just reads "HAHAHAHAHA") as a run progresses. Each level ends when you find and activate a teleporter, summoning a boss monster, which you must defeat to use the portal. In between entrance and exodus, Risk of Rain 2's world is full of interesting decisions and secrets. You may want to sacrifice half your health at the Altar of Blood for rewards down the line. Or you might summon double the boss monsters for a shot at double rewards. Get lost long enough in your search for the teleporter and you may find an underground passage where you can find a hidden code etched on a tablet, which can be used to access a secret realm. As you explore, the world is gradually filling up with enemies; the music is, smartly, slowly building to an all-out guitar-wailing crescendo.

Continue Reading at GameSpot

Risk Of Rain 2 Review – Risk Of Strain

As we prepared to take on Risk of Rain 2's final boss, we took a moment to take stock of our Survivors. My co-op partner had three syringes filled with glowing green slime jutting out of his hip, a sword at his side and a crown on his head. A leech was suctioned onto my head, a teddy bear stuck to my shoulder and John Lennon glasses stretched around the front of my domed helmet. Each of these baubles represented a perk we had acquired over the course of our headlong rush to the final boss. This is the kind of game Risk of Rain 2 is. At the end of a run, you can see every advantage that you have collected, all hanging off of your once-simple character model like fuzzy dice on a car mirror.

And, as it launches into 1.0, Hopoo Games' third-person shooter roguelike has a year-and-a-half of early access in its rearview. I didn't play the game during pre-release, so I can't testify to how much content this version adds to what was already there. But I can say that Risk of Rain 2 is a breakneck experience that builds and builds and builds. This is not a game of peaks and valleys. Risk of Rain 2 is all climb until you reach the summit. That's its greatest strength--and its only real notable weakness.

No Caption Provided
Gallery image 1Gallery image 2Gallery image 3Gallery image 4Gallery image 5Gallery image 6Gallery image 7Gallery image 8Gallery image 9Gallery image 10

Each run begins with your Survivor emerging from an escape pod onto a hostile alien world. This landscape is largely empty. Lo-fi music plays. It's generally pretty chill and evocative for the first few seconds. But then you're assaulted by a horde of low-level creatures. At the top right corner of the screen, a meter slowly moves right, upping the difficulty from Easy to Medium to Hard (and up and up and up until the difficulty bar just reads "HAHAHAHAHA") as a run progresses. Each level ends when you find and activate a teleporter, summoning a boss monster, which you must defeat to use the portal. In between entrance and exodus, Risk of Rain 2's world is full of interesting decisions and secrets. You may want to sacrifice half your health at the Altar of Blood for rewards down the line. Or you might summon double the boss monsters for a shot at double rewards. Get lost long enough in your search for the teleporter and you may find an underground passage where you can find a hidden code etched on a tablet, which can be used to access a secret realm. As you explore, the world is gradually filling up with enemies; the music is, smartly, slowly building to an all-out guitar-wailing crescendo.

Continue Reading at GameSpot

BioShock 4 Seemingly Won’t Take Place in Rapture or Columbia

The next Bioshock may not be taking place in previous settings Rapture or Columbia, if recent job listings are any indication. Twitter user MauroNL3 pointed out on Twitter that the studio behind the next BioShock game, Cloud Chamber, has several job listings that seem to hint at what the team is looking to do with the next game in the series. The listings ask for experience with Unreal Engine 4 and experience in scripted cinematic sequences, amongst other things. The listings also mention a "new and fantastical world." [widget path="global/article/imagegallery" parameters="albumSlug=next-gen-buzzwords-explained&captions=true"] "We want you to help us breathe life into a new and fantastical world," several job listings read. "Together, we will set the stage for a stunning narrative and systems-driven experience." The latter part is par for the course of BioShock but the former is what indicates a shift away from Rapture or Columbia, considering the team is specifically looking for people to breath life into a "new" world. A senior cinematic artist job listing mentions "Wes Anderson-like precision and panache in your camera positioning and movements" and the ability to "create and implement systemic, in-game, scripted cinematic sequences." The listings seem to indicate, as you'd expect, that the game will indeed be a first-person shooter like the BioShocks that came before it. "Develop an FPS combat paradigm that is accessible, satisfying, and allows for a high degree of player expression and experimentation within a highly reactive world," a principal combat designer job listing reads. "Look beyond direct conflict, accommodate various play-styles and design encounters that can be resolved through player ingenuity." [ignvideo url="https://www.ign.com/videos/2020/05/29/the-first-18-minutes-of-bioshock-remastered-gameplay-on-nintendo-switch"] There are a few other details to gleam from these Cloud Chamber job listings. A senior cinematic animator job listing requires a "good understanding of anatomy and caricature" and "exceptional skill in animating the human bipedal figure, organic forms, quadrupedal, and mechanical objects." While the listings seem to indicate the series won't be returning to Rapture or Columbia, the environment-related job listings don't reveal much else. The listings ask for experience with specific software and programs but don't hint at what kind of environment we can expect in the studio's BioShock game. There is a chance that these job listings are for a separate project, however - while all of the job listings make clear that the company is making a new BioShock game, one entry for a senior world designer is looking for someone to work on an "unannounced AAA first-person action game". It's unclear whether the role has been open since before BioShock 4 was confirmed and its description hasn't been updated accordingly, or if Cloud Chamber is beginning work on another game simultaneously. If this news about the next BioShock game has you wanting to jump back into the series where it began, be sure to use our interactive BioShock map to find every collectible, Big Daddy, Little Sister, and more. Be sure to couple that with our BioShock walkthrough, which will help you ensure that you don't miss a beat during your playthrough. [poilib element="accentDivider"] Wesley LeBlanc is a freelance news writer and guide maker for IGN. You can follow him on Twitter @LeBlancWes, where you'll see him talk often about how much he loves the BioShock series.

Cyberpunk 2077: CD Projekt Red Not ‘100% Happy’ With Melee Combat

While very much an RPG, Cyberpunk 2077 is also a first-person shooter. Furthermore, it’s a first-person shooter with melee weapons. And if you’ve ever played anything with swords in first-person, you’ll know video games don’t have the best history with that combination. It’s something developer CD Projekt Red is very much aware of, and still working on getting just right. In an interview with VG247, senior gameplay designer Pawel Kapala explained that the studio is not “100% happy" with where melee combat is right now, but believes that in the months leading up to release the team will make the required improvements. [ignvideo url="https://www.ign.com/videos/2020/08/10/cyberpunk-2077-lifepath-choices-trailer"] “We’re spending a lot of time trying to perfect that, and we basically, we’re not 100 percent happy, mostly with visual feedback on the hits, on the melee,” Kapala said. “So, we’re still working on it.” “It wasn’t an easy task, since we basically come from a pedigree of creating TPP games,” he added. “It was also a big part of our development to actually figure out, how do you do melee in a first-person perspective? We’re working on it.” Kapala also acknowledged that the feel of melee combat wasn’t great in the demo presented to journalists as part of the recent round of Cyberpunk 2077 previews, but notes that it’s “much better than it was”. [widget path="global/article/imagegallery" parameters="albumSlug=cyberpunk-2077-june-2020-screenshots&captions=true"] First person melee is notoriously difficult, and even accomplished games that use it - such as Dying Light and Arkane’s Dark Messiah and Dishonored games - still don’t always feel quite as natural as swordplay in third-person perspective games. Hopefully weapons like the Mantis Blades will feel satisfying in the launch version of Cyberpunk 2077. For more from CD Projekt Red, check out the latest episode of Night City Wire to learn about Legendary Weapons and Lifepaths. You can also check out the first details of the Cyberpunk anime, coming in 2022. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Second Extinction Early Access Release Month, ‘War Effort’ Multiplayer Details Revealed

Second Extinction, the dinosaur-shredding first-person shooter that was first unveiled at the May Xbox Series X event, will be released first into Steam Early Access in September. The development team at Systemic Reaction also unveiled War Effort, a new global meta-game that puts a community-centric twist on the game's three-player cooperative action. “The War Effort reflects the changes in the ongoing fight against the dinosaurs and ensures you’ll always have to stay on your toes. It’s a highly interactive, community-driven environment for players to fight in, letting us create new content that evolves over time,” said Second Extinction product owner Julianne Harty. “The War Effort is an integral part of how we’ll introduce new dinosaurs, missions, and more as a live service experience, and it’s a feature we’re excited to fully flesh out throughout early access.” As you can see in the trailer above, War Effort tallies the stats of player matches and uses them to alter the threat level for future matches, meaning you'll take on various challenging levels of dinosaurs. [widget path="global/article/imagegallery" parameters="albumSlug=second-extinction-war-effort-screenshots&captions=true"] The development team explained how War Effort works in more detail: "Essentially, the activity of the dinosaurs is constantly monitored and each area gets a Threat Rating - 1 being the smallest, 3 being the highest. These dinosaurs are pretty relentless. If you go squash ‘em down in one area until the threat level drops, they’re going to move to another area and subsequently that threat level rises. It’s like whack-a-mole with claws and gibs." Furthermore, they added, "This Threat Level adjusts each week, and that is one of the things we’ll be looking into as part of Early Access.For us Early Access is not just about what the community does, it’s about how they do it. How are they coping with certain scenarios? What needs tuning? What do they want tuning? It’s also an opportunity for us to find other ways to kill dinosaurs in other modes outside of missions, like a horde mode, and see what people like. It’s a collaborative process and that is why we chose this route." But what exactly do these threat levels mean? "The Threat Level will affect the area’s difficulty first and foremost," the team said. "If you can shoot straight - unlike me - a Threat Level 1 is probably solo-able; a Threat Level 3 would be only recommended for experienced 3-player teams. That’s where co-op comes into its own - you’re going to need that extra ammo pack from a friend (or random) and you’ll definitely need the odd revive unless you want to roleplay Jeff Goldblum’s final act in Jurassic Park. For higher level areas, this will also impact the difficulty of the enemies you encounter, as well as the activities you can perform.  And of course, any areas under the Emergence Event will also change the flavour of the dinos, the environment, the rewards, and even your item effectiveness. It’s important to give players a reason to venture into the depths of our dinosaur hell, so the toughest dinosaurs drop the rarest parts. In turn this dino-loot is exchanged for coveted upgrades." [ignvideo url="https://www.ign.com/videos/2020/06/10/11-minutes-of-second-extinctions-evil-mutant-dinosaurs"] Second Extinction is also in development for Xbox One and Xbox Series X. [poilib element="accentDivider"] Ryan McCaffrey is IGN’s Executive Editor of Previews. Follow him on Twitter at @DMC_Ryan, catch him on Unlocked, and drop-ship him Taylor Ham sandwiches from New Jersey whenever possible.

Dirt 5 Delayed By A Week

Dirt 5 has been delayed by a week, and will now launch on October 16. Codemasters revealed the news on Twitter via the official Dirt account, noting that the game will launch on October 16, 2020 for PC, PlayStation 4 and Xbox One, a week later than its original planned release date of October 9. The tweet notes that those who purchase the Amplified Edition of the game will be able to access Dirt 5 from October 13, receiving three days of early access gameplay. "Thank you for all your support and excitement so far," the tweet reads. "We still have so much more to show you." Replying to the tweet announcing the delay, Codemasters reconfirmed that a next-gen version of Dirt 5 will land on PlayStation 5 and Xbox Series X later this year. Players who have already purchased Dirt 5 on PlayStation 4 or Xbox One will receive a free upgrade. In other Dirt 5 news, the voice cast for the game's career mode will be led by Troy Baker and Nolan North. You can check out the official features trailer for Dirt 5 here to learn more about what to expect when it launches later this year. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.