Monthly Archives: February 2021
How Rainbow Six Siege’s New Look Embraces Its Five-Year Evolution
Booting up Rainbow Six Siege will soon present you with a fresh logo, new key art, and redesigned menus. Gone is the gritty navy and grey colour palette, replaced by the bright blue and orange of both Siege’s in-game teams and esports arenas. The familiar image of monochrome soldiers blasting through a wall has been swapped out for a montage of Siege’s many heroic operators.
The change in Siege’s presentation design tells a story. It’s the story of five years worth of gameplay evolution. Since its launch in 2015, Rainbow Six Siege has gradually shifted away from its hard-edged tactical shooter roots, adopting wider ideas and doubling down on its nature as a competitive video game. The new art reflects this; Siege knows it is a PvP sport, not a realistic tactical campaign.
“This is an opportunity to take a look at where Siege has been and where it's going, and making sure that everything that we do in and outside of the game matches that,” says Rainbow Six Siege’s Art Director, Alexander Karpazis, while talking to IGN ahead of the Year 6 reveal.
[ignvideo url="https://www.ign.com/videos/2021/02/21/rainbow-six-siege-flores-gameplay"]
“This is a modernization of what you see in the game,” he says. “It matches the tone that we have with our new operators and seasons. It makes sure that it speaks to what you feel when you play the game, and what you see when you see our characters.”
As for those characters, the latest addition to the roster is Flores, a master criminal from Argentina. Outfitted in a civilian jacket, soft cap, and Daredevil-style red tinted glasses, he’s a far cry from the tacticool designs most of Siege’s operators sport.
“With Flores, we wanted to investigate an archetype we haven't done before, and the idea of a master thief came up,” explains Karpazis. “We wanted his remote control explosive to have a DIY, Raspberry Pi feel to it, and that made it really fun. However, we always try to balance the idea that he will be featured in combat, and he has to know how to hold a weapon. If the character isn't coming from a more traditional military background, still making it seem like they fit in the world, and that they're grounded with all the other characters that we have.”
While Flores does indicate that Ubisoft is now more than happy to explore beyond traditional counter-terrorism agencies for its operators, Karpazis is keen to dispel any idea that classic millitary designs are being left behind in favour of a more ‘hero shooter’ aesthetics.
“Without spoiling anything that's coming later on in the year, we still have a ton of options when it comes to more traditional military garb,” he says. “We're not running out of reference, there's a huge world of reference out there for us. It's going to be more about how we balance it and make it feel fresh from season to season, and what does that cadence look like.”
It’s not just Ubisoft’s operator designs that are experimenting with the once sacred Tom Clancy formula. Historically in a Tom Clancy game death is the ultimate game over, but Siege plans to challenge this in Year 6.
“We're looking at activities after death, so that players can still be engaged and still have a role to play after they've been eliminated,” explains Karpazis. In the Support Phase of a match, dead players will still have access to defender gadgets and attacker drones, allowing them to better support their team mates and even interact with the action itself. Siege’s Game Director, Jean-Baptiste Hallé, has admitted that during the Support Phase he checks Twitter and YouTube, and so this is a gameplay adjustment to ensure players still have a game to play even when they’ve been killed. It’s a sacrifice of ‘realism’ in favour of creating a better game. But, as Karpazis notes, Siege still has tactical play at heart.
“This is where real life tactics and in-game tactics merge,” he says. “We want players to still be invested in a round even after they're eliminated. They can still contribute a lot and they don't have to sit on a drone cam that was accidentally left pointing into a corner of a room. Having that kind of investment maintained through the duration of an entire match was something that was really important for us. It is a big shakeup, but it's something that we think is important to make sure that the intensity of the game and the fun factor is there.”
[ignvideo url="https://www.ign.com/videos/2021/01/22/how-the-future-of-rainbow-six-sieges-lore-is-teased-in-the-road-to-si"]
Changes are being made to the Preparation Phase, too. Attacking players will be able to change what operator they’re playing as, rather than being stuck with the character they chose when the round started. For example, if someone playing as Thatcher discovers that the defenders are not using electronics, they can change to a more useful operator before the Action Phase starts.
“It actually answers to the idea of being tactical in the real world,” says Karpazis of this change. “If you were to deploy to a situation, you would have intel and you would bring your gadgets and your gear to deal with that specific situation.”
The evolution of Rainbow Six Siege may have taken it along a road leading away from the likes of Raven Shield and Rogue Spear, but Karpazis and the team at Ubisoft Montreal remain thankful for Siege’s origins.
“The original key art did an amazing job and we still love it to this day, because it really spoke to breaching asymmetry,” says Karpazis of the old image of Blitz bursting through a drywall. “We'll always be thankful for it, and we have immense love for it. It informed some of the decisions we did with our new key art, where we have that asymmetry, attackers versus defenders. But this [new art] is speaking to where the game has moved on to. Whereas before it was more focused on CTUs as being the identity for our operators, now each operator we release has its own unique identity. They are creative, they have their own look, and we want to celebrate that.”
For more on Rainbow Six Siege’s evolution, check out all the changes coming in Year 6 and Operation Crimson Heist.
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Matt Purslow is IGN's UK News and Entertainment Writer.
Rainbow Six Siege: All the Changes Coming in Year 6 and Crimson Heist
Ubisoft has announced its roadmap for Year 6 of Rainbow Six Siege, which will deliver a variety of new operators, gameplay changes, and improvements over the course of the next 12 months.
The year starts with Operation Crimson Heist, the first season of Year 6. Headlining the season is new operator Flores; a medium speed and armour attacker from Argentina. His gadget is the RCE-RATERO, a remote control drone with a bomb strapped to it.
Flores is equipped with four RCE-RATERO charges, and while they work similar to a recon drone, there are some differences. When deployed they continually accelerate and cannot be slowed or stopped. They also have a 10 second timer, so must be driven to the target quickly before it explodes. During travel time, the RCE is vulnerable to jammers, electricity, and enemy fire, but when the fuse triggers - either after the timer runs down or when manually started - the device becomes bulletproof and anchors in place for a few seconds before detonation. The explosion will not breach reinforced walls, but it will destroy any defender gadget and kill operators, so it’s an effective clear-up tool. It can even jump, meaning you can bypass bulletproof shields and reach higher-placed gadgets.
[ignvideo url="https://www.ign.com/videos/2021/02/21/rainbow-six-siege-flores-gameplay"]
On equipment, Flores can use either the AR33 or the SR-25 rifles, and has the GSH-18 pistol. For secondary gadgets, he can choose from stun grenades or a claymore.
Talking of equipment, Crimson Heist introduces a brand new attacker sidearm: the Gonne-6. This single shot pistol fires an explosive round which will destroy any bulletproof defender gadgets. You only get one bullet, so it needs to be used wisely, but this can help overcome the distinct advantage that defenders currently have.
The map coming with Crimson Heist is a rework of Border, the very first DLC map Siege ever had. It’s not a major change, but is similar in approach to the rework done on Clubhouse. Notable is the slight rearrangement of Armory Lockers, and the expansion of Bathroom to allow it a wider defense zone and provide a rotation opportunity into the second bomb site.
In smaller tweaks, a new pulsing proximity alert has been added to the HUD when attacking drones approach a Mozzie PEST device. The Newcomer Playlist has been revamped with Border, Oregon, Clubhouse, Kafe, Coastline, and Bank on rotation, and their in-match timings altered to be the same as Ranked. There’s also a new Streamer Mode, designed to prevent stream sniping attacks by hiding important information and delaying your matchmaking by a random amount of time. This should make it so stream snipers are less likely to be matchmade with a streamer they are targeting.
That’s all coming in Season 1, but there is much more planned to drop across the year. As ever, new operators are the big pull, and there will be one new operator each season this year. The big news here is that the Year Pass has been retired, and new operators are now the first tier of the premium Battle Pass. They can, of course, still be bought with renown, but Battle Pass owners will have access for two weeks ahead of non-pass owners.
After Flores, the next operator will be a Nakoda Native American. Season 3 will introduce a Croation operator, and Season 4 will add an Irish operator.
[ignvideo url="https://www.ign.com/videos/2021/02/19/rainbow-six-siege-operation-crimson-heist-reveal-trailer"]
No new maps are planned for Year 6, and reworks will continue to be the norm. After the rework of Border in Season 1, Season 2 will rework Favella, which will remain in the casual map pool and not graduate to Ranked. Season 3 will not feature any major map rework, but will instead provide smaller tweeks for a variety of maps. Season 4 will rework Outback.
As established in Year 5, all seasons will also provide a special event, as well as new arcade modes and core gameplay feature changes. This year, the changes are focused on making attackers stronger and combating the problematic ‘20-second meta’ at high levels of play. Rather than nerfing defenders, a variety of changes will be made to attackers to help strengthen their position. This starts with the addition of the Gonne-6 sidearm in Season 1.
There are also major changes coming to what can be done in the Planning and Support phases, to help ensure that players always have something engaging to do at all stages of the match. Attackers will be able to change their operator pick during the Planning Phase, allowing them to react to what they find during drone scouts. Seeing many electronic devices, for example, may inform a player to change to Thatcher. This will also encourage players to use the phase to scout the location rather than just drive their drone back to their operator.
During the Support Phase after dying, both defending and attacking operators will be able to access and use their deployed gadgets. If an attacker still has a drone on the map, they will be able to drive it around, while a defender such as a Maestro will be able to still use their Evil Eye laser. This will help keep players engaged after death.
Operator stats are being overhauled to make them clearer. The armour statistic of each operator will be changed to ‘health’, and this will be represented by their HP instead of an invisible buff. Low health operators will have 100 health, and medium and high health operators will be buffed by 20 and 40 HP respectively.
[ignvideo url="https://www.ign.com/videos/2021/01/22/how-the-future-of-rainbow-six-sieges-lore-is-teased-in-the-road-to-si"]
Some fairly major reworks are coming to three operators. Goyo is having his booby-trapped bulletproof shields taken away; instead he will deploy incendiary charges to floors or walls. This will still provide the area denial skill without being too harsh on attacking operators. Mira and Maestro are both getting the same change; the glass in their gadgets can be shattered by attackers, which will obstruct vision. The Black Mirror/Evil Eye will need to be opened to provide sightlines again.
A new customisation system is coming for Elite operator skins, that allows you to mix and match headgear, uniforms, and victory dances. Talking of skins, veteran ex-Capcom designer Ikumi Nakamura has designed eight new skins for a selection of operators, including spookier looks for Dokkaebi, Echo, and Hibanna. There’s also a Resident Evil Jill Valentine skin coming for Zofia.
On the subject of IP crossovers, Ubisoft have also teased something to do with Rick and Morty, but will not say exactly what this will be.
There are also connectivity and DDoS defence improvements planned to ensure a smooth experience. The overall size of the game install is also being shrunk to ensure Siege can be kept on hard drives without hogging too much space.
Alongside all this will be a visual presentation overhaul of the game; a new logo, artwork, colour palette and menu design refreshes the feel of the game and puts the emphasis on the operators.
All these changes will be rolled out over the course of the year. It should be noted that these will all hit the Technical Test Server on PC first, and may live there for an extended period of time, as Ubisoft wants to ensure changes are right before deploying them to the main game. It may be that some changes do not graduate to the main servers.
For more Rainbow Six Siege, be sure to check out the game’s developers reacting to our operator designs, and our documentary about the making of Rainbow Six Siege.
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Matt Purslow is IGN's UK News and Entertainment Writer.
Hitman 3 PC Players Can Now Import Previous Hitman Levels If They Own Them
Hitman 3 PC players are now able to import levels from Hitman 1 and 2 at no additional cost if they already own either of the first two games of the World of Assassination Trilogy.
Developer IO Interactive shared the news alongside a Location Importing Guide, noting that all players need to do to unlock these other levels is sign in to their IOI Account and make sure their platform accounts that own the games (i.e. Steam and The Epic Games Store) are linked as well.
This has been an ongoing issue for PC players due to the fact that Hitman 3 is exclusive to The Epic Games Store. While the original Hitman is available on that digital storefront as well, Hitman 2 is still only on Steam. This meant there was no way to prove you owned Hitman 2 prior to this new import procedure.
[ignvideo url="https://www.ign.com/videos/2021/01/19/hitman-3-review"]
IO Interactive shared a few important things to consider before you initiate this process, and they are as follows;
- Double check all your choices before claiming content. They cannot be undone or reversed.
- The content you claim will be an ‘Access Pass DLC’. For example, if you own HITMAN 2, you can claim the HITMAN 2 Access Pass. It’s that simple.
- Once you have claimed an Access Pass, restart HITMAN 3 to access the relevant content. (There are no codes you need to redeem.)
- We recommend using a PC browser, the location importing site is not fully optimised for mobile browsers.
Hitman 3 PC Players Can Now Import Previous Hitman Levels If They Own Them
Hitman 3 PC players are now able to import levels from Hitman 1 and 2 at no additional cost if they already own either of the first two games of the World of Assassination Trilogy.
Developer IO Interactive shared the news alongside a Location Importing Guide, noting that all players need to do to unlock these other levels is sign in to their IOI Account and make sure their platform accounts that own the games (i.e. Steam and The Epic Games Store) are linked as well.
This has been an ongoing issue for PC players due to the fact that Hitman 3 is exclusive to The Epic Games Store. While the original Hitman is available on that digital storefront as well, Hitman 2 is still only on Steam. This meant there was no way to prove you owned Hitman 2 prior to this new import procedure.
[ignvideo url="https://www.ign.com/videos/2021/01/19/hitman-3-review"]
IO Interactive shared a few important things to consider before you initiate this process, and they are as follows;
- Double check all your choices before claiming content. They cannot be undone or reversed.
- The content you claim will be an ‘Access Pass DLC’. For example, if you own HITMAN 2, you can claim the HITMAN 2 Access Pass. It’s that simple.
- Once you have claimed an Access Pass, restart HITMAN 3 to access the relevant content. (There are no codes you need to redeem.)
- We recommend using a PC browser, the location importing site is not fully optimised for mobile browsers.
Twitch Replaced Metallica’s BlizzCon Concert With Hilarious Non-Metal Music
While fans of Metallica were treated to a special performance by the band at the end of BlizzCon 2021's opening ceremony, those watching on the official Twitch Gaming channel were treated to the concert with the most non-heavy metal music imaginable in order to avoid a DMCA claim.
Shortly after Metallica started playing, Twitch switched over to royalty-free music to avoid a DMCA takedown, which predictably led to a hilarious few moments that was captured by those like @Slasher on Twitter.
It would appear that Twitch did not obtain the proper rights to allow the music to be played on its channel. Fortunately, the concert and its music played as expected on other Twitch channels like Blizzard's own and the official BlizzCon livestream on YouTube. DMCA takedowns have been a huge issue for Twitch streamers recently, and Twitch even admitted that it has handled this situation poorly and promised that better tools are on the way. Besides this funny moment, BlizzCon 2021 has already provided some big news and reveals, including Diablo 2 Resurrected, Diablo 4's Rogue class, 55 new Overwatch 2 details, and so much more. [ignvideo url="https://www.ign.com/videos/2021/02/19/diablo-2-resurrected-reveal-trailer"] As of this writing, Day 2 of BlizzCon is underway, and you can catch up on all the best announcements in our BlizzCon 2021 roundup. Blogroll Image Credit: Buda Mendes/Getty Images. [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 current state of Twitch: the official Twitch Gaming channel cut off the live Metallica concert to play 8bit folk music to avoid DMCA pic.twitter.com/sCn56So8Ee
— Rod Breslau (@Slasher) February 19, 2021
Twitch Replaced Metallica’s BlizzCon Concert With Hilarious Non-Metal Music
While fans of Metallica were treated to a special performance by the band at the end of BlizzCon 2021's opening ceremony, those watching on the official Twitch Gaming channel were treated to the concert with the most non-heavy metal music imaginable in order to avoid a DMCA claim.
Shortly after Metallica started playing, Twitch switched over to royalty-free music to avoid a DMCA takedown, which predictably led to a hilarious few moments that was captured by those like @Slasher on Twitter.
It would appear that Twitch did not obtain the proper rights to allow the music to be played on its channel. Fortunately, the concert and its music played as expected on other Twitch channels like Blizzard's own and the official BlizzCon livestream on YouTube. DMCA takedowns have been a huge issue for Twitch streamers recently, and Twitch even admitted that it has handled this situation poorly and promised that better tools are on the way. Besides this funny moment, BlizzCon 2021 has already provided some big news and reveals, including Diablo 2 Resurrected, Diablo 4's Rogue class, 55 new Overwatch 2 details, and so much more. [ignvideo url="https://www.ign.com/videos/2021/02/19/diablo-2-resurrected-reveal-trailer"] As of this writing, Day 2 of BlizzCon is underway, and you can catch up on all the best announcements in our BlizzCon 2021 roundup. Blogroll Image Credit: Buda Mendes/Getty Images. [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 current state of Twitch: the official Twitch Gaming channel cut off the live Metallica concert to play 8bit folk music to avoid DMCA pic.twitter.com/sCn56So8Ee
— Rod Breslau (@Slasher) February 19, 2021
Blizzard May One Day Let Alliance and Horde Play Together in World of Warcraft
For nearly two decades now (and long before that if you count its Warcraft predecessors), World of Warcraft has centered around a conflict between two factions: the Alliance and Horde. Never have the twain been able to meet to do content together cooperatively in the MMORPG...but Blizzard says that may one day change.
In today's World of Warcraft Q&A at BlizzCon 2021, panel moderator Scott Johnson asked a number of questions regarding the recent announcements of World of Warcraft: The Burning Crusade Classic and World of Warcraft: Shadowlands' upcoming 9.1 patch to a panel of Blizzard developers including game director Ion Hazzikostas, touching on topics such as the recent cinematics and lore, character availability and transfer for The Burning Crusade Classic, and game balance.
The discussion turned to the fact that some of the "realms," or servers in World of Warcraft have an exceedingly low population of either Alliance or Horde. And since players can only do raids, dungeons, quests, and most other content with their same faction, this can often lead to players either changing to higher population servers or switching factions, effectively either ensuring some servers become even more skewed, or are abandoned entirely. Hazzikostas cited features like cross-server gameplay and connected realms as having alleviated much of that issue, but acknowledged that it was still a problem due to the need for guilds to be made up of characters all on one server, among other issues.
[ignvideo url="https://www.ign.com/videos/2021/02/19/world-of-warcraft-shadowlands-chains-of-domination-trailer"]
Johnson then asked the panel a question that he acknowledged comes up seemingly on a yearly basis, with a negative answer each time: would Blizzard ever let the Horde and Alliance raid, or do Mythic dungeons together?
Hazzikostas bucked the trend with his response:
"I honestly would not say never...There are a ton of reasons why it is essential to retain faction identity, but for the sake of rated arena, from day one, Alliance could fight Alliance and Horde could fight Horde. When Burning Crusade Classic comes out later this year, that will be a thing and that will be a competitive activity, and that was one of those areas where the gameplay and the need for matchmaking was the top priority and had to be. In an ideal world, all of these priorities would co-exist, but at the end of the day an MMO like World of Warcraft is about being able to play with your friends, being able to play where you want to be and arguably, there's greater stretch in the faction identity if you feel you can truly choose the faction you identify with, that you feel most a part of, and not have to sacrifice that because you need to be with your group or you want to join a higher-rated guild.
"I have coworkers who are lifelong Alliance players who now play Horde, who really wish they could be Alliance, who are doing it for guild reasons, and I know there are tens of thousands, maybe more, in that exact same boat around the world. We'd love to do something for them."
Whatever this change ends up looking like, it's clear that the potential unification Hazzikostas suggests isn't coming anytime soon. While Patch 9.1 Chains of Domination includes a number of new features including a new raid, a mega-dungeon, and a new outdoor area, it doesn't look like the Alliance and Horde will get to play together for now.
But Blizzard does seem open to further big leaps that it may not have considered in the past, with developers telling IGN in a pre-BlizzCon interview that they are open to the idea of one day releasing a Wrath of the Lich King Classic version -- if enough players are interested.
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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.
Blizzard May One Day Let Alliance and Horde Play Together in World of Warcraft
For nearly two decades now (and long before that if you count its Warcraft predecessors), World of Warcraft has centered around a conflict between two factions: the Alliance and Horde. Never have the twain been able to meet to do content together cooperatively in the MMORPG...but Blizzard says that may one day change.
In today's World of Warcraft Q&A at BlizzCon 2021, panel moderator Scott Johnson asked a number of questions regarding the recent announcements of World of Warcraft: The Burning Crusade Classic and World of Warcraft: Shadowlands' upcoming 9.1 patch to a panel of Blizzard developers including game director Ion Hazzikostas, touching on topics such as the recent cinematics and lore, character availability and transfer for The Burning Crusade Classic, and game balance.
The discussion turned to the fact that some of the "realms," or servers in World of Warcraft have an exceedingly low population of either Alliance or Horde. And since players can only do raids, dungeons, quests, and most other content with their same faction, this can often lead to players either changing to higher population servers or switching factions, effectively either ensuring some servers become even more skewed, or are abandoned entirely. Hazzikostas cited features like cross-server gameplay and connected realms as having alleviated much of that issue, but acknowledged that it was still a problem due to the need for guilds to be made up of characters all on one server, among other issues.
[ignvideo url="https://www.ign.com/videos/2021/02/19/world-of-warcraft-shadowlands-chains-of-domination-trailer"]
Johnson then asked the panel a question that he acknowledged comes up seemingly on a yearly basis, with a negative answer each time: would Blizzard ever let the Horde and Alliance raid, or do Mythic dungeons together?
Hazzikostas bucked the trend with his response:
"I honestly would not say never...There are a ton of reasons why it is essential to retain faction identity, but for the sake of rated arena, from day one, Alliance could fight Alliance and Horde could fight Horde. When Burning Crusade Classic comes out later this year, that will be a thing and that will be a competitive activity, and that was one of those areas where the gameplay and the need for matchmaking was the top priority and had to be. In an ideal world, all of these priorities would co-exist, but at the end of the day an MMO like World of Warcraft is about being able to play with your friends, being able to play where you want to be and arguably, there's greater stretch in the faction identity if you feel you can truly choose the faction you identify with, that you feel most a part of, and not have to sacrifice that because you need to be with your group or you want to join a higher-rated guild.
"I have coworkers who are lifelong Alliance players who now play Horde, who really wish they could be Alliance, who are doing it for guild reasons, and I know there are tens of thousands, maybe more, in that exact same boat around the world. We'd love to do something for them."
Whatever this change ends up looking like, it's clear that the potential unification Hazzikostas suggests isn't coming anytime soon. While Patch 9.1 Chains of Domination includes a number of new features including a new raid, a mega-dungeon, and a new outdoor area, it doesn't look like the Alliance and Horde will get to play together for now.
But Blizzard does seem open to further big leaps that it may not have considered in the past, with developers telling IGN in a pre-BlizzCon interview that they are open to the idea of one day releasing a Wrath of the Lich King Classic version -- if enough players are interested.
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Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.
Dinosaur Planet: Playable Version of Rare’s Cancelled N64 Game Leaks Online
Rare's cancelled N64 game known as Dinosaur Planet, which ended up being repurposed into GameCube's Star Fox Adventures, has leaked online and is fully playable.
Forest of Illusion on Twitter released the files to Dinosaur Planet and shared some screenshots of the game that featured Star Fox's Fox McCloud.
Furthermore, while this version of Dinosaur Planet will not currently "run 100% perfectly on any emulator," Forest of Illusion states it will "work perfectly fine with flashcarts."
Forest of Illusion purchased a disc from a private game collector in Sweden that had a build of Dinosaur Planet on it from December 1, 2000. It is said to be a late build of the game, and that it would "need some hacking to be fully playable to the end."
Dinosaur Planet, as previously mentioned, became Star Fox Adventures and was released in 2002. In our review, we said "Star Fox Adventures arrives as a truly excellent 3D action-adventure for GameCube owners. It's a clear Zelda rip, and not quite as good, but that's okay in my book as Rare has still done a pretty good job of it."
Nintendo's Shigeru Miyamoto was said to have been one of the driving forces in turning Dinosaur Planet into Star Fox Adventures. In an interview with IGN, when asked about the game, he even commented that "It looks really nice, doesn't it? I wish they would [use] Star Fox characters so that they could use the title Star Fox Adventures. Maybe I should call the team and talk about it. [laughs]."
[ignvideo url="https://www.ign.com/videos/2001/05/16/star-fox-adventures-gamecube-video"]
You can read IGN's impressions of N64's Dinosaur Planet from 2001, when the game was already cancelled on N64 and was being reworked as a GameCube game.
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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.
Dinosaur Planet: Playable Version of Rare’s Cancelled N64 Game Leaks Online
Rare's cancelled N64 game known as Dinosaur Planet, which ended up being repurposed into GameCube's Star Fox Adventures, has leaked online and is fully playable.
Forest of Illusion on Twitter released the files to Dinosaur Planet and shared some screenshots of the game that featured Star Fox's Fox McCloud.
Furthermore, while this version of Dinosaur Planet will not currently "run 100% perfectly on any emulator," Forest of Illusion states it will "work perfectly fine with flashcarts."
Forest of Illusion purchased a disc from a private game collector in Sweden that had a build of Dinosaur Planet on it from December 1, 2000. It is said to be a late build of the game, and that it would "need some hacking to be fully playable to the end."
Dinosaur Planet, as previously mentioned, became Star Fox Adventures and was released in 2002. In our review, we said "Star Fox Adventures arrives as a truly excellent 3D action-adventure for GameCube owners. It's a clear Zelda rip, and not quite as good, but that's okay in my book as Rare has still done a pretty good job of it."
Nintendo's Shigeru Miyamoto was said to have been one of the driving forces in turning Dinosaur Planet into Star Fox Adventures. In an interview with IGN, when asked about the game, he even commented that "It looks really nice, doesn't it? I wish they would [use] Star Fox characters so that they could use the title Star Fox Adventures. Maybe I should call the team and talk about it. [laughs]."
[ignvideo url="https://www.ign.com/videos/2001/05/16/star-fox-adventures-gamecube-video"]
You can read IGN's impressions of N64's Dinosaur Planet from 2001, when the game was already cancelled on N64 and was being reworked as a GameCube game.
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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.