Monthly Archives: November 2020

PS5 DualSense Controller Seemingly Also Has a Removable Faceplate

The PS5 DualSense controller's black faceplate is seemingly removable, suggesting that players could swap it out for custom designs in the future. As can be seen in a video from John Glasscock on YouTube, the lower black plating that covers the thumbstick on the DualSense can be snapped out and reapplied with relative ease, "with pretty much no tools required". Glasscock is shown removing the plate simply by gripping the sides of the peripheral and applying some force, although it may be that he's previously used a thin tool to loosen the plate. It's not clear if removing the plate could void any warranty on the controller, so we currently don't recommend trying it yourself. This suggests that players will be able to customize their DualSense, either through first-party revisions of the controller or third-party solutions (as per Sony's approval). However, whether third-party plates could be sold is currently up in the air - only this week, we saw a third-party outlet creating custom plates for the PS5 console itself apologizing and cancelling all orders after the company was pressured by Sony. [ignvideo url="https://www.ign.com/videos/why-sony-wont-let-you-buy-ps5-custom-plates-ign-daily-fix-"] The video also shows how the controller's lightbar works in-game on the PS4 via Remote Play and offers some PS3 gameplay using the DualSense peripheral. As revealed earlier this week, the DualSense doesn't work natively with the PS4, but it does function as normal with the PS3, even though PS3 games aren't playable on the PS5. If you want to know more about the DualSense, check out our preview of the controller alongside some Astro's Playroom gameplay. Preorders for the PlayStation 5 are currently sold out, but if more go up they'll be in our PS5 preorder guide right away. For everything you need to know about PlayStation 5, check out our PS5 guide. [ignvideo url="https://www.ign.com/videos/2020/04/07/ps5s-controller-the-dualsense-revealed"] [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Phasmophobia Dev ‘Reconsidering’ Early Access Plans After Huge Success

Breakout ghost hunting game Phasmophobia has been so successful that its developer has had to ‘reconsider’ their original plans for the game’s future in Early Access, taking more time for bug fixes and new content before hitting a ‘full‘ release.

Kinetic Games is made up of a single developer – going by the name Dknighter – who created the game as a debut solo project, with no formal development training. As such, the initial plans for the game’s Early Access were fairly limited: “I was originally planning the Early Access to be short”, Dknighter tells me in an email interview, “where I just add a few more maps, ghost types and equipment. However, due to the game’s popularity, everyone's expectations are increased so I am going to have to reconsider my plans for the game’s future.”

[ignvideo url="https://www.ign.com/videos/phasmophobia-first-time-ghost-hunting-goes-terribly-wrong"]

Dknighter doesn’t go into detail about the details of the new plans, but it seems the game will remain in Early Access for longer than planned, and may well be more ambitious in the additions it makes. For now, however, the developer's focusing on existing features, rather than new ones.

“At the moment my only focus is getting the major bugs fixed before I begin working on new content. These bug fixes would usually be sent out when they are ready but, due to me having to update a lot of the game’s code, a lot of new systems need testing, so the next update will be a big stability and bug fix update. After these bugs are fixed the new content will likely get bundled together in big updates. All new updates can be played on the beta version of the game, which everyone can access through Steam.”

We saw the fruits of that work in last week’s patch for the game, which made dozens of fixes and changes (and, to be fair, did add some Halloween flavoured new content in there too). As for what’s next, a glance at the game’s public development Trello board shows you how many features Dknighter is thinking of for the future, but one element might be something of a pipedream. At one point, that board featured mention of a mooted PvP mode in which a player could take control of a ghost – that’s no longer featured on the board, and with good reason:

“The second PvP mode was added to the Trello to see what everyone's reactions would be. Right now I have no plans to add another game mode, as it would turn the game into something completely different, and push the game away from what I want it to be. I want the game to remain 4 players vs. 1 AI, and balance the game, then add new features around that style of gameplay.”

[widget path="global/article/imagegallery" parameters="albumSlug=phasmophobia-6-screenshots&captions=true"]

The idea seems very much to keep Phasmophobia as-is but continue to push at its boundaries, fill it with more potential scares, and ways to catalogue them; essentially, to make more of the game that millions have taken to in recent months. I ask Dknighter if there had been any expectation of the kind of success Phasmophobia’s seen in its early days. “Not at all. I was planning for the server capacity hitting a maximum of 500 players on launch day and it to drop off from there, as well as only aiming to make enough money to keep making more games. Now the game has over 2 million sales, with a player peak of around 90k.” If you want some sense of how quick things are moving for Phasmophobia right now, that player record has since risen to more than 110k since we talked.

I ask what Dknighter – who surely can’t have dreamed of a run like this for his first ever game – thinks about that sudden success. Is it COVID lockdown, or perhaps an increased openness to indie games from players these days? His answer’s perhaps more simple  “I think everyone is always on the lookout for multiplayer games based around having fun with your friends rather than competing against other players, whether it comes from a known development team or not.” The results, and the changes they’re forcing Kinetic Games to make, are bearing that theory out.

[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.

Phasmophobia Dev ‘Reconsidering’ Early Access Plans After Huge Success

Breakout ghost hunting game Phasmophobia has been so successful that its developer has had to ‘reconsider’ their original plans for the game’s future in Early Access, taking more time for bug fixes and new content before hitting a ‘full‘ release.

Kinetic Games is made up of a single developer – going by the name Dknighter – who created the game as a debut solo project, with no formal development training. As such, the initial plans for the game’s Early Access were fairly limited: “I was originally planning the Early Access to be short”, Dknighter tells me in an email interview, “where I just add a few more maps, ghost types and equipment. However, due to the game’s popularity, everyone's expectations are increased so I am going to have to reconsider my plans for the game’s future.”

[ignvideo url="https://www.ign.com/videos/phasmophobia-first-time-ghost-hunting-goes-terribly-wrong"]

Dknighter doesn’t go into detail about the details of the new plans, but it seems the game will remain in Early Access for longer than planned, and may well be more ambitious in the additions it makes. For now, however, the developer's focusing on existing features, rather than new ones.

“At the moment my only focus is getting the major bugs fixed before I begin working on new content. These bug fixes would usually be sent out when they are ready but, due to me having to update a lot of the game’s code, a lot of new systems need testing, so the next update will be a big stability and bug fix update. After these bugs are fixed the new content will likely get bundled together in big updates. All new updates can be played on the beta version of the game, which everyone can access through Steam.”

We saw the fruits of that work in last week’s patch for the game, which made dozens of fixes and changes (and, to be fair, did add some Halloween flavoured new content in there too). As for what’s next, a glance at the game’s public development Trello board shows you how many features Dknighter is thinking of for the future, but one element might be something of a pipedream. At one point, that board featured mention of a mooted PvP mode in which a player could take control of a ghost – that’s no longer featured on the board, and with good reason:

“The second PvP mode was added to the Trello to see what everyone's reactions would be. Right now I have no plans to add another game mode, as it would turn the game into something completely different, and push the game away from what I want it to be. I want the game to remain 4 players vs. 1 AI, and balance the game, then add new features around that style of gameplay.”

[widget path="global/article/imagegallery" parameters="albumSlug=phasmophobia-6-screenshots&captions=true"]

The idea seems very much to keep Phasmophobia as-is but continue to push at its boundaries, fill it with more potential scares, and ways to catalogue them; essentially, to make more of the game that millions have taken to in recent months. I ask Dknighter if there had been any expectation of the kind of success Phasmophobia’s seen in its early days. “Not at all. I was planning for the server capacity hitting a maximum of 500 players on launch day and it to drop off from there, as well as only aiming to make enough money to keep making more games. Now the game has over 2 million sales, with a player peak of around 90k.” If you want some sense of how quick things are moving for Phasmophobia right now, that player record has since risen to more than 110k since we talked.

I ask what Dknighter – who surely can’t have dreamed of a run like this for his first ever game – thinks about that sudden success. Is it COVID lockdown, or perhaps an increased openness to indie games from players these days? His answer’s perhaps more simple  “I think everyone is always on the lookout for multiplayer games based around having fun with your friends rather than competing against other players, whether it comes from a known development team or not.” The results, and the changes they’re forcing Kinetic Games to make, are bearing that theory out.

[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.

WandaVision Actor Says It’s a ‘Full-on Action Movie Mixed With Sitcoms’

WandaVision's Teyonah Parris has offered some fresh teases about the upcoming Marvel series, which is expected to start streaming on Disney+ later this year. As Screen Rant reports, Parris, who is making her MCU debut in Marvel's WandaVision, recently sat down with The Undefeated to discuss her exciting new role on the series, playing the grown-up version of Monica Rambeau from Captain Marvel. Parris said that she had always dreamt of playing a superhero, so she couldn't be happier about joining Elizabeth Olsen's Scarlet Witch and Paul Bettany's Vision for the series, which she describes as a "full-on action movie." "I'm so happy to be a part of this universe. And to be Monica Rambeau, she's such a badass in the comics," Parris said of her character, who first appeared in the Marvel universe in 1982's The Amazing Spider-Man Annual #16. "I just can't believe that this is happening. This is a full-on action movie, mixed with sitcoms, it's wild. It's wild. I think people will be very excited." [ignvideo url="https://www.ign.com/videos/2020/09/22/wandavision-trailer-confirms-this-is-the-mcus-house-of-m"] The series is said to be a blend of classic television and the Marvel Cinematic Universe in which Wanda Maximoff and Vision—two super-powered beings living idealized suburban lives—begin to suspect that everything is not as it seems. Series star Paul Bettany previously referred to WandaVision as the "oddest of all the Marvel endeavours so far," calling it a "super avant-garde and weird" project. So we're prepared for something weird but hopefully wonderful when WandaVision premieres on Disney+ later this year. In the meantime, if you're up for more theorizing about the potential plot of WandaVision and how it might tie into Doctor Strange and the Multiverse of Madness, which will also feature Scarlet Witch, check out our deep dive into the comics that might have inspired WandaVision. [widget path="global/article/imagegallery" parameters="albumSlug=the-evolution-of-scarlet-witch-and-the-visions-relationship-in-the-comics&captions=true"] [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

WandaVision Actor Says It’s a ‘Full-on Action Movie Mixed With Sitcoms’

WandaVision's Teyonah Parris has offered some fresh teases about the upcoming Marvel series, which is expected to start streaming on Disney+ later this year. As Screen Rant reports, Parris, who is making her MCU debut in Marvel's WandaVision, recently sat down with The Undefeated to discuss her exciting new role on the series, playing the grown-up version of Monica Rambeau from Captain Marvel. Parris said that she had always dreamt of playing a superhero, so she couldn't be happier about joining Elizabeth Olsen's Scarlet Witch and Paul Bettany's Vision for the series, which she describes as a "full-on action movie." "I'm so happy to be a part of this universe. And to be Monica Rambeau, she's such a badass in the comics," Parris said of her character, who first appeared in the Marvel universe in 1982's The Amazing Spider-Man Annual #16. "I just can't believe that this is happening. This is a full-on action movie, mixed with sitcoms, it's wild. It's wild. I think people will be very excited." [ignvideo url="https://www.ign.com/videos/2020/09/22/wandavision-trailer-confirms-this-is-the-mcus-house-of-m"] The series is said to be a blend of classic television and the Marvel Cinematic Universe in which Wanda Maximoff and Vision—two super-powered beings living idealized suburban lives—begin to suspect that everything is not as it seems. Series star Paul Bettany previously referred to WandaVision as the "oddest of all the Marvel endeavours so far," calling it a "super avant-garde and weird" project. So we're prepared for something weird but hopefully wonderful when WandaVision premieres on Disney+ later this year. In the meantime, if you're up for more theorizing about the potential plot of WandaVision and how it might tie into Doctor Strange and the Multiverse of Madness, which will also feature Scarlet Witch, check out our deep dive into the comics that might have inspired WandaVision. [widget path="global/article/imagegallery" parameters="albumSlug=the-evolution-of-scarlet-witch-and-the-visions-relationship-in-the-comics&captions=true"] [poilib element="accentDivider"] Adele Ankers is a Freelance Entertainment Journalist. You can reach her on Twitter.

Pokemon GO Has Earned $1 Billion in 2020 and Is Having Its Best Year Yet

Pokemon GO has allegedly brought in an estimated $1 billion in player spending in 2020 so far, making it the best year yet for the app that lets you catch virtual Pokemon in the real world. As reported by Sensor Tower, Pokemon GO earned $832 million in player spending in its launch year of 2016. Spending declined in 2017, but it has continued to rise through the first 10 months of 2020. It is up 11% from 2019's total, and up 30% from the first 10 months of 2019. The COVID-19 pandemic has clearly had an impact on Pokemon GO, and developer Niantic had made temporary changes to help Pokemon GO work better for those staying at home. It recently said it was removing some of them, but that change most likely attributed to some of the success from this year, especially for those in more rural areas. [ignvideo url="https://www.ign.com/videos/star-wars-director-rian-johnsons-pokemon-trailer-pokemon-go-fest-2020"] Sensor Tower also mentioned that Pokemon GO has ranked as the "No. 3 mobile game by global player spending outside of third-party stores, such as those in China." It sits behind only PUBG Mobile and Honor of Kings. To date, Pokemon GO has accumulated nearly $4.2 billion in player spending globally, with the USA proving to be the most lucrative with revenue reaching $1.5 billion, or 36.3% of total spending. Japan ranks #2 at $1.3 billion and Germany ranks #3 at $238.6 million. Google Play accounts for the majority of Pokemon GO's revenue, beating out Apple's $1.9 billion by generating more than $2.2 billion. As far as downloads go, Pokemon GO has seen nearly 600 million unique installs worldwide, with the US ranking #1 for downloads at 109 million installs. Brazil is in #2 with 65.2 million and Mexico is #3 at 37.3 million. [ignvideo url="https://www.ign.com/videos/2019/12/26/pokemon-go-buddy-adventure-feature-trailer"] Google Play has seen 78% of those downloads at 466 million, while Apple accounts for nearly 132 million, or 22%. For more on Pokemon GO, hear stories of those around the world who kept playing Pokemon Go in the time of Coronavirus. [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

Pokemon GO Has Earned $1 Billion in 2020 and Is Having Its Best Year Yet

Pokemon GO has allegedly brought in an estimated $1 billion in player spending in 2020 so far, making it the best year yet for the app that lets you catch virtual Pokemon in the real world. As reported by Sensor Tower, Pokemon GO earned $832 million in player spending in its launch year of 2016. Spending declined in 2017, but it has continued to rise through the first 10 months of 2020. It is up 11% from 2019's total, and up 30% from the first 10 months of 2019. The COVID-19 pandemic has clearly had an impact on Pokemon GO, and developer Niantic had made temporary changes to help Pokemon GO work better for those staying at home. It recently said it was removing some of them, but that change most likely attributed to some of the success from this year, especially for those in more rural areas. [ignvideo url="https://www.ign.com/videos/star-wars-director-rian-johnsons-pokemon-trailer-pokemon-go-fest-2020"] Sensor Tower also mentioned that Pokemon GO has ranked as the "No. 3 mobile game by global player spending outside of third-party stores, such as those in China." It sits behind only PUBG Mobile and Honor of Kings. To date, Pokemon GO has accumulated nearly $4.2 billion in player spending globally, with the USA proving to be the most lucrative with revenue reaching $1.5 billion, or 36.3% of total spending. Japan ranks #2 at $1.3 billion and Germany ranks #3 at $238.6 million. Google Play accounts for the majority of Pokemon GO's revenue, beating out Apple's $1.9 billion by generating more than $2.2 billion. As far as downloads go, Pokemon GO has seen nearly 600 million unique installs worldwide, with the US ranking #1 for downloads at 109 million installs. Brazil is in #2 with 65.2 million and Mexico is #3 at 37.3 million. [ignvideo url="https://www.ign.com/videos/2019/12/26/pokemon-go-buddy-adventure-feature-trailer"] Google Play has seen 78% of those downloads at 466 million, while Apple accounts for nearly 132 million, or 22%. For more on Pokemon GO, hear stories of those around the world who kept playing Pokemon Go in the time of Coronavirus. [poilib element="accentDivider"] Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com. Adam Bankhurst is a news writer for IGN. You can follow him on Twitter @AdamBankhurst and on Twitch.

The Dark Pictures Anthology: Little Hope Review

The Dark Pictures Anthology: Little Hope gives me a little hope for the future of Supermassive Games’ horror series. Some smart gameplay tweaks ensure that Little Hope still highlights Supermassive's vital role in the modern adventure space, but it also highlights why the studio's future games need to be better than this for those smart changes to really shine.

Little Hope, like its immediate predecessor Man of Medan, is a mashup of horror tropes and subgenres. It borrows iconography from The Blair Witch Project. It borrows its Puritan-era paranoia from The Witch (and Arthur Miller's non-horror play The Crucible). And its conceit, which finds a group of college students and their professor stranded in the woods after their bus crashes, hangs on a premise that will be familiar for fans of Stephen King's The Mist or John Carpenter's The Fog. As the game progressed, I became increasingly skeptical that those threads would come together in a satisfying way. In the end, they don't, but I still had a good time on the ride to that disappointing conclusion.

Little Hope begins with a flashback to the 1970s and a brief introduction to a troubled family of six. Dad is a heavy drinker. The older sister feels isolated and depressed. And, in a hint at the spiritual warfare that will dominate much of Little Hope's second half, the younger sister has been held back repeatedly after church to speak with the reverend. These glowing embers of drama soon blaze up into a literal raging fire when the younger sister leaves her doll on the stovetop. In the ensuing blaze, every member of the family meets their grisly demise, save Will Poulter's Anthony, who helplessly watches on.

Continue Reading at GameSpot

The Dark Pictures Anthology: Little Hope Review

The Dark Pictures Anthology: Little Hope gives me a little hope for the future of Supermassive Games’ horror series. Some smart gameplay tweaks ensure that Little Hope still highlights Supermassive's vital role in the modern adventure space, but it also highlights why the studio's future games need to be better than this for those smart changes to really shine.

Little Hope, like its immediate predecessor Man of Medan, is a mashup of horror tropes and subgenres. It borrows iconography from The Blair Witch Project. It borrows its Puritan-era paranoia from The Witch (and Arthur Miller's non-horror play The Crucible). And its conceit, which finds a group of college students and their professor stranded in the woods after their bus crashes, hangs on a premise that will be familiar for fans of Stephen King's The Mist or John Carpenter's The Fog. As the game progressed, I became increasingly skeptical that those threads would come together in a satisfying way. In the end, they don't, but I still had a good time on the ride to that disappointing conclusion.

Little Hope begins with a flashback to the 1970s and a brief introduction to a troubled family of six. Dad is a heavy drinker. The older sister feels isolated and depressed. And, in a hint at the spiritual warfare that will dominate much of Little Hope's second half, the younger sister has been held back repeatedly after church to speak with the reverend. These glowing embers of drama soon blaze up into a literal raging fire when the younger sister leaves her doll on the stovetop. In the ensuing blaze, every member of the family meets their grisly demise, save Will Poulter's Anthony, who helplessly watches on.

Continue Reading at GameSpot

Dragon Quest XI S Definitive Edition Gets a 10-Hour Demo That Transfers Over to Full Game

Square Enix has released a 10-hour demo for Dragon Quest XI S - Echoes of an Elusive Age - Definitive Edition (say that five times fast) on PS4, Xbox One, and PC. Even better, Square Enix says all your progress will transfer over to the full game if you decide to purchase it.

One might be shocked to hear that a game’s demo can last 10 hours, given that some games last all of six. Considering Dragon Quest XI players can easily rack up 100+ hours before hitting the ending, it’s a little more understandable.

[ignvideo url="https://www.ign.com/videos/2019/10/24/dragon-quest-xi-s-definitive-edition-story-trailer"]

Square Enix announced the demo in a blog post. You can get the PS4 version here, the Xbox One demo here, or the Steam demo here.

“To be frank, calling this a demo is kind of underselling it,” Square writes. “The download lets you play through the entirety of the opening chapters - a gargantuan chunk of game that could take you around 10 hours, depending on how you play.”

Square Enix also added that players who complete the demo will receive a “little treat” for players who complete the demo, although they’re not revealing what it is.

[ignvideo url="https://www.ign.com/videos/2019/06/13/dragon-quest-xi-s-definitive-edition-gameplay-full-treehouse-presentation-e3-2019"]

Dragon Quest XI S is an expanded and enhanced version of the original 2017 JRPG, with new story content, new orchestral music, new battle speed options, a Japanese dialogue track, and an expanded crafting system, among other additions.

Dragon Quest XI S is out on December 4.

[poilib element="accentDivider"] Joseph Knoop is a writer/producer for IGN, and he's still in the demo stages of figuring out life.