Monthly Archives: April 2021

Newegg is Now Accepting Dogecoin for PC Parts

Popular PC-focused e-retailer Newegg is celebrating #DogeDay by announcing that it is now accepting the cryptocurrency Dogecoin as an official payment method. In 2014, Newegg was the first major e-retailer to accept Bitcoin for purchases on its platform, and it has now become one of the first to allow Dogecoin to be used by customers when shopping online. If you wish to purchase something on Newegg.com with Dogecoin, all you have to do is click "Edit" in the payment section on the checkout page and select BitPay. This will allow you to complete your transaction using Dogecoin held in your digital wallet. Screenshot_2021-04-20 EzY0g2VVUAIc-O- (JPEG Image, 1200 × 628 pixels)“The excitement and momentum around cryptocurrency are undeniable, and the recent surge in Dogecoin value underscores the need to make it easier for customers to make purchases with this popular cryptocurrency,” said Andrew Choi, Sr. Brand Manager of Newegg. “We’re committed to making it easy for our customers to shop however works best for them, and that means letting them complete transactions with the payment method that suits them best. To that end, we’re happy to give Dogecoin fans an easy way to shop online for tech.” Dogecoin was initially released in 2013 and features the face of the Shiba Inu dog from the "Doge" meme for its logo. Dogecoin has seen an 8,000% price surge this year and is currently the fifth-largest cryptocurrency. While it may have started off as a bit of a joke, it now has a market capitalization above $50 million, as reported by Reuters. This impressive performance has been helped along by many on the internet, including Elon Musk, who want to see its value skyrocket and send "Dogecoin to the moon." [ignvideo url="https://www.ign.com/videos/2018/01/17/bitcoin-101-everything-you-need-to-know"] Fans have also been using the hashtags #DogeDay and #DogeDay420 in attempt to make April 20 the informal Dogecoin day, which is very much inline with Dogecoin's satirical beginnings. [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.

TUKI: Jeff Smith Reveals New Graphic Novel 30 Years After Bone #1

2021 marks the 30th anniversary of Bone #1, a comic that kicked off a hugely popular and influential fantasy saga. What better way to mark that milestone than with a brand new project from creator Jeff Smith? Smith's latest comic isn't a spinoff of Bone, but rather a prehistoric action tale dubbed TUKI. Fans may remember Smith published some early segments of TUKI in web comic form, but he's since gone back to the drawing board and reimagined the story as a pair of full-length, black and white graphic novels. TUKI is set 2 million years in the past, in a time when rival species of human are struggling to survive and thrive in a chaotic world. The series follows the titular hero as they safeguard three children from a rival tribe and even the gods and giants who roam this mythical landscape. IGN can exclusively reveal several pages of the first volume, TUKI: Fight for Fire. See what's in store in the sideshow gallery below: [widget path="global/article/imagegallery" parameters="albumSlug=tuki-fight-for-fire-exclusive-graphic-novel-preview&captions=true"] “I’ve always been fascinated with human evolution, especially the point two million years ago when more than one species of human existed at the same time,” said Smith in a statement. “This was also the moment we conquered fire. Definitely our best party trick!” Both volumes of Tuki are being self-published through Kickstarter. Smith revealed both books are already completed. Assuming the Kickstarter is successful, TUKI: Fight for Fire is expected to ship to backers in July 2021, with TUKI: Fight for Family following in October 2021. Each book clocks in at 144 pages (not including additional material being offered as stretch goals), and they're being printed in a unique landscape format, not unlike Frank Miller's 300. “I started to play around with TUKI before COVID hit,” he continued, “but once the lockdown happened, I decided to dive in and focus on straightening out the story. I ended up with enough material for two books! It was friends from the old self-publishing days, the Tucci's and the Pulido's, who turned my wife Vijaya on to Kickstarter and persuaded us to give it a go. If all goes well, this could be the beginning of a new series! Come check us out! We have rewards that are super high on the neat-o scale!” As Smith teases, hopefully the TUKI Kickstarter will prove successful enough for the books to be reprinted and followed up by additional volumes in the series. Will you be backing Smith's first major comic book project in years? Let us know in the comments below. [ignvideo url="https://www.ign.com/videos/2021/04/20/winter-soldier-co-creator-slams-marvel-ign-the-fix-entertainment"] In other big comic book developments, Winter Soldier co-creator Ed Brubaker is calling out Marvel, and The Walking Dead heroine Clementine is finally making her first appearance in the comics. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

TUKI: Jeff Smith Reveals New Graphic Novel 30 Years After Bone #1

2021 marks the 30th anniversary of Bone #1, a comic that kicked off a hugely popular and influential fantasy saga. What better way to mark that milestone than with a brand new project from creator Jeff Smith? Smith's latest comic isn't a spinoff of Bone, but rather a prehistoric action tale dubbed TUKI. Fans may remember Smith published some early segments of TUKI in web comic form, but he's since gone back to the drawing board and reimagined the story as a pair of full-length, black and white graphic novels. TUKI is set 2 million years in the past, in a time when rival species of human are struggling to survive and thrive in a chaotic world. The series follows the titular hero as they safeguard three children from a rival tribe and even the gods and giants who roam this mythical landscape. IGN can exclusively reveal several pages of the first volume, TUKI: Fight for Fire. See what's in store in the sideshow gallery below: [widget path="global/article/imagegallery" parameters="albumSlug=tuki-fight-for-fire-exclusive-graphic-novel-preview&captions=true"] “I’ve always been fascinated with human evolution, especially the point two million years ago when more than one species of human existed at the same time,” said Smith in a statement. “This was also the moment we conquered fire. Definitely our best party trick!” Both volumes of Tuki are being self-published through Kickstarter. Smith revealed both books are already completed. Assuming the Kickstarter is successful, TUKI: Fight for Fire is expected to ship to backers in July 2021, with TUKI: Fight for Family following in October 2021. Each book clocks in at 144 pages (not including additional material being offered as stretch goals), and they're being printed in a unique landscape format, not unlike Frank Miller's 300. “I started to play around with TUKI before COVID hit,” he continued, “but once the lockdown happened, I decided to dive in and focus on straightening out the story. I ended up with enough material for two books! It was friends from the old self-publishing days, the Tucci's and the Pulido's, who turned my wife Vijaya on to Kickstarter and persuaded us to give it a go. If all goes well, this could be the beginning of a new series! Come check us out! We have rewards that are super high on the neat-o scale!” As Smith teases, hopefully the TUKI Kickstarter will prove successful enough for the books to be reprinted and followed up by additional volumes in the series. Will you be backing Smith's first major comic book project in years? Let us know in the comments below. [ignvideo url="https://www.ign.com/videos/2021/04/20/winter-soldier-co-creator-slams-marvel-ign-the-fix-entertainment"] In other big comic book developments, Winter Soldier co-creator Ed Brubaker is calling out Marvel, and The Walking Dead heroine Clementine is finally making her first appearance in the comics. [poilib element="accentDivider"] Jesse is a mild-mannered staff writer for IGN. Allow him to lend a machete to your intellectual thicket by following @jschedeen on Twitter.

After 20 Years of PlayStation Golf Games, Clap Hanz Wants a New Challenge

For over 20 years, Japanese studio Clap Hanz has been known for exactly one thing: making really good PlayStation golf games.

It started in 1998 with Everybody's Golf 2, having taken over the series from Camelot (which would then go on to make all of Nintendo's Mario Golf games). The series would go on to span four generations of PlayStation consoles, as well as the PSP, Vita, and PSVR. In all that time, Clap Hanz has not released a single game that wasn't part of that series, wasn't golf, and wasn't exclusive to Sony.

That is, until now. Earlier this month, Clap Hanz announced and simultaneously released its very first game to break most of those molds: Clap Hanz Golf. Though still a golf game, Clap Hanz Golf is not a part of the Everybody's Golf series, and instead of being a PlayStation console game, it's currently exclusive to Apple Arcade. It's a massive step for the studio after all these years, and it's a move that CEO Masashi Muramori says he hopes will better identify the studio as its own entity to a global audience.

cloudiness

"We wanted the global audience to know who Clap Hanz is, and what we've done in the past," Muramori says in an interview with IGN. "By putting our name in the title, we thought it would be the best way for gamers to recognize Clap Hanz.”

Muramori reassures me that the studio does still have a good relationship with Sony, but that the studio does want to explore other options in the future beyond its current and former partnerships.

"The last Everybody's Golf title was released in 2019 for PlayStation VR, and there haven't been any new announcements up to this point," he says. "But that doesn't mean the relationship is over. We still have a very good relationship with Sony. [...] We don't want to limit ourselves to Apple and Sony. Just for your reference, there is nothing set in stone as far as other partners for the time being. But we would like to pursue any other opportunities that would arise in the future."

[poilib element="quoteBox" parameters="excerpt=There%20are%20actually%20a%20lot%20of%20games%20that%20are%20in%20the%20planning%20%5Bstage%5D%2C%20and%20they%20are%20not%20limited%20to%20golf%20games."]

Clap Hanz Golf isn't just looking for new partners and opportunities. Muramori says the studio is also looking to expand its horizons beyond golf games in the future. He hopes in another 20 years that golf games are still a pillar for the studio, but that the studio is also able to establish other pillar titles "that showcase our abilities as a game developer."

"There are actually a lot of games that are in the planning [stage], and they are not limited to golf games -- all sorts of different genres," Muramori says. "But realistically, we need to prioritize the ones that are most likely to succeed, so for that reason most of our games have continued to be golf games. But we always have the urge to develop other games as well."

shot02

No matter its ideas for future projects, it’s clear that the team at Clap Hanz still loves making golf games. Muramori has been working on Everybody's Golf since the very beginning, including being credited as a programmer on the original game as a part of Camelot. Now, at the head of the company, Muramori says he believes that it was thanks to Everybody's Golf -- and Sony specifically -- that golf games became popular at all. And he's glad to continue that tradition.

"We do have to acknowledge that before Everybody's Golf and Hot Shots Golf, golf games weren't really that popular," he says. "It seemed really dull, like a chess game or Reversi game. But thanks to Sony and their promotion team, Everybody's Golf and Hot Shotz Golf did receive lots of support from the gamers, and I think that was one of the reasons golf games started to become popular.

[poilib element="quoteBox" parameters="excerpt=We%20do%20have%20to%20acknowledge%20that%20before%20Everybody's%20Golf%20and%20Hot%20Shots%20Golf%2C%20golf%20games%20weren't%20really%20that%20popular."]

"I think the appeal is that depending on what kind of natural environment you're put in, whether it be how strong the wind is or whether you're stuck in a bunker or things like this, the gamers simulate how to shoot the ball with what club, how strong, things like that. When they're actually able to reproduce their simulation in the game, it feels good. So for Clap Hanz, that is the core appeal, and what makes golf games so much fun."

For Clap Hanz, making a game for Apple Arcade was about more than just breaking away from some of the publishing and naming conventions they'd been attached to for two decades. Muramori tells me that the team was specifically interested in the possibilities of bringing a golf game to mobile, where a controller was not the default method of input and touch controls would have to be used instead.

sunny

"If you're familiar with [Everybody's Golf], you will know that the controls are basically pushing the button three times," Muramori says. "It's essentially getting the hang of when to push the buttons. Once you get the hang of the timing, it really isn't that big of a challenge. So in order to transcend that, Clap Hanz has taken advantage of new technology and new hardware, and the result of that is Clap Hanz Golf.

"...In order for an intuitive control mechanism, we needed to step back and do something analogue rather than digital. From that standpoint, the fact that the slightest difference in where you touch or how you touch and how you flick on the touchscreen was something that was very interesting for Clap Hanz. So that was one of the reasons that we focused on iOS."

[poilib element="quoteBox" parameters="excerpt=We%20found%20that%20PGA%202K21%20was%20something%20that%20relied%20less%20on%20timing%2C%20so%20that%20was%20something%20we%20really%20went%20deep%20into."]

User interface lead Shunsuke Takashima notes that while the team doesn't have time to play a lot of other games, for Clap Hanz Golf, they did look closely at PGA 2K21 for inspiration. "We found that PGA 2K21 was something that relied less on timing, so that was something we really went deep into," he says.

And lead programmer Toshiyuki Kuwabara adds that developing for iOS with this goal in mind presented a particular challenge in that there were so many models of iPhones that the game needed to support, as well as Mac and Apple TV.

"Across all these devices, players get to choose to either use the touchscreen or use gamepads or use a track controller, so lots of different control mechanisms actually," Kuwabara says. "In doing that, we needed to make sure that all the devices had the same difficulty, so that using a certain device wouldn't give certain players advantages over other devices. That was something we were really careful to make sure everybody had a fair chance."

awards

Aside from the controls, Muramori tells me that there were two reasons for bringing a game to Apple Arcade specifically. One was that Apple Arcade's subscription model meant they wouldn't have to implement loot box-style monetization, and could design a game similarly to how they had in the past. Another reason was that Apple reached out to Clap Hanz at an opportune time -- with its ambitions to make something new already in place, the studio was in the process of looking for outside partners to work with at the time.

The Clap Hanz team is eager for players to share in their new adventures. Lead artist Keisuke Futami says that he hopes players will enjoy the cast of characters and challenging courses. The other three emphasize their excitement about the controls again: Takashima says he believes what they have done with Clap Hanz Golf is "just as good, if not better" than the traditional Everybody's Golf controls. Kuwabara mentions the same, adding that he hopes players will persist even if the difference from the team's former games seems challenging at first.

[poilib element="quoteBox" parameters="excerpt=Hopefully%20Clap%20Hanz%20Golf%20on%20Apple%20Arcade%20will%20be%20a%20new%20start...as%20a%20new%20game%20franchise%20we%20hope%20to%20be%20able%20to%20build%20on."]

Muramori concludes that he feels because of the control changes, Clap Hanz Golf is closer to playing real golf than the team has ever gotten before.

"Hopefully Clap Hanz Golf on Apple Arcade will be a new start," he says. "Not in the sense that we are cutting ties with Sony, but as a new game franchise we hope to be able to build on, so that Clap Hanz Golf becomes something that gamers love to play."

After 20 years of making one kind of game, Clap Hanz Golf doesn’t just feel like a next step; it feels simultaneously like a first step towards something entirely new.

[poilib element="accentDivider"]

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

After 20 Years of PlayStation Golf Games, Clap Hanz Wants a New Challenge

For over 20 years, Japanese studio Clap Hanz has been known for exactly one thing: making really good PlayStation golf games.

It started in 1998 with Everybody's Golf 2, having taken over the series from Camelot (which would then go on to make all of Nintendo's Mario Golf games). The series would go on to span four generations of PlayStation consoles, as well as the PSP, Vita, and PSVR. In all that time, Clap Hanz has not released a single game that wasn't part of that series, wasn't golf, and wasn't exclusive to Sony.

That is, until now. Earlier this month, Clap Hanz announced and simultaneously released its very first game to break most of those molds: Clap Hanz Golf. Though still a golf game, Clap Hanz Golf is not a part of the Everybody's Golf series, and instead of being a PlayStation console game, it's currently exclusive to Apple Arcade. It's a massive step for the studio after all these years, and it's a move that CEO Masashi Muramori says he hopes will better identify the studio as its own entity to a global audience.

cloudiness

"We wanted the global audience to know who Clap Hanz is, and what we've done in the past," Muramori says in an interview with IGN. "By putting our name in the title, we thought it would be the best way for gamers to recognize Clap Hanz.”

Muramori reassures me that the studio does still have a good relationship with Sony, but that the studio does want to explore other options in the future beyond its current and former partnerships.

"The last Everybody's Golf title was released in 2019 for PlayStation VR, and there haven't been any new announcements up to this point," he says. "But that doesn't mean the relationship is over. We still have a very good relationship with Sony. [...] We don't want to limit ourselves to Apple and Sony. Just for your reference, there is nothing set in stone as far as other partners for the time being. But we would like to pursue any other opportunities that would arise in the future."

[poilib element="quoteBox" parameters="excerpt=There%20are%20actually%20a%20lot%20of%20games%20that%20are%20in%20the%20planning%20%5Bstage%5D%2C%20and%20they%20are%20not%20limited%20to%20golf%20games."]

Clap Hanz Golf isn't just looking for new partners and opportunities. Muramori says the studio is also looking to expand its horizons beyond golf games in the future. He hopes in another 20 years that golf games are still a pillar for the studio, but that the studio is also able to establish other pillar titles "that showcase our abilities as a game developer."

"There are actually a lot of games that are in the planning [stage], and they are not limited to golf games -- all sorts of different genres," Muramori says. "But realistically, we need to prioritize the ones that are most likely to succeed, so for that reason most of our games have continued to be golf games. But we always have the urge to develop other games as well."

shot02

No matter its ideas for future projects, it’s clear that the team at Clap Hanz still loves making golf games. Muramori has been working on Everybody's Golf since the very beginning, including being credited as a programmer on the original game as a part of Camelot. Now, at the head of the company, Muramori says he believes that it was thanks to Everybody's Golf -- and Sony specifically -- that golf games became popular at all. And he's glad to continue that tradition.

"We do have to acknowledge that before Everybody's Golf and Hot Shots Golf, golf games weren't really that popular," he says. "It seemed really dull, like a chess game or Reversi game. But thanks to Sony and their promotion team, Everybody's Golf and Hot Shotz Golf did receive lots of support from the gamers, and I think that was one of the reasons golf games started to become popular.

[poilib element="quoteBox" parameters="excerpt=We%20do%20have%20to%20acknowledge%20that%20before%20Everybody's%20Golf%20and%20Hot%20Shots%20Golf%2C%20golf%20games%20weren't%20really%20that%20popular."]

"I think the appeal is that depending on what kind of natural environment you're put in, whether it be how strong the wind is or whether you're stuck in a bunker or things like this, the gamers simulate how to shoot the ball with what club, how strong, things like that. When they're actually able to reproduce their simulation in the game, it feels good. So for Clap Hanz, that is the core appeal, and what makes golf games so much fun."

For Clap Hanz, making a game for Apple Arcade was about more than just breaking away from some of the publishing and naming conventions they'd been attached to for two decades. Muramori tells me that the team was specifically interested in the possibilities of bringing a golf game to mobile, where a controller was not the default method of input and touch controls would have to be used instead.

sunny

"If you're familiar with [Everybody's Golf], you will know that the controls are basically pushing the button three times," Muramori says. "It's essentially getting the hang of when to push the buttons. Once you get the hang of the timing, it really isn't that big of a challenge. So in order to transcend that, Clap Hanz has taken advantage of new technology and new hardware, and the result of that is Clap Hanz Golf.

"...In order for an intuitive control mechanism, we needed to step back and do something analogue rather than digital. From that standpoint, the fact that the slightest difference in where you touch or how you touch and how you flick on the touchscreen was something that was very interesting for Clap Hanz. So that was one of the reasons that we focused on iOS."

[poilib element="quoteBox" parameters="excerpt=We%20found%20that%20PGA%202K21%20was%20something%20that%20relied%20less%20on%20timing%2C%20so%20that%20was%20something%20we%20really%20went%20deep%20into."]

User interface lead Shunsuke Takashima notes that while the team doesn't have time to play a lot of other games, for Clap Hanz Golf, they did look closely at PGA 2K21 for inspiration. "We found that PGA 2K21 was something that relied less on timing, so that was something we really went deep into," he says.

And lead programmer Toshiyuki Kuwabara adds that developing for iOS with this goal in mind presented a particular challenge in that there were so many models of iPhones that the game needed to support, as well as Mac and Apple TV.

"Across all these devices, players get to choose to either use the touchscreen or use gamepads or use a track controller, so lots of different control mechanisms actually," Kuwabara says. "In doing that, we needed to make sure that all the devices had the same difficulty, so that using a certain device wouldn't give certain players advantages over other devices. That was something we were really careful to make sure everybody had a fair chance."

awards

Aside from the controls, Muramori tells me that there were two reasons for bringing a game to Apple Arcade specifically. One was that Apple Arcade's subscription model meant they wouldn't have to implement loot box-style monetization, and could design a game similarly to how they had in the past. Another reason was that Apple reached out to Clap Hanz at an opportune time -- with its ambitions to make something new already in place, the studio was in the process of looking for outside partners to work with at the time.

The Clap Hanz team is eager for players to share in their new adventures. Lead artist Keisuke Futami says that he hopes players will enjoy the cast of characters and challenging courses. The other three emphasize their excitement about the controls again: Takashima says he believes what they have done with Clap Hanz Golf is "just as good, if not better" than the traditional Everybody's Golf controls. Kuwabara mentions the same, adding that he hopes players will persist even if the difference from the team's former games seems challenging at first.

[poilib element="quoteBox" parameters="excerpt=Hopefully%20Clap%20Hanz%20Golf%20on%20Apple%20Arcade%20will%20be%20a%20new%20start...as%20a%20new%20game%20franchise%20we%20hope%20to%20be%20able%20to%20build%20on."]

Muramori concludes that he feels because of the control changes, Clap Hanz Golf is closer to playing real golf than the team has ever gotten before.

"Hopefully Clap Hanz Golf on Apple Arcade will be a new start," he says. "Not in the sense that we are cutting ties with Sony, but as a new game franchise we hope to be able to build on, so that Clap Hanz Golf becomes something that gamers love to play."

After 20 years of making one kind of game, Clap Hanz Golf doesn’t just feel like a next step; it feels simultaneously like a first step towards something entirely new.

[poilib element="accentDivider"]

Rebekah Valentine is a news reporter for IGN. You can find her on Twitter @duckvalentine.

Netflix Announces Wings of Fire Animated Series From Ava DuVernay

Netflix has announced Wings of Fire, an animated series based on a series of bestselling young adult books about a war between dragon tribes. Ava DuVernay is spearheading the series, which will be made up of 10 x 40 minute episodes chronicling the Dragonets of Destiny; five young dragons prophesied to bring peace back to the war torn world of Pyrrhia. “Within this epic book series from the mind of Tui Sutherland is an elegant saga filled with wisdom and wonder, exploring ideas of belonging and bias, camaraderie and community,” said DuVernay. “On behalf of my colleagues Sarah Bremner and Paul Garnes of ARRAY Filmworks, we’re thrilled to partner with Netflix and Warner Bros. Animation for this dynamic adaptation where five young dragonets fulfill their destiny and show viewers how to fulfill their own.” [ignvideo url="https://www.ign.com/videos/2020/03/05/netflixs-castlevania-season-3-review"] On showrunning duties is Dan Wilano (Glitch Techs) and Christa Starr (Mystery Science Theatre 3000), and they are joined by Justin Ridge (Star Wars Resistance) on executive producing duties. The series has the blessing of the books’ author, Tui Sutherland, who said “'Will there ever be a TV show?' has been the #1 question I’ve gotten at events almost from the beginning, and the answer is finally yes!” “In [Milano and Starr’s] talented hands, I have faith the TV show will fulfill the dreams of all the people who’ve asked me that question over the years,” she added. At 40 minutes long, Wings of Fire is set to be another longer-form animated show, akin to Amazon’s Invincible (just without all the blood). And it will be another addition to Netflix’s growing collection of fantasy animation, offering a child-friendly alternative to the likes of Blood of Zeus and Castlevania. [poilib element="accentDivider"] Matt Purslow is IGN's UK News and Entertainment Writer. 

Max Payne 3 and LA Noire on PC Just Started Giving Away All Their DLC for Free

Not only has Rockstar surprise updated both Max Payne 3 and L.A. Noire on PC, it has also made all DLC for each game free for any who own them. As reported by Eurogamer, these updates were pushed quietly yesterday, April 19, the same day Rockstar accidentally delisted its games on Steam for a short time. As part of this, Rockstar's 2003 racing game Midnight Club 2 was made available for purchase again for a short time before it was delisted once more. [ignvideo url="https://www.ign.com/videos/2012/05/14/max-payne-3-video-review"] Both L.A. Noire and Max Payne 3 have also seen support for 32-bit operating systems "deprecated," and it's important to note that L.A. Noire: The VR Case Files was not impacted by this. Max Payne 3 was released in 2012 and, in our review, we said "There are plenty of games which are celebrated for their gameplay but lack anything in way of story or character. Max Payne 3 is a different type of proposition. The gameplay is simple yet satisfying, but it’s entirely in the service of a strongly-authored narrative." L.A. Noire was released in 2011 and, in our review, we said "I struggle with L.A. Noire, because at times I love it, yet it has some notable flaws. As a noir fan, I find moments that really get me grinning. There are certain cases that draw me in and side characters who eat up the scene. But it never adds up -- amazing pieces that don’t quite amount to an incredible game. At the same time, no one’s ever played a game like this before." [ignvideo url="https://www.ign.com/videos/2011/05/16/la-noire-video-review"] [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.

Xbox Series X/S to Get Improved Quick Resume Features

New Quick Resume features are coming to Xbox Series X and S. New updates, including the ability to see and delete Quick Resume save states to create space for other games, are rolling out to Xbox insiders at the moment. If you're unfamiliar, Quick Resume is an Xbox-exclusive feature that allows users to suspend multiple games and swap between them at their leisure. The news was revealed in a series of tweets from Eden Marie, Engineering Lead at Xbox. Marie's tweets talk about how Alpha and Alpha Skip Ahead Insiders will now be able to see what games are stored in Quick Resume from the Xbox UI menu, under My Games & Apps. Users will also be able to see if the game they're currently playing is Quick Resume compatible, so that they can make decisions about what save states to keep and get rid of. Xbox Insider updates are released in a testing capacity, but it's usually not too long before they roll out for all users. In this case, the changes should make it easier to work out which games will actually allow you to Quick Resume in the first place, as well as save space by removing saves from Quick Resume-able games you're not planning on returning to. In other Xbox update news, a previously insider-exclusive feature that allowed users to suspend games to speed up downloads was officially introduced to every Xbox user yesterday. Xbox Cloud Gaming is also entering limited beta for Apple devices and PC starting today, April 20. [poilib element="accentDivider"] Jordan Oloman is a freelance writer for IGN. Follow him on Twitter.