Monthly Archives: January 2021

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Halo Infinite Engineer Explains How the Game Is Being Optimized For Every Device, Not Just Xbox One

An engineer working on Halo Infinite has explained how the game will be optimized to run well on all platforms, and not just Xbox One. In the latest 'Inside Infinite' development blog for January 2021, Game Foundation Architect Danielle Giannetti discussed how the studio rebuilt the "engine multi-threading solution" to ensure the game runs optimally across every device that it is launching on - Xbox One, Xbox Series X & S, and PC. "For Halo Infinite, we rebuilt the engine multi-threading solution to ensure high execution efficiency across all platforms and PCs, instead of running optimally just on Xbox One," Giannetti explained. "We used this new system to transition the renderer to a massively parallel multi-threaded framework to support the increased cost of all our new rendering features and achieve high graphics efficiency on PC CPUs of various size as well as Xbox Series X/S and Xbox One X/S hardware." [ignvideo url="https://www.ign.com/videos/2020/08/11/halo-infinite-delayed-to-2021"] What this suggests is that even though the game will be launching on last-gen consoles, players shouldn't expect too many compromises on more powerful devices because of that. On the flip side, back in 2019, the Halo's Franchise Development Director Frank O'Connor said that the Xbox One "is not going to be a second-class citizen" when it comes to how the last-gen console will run Halo Infinite. Gianetti's explanation doubles down on 343's promise and gives us an idea of how that works from a technical perspective. Clearly, it's still something of great importance to the team as the game soldiers on through development, as the team has completely rebuilt some of its tools to ensure you won't miss out if you haven't got a next-gen console or a PC.  "We are doing our very best to make sure Halo Infinite runs optimally on any device you may choose to play on," Giannetti added. It's particularly important after an initial look at Halo Infinite drew criticism for its visual quality. Elsewhere in the blog, we learned that Halo Infinite will feature a rebuilt, customizable control scheme. The game is currently slated to launch in Fall 2021, after being delayed out of the launch window for the Xbox Series X and S. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Yakuza Creator to Become Sega Creative Director, Stepping Down as CCO

Yakuza creator Toshihiro Nagoshi will step down as Sega's Chief Creative Officer, and take on the role of creative director – a move being seen by some as taking Nagoshi closer to active game development, as opposed to a supervisory role. Announced in a press release, the move comes among several changes in executive staff at Sega, and a wider restructure – although parent company Sega Sammy makes clear that there have been "no changes in the names, locations, business content, capital or fiscal year end" of Sega's companies as a result of the changes. No specific reasoning has been given for Nagoshi's change in role, but many have taken it to mean that the creator will be moving back into more active development. [ignvideo url="https://www.ign.com/videos/2020/11/04/yakuza-like-a-dragon-review"] Nagoshi is most famous for creating the Yakuza series, and subsequently founding the Ryu Ga Gotoku development studio, which develops the series for Sega. He also created Daytona USA, Virtua Striker, Super Monkey Ball, and Binary Domain, among many other credits. In recent years, his role has been less hands-on, serving as executive director on every Yakuza game since 2015's Yakuza 0. We awarded the latest Ryu Ga Gotoku game, Yakuza: Like a Dragon with a 7/10 review, saying it "takes some bold steps in a new direction for the series but neglects to maintain its balance." [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News, and he desperately wants you to play Binary Domain. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

Yakuza Creator to Become Sega Creative Director, Stepping Down as CCO

Yakuza creator Toshihiro Nagoshi will step down as Sega's Chief Creative Officer, and take on the role of creative director – a move being seen by some as taking Nagoshi closer to active game development, as opposed to a supervisory role. Announced in a press release, the move comes among several changes in executive staff at Sega, and a wider restructure – although parent company Sega Sammy makes clear that there have been "no changes in the names, locations, business content, capital or fiscal year end" of Sega's companies as a result of the changes. No specific reasoning has been given for Nagoshi's change in role, but many have taken it to mean that the creator will be moving back into more active development. [ignvideo url="https://www.ign.com/videos/2020/11/04/yakuza-like-a-dragon-review"] Nagoshi is most famous for creating the Yakuza series, and subsequently founding the Ryu Ga Gotoku development studio, which develops the series for Sega. He also created Daytona USA, Virtua Striker, Super Monkey Ball, and Binary Domain, among many other credits. In recent years, his role has been less hands-on, serving as executive director on every Yakuza game since 2015's Yakuza 0. We awarded the latest Ryu Ga Gotoku game, Yakuza: Like a Dragon with a 7/10 review, saying it "takes some bold steps in a new direction for the series but neglects to maintain its balance." [poilib element="accentDivider"] Joe Skrebels is IGN's Executive Editor of News, and he desperately wants you to play Binary Domain. Follow him on Twitter. Have a tip for us? Want to discuss a possible story? Please send an email to newstips@ign.com.

G4 Confirms Revival of X-Play, Attack of the Show for 2021

G4 has officially confirmed that X-Play and Attack of the Show! will be returning in Summer 2021. The news was confirmed on G4's Twitter in a teaser video that featured the show's logos, the voice of X-Play host Adam Sessler, and the text "We heard you. The legends return. Summer 2021. We never stopped playing." G4 first revealed its intention to return in the middle of 2020 during Comic-Con@Home on IGN Live, and since then, WWE's Xavier Woods has joined as a new host and Olivia Munn has been in talks to rejoin as a host. X-Play was a TV show known for its video game reviews and was on air from 1988 to 2013. Throughout the years, it was hosted by Adam Sessler, Morgan Webb, Blair Herter, Jessica Chobot, Lauren Fielder, Kristin Adams, and more. Attack of the Show! was a live TV show all about the best in pop culture. It did feature video game coverage, but was much broader than X-Play and also discussed news headlines, tech, movies, and more. [ignvideo url="https://www.ign.com/videos/2020/07/24/g4-2021-return-teaser"] Attack of the Show! aired from 2005 to 2013 and was hosted by Kevin Pereira, Olivia Munn, Alison Haislip, Candace Bailey, Sara Jean Underwood, Kevin Rose, and more. [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.

G4 Confirms Revival of X-Play, Attack of the Show for 2021

G4 has officially confirmed that X-Play and Attack of the Show! will be returning in Summer 2021. The news was confirmed on G4's Twitter in a teaser video that featured the show's logos, the voice of X-Play host Adam Sessler, and the text "We heard you. The legends return. Summer 2021. We never stopped playing." G4 first revealed its intention to return in the middle of 2020 during Comic-Con@Home on IGN Live, and since then, WWE's Xavier Woods has joined as a new host and Olivia Munn has been in talks to rejoin as a host. X-Play was a TV show known for its video game reviews and was on air from 1988 to 2013. Throughout the years, it was hosted by Adam Sessler, Morgan Webb, Blair Herter, Jessica Chobot, Lauren Fielder, Kristin Adams, and more. Attack of the Show! was a live TV show all about the best in pop culture. It did feature video game coverage, but was much broader than X-Play and also discussed news headlines, tech, movies, and more. [ignvideo url="https://www.ign.com/videos/2020/07/24/g4-2021-return-teaser"] Attack of the Show! aired from 2005 to 2013 and was hosted by Kevin Pereira, Olivia Munn, Alison Haislip, Candace Bailey, Sara Jean Underwood, Kevin Rose, and more. [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.

Halo Infinite to Have Rebuilt, Customizable Control Scheme

In a new blog post, 343 Industries has announced that Halo Infinite will feature a fully customizable control scheme on all platforms and shown off some classic Halo weapons in Infinite’s new engine.

Quinn DelHoyo, lead Sandbox designer on Halo Infinite (and weapons designer during early production), detailed in the blog how developer 343 Industries is focusing on accessibility and customization for players with their new control scheme.

“Everything should feel intuitive and we don’t want the player to have to “fight” the game in order to have fun,” DelHoyo said. “It’s because of this principle, and the fact that Halo Infinite will be on PC, that led us to rebuild the control scheme system to allow players to fully rebind and remap their controls, regardless of platform. How players control Chief or their Spartan is crucial and we recognize that players feel the most connected to the game when control customization is fully featured.”

[ignvideo url="https://www.ign.com/videos/2021/01/22/ps5-xbox-series-x-10-delayed-and-mia-games-next-gen-console-watch"]

343 Industries continued later in the blog, stating that the company has a team dedicated to improving PC controls, in addition to feedback from an internal pro team and PC Master Chief Collection players.

“PC as a first-class endeavor is another aspect to Halo Infinite that we are actively taking into account,” DelHoyo said. “PC as a platform is not going to be a port after we launch the game. We are playing on PC every day. So now, not only does our game need to feel great and like Halo on a controller like it has natively for the past 20-some-years, the game and all of its systems need to take into account native mouse and keyboard functionality.”

343 Industries also offered up several new screenshots of what some classic Halo weapons will look like rendered in Infinite’s engine. Everything from the original needler to Halo Reach’s BR 75 is there, plus a few potentially unexpected options, so take a look in the gallery below.

 [widget path="global/article/imagegallery" parameters="albumSlug=halo-infinite-in-engine-weapon-screenshots&captions=true"]

Different damage types for weapons will be a major factor in Halo Infinite’s combat, expanding on the experimentation with light-based rifles seen back in Halo 4, and plasma weapons from the original Halo.

“Players should now have stronger choices presented to them,” DelHoyo said. “Instead of using the weapon that you like because of how it shoots or handles, in Halo Infinite you might want to grab a certain weapon because of how it affects other players, the environment, or vehicles. In essence, the ambition for damage types is to better integrate weapon types, ammo types, faction tech, etc., into the gameplay loops in a way that is easily understood by the player. That way the player can make better combat decisions based on the scenario. In addition to further clarity and purpose to the legacy damage types – i.e. kinetic and plasma – the team has also been pursuing new surprises for players that we’re eager to talk about in the months ahead.”

Lead weapon designer David Price stressed that 343 Industries wants to keep these damage types simple to understand, but also allow for a variety of unique identities even among weapons that share the same damage foundation.

“If they want to quickly strip personal shields they can use Plasma for example,” Price said. ”But this doesn’t dictate a weapons playstyle, class, or power level. I could still have a shotgun-style weapon that is any one of these damage types. This approach allows us to still make multiple weapons that feel unique within a damage type. We want weapons to feel diverse even if they share the same damage type.”

[ignvideo url="https://www.ign.com/videos/2021/01/05/discussing-10-xbox-exclusives-for-2021-unlocked-476"]

Halo Infinite is scheduled to release in Fall 2021, and thankfully 343 Industries has promised fans that it will be sharing monthly updates as development progresses. A rough debut, subsequent last-minute delay before the launch of the Xbox Series X, and the departure of director Chris Lee have put Halo Infinite squarely in the crosshairs of an upset player base. Moves like the “Inside Infinite” blog posts and hiring on Halo veteran Joseph Staten to course correct development are clearly aimed at instilling trust in the franchise’s huge fanbase.

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

Halo Infinite to Have Rebuilt, Customizable Control Scheme

In a new blog post, 343 Industries has announced that Halo Infinite will feature a fully customizable control scheme on all platforms and shown off some classic Halo weapons in Infinite’s new engine.

Quinn DelHoyo, lead Sandbox designer on Halo Infinite (and weapons designer during early production), detailed in the blog how developer 343 Industries is focusing on accessibility and customization for players with their new control scheme.

“Everything should feel intuitive and we don’t want the player to have to “fight” the game in order to have fun,” DelHoyo said. “It’s because of this principle, and the fact that Halo Infinite will be on PC, that led us to rebuild the control scheme system to allow players to fully rebind and remap their controls, regardless of platform. How players control Chief or their Spartan is crucial and we recognize that players feel the most connected to the game when control customization is fully featured.”

[ignvideo url="https://www.ign.com/videos/2021/01/22/ps5-xbox-series-x-10-delayed-and-mia-games-next-gen-console-watch"]

343 Industries continued later in the blog, stating that the company has a team dedicated to improving PC controls, in addition to feedback from an internal pro team and PC Master Chief Collection players.

“PC as a first-class endeavor is another aspect to Halo Infinite that we are actively taking into account,” DelHoyo said. “PC as a platform is not going to be a port after we launch the game. We are playing on PC every day. So now, not only does our game need to feel great and like Halo on a controller like it has natively for the past 20-some-years, the game and all of its systems need to take into account native mouse and keyboard functionality.”

343 Industries also offered up several new screenshots of what some classic Halo weapons will look like rendered in Infinite’s engine. Everything from the original needler to Halo Reach’s BR 75 is there, plus a few potentially unexpected options, so take a look in the gallery below.

 [widget path="global/article/imagegallery" parameters="albumSlug=halo-infinite-in-engine-weapon-screenshots&captions=true"]

Different damage types for weapons will be a major factor in Halo Infinite’s combat, expanding on the experimentation with light-based rifles seen back in Halo 4, and plasma weapons from the original Halo.

“Players should now have stronger choices presented to them,” DelHoyo said. “Instead of using the weapon that you like because of how it shoots or handles, in Halo Infinite you might want to grab a certain weapon because of how it affects other players, the environment, or vehicles. In essence, the ambition for damage types is to better integrate weapon types, ammo types, faction tech, etc., into the gameplay loops in a way that is easily understood by the player. That way the player can make better combat decisions based on the scenario. In addition to further clarity and purpose to the legacy damage types – i.e. kinetic and plasma – the team has also been pursuing new surprises for players that we’re eager to talk about in the months ahead.”

Lead weapon designer David Price stressed that 343 Industries wants to keep these damage types simple to understand, but also allow for a variety of unique identities even among weapons that share the same damage foundation.

“If they want to quickly strip personal shields they can use Plasma for example,” Price said. ”But this doesn’t dictate a weapons playstyle, class, or power level. I could still have a shotgun-style weapon that is any one of these damage types. This approach allows us to still make multiple weapons that feel unique within a damage type. We want weapons to feel diverse even if they share the same damage type.”

[ignvideo url="https://www.ign.com/videos/2021/01/05/discussing-10-xbox-exclusives-for-2021-unlocked-476"]

Halo Infinite is scheduled to release in Fall 2021, and thankfully 343 Industries has promised fans that it will be sharing monthly updates as development progresses. A rough debut, subsequent last-minute delay before the launch of the Xbox Series X, and the departure of director Chris Lee have put Halo Infinite squarely in the crosshairs of an upset player base. Moves like the “Inside Infinite” blog posts and hiring on Halo veteran Joseph Staten to course correct development are clearly aimed at instilling trust in the franchise’s huge fanbase.

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

Resident Evil Village Leaks Are Finding Their Way Online, So Be Wary of Spoilers

Resident Evil Village will officially be released in May, but it appears that extensive leaks are starting to make their way onto the internet early. So be warned going forward as there are now spoilers abound the net. As reported by Eurogamer, Capcom is taking down videos online with Resident Evil Village leaks. These aren’t just clips from The Maiden Resident Evil Village demo, but entirely new scenes showcasing encounters with Resident Evil Village’s popular Lady Alcina Dimitrescu. These leaks, which we won’t detail here, are reportedly from a developer build of Resident Evil Village, likely related to the massive Capcom data hack. [widget path="global/article/imagegallery" parameters="albumSlug=resident-evil-8-village-showcase-screenshots&captions=true"] Last November, Capcom was the victim of a massive ransomware attack from a group called the Ragnar Locker hacker group. The hackers claimed to have stolen a trove of information, including files and internal documents and demanded an $11 million bitcoin ransom. The company’s upcoming release calendar and potentially 390,000 items of personal information were reportedly compromised. Despite this, Capcom has said there was “limited impact” from the attack and that an investigation into damages is ongoing. That said, fans looking to stay free of Resident Evil Village spoilers should be extra cautious going forward. Leaks for major video games have seemingly increased in recent years as parts of Cyberpunk 2077 and The Last of Us Part 2 were both leaked ahead of the official release dates. [ignvideo url="https://www.ign.com/videos/2021/01/21/resident-evil-village-5-minute-gameplay-reveal"] [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

Resident Evil Village Leaks Are Finding Their Way Online, So Be Wary of Spoilers

Resident Evil Village will officially be released in May, but it appears that extensive leaks are starting to make their way onto the internet early. So be warned going forward as there are now spoilers abound the net. As reported by Eurogamer, Capcom is taking down videos online with Resident Evil Village leaks. These aren’t just clips from The Maiden Resident Evil Village demo, but entirely new scenes showcasing encounters with Resident Evil Village’s popular Lady Alcina Dimitrescu. These leaks, which we won’t detail here, are reportedly from a developer build of Resident Evil Village, likely related to the massive Capcom data hack. [widget path="global/article/imagegallery" parameters="albumSlug=resident-evil-8-village-showcase-screenshots&captions=true"] Last November, Capcom was the victim of a massive ransomware attack from a group called the Ragnar Locker hacker group. The hackers claimed to have stolen a trove of information, including files and internal documents and demanded an $11 million bitcoin ransom. The company’s upcoming release calendar and potentially 390,000 items of personal information were reportedly compromised. Despite this, Capcom has said there was “limited impact” from the attack and that an investigation into damages is ongoing. That said, fans looking to stay free of Resident Evil Village spoilers should be extra cautious going forward. Leaks for major video games have seemingly increased in recent years as parts of Cyberpunk 2077 and The Last of Us Part 2 were both leaked ahead of the official release dates. [ignvideo url="https://www.ign.com/videos/2021/01/21/resident-evil-village-5-minute-gameplay-reveal"] [poilib element="accentDivider"] Matt T.M. Kim is a reporter for IGN.

Buck Rogers: George Clooney to Exec Produce, Possibly Star in Legendary Series

George Clooney has reportedly come aboard to executive produce and possibly star in Buck Rogers, the planned Legendary limited series based on the iconic sci-fi hero. According to The Hollywood Reporter, George Clooney will executive produce Buck Rogers along with his Smokehouse partner Grant Heslov. The trade cautions, however, that there's no acting deal set yet for Clooney. Should the Legendary series prove a success then THR claims an anime off-shoot will follow. Brian K. Vaughn is scripting the series, which is being produced by Don Murphy and Susan Montford. [caption id="attachment_2466973" align="alignnone" width="720"]George Clooney in Gravity. George Clooney in Gravity.[/caption] As originally conceived by Philip Francis Nowlan back in 1928, Buck Rogers is a U.S. military pilot who falls into a coma after being exposed to gas and wakes up in the 25th century. A comic strip and pulp fixture, Buck -- along with allies Wilma Deering and Dr. Huer -- fought cosmic villains such as the Mongols, Killer Kane, and Ardala. Buck Rogers has previously been portrayed in a 12-part serial by Buster Crabbe and in a short-lived 1950s TV series by three different actors (Earl Hammond, Kem Dibbs, and Robert Pastene). Gil Gerard then played the title role in the 1979-81 TV series Buck Rogers in the 25th Century. [widget path="global/article/imagegallery" parameters="albumSlug=the-best-sci-fi-movies-on-netflix&captions=true"] The character has also appeared in role-playing games and videogames. Clooney is no stranger to sci-fi having starred in Solaris, Gravity, and most recently The Midnight Sky, which he also directed.
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