Monthly Archives: January 2021

Kingdoms of Amalur: Re-Reckoning Announced for Nintendo Switch

Kingdoms of Amalur: Re-Reckoning will be released on Nintendo Switch on March 16, 2021. Announced alongside a new trailer, Kingdoms of Amalur: Re-Reckoning is a remastered version of 2012's Kingdoms of Amalur that was released on PS4, Xbox One, and PC in 2020. [ignvideo url="https://www.ign.com/videos/2021/01/19/kingdoms-of-amalur-re-reckoning-nintendo-switch-announcement-trailer"] The remaster includes all the DLC, including Teeth of Naros and Legend of Dead Kel. Furthermore, there will also be a new DLC expansion - Fatesworn - that is scheduled to arrive later in 2021. In our review of Kingdoms of Amalur: Re-Reckoning, we said "On some levels, Kingdoms of Amalur: Re-Reckoning is still a worthwhile RPG to hack and slash your way through, even if this remaster doesn’t go above and beyond the bare minimum expectations. But while the ideas and mechanics that make games like Red Faction: Guerilla and Burnout feel special are still largely singularly unique to them, almost everything that made Amalur stand out in its day has become standard fare for just about any RPG to come out in the past decade." Kingdoms of Amalur was originally developed by 38 Studios and was published by EA. In 2018, THQ Nordic bought the property from the now-defunct studio. [ignvideo url="https://www.ign.com/videos/2020/09/10/kingdoms-of-amalur-re-reckoning-review"] While received positively, Amalur did come with its fair share of controversy, as the Rhode Island Economic Development Corporation filed a lawsuit against 38 Studios founder and ex-Boston Red Sox pitcher Curt Schilling and other executives. [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.

Hitman 3 Review — Perfect Execution

Since it rebooted its Hitman franchise in 2016, IO Interactive has been putting on a level design masterclass. Each of the missions the developer rolled out in what it calls its World of Assassination series has contained a huge, intricate collection of scripted and free-form systems that create harrowing moments, presented elaborate puzzles to solve, and allowed the player to orchestrate ludicrous and often hilarious situations. Levels are designed to be played over and over so you can explore, understand, and eventually master all their moving parts, and it's impossible to see everything one has to offer in a single playthrough (or in most cases, even two or three).

At first blush, Hitman 3 appears to be more of the same. It makes no drastic changes to the underlying formula, instead adding a few graphical upgrades and quality-of-life improvements to the existing Hitman framework. But Hitman 3 improves on the World of Assassination through consistently excellent level design--which is saying something, given how strong all the previous missions are. Hitman 3 is full of fun and fascinating ideas, many of which play with the concepts underpinning the last four years of Hitman levels.

Presumably knowing that players have spent all sorts of time mastering its many settings and systems, IO throws in some brilliant curve balls that require you to use your assassin skills and knowledge in clever, challenging new ways.

Continue Reading at GameSpot

Hitman 3 Review — Perfect Execution

Since it rebooted its Hitman franchise in 2016, IO Interactive has been putting on a level design masterclass. Each of the missions the developer rolled out in what it calls its World of Assassination series has contained a huge, intricate collection of scripted and free-form systems that create harrowing moments, presented elaborate puzzles to solve, and allowed the player to orchestrate ludicrous and often hilarious situations. Levels are designed to be played over and over so you can explore, understand, and eventually master all their moving parts, and it's impossible to see everything one has to offer in a single playthrough (or in most cases, even two or three).

At first blush, Hitman 3 appears to be more of the same. It makes no drastic changes to the underlying formula, instead adding a few graphical upgrades and quality-of-life improvements to the existing Hitman framework. But Hitman 3 improves on the World of Assassination through consistently excellent level design--which is saying something, given how strong all the previous missions are. Hitman 3 is full of fun and fascinating ideas, many of which play with the concepts underpinning the last four years of Hitman levels.

Presumably knowing that players have spent all sorts of time mastering its many settings and systems, IO throws in some brilliant curve balls that require you to use your assassin skills and knowledge in clever, challenging new ways.

Continue Reading at GameSpot

Cyberpunk 2077: Second Lawsuit Filed Against CD Projekt

A second class-action lawsuit has been filed against Cyberpunk 2077 developer and publisher, CD Projekt, submitted by a law firm representing the studio’s investors. CD Projekt itself states in a regulatory announcement that it has received the lawsuit, which has been filed in the US District Court for the Central District of California on behalf of investors. The content of the claim is said to be the same as the one filed against the studio at the end of last year. That first lawsuit claims that investors were misled about the performance of Cyberpunk 2077 on Xbox One and PlayStation 4 consoles. [ignvideo url="https://www.ign.com/videos/2020/12/14/cd-projekt-red-apologizes-for-cyberpunk-2077-performance-on-xbox-one-and-ps4-ign-news"] The announcement states that the complaint has not specified the quantity of damages sought, so it’s currently unknown how much the investors would like to claim. Regardless of what those eventual damages may amount to, CDP intends to “undertake vigorous action to defend itself against any such claims.” This is, once again, the same response the company had to the previous lawsuit submitted by New York-based Rosen Law Firm. Cyberpunk 2077’s launch has not been a smooth one, but the implications of its poor performance reach far beyond some unsatisfied players. The huge anticipation for the game generated significant expectations from investors, and so the fallout - involving Cyberpunk’s removal from the PlayStation Store - is of large concern. Furthermore, CD Projekt’s approach to player refund is under investigation from Poland’s consumer protection agency. The agency has the power to fine CDP up to 10% of its income should it deem their refund practice unsatisfactory. Despite all this, Cyberpunk 2077 has been a commercial success for CD Projekt, with 13 million copies sold, even accounting for refunds. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

MOBA Spin-Off Auto Chess Is… Becoming Its Own MOBA

Drodo and Dragonest, the creators of  MOBA spin-off Auto Chess, has revealed it is creating a MOBA game of its own, similar to League of Legends and Dota 2. Announced in a tweet, Drodo's MOBA approach appears to be fairly conventional of the genre, but it will feature some refinements such as the ability to destroy objects such as trees on the map, adding an extra layer of micro-level tactics to the game. According to Drodo, all heroes will be free when the game launches, and players won't have to pay for runes. This is in the interest of fairness; Drodo believes individual players having different hero pools is unfair, and so granting all players all heroes for free makes the game fair. Those heroes will, naturally, be adapted from the chess piece characters in Auto Chess. Auto Chess itself started life as a mod within Valve's Dota 2, which became so popular that it was spun out into its own game. Valve then created its own version of Auto Chess called Dota Underlords, with League of Legends creators Riot Games following suit with Teamfight Tactics. [ignvideo url="https://www.ign.com/videos/2019/07/04/an-introduction-to-auto-chess-teamfight-tactics-dota-underlords-the-auto-battler-genre"] Here is a more thorough breakdown of the 'Auto Battler' genre, to get you up to speed. Essentially, Drodo's MOBA spin-off has become so popular that the studio is now creating a MOBA of its own, using the characters popularised in Drodo's Auto Chess spin-off as playable heroes. What makes this quite funny is that Dota, or Defence of the Ancients, the official touchstone for MOBA's such as League of Legends and Valve's Dota 2, started life as a popular mod for Blizzard's Warcraft III, way back in 2003. For more on MOBAs, Dota 2 recently made our list of the 25 best PC games to play right now. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

New PUBG Games Reportedly Coming in 2021 and 2022

More games within the PUBG universe are reportedly set to launch in 2021 and 2022. The news was revealed as part of a Bloomberg interview with Kim Chang-Han, the CEO of Krafton. Krafton is the holding company that oversees a number of development studios including PUBG Studio and Striking Distance, the team working on The Callisto Protocol. Chang-Han told Bloomberg about his desire to "not stay as a one-hit wonder," noting that there are plans to release two new PUBG games in 2021 and 2022. The game coming this year is reportedly a "new battle royale mobile title" set within the game's universe. 2022 will then see the launch of "another PUBG-related PC and console game" as well as the previously announced survival horror game The Callisto Protocol, which is being helmed by Dead Space alum Glen Schofield. [ignvideo url="https://www.ign.com/videos/2020/12/11/the-callisto-protocol-announcement-trailer"] The Callisto Protocol was revealed during The Game Awards 2020, and many were shocked to learn that the survival horror game was set in the PUBG universe in the hours following its announcement. If anything, this goes to show that we shouldn't pigeonhole these upcoming PUBG games. We could be getting a PUBG kart racing game, for all we know. For more on The Callisto Protocol, check out our interview with Glen Schofield, who told us how he wants to make "the scariest game on next-gen platforms". In other PUBG news, the game recently made it into Steam's Top Sellers category for 2020. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Ninja Theory’s Project: Mara Is Set in a Single, Incredibly Realistic Apartment

Ninja Theory’s upcoming psychological horror game, dubbed “Project Mara,” will take place entirely in a single upscale apartment, with some serious technology being utilized to create incredibly realistic textures, lighting, and more.

mara 4

In a four-minute video, Ninja Theory chief creative director and co-founder Tameem Antoniades explained how the studio attempted to “capture reality obsessively.”

Ninja Theory’s art team utilized a real-world apartment (seen in the video), took numerous samples from walls, floors, and other objects, and photographed and scanned everything. With that reference, Ninja Theory then recreated the materials (such as a bit of leather) and generated procedural shaders and detail maps to make the materials as true to life as possible.

“A funny thing happens when you get that close to a material, when you get as close as a human eye can possibly see,” Antoniades said. “Things that seem flat from afar become 3D. You start to see details, you start to see edges, edgeware, you see lint, you see dirt. You see all kinds of stuff that is 3D geometry.”

To give you an idea of what Antoniades means, Ninja Theory shows off in-game renders of a carpet with countless individual bumps and curls in its threading, and hair and dust scattered along a wall. Side by side, the in-game renders certainly give the real world a run for their money.

Watch Ninja Theory's previous teaser trailer, which shows off some minor story details.

[ignvideo url="https://www.ign.com/videos/2020/01/22/project-mara-teaser-trailer"]

Ninja Theory also utilized the skills of Clear Angle, a 3D scanning specialist company, to scan the entirety of the apartment. This allowed Ninja Theory to have a working “point cloud” of the apartment, allowing the team to ensure everything has a proper sense of scale and shape.

Perhaps most impressively, Ninja Theory’s artists used procedural generation to create this level of detail across the apartment, a task that Antoniades says would have been impossible by hand. You can see their work in the images below.

[widget path="global/article/imagegallery" parameters="albumSlug=project-mara-developer-diary-screenshots&captions=true"]

Project Mara was announced in early 2020 alongside Ninja Theory’s Hellblade: Senua’s Saga. Ninja Theory is now a part of Xbox Game Studios, so expect to see its titles release as first-party Xbox exclusives on consoles and PC. From what we’ve seen so far, Project Mara appears to follow a young woman plagued by “mental terror” based on real accounts and research.

[poilib element="accentDivider"] Joseph Knoop is a writer/producer/texture sample for IGN.

Ninja Theory’s Project: Mara Is Set in a Single, Incredibly Realistic Apartment

Ninja Theory’s upcoming psychological horror game, dubbed “Project Mara,” will take place entirely in a single upscale apartment, with some serious technology being utilized to create incredibly realistic textures, lighting, and more.

mara 4

In a four-minute video, Ninja Theory chief creative director and co-founder Tameem Antoniades explained how the studio attempted to “capture reality obsessively.”

Ninja Theory’s art team utilized a real-world apartment (seen in the video), took numerous samples from walls, floors, and other objects, and photographed and scanned everything. With that reference, Ninja Theory then recreated the materials (such as a bit of leather) and generated procedural shaders and detail maps to make the materials as true to life as possible.

“A funny thing happens when you get that close to a material, when you get as close as a human eye can possibly see,” Antoniades said. “Things that seem flat from afar become 3D. You start to see details, you start to see edges, edgeware, you see lint, you see dirt. You see all kinds of stuff that is 3D geometry.”

To give you an idea of what Antoniades means, Ninja Theory shows off in-game renders of a carpet with countless individual bumps and curls in its threading, and hair and dust scattered along a wall. Side by side, the in-game renders certainly give the real world a run for their money.

Watch Ninja Theory's previous teaser trailer, which shows off some minor story details.

[ignvideo url="https://www.ign.com/videos/2020/01/22/project-mara-teaser-trailer"]

Ninja Theory also utilized the skills of Clear Angle, a 3D scanning specialist company, to scan the entirety of the apartment. This allowed Ninja Theory to have a working “point cloud” of the apartment, allowing the team to ensure everything has a proper sense of scale and shape.

Perhaps most impressively, Ninja Theory’s artists used procedural generation to create this level of detail across the apartment, a task that Antoniades says would have been impossible by hand. You can see their work in the images below.

[widget path="global/article/imagegallery" parameters="albumSlug=project-mara-developer-diary-screenshots&captions=true"]

Project Mara was announced in early 2020 alongside Ninja Theory’s Hellblade: Senua’s Saga. Ninja Theory is now a part of Xbox Game Studios, so expect to see its titles release as first-party Xbox exclusives on consoles and PC. From what we’ve seen so far, Project Mara appears to follow a young woman plagued by “mental terror” based on real accounts and research.

[poilib element="accentDivider"] Joseph Knoop is a writer/producer/texture sample for IGN.

Ninja Gaiden and Dead or Alive’s Tomonobu Itagaki Has Started a New Studio

Ninja Gaiden and Dead or Alive director Tomonobu Itagaki has formed a new studio - Itagaki Games - and said "it would be an honor for me" to work with Microsoft again. Itagaki shared the news on Facebook and revealed that this announcement was supposed to be part of a recent Bloomberg article, but was omitted "due to its character limit." He discussed how, for the past four years since leaving Devil's Third's Valhalla Game Studios, which he co-founded, he's been teaching game development to a younger generation. However, he now feels that he wants to "make a game again and just established a company for that purpose." [ignvideo url="https://www.ign.com/videos/2018/01/12/ninja-gaiden-black-lets-play-worming-through-the-aqueducts-part-5-ign-plays"] He further explained that while Itagaki Games is not part of either Koei Tecmo or Valhalla Games Studios, he wouldn't be against working with Microsoft again. "I know Microsoft is still aggressive," Itagaki said. "If they reach out to me, it will be an honor for me." Multiple Ninja Gaiden and Dead or Alive titles under Itagaki were Xbox exclusive, so the established relationship is already there. [ignvideo url="https://www.ign.com/videos/2015/09/04/devils-third-review"] Itagaki resigned from Tecmo in 2008 following the release of Ninja Gaiden 2 and filed a lawsuit against the company and its president Yoshimi Yasuda over unpaid bonuses. [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.

Ninja Gaiden and Dead or Alive’s Tomonobu Itagaki Has Started a New Studio

Ninja Gaiden and Dead or Alive director Tomonobu Itagaki has formed a new studio - Itagaki Games - and said "it would be an honor for me" to work with Microsoft again. Itagaki shared the news on Facebook and revealed that this announcement was supposed to be part of a recent Bloomberg article, but was omitted "due to its character limit." He discussed how, for the past four years since leaving Devil's Third's Valhalla Game Studios, which he co-founded, he's been teaching game development to a younger generation. However, he now feels that he wants to "make a game again and just established a company for that purpose." [ignvideo url="https://www.ign.com/videos/2018/01/12/ninja-gaiden-black-lets-play-worming-through-the-aqueducts-part-5-ign-plays"] He further explained that while Itagaki Games is not part of either Koei Tecmo or Valhalla Games Studios, he wouldn't be against working with Microsoft again. "I know Microsoft is still aggressive," Itagaki said. "If they reach out to me, it will be an honor for me." Multiple Ninja Gaiden and Dead or Alive titles under Itagaki were Xbox exclusive, so the established relationship is already there. [ignvideo url="https://www.ign.com/videos/2015/09/04/devils-third-review"] Itagaki resigned from Tecmo in 2008 following the release of Ninja Gaiden 2 and filed a lawsuit against the company and its president Yoshimi Yasuda over unpaid bonuses. [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.