Monthly Archives: April 2021

New Pokemon Snap Review – A Blast From The Past

The Nintendo 64's Pokemon Snap has held a special place in my heart for over 20 years, partially because there's nothing else quite like it in the Pokemon franchise. Pokemon Snap has nothing to do with catching or battling with Pokemon, and humans aren't at the heart of its story. Instead, Snap has always been about the joy of discovery and uncovering the secrets of the Pokemon world without interfering with it. Its long-lasting charm has stemmed in part from emulating one of the greatest joys of photography: witnessing and capturing moments it felt like you weren't supposed to see, like a group of Charmander performing a synchronized dance inside a volcano. 20 years later, that same charm and mystique is present in New Pokemon Snap on Nintendo Switch. With even more courses and Pokemon to discover, New Pokemon Snap is a brand-new adventure that's absolutely delightful to embark on, incorporating newer generations of Pokemon and stunning environments that feel truly alive.

Like the first game, New Pokemon Snap opens with you, a budding photographer, joining up with a Pokemon professor to snap some photos for his research. The mystery at the heart of the game is quickly introduced--Professor Mirror is investigating a strange Illumina phenomenon that's causing some Pokemon in the Lental region to glow, and you're here to catch it in action and discover its source. This sets up an overarching story--something that wasn't present in the first game--that slowly unfolds as you explore each island. The story itself isn't particularly deep and feels somewhat half-baked, but having the narrative reasons for continuing to explore each island does help progression feel natural and well-paced. Charming voice-acted cutscenes with Professor Mirror and the research team help draw you in and add to the overall presentation.

What you're really here for, though, are the new courses, which you explore in a pod-like vehicle known as the NEO-ONE. These take you through all sorts of natural Pokemon environments, from thick jungles to vast deserts and underwater caverns. Though some of them are thematically similar to courses that were present in the 1999 game, such as the beach level, New Pokemon Snap also takes you to brand-new environments. These feature a mix of Pokemon from all eight generations existing in their natural habitats. Each environment is full of life, with something happening in nearly every direction you look--it's almost a sensory overload the first time you load up a course. The thrill of discovery is still at the heart of its gameplay--that incredible feeling of spotting your favorite Pokemon out of the blue and snapping about 20 quickfire shots of it that all turn out terrible because you were just so excited and weren't ready for it. Whether you're photographing a Pokemon that burst out in front of you or zooming in to take a shot of one that's hidden in the distance, the sense of wonder and constant anticipation of what you'll see next in New Pokemon Snap is exhilarating.

Continue Reading at GameSpot

New Pokemon Snap Review – A Blast From The Past

The Nintendo 64's Pokemon Snap has held a special place in my heart for over 20 years, partially because there's nothing else quite like it in the Pokemon franchise. Pokemon Snap has nothing to do with catching or battling with Pokemon, and humans aren't at the heart of its story. Instead, Snap has always been about the joy of discovery and uncovering the secrets of the Pokemon world without interfering with it. Its long-lasting charm has stemmed in part from emulating one of the greatest joys of photography: witnessing and capturing moments it felt like you weren't supposed to see, like a group of Charmander performing a synchronized dance inside a volcano. 20 years later, that same charm and mystique is present in New Pokemon Snap on Nintendo Switch. With even more courses and Pokemon to discover, New Pokemon Snap is a brand-new adventure that's absolutely delightful to embark on, incorporating newer generations of Pokemon and stunning environments that feel truly alive.

Like the first game, New Pokemon Snap opens with you, a budding photographer, joining up with a Pokemon professor to snap some photos for his research. The mystery at the heart of the game is quickly introduced--Professor Mirror is investigating a strange Illumina phenomenon that's causing some Pokemon in the Lental region to glow, and you're here to catch it in action and discover its source. This sets up an overarching story--something that wasn't present in the first game--that slowly unfolds as you explore each island. The story itself isn't particularly deep and feels somewhat half-baked, but having the narrative reasons for continuing to explore each island does help progression feel natural and well-paced. Charming voice-acted cutscenes with Professor Mirror and the research team help draw you in and add to the overall presentation.

What you're really here for, though, are the new courses, which you explore in a pod-like vehicle known as the NEO-ONE. These take you through all sorts of natural Pokemon environments, from thick jungles to vast deserts and underwater caverns. Though some of them are thematically similar to courses that were present in the 1999 game, such as the beach level, New Pokemon Snap also takes you to brand-new environments. These feature a mix of Pokemon from all eight generations existing in their natural habitats. Each environment is full of life, with something happening in nearly every direction you look--it's almost a sensory overload the first time you load up a course. The thrill of discovery is still at the heart of its gameplay--that incredible feeling of spotting your favorite Pokemon out of the blue and snapping about 20 quickfire shots of it that all turn out terrible because you were just so excited and weren't ready for it. Whether you're photographing a Pokemon that burst out in front of you or zooming in to take a shot of one that's hidden in the distance, the sense of wonder and constant anticipation of what you'll see next in New Pokemon Snap is exhilarating.

Continue Reading at GameSpot

Resident Evil Re:Verse Delayed to Summer 2021

Capcom has delayed Resident Evil Re:Verse, the multiplayer game originally set to launch alongside Resident Evil Village. An update to the Resident Evil Re:Verse website explains that "Re:Verse will launch Summer 2021". Had things stayed on schedule, it would have been available from May 7, the same date as Resident Evil Village. [ignvideo url="https://www.ign.com/videos/2021/01/21/re-verse-resident-evil-village-multiplayer-reveal"] The six-player PvP deathmatch game casts players as characters from across the Resident Evil series. Players have already been able to have a taste of the game thanks to a beta, but the test did suffer matchmaking problems and was suspended. It is unclear if any issues discovered in the beta are the reason for the game's delay. Resident Evil Village remains on track, and will still have a game mode beyond its main story campaign: Mercenaries Mode. If you want to get hands-on with Resi before it releases on May 7, then you'll be able to check out the Resident Evil Village Final Demo, which has been extended after fan outcry. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Resident Evil Re:Verse Delayed to Summer 2021

Capcom has delayed Resident Evil Re:Verse, the multiplayer game originally set to launch alongside Resident Evil Village. An update to the Resident Evil Re:Verse website explains that "Re:Verse will launch Summer 2021". Had things stayed on schedule, it would have been available from May 7, the same date as Resident Evil Village. [ignvideo url="https://www.ign.com/videos/2021/01/21/re-verse-resident-evil-village-multiplayer-reveal"] The six-player PvP deathmatch game casts players as characters from across the Resident Evil series. Players have already been able to have a taste of the game thanks to a beta, but the test did suffer matchmaking problems and was suspended. It is unclear if any issues discovered in the beta are the reason for the game's delay. Resident Evil Village remains on track, and will still have a game mode beyond its main story campaign: Mercenaries Mode. If you want to get hands-on with Resi before it releases on May 7, then you'll be able to check out the Resident Evil Village Final Demo, which has been extended after fan outcry. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Cyberpunk 2077 Releases Another Update, Fixes a Number of New Bugs

CD Projekt Red has pushed its third Cyberpunk 2077 update in a month, addressing a number of new bugs, including progression glitches. Hotfix 1.22 is now live across PC, consoles and Google Stadia, and you can read the full patch notes at the end of this story. This update addresses a number of issues with quests and content in the open world. CD Projekt Red have fixed issues where players could get trapped in quests like Epistrophy and Until Death Do Us Part, and bugs where NPCs like Takemura could get stuck during the quest Down on the Street. Another fix has made it so that players aren't left without weapons or consumables after interacting with a certain panel during the mission Riders on the Storm. [ignvideo url="https://www.ign.com/videos/2020/12/07/cyberpunk-2077-review"] As well as addressing intricate issues like NPC clothes clipping and the tracking of a specific dataterm towards the Frequent Flyer achievement, CD Projekt Red says Hotfix 1.22 will help stabilize the game. It's said to improve Cyberpunk's performance via memory management optimisations and GPU tweaks. The aforementioned optimizations are coming to consoles too, with GPU and ESRAM improvements on Xbox One and memory management improvements on PlayStation 5. Google Stadia players have also been cleared of an annoying bug where they could get soft locked if they entered the key bindings menu without a keyboard attached. In other Cyberpunk 2077 news, here's an exclusive preview of a tie-in comic book that explores an urban development project that encroaches on Valentinos gang territory. CD Projekt Red recently said that it had learned a huge lesson after Cyberpunk's rocky launch, and has committed to major changes in future. [ignvideo url="https://www.ign.com/videos/cyberpunk-2077-ps4-ps5-xbox-series-xs-console-performance-review-patch-12"] The Hotfix 1.22 changes are below:

Quests & Open World

  • The Metro: Memorial Park dataterm should now properly count towards the Frequent Flyer achievement.
  • Fixed glitches in Johnny's appearance occurring after buying the Nomad car from Lana.
  • Fixed an issue in Gig: Until Death Do Us Part where it was not possible to use the elevator.
  • Fixed an issue in Epistrophy where the player could get trapped in the garage if they didn't follow the drone and ran into the control room instead.
  • Added a retrofix for the issue we fixed in 1.21, where Takemura could get stuck in Japantown Docks in Down on the Street - for players who already experienced it before update 1.21 and continued playing until 1.22, Takemura will now teleport to Wakako's parlor.
  • Fixed an issue preventing the player from opening the phone in the apartment at the beginning of New Dawn Fades.
  • Fixed an issue where the player could become unable to use weapons and consumables after interacting with a maintenance panel in Riders on the Storm.

Visual

  • Fixed various issues related to clipping in NPCs' clothes.

UI

  • Fixed an issue where subtitles were not properly aligned in the Arabic language version.

Stability and performance

  • Various memory management improvements (reducing the number of crashes), and other optimizations.
  • Improved GPU performance of skinning and cloth rendering.

Console-specific

  • GPU and ESRAM optimizations and improvements on Xbox One.
  • Memory management improvements on PlayStation 5.

Stadia-specific

  • It's no longer possible to get soft locked in the key bindings menu if a keyboard is not available
[poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

Cyberpunk 2077 Releases Another Update, Fixes a Number of New Bugs

CD Projekt Red has pushed its third Cyberpunk 2077 update in a month, addressing a number of new bugs, including progression glitches. Hotfix 1.22 is now live across PC, consoles and Google Stadia, and you can read the full patch notes at the end of this story. This update addresses a number of issues with quests and content in the open world. CD Projekt Red have fixed issues where players could get trapped in quests like Epistrophy and Until Death Do Us Part, and bugs where NPCs like Takemura could get stuck during the quest Down on the Street. Another fix has made it so that players aren't left without weapons or consumables after interacting with a certain panel during the mission Riders on the Storm. [ignvideo url="https://www.ign.com/videos/2020/12/07/cyberpunk-2077-review"] As well as addressing intricate issues like NPC clothes clipping and the tracking of a specific dataterm towards the Frequent Flyer achievement, CD Projekt Red says Hotfix 1.22 will help stabilize the game. It's said to improve Cyberpunk's performance via memory management optimisations and GPU tweaks. The aforementioned optimizations are coming to consoles too, with GPU and ESRAM improvements on Xbox One and memory management improvements on PlayStation 5. Google Stadia players have also been cleared of an annoying bug where they could get soft locked if they entered the key bindings menu without a keyboard attached. In other Cyberpunk 2077 news, here's an exclusive preview of a tie-in comic book that explores an urban development project that encroaches on Valentinos gang territory. CD Projekt Red recently said that it had learned a huge lesson after Cyberpunk's rocky launch, and has committed to major changes in future. [ignvideo url="https://www.ign.com/videos/cyberpunk-2077-ps4-ps5-xbox-series-xs-console-performance-review-patch-12"] The Hotfix 1.22 changes are below:

Quests & Open World

  • The Metro: Memorial Park dataterm should now properly count towards the Frequent Flyer achievement.
  • Fixed glitches in Johnny's appearance occurring after buying the Nomad car from Lana.
  • Fixed an issue in Gig: Until Death Do Us Part where it was not possible to use the elevator.
  • Fixed an issue in Epistrophy where the player could get trapped in the garage if they didn't follow the drone and ran into the control room instead.
  • Added a retrofix for the issue we fixed in 1.21, where Takemura could get stuck in Japantown Docks in Down on the Street - for players who already experienced it before update 1.21 and continued playing until 1.22, Takemura will now teleport to Wakako's parlor.
  • Fixed an issue preventing the player from opening the phone in the apartment at the beginning of New Dawn Fades.
  • Fixed an issue where the player could become unable to use weapons and consumables after interacting with a maintenance panel in Riders on the Storm.

Visual

  • Fixed various issues related to clipping in NPCs' clothes.

UI

  • Fixed an issue where subtitles were not properly aligned in the Arabic language version.

Stability and performance

  • Various memory management improvements (reducing the number of crashes), and other optimizations.
  • Improved GPU performance of skinning and cloth rendering.

Console-specific

  • GPU and ESRAM optimizations and improvements on Xbox One.
  • Memory management improvements on PlayStation 5.

Stadia-specific

  • It's no longer possible to get soft locked in the key bindings menu if a keyboard is not available
[poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.

The Last of Us Movie Fell Apart Because It Was Too Action-Focused

The movie adaptation of The Last of Us fell apart because there was too much focus on big action set-pieces that did not suit the story, according to game director Neil Druckmann. Talking to the Script Apart podcast, Druckmann said: “When I worked on the movie version, a lot of the thinking and notes were like ‘how do we make it bigger? How do we make the set pieces bigger?’” [ignvideo url="https://www.ign.com/videos/2020/07/31/the-last-of-us-tv-producer-says-hbo-series-will-enhance-the-original-game-ign-news"] Druckmann did not point fingers as to who in the studio system provided those notes, but he said that the approach was responsible for the film’s downfall. “It didn’t work for The Last of Us and I think that’s ultimately why the movie wasn’t made,” he said. As a video game, The Last of Us has plenty of combat due to the way its gameplay structure works. But the story aspect of the game - what is essentially the base for any film or TV adaptation - is more subdued than a Hollywood blockbuster. Thankfully, Druckmann says that moving to a television series has helped capture the team’s original intentions for the game. “Our approach for The Last of Us was ‘Let’s make it as an indie film’,” Druckmann revealed. “Let’s approach it as an indie film team, the way it’s shot, the way how small and intimate it feels. And with the show we get to lean into that even more because we don’t have to have as many action sequences as we do in the game.” “In the game, there’s certain mechanics for pacing purposes,” Druckmann added. “You have to engage those mechanics every once in a while, you need enough combat to train those mechanics. And you can throw all that out [for the TV show], because now we’re in a different medium. Let’s play to the strengths of this medium.” [widget path="global/article/imagegallery" parameters="albumSlug=every-video-game-movie-in-development-almost&captions=true"] The Last of Us movie was in development with Screen Gems and Sony back in 2014, with Druckmann writing the script and Sam Raimi attached to produce. But by 2016 the film was experiencing trouble and production ground to a standstill. Had it worked out, though, it was likely that Game of Thrones star Maisie Williams would have played Ellie. The HBO TV version of The Last of Us replaces the movie, so it will now only be seen on-screen in television format. The show, which covers the plot of the first game, is reportedly set to start filming in July. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

The Last of Us Movie Fell Apart Because It Was Too Action-Focused

The movie adaptation of The Last of Us fell apart because there was too much focus on big action set-pieces that did not suit the story, according to game director Neil Druckmann. Talking to the Script Apart podcast, Druckmann said: “When I worked on the movie version, a lot of the thinking and notes were like ‘how do we make it bigger? How do we make the set pieces bigger?’” [ignvideo url="https://www.ign.com/videos/2020/07/31/the-last-of-us-tv-producer-says-hbo-series-will-enhance-the-original-game-ign-news"] Druckmann did not point fingers as to who in the studio system provided those notes, but he said that the approach was responsible for the film’s downfall. “It didn’t work for The Last of Us and I think that’s ultimately why the movie wasn’t made,” he said. As a video game, The Last of Us has plenty of combat due to the way its gameplay structure works. But the story aspect of the game - what is essentially the base for any film or TV adaptation - is more subdued than a Hollywood blockbuster. Thankfully, Druckmann says that moving to a television series has helped capture the team’s original intentions for the game. “Our approach for The Last of Us was ‘Let’s make it as an indie film’,” Druckmann revealed. “Let’s approach it as an indie film team, the way it’s shot, the way how small and intimate it feels. And with the show we get to lean into that even more because we don’t have to have as many action sequences as we do in the game.” “In the game, there’s certain mechanics for pacing purposes,” Druckmann added. “You have to engage those mechanics every once in a while, you need enough combat to train those mechanics. And you can throw all that out [for the TV show], because now we’re in a different medium. Let’s play to the strengths of this medium.” [widget path="global/article/imagegallery" parameters="albumSlug=every-video-game-movie-in-development-almost&captions=true"] The Last of Us movie was in development with Screen Gems and Sony back in 2014, with Druckmann writing the script and Sam Raimi attached to produce. But by 2016 the film was experiencing trouble and production ground to a standstill. Had it worked out, though, it was likely that Game of Thrones star Maisie Williams would have played Ellie. The HBO TV version of The Last of Us replaces the movie, so it will now only be seen on-screen in television format. The show, which covers the plot of the first game, is reportedly set to start filming in July. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Sony to ‘Aggressively’ Invest in First-Party Studios and Exclusive Partnerships

Sony will 'aggressively invest' in its first-party studios in the next year, as well as creating more partnerships with third-party studios – and it's throwing a lot of money behind the plan. Speaking during today's Sony earnings call, Sony CFO Hiroki Totoki explained that the company wants to enhance its exclusive offerings, and will do so in two ways: "We intend to continue investing in partnering with external studios, in addition to aggressively investing in our in-house studios.” Totoki pointed specifically to the company's partnership with Assassin's Creed creator Jade Raymond's new studio, Haven, which will create a new PlayStation IP as its first game. After announcing a new multiplayer game from ex-Destiny and Halo developers, it looks as though we may see more exclusive partnerships popping up over time. [widget path="global/article/imagegallery" parameters="albumSlug=the-best-ps5-games&captions=true"] In terms of Sony's own PlayStation Studios group, Totoki made clear that it would be hugely increasing the amount of money given to first-party developers, on top of what it already spends. “We plan to increase development personnel and other costs in our in-house studios by approximately [$183 million USD] year-on-year, as we further strengthen our in-house [software],” the CFO revealed. Totoki added a note about the company's multiple investments in Fortnite and Unreal Engine creator Epic Games, which is aiming to create a 'metaverse' in the gaming space. “In our additional investment of Epic Games," explained Totoki, "along with the rest of the Sony group we will also work to enhance the social and platform capabilities of games.” That doesn't give much away, but it seems Sony wants to jump onboard the more social elements of games like Fortnite. This lines up with comments from Sony Interactive Entertainment CEO Jim Ryan, who recently pledged that the PS5 would see more exclusives than any previous PlayStation generation. [ignvideo url="https://www.ign.com/videos/can-playstation-keep-up-with-xbox-game-pass-next-gen-console-watch"] It will be interesting to see what form those exclusives take – we've recently heard reports of dissatisfaction inside Sony's studios about the company's exclusives, with multiple members of Sony Bend seemingly leaving the company after a Days Gone 2 was rejected and the studio was assigned to Naughty Dog projects. We've said previously that Sony's focus on too-big-to-fail games is concerning. Undoubtedly, the lure of Sony's exclusives is fuelling PS5's huge success, with the console outstripping PS4's sales in the first fiscal year, and breaking US sales records. In the short-term, the company has two next-gen exclusives on the horizon, with Returnal and Ratchet & Clank: Rift Apart on the way soon. [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.

Sony to ‘Aggressively’ Invest in First-Party Studios and Exclusive Partnerships

Sony will 'aggressively invest' in its first-party studios in the next year, as well as creating more partnerships with third-party studios – and it's throwing a lot of money behind the plan. Speaking during today's Sony earnings call, Sony CFO Hiroki Totoki explained that the company wants to enhance its exclusive offerings, and will do so in two ways: "We intend to continue investing in partnering with external studios, in addition to aggressively investing in our in-house studios.” Totoki pointed specifically to the company's partnership with Assassin's Creed creator Jade Raymond's new studio, Haven, which will create a new PlayStation IP as its first game. After announcing a new multiplayer game from ex-Destiny and Halo developers, it looks as though we may see more exclusive partnerships popping up over time. [widget path="global/article/imagegallery" parameters="albumSlug=the-best-ps5-games&captions=true"] In terms of Sony's own PlayStation Studios group, Totoki made clear that it would be hugely increasing the amount of money given to first-party developers, on top of what it already spends. “We plan to increase development personnel and other costs in our in-house studios by approximately [$183 million USD] year-on-year, as we further strengthen our in-house [software],” the CFO revealed. Totoki added a note about the company's multiple investments in Fortnite and Unreal Engine creator Epic Games, which is aiming to create a 'metaverse' in the gaming space. “In our additional investment of Epic Games," explained Totoki, "along with the rest of the Sony group we will also work to enhance the social and platform capabilities of games.” That doesn't give much away, but it seems Sony wants to jump onboard the more social elements of games like Fortnite. This lines up with comments from Sony Interactive Entertainment CEO Jim Ryan, who recently pledged that the PS5 would see more exclusives than any previous PlayStation generation. [ignvideo url="https://www.ign.com/videos/can-playstation-keep-up-with-xbox-game-pass-next-gen-console-watch"] It will be interesting to see what form those exclusives take – we've recently heard reports of dissatisfaction inside Sony's studios about the company's exclusives, with multiple members of Sony Bend seemingly leaving the company after a Days Gone 2 was rejected and the studio was assigned to Naughty Dog projects. We've said previously that Sony's focus on too-big-to-fail games is concerning. Undoubtedly, the lure of Sony's exclusives is fuelling PS5's huge success, with the console outstripping PS4's sales in the first fiscal year, and breaking US sales records. In the short-term, the company has two next-gen exclusives on the horizon, with Returnal and Ratchet & Clank: Rift Apart on the way soon. [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.