Monthly Archives: September 2020

Super Mario 3D All-Stars Review – Hey Now, You’re An All-Star

Mario's never been one to turn down a shindig--one need only look at the numerous Mario Parties he's thrown over the years for proof of that--but his anniversary is one occasion that is rarely celebrated. His 25th anniversary was marked with a Wii re-release of Super Mario All-Stars, of all things--hardly the most auspicious way to commemorate such a remarkable milestone. This year, however, Nintendo is giving Mario a more fitting anniversary tribute, headlining the festivities with Super Mario 3D All-Stars, a Switch compilation featuring a trio of the plumber's most influential adventures: N64's Super Mario 64, GameCube's Super Mario Sunshine, and Wii's Super Mario Galaxy.

But while Mario 3D All-Stars is ostensibly a celebration of Mario's history, a chance to revisit the plumber's genre-defining leap into the third dimension, it's still lacking in some regards. For one, you won't find anything in the way of supplemental material here: just Mario's first three 3D adventures, modestly touched up for high-definition displays, and their accompanying soundtracks. The presentation is minimal but handsomely designed, and the soundtracks are a nice bonus, but the package on the whole hardly feels like a celebration of the series in the way that, say, Kirby's Dream Collection or even the original Super Mario All-Stars did.

Still, the games that are included here are some of Mario's most memorable, and they've all been given an HD sheen. Mario 64 runs in 720p whether you're playing on the television or in handheld mode, while Sunshine and Galaxy both run in 1080p docked and 720p in handheld. Sunshine's aspect ratio has also been increased to 16:9. Thanks to the improved resolution, the games all look more vibrant and colorful than ever, which helps mask their otherwise aging visuals; Galaxy in particular has benefited greatly from the HD touchup and is often stunning. The UI elements in each game look much crisper as well, and the in-game text has been updated to reflect the tweaked controls (and in Mario 64's case, the fuzzy font has been smoothed over, making it much easier to read).

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Here’s Everything You Need to Take Full Advantage of Cloud Gaming with Xbox Game Pass Ultimate

Project xCloud is now officially Cloud Gaming with Xbox Game Pass Ultimate, and with the new service launching for users on September 15, it is well worth considering your options to fully take advantage of the new service. We're going to run through a few things to help you on your way, including the best deals on Xbox Game Pass, any equipment you might want to invest in to make mobile gaming that little bit more accessible, alongside information on the brand new games launching on Game Pass in the latter end of September.

Official Mobile Gaming Accessories and the Best Xbox Game Pass Deals

[poilib element="commerceDeal" parameters="slug=microsoft-xcloud-mobile-gaming-accessories"] If you want to take full advantage of Cloud Gaming as well, you'll want to consider getting either the officially licensed Razer Kishi or 8Bitdo Mobile Gaming Clip. Both of these will work wonders for mobile gaming, while the big difference is usability and price. The Kishi is $79.99 and attaches to either side of your device, while the 8Bitdo clip attaches your phone to an Xbox controller instead, and is a lot cheaper at $14.99. You're probably going to want to invest in some decent headphones for either of these options as well. You should also remember that EA Play is set to also game to Ultimate during Holiday 2020, presumably coinciding with the Series X and Series S launch, at no added cost. We've often said Game Pass is one of the best deals available at the moment, even without the discounts, and it's certainly living up to it.

What's New to Xbox Game Pass in September?

6

  • Company of Heroes 2 (PC) – September 17
  • Destiny 2: Shadowkeep & Forsaken (Android & Console) – September 22
  • Halo 3: ODST (Android & PC) – September 22
  • Night in the Woods (Android, Console, PC) ID@Xbox – September 24
  • Warhammer: Vermintide 2 (Android & Console) ID@Xbox – September 24

What is Cloud Gaming with Xbox Game Pass Ultimate?

Cloud Gaming is the brand new service being introduced with Xbox Game Pass Ultimate, the highest tier in the Game Pass subscription service on Xbox and PC. It is still currently in the Beta stage, but available to everyone who is currently an Ultimate member, alongside any other users that sign up to the service. But, it is still only an option for Android users, as the Apple App Store version is still not available. Game Pass Ultimate also includes your Xbox Live Gold subscription, access to hundreds of games on your Xbox consoles and your PC. Xbox has currently confirmed over 100 games will be available to stream to your mobile devices from launch day, with more being added at a later date. You'll need to download the Xbox Game Pass (Beta) app to play, we've included a link to the Google Play Store page, here.

Does Cloud Gaming Cost Any Extra?

Put simply, no. Current Ultimate members will not have to pay an extra fee to get access to Cloud Gaming, and neither will any new members. The price of Ultimate is staying the same, $14.99 per month, and you will be getting Cloud Gaming included in that.

How Much Data Does Cloud Gaming Use?

This is a big money question. The official answer Xbox provides is "Exact data consumption will depend on usage. Please consult your ISP or mobile data provider for more information on your data plan." So it's somewhat up in the air. However, according to Windows Central, the service averaged about 2.36GB per hour in data usage during private xCloud beta. This might seem like a lot, especially if your current data plan isn't massive. But, when you compare this to the average YouTube video at 720p, the same resolution Cloud Gaming aims for, YouTube consumes a very similar 2GB per hour. On the surface level, this is pretty good, and you could certainly game with the same level of caution as watching YouTube videos on the go. So, let's hypothetically say your data cap is a generous 100GB of data. You could therefore get around 40 hours of gameplay before your fun comes to an abrupt stop. [poilib element="accentDivider"] Robert Anderson is a Commerce Writer for IGN. You can follow him @robertliam21 [widget path="ign/modules/recirc" parameters="title=&type=articles%2Cvideos&tags=us-shopping&count=3&columnCount=3&theme=article"]

Nintendo Confirms It Has New Hardware Planned, But Offers Very Few Details

Nintendo has confirmed it has plans for a console beyond the Switch, which will follow the 'integrated hardware-software' approach utilised in its previous consoles and - shocking no one - added that it will arrive within this century. The details were found in the company's Corporate Management Policy Briefing for the current fiscal year. In it, you'll find a slide explaining Nintendo's Future Outlook. The slide alludes to the "next gaming system" Nintendo plans to produce, which is said to arrive in "20XX." This means fans can rest easy knowing that they'll get another Nintendo console this century. Phew! In terms of concrete details, there's little to go on, other than the fact that Nintendo will continue to use the current Nintendo Account system on the next console, and plans to add more services linked to Nintendo Accounts over time to offer better value for users. [ignvideo url="https://www.ign.com/videos/2020/09/16/nintendo-switch-online-september-2020-game-updates"] We can speculate on a few other areas of the briefing. As you might expect, the next Nintendo console will follow the same 'integrated hardware-software' model used for DS, Wii and Nintendo Switch, with Nintendo creating exclusive games specifically designed for its new hardware: "We are dedicated to finding ways to pleasantly surprise consumers and deliver unique experiences by considering where people will play, when they play, and how they might feel", reads the briefing. "That's how we're able to keep developing and offering entertainment that's unlike anything that came before it, such as the Nintendo Switch hardware itself, the Nintendo Labo series, Ring Fit Adventure and Mario Kart Live: Home Circuit, which we recently announced. The symbiotic relationship between hardware and software in these experiences creates strong connections between Nintendo and our consumers." As for the next console's innovations, it seems that Nintendo wants to keep people guessing, in much the same way as it has done with the past few generations. A slide covering the company's investment in new technology begins, "We allocate internal resources very carefully so that technologies we adopt can turn into a source of fun. We strive to create products that consumers didn't realize they wanted until the moment they're announced. To do this we can't simply follow what other companies are doing or chase the latest technology trends." One conclusion we may be able to draw that Nintendo's going to keep creating relatively straightforward consoles that won't come in at a high price: "We pay close attention to any potential negatives," the technology slide continues, "such as when adding more features to hardware or services results in a more complicated configuration, gets in the way of a positive user experience, or puts it at an undesirable price point." [widget path="global/article/imagegallery" parameters="albumSlug=top-25-nintendo-switch-games&captions=true"] The company has seen a consistent upward trend in downloadable game purchases, as the industry has moved to integrate storefronts onto consoles over the past decade. However, Nintendo President Shuntaro Furukawa did note that "converting our business to be 100% digital" is not Nintendo's ultimate goal, due to its emphasis on "unique combinations of software and accessories such as the Nintendo Labo series and Ring Fit Adventure." In other Nintendo news, the company recently announced another Nintendo Direct Mini Partner Showcase, which is set for Thursday September 17th at 7am Pacific / 10am Eastern / 3 PM UK (that's midnight AEST on September 18). [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Ray Fisher Calls Ben Affleck’s Batman Return a Publicity Stunt in Justice League Investigation

Ray Fisher has suggested that news of Ben Affleck’s return as Batman was a PR stunt by Warner Bros. to distract from the seriousness of the investigation into the toxic working environment experienced on the set of Justice League. Posting on Twitter, Fisher said “Ben returning as Batman was clearly meant to be revealed at DC Fandome. I’ll give you one guess as to why [Warner Bros.] likely jumped the gun.” This was followed by two images, one of a tweet from Fisher himself explaining that an independent investigation had been launched into the Justice League toxic environment, and another of Vanity Fair’s news of Affleck returning as Batman. He circled in red the timestamps of the two posts; his own at 1:38pm on August 20, and the Vanity Fair one at 3:02pm on the same day. Fisher appears to be stating that, following his announcement of the investigation, Warner Bros. quickly gave permission to Vanity Fair to publish its exclusive interview with The Flash director Andy Muschietti about Affleck’s return, which presumably was originally embargoed until the DC FanDome event that took place two days later. Fisher implies that the discussion generated around Affleck’s return would then act as a smokescreen for the more serious topic of discussion. This is Fisher’s latest point of contention against an investigation that he considers to not be taking the situation as seriously as required. A few days earlier, he posted to Twitter to state that the firm conducting the investigation has “avoided contacting key witnesses”. The case against WarnerMedia and Fisher’s allegations against Joss Whedon’s set on Justice League has been going for several weeks now, with the company denying the allegations. Fisher has also accused the investigation of not being independent. [widget path="global/article/imagegallery" parameters="albumSlug=justice-league-snyder-cut-all-the-known-differences-from-the-theatrical-version&captions=true"] [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Star Trek Movie From Fargo Showrunner Would Introduce a New Crew of Characters

Fargo and Legion showrunner Noah Hawley has confirmed that his Star Trek movie would feature an entirely new cast, won't feature captains Kirk or Picard, but would connect to the existing canon along the way. Hawley's Star Trek movie has been put on the backburner, but the director insisted to Variety that it's still a going concern, just in stasis for now. Hawley has finished the script, which will include a new crew (as hinted at previously), but will connect to the existing stories in a similar way to how he approached his first season of Fargo. [ignvideo url="https://www.ign.com/videos/2020/07/23/star-trek-universe-official-panel-comic-con-2020"] Fargo Season 1 made clear that the Coen Brothers' original was connected to the universe of the show by featuring a case of money – buried in the movie – being dug up in the show, but otherwise didn't feature any crossover of characters. It sounds as though Hawley wants to use a similar trick for Trek: “We’re not doing Kirk and we’re not doing Picard,” he says. “It’s a start from scratch that then allows us to do what we did with Fargo, where for the first three hours you go, ‘Oh, it really has nothing to do with the movie,’ and then you find the money. So you reward the audience with a thing that they love.” Previously, we've heard that part of the reasoning behind the film's delay is based on its story, which reportedly centres on a virus wiping out swathes of the Star Trek universe's population – a story that may hit a little too close to home in 2020. Paramount's motion picture group president Emma Watts is allegedly still yet to decide whether the project will move forward. We're also still waiting to hear if Quentin Tarantino's R-rated Star Trek movie will go ahead - even if Tarantino probably won't direct it himself. [widget path="global/article/imagegallery" parameters="albumSlug=the-best-space-opera-movies-that-arent-star-wars-or-star-trek&captions=true"] [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.

Nintendo Direct Mini: Partner Showcase Coming Later This Week

A Nintendo Direct Mini Partner Showcase is coming later this week, airing on Thursday September 17th at 7am Pacific / 10am Eastern / 3 PM UK (that's midnight AEST on September 18). Information will be shared about Nintendo Switch titles on the way from Nintendo's publishing partners, so don't expect any news about first-party titles. [ignvideo url="https://www.ign.com/videos/2020/08/26/nintendo-direct-mini-partner-showcase"] The last Mini Partner Showcase arrived in late August, a surprise drop from Nintendo that gave us more details about Kingdom Hearts: Melody of Memory, Fuser, Puyo Puyo Tetris 2 and more. For all of the announcements and to get an idea of what to expect from the upcoming showcase, check out our writeup here. In other Nintendo Switch news, check out the new games coming to Nintendo Switch Online in September 2020, which include Donkey Kong Country 2: Diddy Kong's Quest and Mario's Super Picross, among others. A recent report suggests that a new version of the Nintendo Switch will launch in early 2021, and will feature improved "interactivity" and a better display. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.  

Road To Guangdong Review – Journey To Nowhere

There are only two radio channels in the slice-of-life driving simulator, Road to Guangdong--one plays some blend of milquetoast "oriental" music, while the other broadcasts more upbeat and decidedly modern synthwave-inspired melodies. It's this gulf between the two genres that also seems to inspire one of the few highlights behind Road to Guangdong: the light-hearted ribbing between you and your Guu Ma--the Chinese honorific for aunts--as you embark on a road trip together. The elderly Guu Ma's disdain for the pulsating grooves of electronic music means she will always try to change the radio channel back to the vaguely Guangdong-esque music she's more familiar with, after much grumbling about the unrefined state of modern music. You can, of course, flip the channel back again, if only to annoy her--and cackle at her exasperation as she reaches out to change the music once again.

While this small interaction is mildly amusing, it doesn't sustain the game's novelty for long. Road to Guangdong is a long-winding, exhausting ride--and I don't mean in terms of hours. Not only is its pacing extremely sluggish, its characters' minimalist expressions are also overly mechanical and too limited in their range to convey any emotion--an unfortunate design choice that only brings more attention to the game's flat, lacklustre dialogues. This is made more apparent when Guu Ma occasionally sprinkles some canned advice over the course of your endless drives, one of which is a recurring suggestion to change your radio channel. But why would you suggest that, Guu Ma, if the only other option is these trance-like bangers you hate so much?

Continue Reading at GameSpot

Road To Guangdong Review – Journey To Nowhere

There are only two radio channels in the slice-of-life driving simulator, Road to Guangdong--one plays some blend of milquetoast "oriental" music, while the other broadcasts more upbeat and decidedly modern synthwave-inspired melodies. It's this gulf between the two genres that also seems to inspire one of the few highlights behind Road to Guangdong: the light-hearted ribbing between you and your Guu Ma--the Chinese honorific for aunts--as you embark on a road trip together. The elderly Guu Ma's disdain for the pulsating grooves of electronic music means she will always try to change the radio channel back to the vaguely Guangdong-esque music she's more familiar with, after much grumbling about the unrefined state of modern music. You can, of course, flip the channel back again, if only to annoy her--and cackle at her exasperation as she reaches out to change the music once again.

While this small interaction is mildly amusing, it doesn't sustain the game's novelty for long. Road to Guangdong is a long-winding, exhausting ride--and I don't mean in terms of hours. Not only is its pacing extremely sluggish, its characters' minimalist expressions are also overly mechanical and too limited in their range to convey any emotion--an unfortunate design choice that only brings more attention to the game's flat, lacklustre dialogues. This is made more apparent when Guu Ma occasionally sprinkles some canned advice over the course of your endless drives, one of which is a recurring suggestion to change your radio channel. But why would you suggest that, Guu Ma, if the only other option is these trance-like bangers you hate so much?

Continue Reading at GameSpot

Vampire: The Masquerade – Shadows Of New York Review

The set-up for Vampire: The Masquerade - Shadows of New York, the second V:TM visual novel following last year's Coteries of New York, is irresistible. The protagonist, Julia, is a newly turned vampire whose life as a struggling freelance investigative journalist is now thankfully behind her. But instead of living a glamorous, exciting vampire existence, she essentially becomes a glorified immigration officer, overseeing vampire movement in and out of New York. It's a rather drab existence until her background as a journalist gifts her an opportunity to head up an investigation concerning the locked-room murder of a high-profile vampire, and her future within New York's vampiric society will depend on whether she's able to solve the crime.

In practice, Shadows of New York is less exciting than this premise indicates. There's a murder, yes, and Julia has to solve it. But you, the player, are barely involved. This is a five-hour visual novel that's very low on meaningful choice and consequence, and while there will be some differences and unique elements to different playthroughs, your impact on the investigation is negligible. But even though it's light on player input, Shadows of New York is an entertaining visual novel for the most part, with an interesting central character, solid script, and strong presentation.

No Caption Provided

Shadows of New York is somewhere between a self-contained spin-off and a direct sequel to Coteries of New York. Julia and a few other characters are new, but most of the main cast carries over directly from that first game, including the murder victim. The main thrust of Shadows of New York's story involves meeting with the four characters who you could choose to serve in the first game's titular coterie, all of whom have some insight into the case and what happened… kind of. In truth, the investigation into the murder never really coheres into a satisfying whodunnit--you spend most of your time reading text that's projected over animated backgrounds and character portraits, and occasionally you get to make a choice about what Julie says or does next. However, these don't lead to meaningful consequences, with most of the major reveals happening right near the end. None of them are particularly surprising either.

Continue Reading at GameSpot

Vampire: The Masquerade – Shadows Of New York Review

The set-up for Vampire: The Masquerade - Shadows of New York, the second V:TM visual novel following last year's Coteries of New York, is irresistible. The protagonist, Julia, is a newly turned vampire whose life as a struggling freelance investigative journalist is now thankfully behind her. But instead of living a glamorous, exciting vampire existence, she essentially becomes a glorified immigration officer, overseeing vampire movement in and out of New York. It's a rather drab existence until her background as a journalist gifts her an opportunity to head up an investigation concerning the locked-room murder of a high-profile vampire, and her future within New York's vampiric society will depend on whether she's able to solve the crime.

In practice, Shadows of New York is less exciting than this premise indicates. There's a murder, yes, and Julia has to solve it. But you, the player, are barely involved. This is a five-hour visual novel that's very low on meaningful choice and consequence, and while there will be some differences and unique elements to different playthroughs, your impact on the investigation is negligible. But even though it's light on player input, Shadows of New York is an entertaining visual novel for the most part, with an interesting central character, solid script, and strong presentation.

No Caption Provided

Shadows of New York is somewhere between a self-contained spin-off and a direct sequel to Coteries of New York. Julia and a few other characters are new, but most of the main cast carries over directly from that first game, including the murder victim. The main thrust of Shadows of New York's story involves meeting with the four characters who you could choose to serve in the first game's titular coterie, all of whom have some insight into the case and what happened… kind of. In truth, the investigation into the murder never really coheres into a satisfying whodunnit--you spend most of your time reading text that's projected over animated backgrounds and character portraits, and occasionally you get to make a choice about what Julie says or does next. However, these don't lead to meaningful consequences, with most of the major reveals happening right near the end. None of them are particularly surprising either.

Continue Reading at GameSpot