Starting on October 1, you'll be able to play Dead Space for free with your PlayStation Plus membership. Sony Interactive Entertainment has revealed additional titles to its PS Plus lineup, which includes the remake version of the sci-fi/horror classic. Dead Space for the PS5 (as well as for PCs and Xbox Series X|S) adds voiced lines for the previously silent protagonist Isaac Clarke. It was built from scratch to feature better graphics and lighting, new gameplay mechanics and a transition system that does away with loading screens between levels. Like the original release, the remake still revolves around Clarke, a starship engineer, as he explores an abandoned spacecraft taken over by undead monsters.
In addition to Dead Space, subscribers will also get free access to WWE 2K24 for the PS4 and the PS5, particularly the "40 Years of WrestleMania" edition that comes with retellings of historic WrestleMania moments over the past four decades. Doki Doki Literature Club Plus!will also be added to the PS Plus Library. While its promotional materials make it look like an anime dating sim, it's actually a psychological horror with some pretty disturbing themes. Finally, those paying for the more expensive PlayStation Plus extra and premium subscriptions will also get access to The Last of Us Part I starting on September 26.
SIE has announced new iridescent DualSense wireless controller and PS5 console cover color options, as well. Chroma Pearl, it says, moves through a range of chic pinks and creams, while Chroma Indigo shifts colors from deep blues to vivid purples, depending on how you look at it. Both options will be available on November 7. And then there's Chroma Teal, which was designed to look like anything from yellow-green to blue-green and will be released on January 23 next year. The new controller options will sell for $80, while the console covers will set you back $65.
Sony Interactive Entertainment
This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/dead-space-leads-sonys-playstation-plus-lineup-for-october-160042239.html?src=rss
Starting on October 1, you'll be able to play Dead Space for free with your PlayStation Plus membership. Sony Interactive Entertainment has revealed additional titles to its PS Plus lineup, which includes the remake version of the sci-fi/horror classic. Dead Space for the PS5 (as well as for PCs and Xbox Series X|S) adds voiced lines for the previously silent protagonist Isaac Clarke. It was built from scratch to feature better graphics and lighting, new gameplay mechanics and a transition system that does away with loading screens between levels. Like the original release, the remake still revolves around Clarke, a starship engineer, as he explores an abandoned spacecraft taken over by undead monsters.
In addition to Dead Space, subscribers will also get free access to WWE 2K24 for the PS4 and the PS5, particularly the "40 Years of WrestleMania" edition that comes with retellings of historic WrestleMania moments over the past four decades. Doki Doki Literature Club Plus!will also be added to the PS Plus Library. While its promotional materials make it look like an anime dating sim, it's actually a psychological horror with some pretty disturbing themes. Finally, those paying for the more expensive PlayStation Plus extra and premium subscriptions will also get access to The Last of Us Part I starting on September 26.
SIE has announced new iridescent DualSense wireless controller and PS5 console cover color options, as well. Chroma Pearl, it says, moves through a range of chic pinks and creams, while Chroma Indigo shifts colors from deep blues to vivid purples, depending on how you look at it. Both options will be available on November 7. And then there's Chroma Teal, which was designed to look like anything from yellow-green to blue-green and will be released on January 23 next year. The new controller options will sell for $80, while the console covers will set you back $65.
Sony Interactive Entertainment
This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/dead-space-leads-sonys-playstation-plus-lineup-for-october-160042239.html?src=rss
You do not need a PS5 Pro. The Pro is Sony’s latest version of the PS5, offering more power and storage, faster Wi-Fi, and expanded support for tricks like advanced ray tracing, all for the audacious price of $700. That’s nice, but if you already have a PS5, you do not need to rush out and snag the new console. The PS5 Pro is similar to the Steam Deck OLED in this way: It’s a noticeable upgrade, but its existence doesn’t diminish the appeal of the original model. The PS5 you’ve had for years remains very cool and impressive, and if you’re content with it — or if you don’t have the cash to spare — maybe just stop reading right here and go play Astro Bot with your bliss intact.
Now that it’s just us, let’s really get into it. If you regularly play PS5 games and can afford to waste (at least) $700 on a more powerful console with extra gills, you absolutely should get a PS5 Pro.
The PS5 Pro will ship on November 7 with a 2TB SSD, Wi-Fi 7, faster memory, improved rendering capabilities, and support for VRR, advanced ray-tracing and “8K gaming.” With the Pro, Sony has introduced a proprietary upscaling system called PlayStation Spectral Super Resolution, which fills out details at the pixel level using machine-learning technology in a similar fashion to NVIDIA’s DLSS. There’s also PS5 Pro Game Boost, an enhancement suite that can apply to backward compatible PS4 games, stabilizing or upgrading their performance on the fresh hardware. Sony says this can also improve the performance of supported PS5 titles.
These upgrades theoretically mean players no longer have to choose between a premium resolution and high, consistent framerates, so long as the game you’re playing is updated to take full advantage of the console. On the standard and Digital Edition PS5s, players generally pick between Performance mode, which activates 60 fps or 120 fps at a lower resolution, or Fidelity mode, which offers crisp resolution at 30 fps. The Pro, thanks to the increased power and upscaling system, can easily handle simultaneous 4K output and 60 fps, and then some.
PS5 Pro games
In action, this means games look and feel exceptional on the PS5 Pro. I played a handful of titles on the Pro over two hours at Sony’s San Mateo studio, and many of the setups included a second screen with the game running on existing PS5 hardware, for comparison’s sake. Overall, the standard PS5 games never looked bad, but the Pro screens definitely looked better.
More than anything though, the Pro games felt better. Hopping from 30 fps on the standard PS5 to 60 fps on PS5 Pro — at the same or an even higher perceivable resolution — was all the convincing I personally needed. The Last of Us Part II Remastered offered a poignant demonstration of this difference: I played for a minute in Fidelity mode at 4K/30, and then swapped over to the Pro at 4K/60, and the shift instantly felt right. I questioned how or why I’d ever played a game at 30 fps in my life. Why choose between image quality and framerate when you can have both, you know?
Each developer approached the Pro’s power from a bespoke angle. With Spider-Man 2, for instance, Insomniac was focused on improving draw distance and upgrading the resolution of far-away objects in expansive cityscapes. The result is a crisply detailed web-slinging experience around downtown Manhattan with none of the slight fuzziness that the standard version offers. Hogwarts Legacy developers at Avalanche Software wanted to improve the game’s lighting and reflections, and they did: The Pro version presents a castle filled with slick stones and vibrant stained glass rainbows that ripple realistically as the player moves.
F1 24, meanwhile, can now handle ray-tracing at 4K/60 during races, and the team at Codemasters built new fences and implemented more realistic, auto-generated reflections on the tracks. The difference between ray-tracing and none is stark, and the game’s Performance mode can hit 4K at 120 fps on the Pro, rather than maxing out at 1440p on current models. A new Resolution mode outputs in 8K/60, but to experience that one, you’ll first have to get your hands on an 8K TV.
As with the last generation of upgraded consoles — the Xbox One X and PS4 Pro — a lot of the responsibility for making the PS5 Pro worthwhile lands at the feet of publishers and developers. At yesterday’s State of Play event, Sony announced a second batch of titles that will be upgraded for PS5 Pro, including Stellar Blade, Alan Wake 2, Resident Evil Village and Dragon Age: Veilguard. That's a solid start, but anyone spending $700 on a console will rightfully expect many more upgrades over time.
Talking with all of the developers at the event, there was a shared sentiment: This is an exciting era of experimentation and customization, and the Pro represents a chance for studios to create the definitive console versions of their games. We’ve only seen the tip of the iceberg when it comes to Pro improvements — and, therefore, the future of console experiences in general.
Designwise, the Pro is big, but then again, so is every version of the PS5. It looks enormous next to the updated Slim PS5, but side on and standing vertically, the Pro is the same height as the launch PS5 and it’s only as wide as the current Slim version. This makes for an elongated, skyscraper kind of aesthetic that only highlights how intrusive the console truly is, but if you’re a PS5 player, this is nothing new. The black gills slicing through the top half of the Pro do little to dispel the visual heft, but on top of providing necessary ventilation, they nicely mirror the look of the wider PS5 line.
Jessica Conditt for Engadget
The stand that allows the Pro to be positioned vertically is sold separately and costs $30. There’s also an option to add an Ultra HD Blu-ray disc drive to the new console, just like the Digital Edition, and that costs $80. So if you’re in the market for the full Pro package, you’ll have to throw down $810.
It’s a beastly price tag for a beastly console, but thankfully that descriptor applies to performance as well as appearance.
Sony is mining a niche market with the Pro, targeting dedicated PS5 players who happen to have money to burn. It’s not for everyone, and Sony will need to convince lots of developers to support this small audience. But for the type of console player who doesn’t balk at dropping $200 on a controller or $700 on a console — me, for instance — it feels like a worthwhile upgrade.
This article originally appeared on Engadget at https://www.engadget.com/gaming/playstation/ps5-pro-preview-i-dont-need-it-but-i-want-it-150042508.html?src=rss
Back in July, comic publisher Dark Horse leaked plans for a remaster of the two Legacy of Kain: Soul Reaver games at San Diego Comic-Con. Now, the games' original developer Crystal Dynamics, along with Aspyr, have revealed that the remastered versions of the games are real and that the collection will be available on December 10. Further, while they announced the remastered bundle at a PlayStation State of Play event, it won't be coming out just for the PS4 and the PS5, but also for the Nintendo Switch, Xbox Series X|S, Xbox One and PC via Steam and Epic Games.
The Soul Reaver titles are single-player action-adventure games, wherein the players control an "ex-vampire" named Raziel in the fictional land of Nosgoth. They were remastered by Aspyr, which recently released Star Wars: Bounty Hunter and which players may know as the developer behind the remastered versions of Tomb Raider I-III. The new remastered visuals feature enhanced textures, new models and visual effects, but players can switch to the original graphics if they want to play the games in the state that they were originally released in back in 1999 and 2001. They can also play with classic controls or switch to a new control scheme that suits modern controllers more.
In addition to the improved graphics and controls, Legacy of Kain: Soul Reaver 1-2 Remastered comes with a brand new map and compass, as well as a photo mode that will let players easily take screencaps. It's now available for pre-order on PC and PlayStation with a 10 percent discount until launch day. Xbox players can now also pre-order the collection, but Switch owners will have to wait a bit more before they can purchase it.
This article originally appeared on Engadget at https://www.engadget.com/gaming/the-legacy-of-kain-soul-reaver-games-have-been-remastered-and-will-arrive-on-december-10-133039552.html?src=rss
I grew up on two of the most classic games in the Legend of Zelda series: A Link to the Past and Link’s Awakening. And while there have been a handful of Zelda games with the classic overhead view, those have been mostly relegated to systems like the Game Boy Advance and the 3DS. Mainline Zelda games that are a big event in the gaming world are in the 3D style so successfully introduced to the series way back in 1998 with Ocarina of Time.
All this is to say that it’s been years since I’ve played an entirely new Legend of Zelda game in the style of those classics I love so much. The Legend of Zelda: Echoes of Wisdom (out tomorrow) has brought me right back. The game takes great advantage of the art style that Nintendo brought to the series with the Link’s Awakening remake, but don’t let the cute look fool you — this game is much tougher than Link’s Awakening. And while it could serve as a good entry point for younger players, the challenge level and puzzle-solving skills needed means adults will have their work cut out for them as well.
Nintendo
Part of that challenge is because Echoes of Wisdom has a wildly different set of mechanics compared to any other Zelda game, 3D or not. That’s because you’re not controlling Link, the protagonist of literally every game in the series. Instead, you are finally in control of Princess Zelda herself as she tries to rescue Link (!) and bring peace to Hyrule.
The big plot device this time out is a series of otherworldly rifts that have opened up throughout Hyrule, swallowing up huge parts of the land and the people who reside there. Zelda soon meets an adorable but ghostly creature named Tri who can heal the rifts. Tri gifts Zelda the Tri Rod, the single piece of equipment that makes this game so different from the rest. With the Tri Rod, Zelda can create echoes of dozens of objects and creatures she encounters throughout the game and use them to solve puzzles and battle monsters.
Nintendo
It’s hard to overstate how much this fundamentally separates this game from all the rest in its series. Instead of gearing up with a sword and shield and augmenting them with a variety of other weapons and tools, Zelda is unable to directly fight at first. She can, at least, throw a rock or two at the first enemies she meets to defeat them. But once you defeat an enemy, you can clone it to your heart's content with the Tri Rod — and unleash those creatures on other monsters.
Before long, I was in control of a gang of sword-wielding Moblins, or I could summon spiders to climb the walls to attack out-of-reach enemies. In underwater segments, I could deploy anglerfish to light the way forward. Above ground, I could summon birds to take on other aerial enemies. And while some monsters are more vulnerable to certain kinds of attacks than others, I’m pretty sure that everyone will end up with different strategies that work for their own playing style.
Another power that Tri grants you is the ability to grab and move many objects around the world, letting you get around physical obstacles like giant rocks with ease. You can also grab monsters and echoes you create, an ability that isn’t required but can make dealing with certain baddies easier (grabbing a Deku plant by the head and giving it a tug is a satisfying way to take them out).
Nintendo
Nintendo clearly put a ton of thought into designing how players could use echoes to both battle monsters as well as traverse the terrain of Hyrule. But there are also a host of frustrations that come along with this completely new system, making me more divided about this game than almost any Zelda game I’ve played. First off, relying on echoes of various monsters to do your battling for you can be incredibly frustrating. Put simply… they’re just kind of stupid. They’re often slow to attack and very hard to control. You can target enemies with the ZL trigger, and I’ve found that if you target and then summon an echo, it’ll do a better job of honing in on that target, but it’s a very imprecise system. I often found myself running around trying to dodge attacks while waiting for my monsters to do their dirty work.
It’s entirely possible that I wasn’t picking the right monsters for the particular job, but that gets to a second problem. There are just entirely too many echoes in this game. I currently have more than 75 echoes in my notebook, and it’s just very hard to remember them all or know what the right situation to use them is. For example, I spend an inordinate amount of time trying to figure out how to make a mini-boss vulnerable to my attacks. I ended up feeding it an explosive bombfish (yup, it’s a fish with a bomb in its mouth!), and it felt like an obvious solution in retrospect. But there are so many echoes that it’s just hard to remember what’s at your disposal at any given time.
Nintendo
You can pull up your list of echoes by holding right on the d-pad and scrolling through them; it’s similar to how you can quickly pull up all your items in Tears of the Kingdom if you want to bind something to your arrows. As in that game, though, this menu contains so many items that it’s a little cumbersome to dig through. You can sort by most-used, most recently used and a few other options, but those two are probably the most helpful. And you can always hit the plus button to jump into the game’s menus to find exactly the right echo you’re looking for. But the tyranny of choice here is real.
Despite times where the game felt more like a frustration than a challenge, Echoes of Wisdom is also packed with tons of great “a-ha!” moments when you naturally figure out exactly where the game is nudging you. But because of the completely different mechanics this game uses, it feels like a nice evolution of the standard Zelda format — even if it did give me moments of agita.
Nintendo
I should note that Zelda does get to wield a sword and shield, but it’s different than in previous games. In the first dungeon, Zelda gains the ability to switch to “swordfighter” mode, and she plays essentially like Link would in a similar game. However, Zelda has an energy meter that keeps her from staying in that form indefinitely. I definitely loved using that when I was overrun with enemies, and it’s essential for slaying some of the bigger monsters you’ll find in the game. But the energy meter keeps you from relying on it constantly, a limitation that I appreciated (even though I really wanted to just slash my way through baddies as much as possible).
My main quibble with this mode is that the energy meter only refills when you pick up little light crystals dropped by defeated enemies — but as far as I can tell, these only appear when you’re exploring the rifts around Hyrule or inside of a dungeon. And even then, it’s easy to run out and find yourself unable to switch modes. There are potions you can purchase to refill your energy meter, but I wish it was a little easier to find those crystals in the Hyrule overworld. The game really doesn’t want you spamming the sword, basically.
Nintendo
There’s a lot more to Echoes of Wisdom than these new mechanics, though they’re the most significant change here from the standard Zelda formula. By and large, the game feels like a solid remix of some of the Zelda series’ greatest hits. The Hyrule overworld will feel familiar to anyone who played A Link to the Past, though it’s hardly a one-to-one recreation. There’s an extensive beach that isn’t found in the older game, and there are new settlements for creatures like the Deku Scrubs and two varieties of Zora, just to name a few changes.
As in many previous games, the main play pattern of “explore area, find dungeon, clear dungeon” is intact, but the game also takes a nod from Breath of the Wild and Tears of the Kingdom. The quests usually prod you to investigate a few different areas, which you can do in whatever order you prefer. After clearing a set, the story advances and you get a new group to discover.
There’s a formula leading up to each dungeon, though. You generally visit a settlement around Hyrule where a rift has opened and swallowed up residents and buildings — and the dungeon you need to explore to close the rift is hidden away inside. So there’s a bit of pre-dungeon rift exploration to do, after which grateful citizens will generally give you what you need to progress to the dungeon proper.
These rifts remind me most of the Dark World first introduced in A Link to the Past. They’re shadowy worlds where pieces of the land are strewn about willy-nilly. There are some fun physics puzzles thrown in, as sometimes parts of the world that would usually be horizontal instead ascend vertically. So you’re jumping up the sides of trees or swimming “up” through water. It’s a little hard to put into words, but the game does a good job of introducing these areas without making them immediately too confusing to know which direction to go.
I’ve glossed over the visual design of this game, partially because it’s a continuation of what Nintendo did in the Link’s Awakening remake a few years ago. But as the first entirely new game to use this adorable style, it’s worth digging into. It’s a top-down Zelda game for sure, with a similar view, albeit one that isn’t quite as bird’s-eye as the older games. This gives the world more depth for its design to shine. It’s colorful and detailed, with houses, characters, enemies and environments that feel like tiny toys; the tilt-shift style blurring at the top and bottom of the display adds to that effect.
I feel like Nintendo’s developers drew inspiration from The Wind Waker, not so much in the cel-shaded graphics of that title but in the whimsy found in the world. Both games could easily be described as “cute, but not childish.” Echoes of Wisdom definitely skews “younger” in its presentation than any other Zelda short of Link’s Awakening, but the level of detail and polish is something adults will appreciate.
The music, as usual, is also outstanding throughout. Unlike the fairly minimal scoring that accompanies most of Breath of the Wild and Tears of the Kingdom, there’s a rousing overworld composition that cleverly highlights the Princess Zelda-specific motif that has often accompanied the character for years now. It’s a worthy entry into the long list of excellent overworld tunes, and each dungeon has its own score that fits its particular brand of creepiness well.
It’s not a surprise to say that this adds up to yet another delightful Zelda game that breaks the mold in a number of ways, despite the occasional frustrations. Echoes of Wisdom has far more of a classic linear structure than Tears of the Kingdom, but that’s not a bad thing. Nintendo has changed up enough other parts of the formula for the game to feel both familiar and fresh.
Being able to actually play as Zelda is long overdue, and I’m hopeful that we’ll see her appear as a playable character in more games in the future (perhaps even in a massive, open-world style adventure). But a future title in the vein of Echoes of Wisdom would be welcome, too. I imagine Nintendo will learn a lot from Zelda’s first proper adventure and use that to smooth out the rough parts in the echo system. But fans of the series shouldn’t hesitate to check out Echoes of Wisdom — it’s not perfect, but it’s still a fresh and enjoyable remix of a classic Zelda game.
This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-legend-of-zelda-echoes-of-wisdom-is-as-familiar-as-it-is-fresh-120025682.html?src=rss
I grew up on two of the most classic games in the Legend of Zelda series: A Link to the Past and Link’s Awakening. And while there have been a handful of Zelda games with the classic overhead view, those have been mostly relegated to systems like the Game Boy Advance and the 3DS. Mainline Zelda games that are a big event in the gaming world are in the 3D style so successfully introduced to the series way back in 1998 with Ocarina of Time.
All this is to say that it’s been years since I’ve played an entirely new Legend of Zelda game in the style of those classics I love so much. The Legend of Zelda: Echoes of Wisdom (out tomorrow) has brought me right back. The game takes great advantage of the art style that Nintendo brought to the series with the Link’s Awakening remake, but don’t let the cute look fool you — this game is much tougher than Link’s Awakening. And while it could serve as a good entry point for younger players, the challenge level and puzzle-solving skills needed means adults will have their work cut out for them as well.
Nintendo
Part of that challenge is because Echoes of Wisdom has a wildly different set of mechanics compared to any other Zelda game, 3D or not. That’s because you’re not controlling Link, the protagonist of literally every game in the series. Instead, you are finally in control of Princess Zelda herself as she tries to rescue Link (!) and bring peace to Hyrule.
The big plot device this time out is a series of otherworldly rifts that have opened up throughout Hyrule, swallowing up huge parts of the land and the people who reside there. Zelda soon meets an adorable but ghostly creature named Tri who can heal the rifts. Tri gifts Zelda the Tri Rod, the single piece of equipment that makes this game so different from the rest. With the Tri Rod, Zelda can create echoes of dozens of objects and creatures she encounters throughout the game and use them to solve puzzles and battle monsters.
Nintendo
It’s hard to overstate how much this fundamentally separates this game from all the rest in its series. Instead of gearing up with a sword and shield and augmenting them with a variety of other weapons and tools, Zelda is unable to directly fight at first. She can, at least, throw a rock or two at the first enemies she meets to defeat them. But once you defeat an enemy, you can clone it to your heart's content with the Tri Rod — and unleash those creatures on other monsters.
Before long, I was in control of a gang of sword-wielding Moblins, or I could summon spiders to climb the walls to attack out-of-reach enemies. In underwater segments, I could deploy anglerfish to light the way forward. Above ground, I could summon birds to take on other aerial enemies. And while some monsters are more vulnerable to certain kinds of attacks than others, I’m pretty sure that everyone will end up with different strategies that work for their own playing style.
Another power that Tri grants you is the ability to grab and move many objects around the world, letting you get around physical obstacles like giant rocks with ease. You can also grab monsters and echoes you create, an ability that isn’t required but can make dealing with certain baddies easier (grabbing a Deku plant by the head and giving it a tug is a satisfying way to take them out).
Nintendo
Nintendo clearly put a ton of thought into designing how players could use echoes to both battle monsters as well as traverse the terrain of Hyrule. But there are also a host of frustrations that come along with this completely new system, making me more divided about this game than almost any Zelda game I’ve played. First off, relying on echoes of various monsters to do your battling for you can be incredibly frustrating. Put simply… they’re just kind of stupid. They’re often slow to attack and very hard to control. You can target enemies with the ZL trigger, and I’ve found that if you target and then summon an echo, it’ll do a better job of honing in on that target, but it’s a very imprecise system. I often found myself running around trying to dodge attacks while waiting for my monsters to do their dirty work.
It’s entirely possible that I wasn’t picking the right monsters for the particular job, but that gets to a second problem. There are just entirely too many echoes in this game. I currently have more than 75 echoes in my notebook, and it’s just very hard to remember them all or know what the right situation to use them is. For example, I spend an inordinate amount of time trying to figure out how to make a mini-boss vulnerable to my attacks. I ended up feeding it an explosive bombfish (yup, it’s a fish with a bomb in its mouth!), and it felt like an obvious solution in retrospect. But there are so many echoes that it’s just hard to remember what’s at your disposal at any given time.
Nintendo
You can pull up your list of echoes by holding right on the d-pad and scrolling through them; it’s similar to how you can quickly pull up all your items in Tears of the Kingdom if you want to bind something to your arrows. As in that game, though, this menu contains so many items that it’s a little cumbersome to dig through. You can sort by most-used, most recently used and a few other options, but those two are probably the most helpful. And you can always hit the plus button to jump into the game’s menus to find exactly the right echo you’re looking for. But the tyranny of choice here is real.
Despite times where the game felt more like a frustration than a challenge, Echoes of Wisdom is also packed with tons of great “a-ha!” moments when you naturally figure out exactly where the game is nudging you. But because of the completely different mechanics this game uses, it feels like a nice evolution of the standard Zelda format — even if it did give me moments of agita.
Nintendo
I should note that Zelda does get to wield a sword and shield, but it’s different than in previous games. In the first dungeon, Zelda gains the ability to switch to “swordfighter” mode, and she plays essentially like Link would in a similar game. However, Zelda has an energy meter that keeps her from staying in that form indefinitely. I definitely loved using that when I was overrun with enemies, and it’s essential for slaying some of the bigger monsters you’ll find in the game. But the energy meter keeps you from relying on it constantly, a limitation that I appreciated (even though I really wanted to just slash my way through baddies as much as possible).
My main quibble with this mode is that the energy meter only refills when you pick up little light crystals dropped by defeated enemies — but as far as I can tell, these only appear when you’re exploring the rifts around Hyrule or inside of a dungeon. And even then, it’s easy to run out and find yourself unable to switch modes. There are potions you can purchase to refill your energy meter, but I wish it was a little easier to find those crystals in the Hyrule overworld. The game really doesn’t want you spamming the sword, basically.
Nintendo
There’s a lot more to Echoes of Wisdom than these new mechanics, though they’re the most significant change here from the standard Zelda formula. By and large, the game feels like a solid remix of some of the Zelda series’ greatest hits. The Hyrule overworld will feel familiar to anyone who played A Link to the Past, though it’s hardly a one-to-one recreation. There’s an extensive beach that isn’t found in the older game, and there are new settlements for creatures like the Deku Scrubs and two varieties of Zora, just to name a few changes.
As in many previous games, the main play pattern of “explore area, find dungeon, clear dungeon” is intact, but the game also takes a nod from Breath of the Wild and Tears of the Kingdom. The quests usually prod you to investigate a few different areas, which you can do in whatever order you prefer. After clearing a set, the story advances and you get a new group to discover.
There’s a formula leading up to each dungeon, though. You generally visit a settlement around Hyrule where a rift has opened and swallowed up residents and buildings — and the dungeon you need to explore to close the rift is hidden away inside. So there’s a bit of pre-dungeon rift exploration to do, after which grateful citizens will generally give you what you need to progress to the dungeon proper.
These rifts remind me most of the Dark World first introduced in A Link to the Past. They’re shadowy worlds where pieces of the land are strewn about willy-nilly. There are some fun physics puzzles thrown in, as sometimes parts of the world that would usually be horizontal instead ascend vertically. So you’re jumping up the sides of trees or swimming “up” through water. It’s a little hard to put into words, but the game does a good job of introducing these areas without making them immediately too confusing to know which direction to go.
I’ve glossed over the visual design of this game, partially because it’s a continuation of what Nintendo did in the Link’s Awakening remake a few years ago. But as the first entirely new game to use this adorable style, it’s worth digging into. It’s a top-down Zelda game for sure, with a similar view, albeit one that isn’t quite as bird’s-eye as the older games. This gives the world more depth for its design to shine. It’s colorful and detailed, with houses, characters, enemies and environments that feel like tiny toys; the tilt-shift style blurring at the top and bottom of the display adds to that effect.
I feel like Nintendo’s developers drew inspiration from The Wind Waker, not so much in the cel-shaded graphics of that title but in the whimsy found in the world. Both games could easily be described as “cute, but not childish.” Echoes of Wisdom definitely skews “younger” in its presentation than any other Zelda short of Link’s Awakening, but the level of detail and polish is something adults will appreciate.
The music, as usual, is also outstanding throughout. Unlike the fairly minimal scoring that accompanies most of Breath of the Wild and Tears of the Kingdom, there’s a rousing overworld composition that cleverly highlights the Princess Zelda-specific motif that has often accompanied the character for years now. It’s a worthy entry into the long list of excellent overworld tunes, and each dungeon has its own score that fits its particular brand of creepiness well.
It’s not a surprise to say that this adds up to yet another delightful Zelda game that breaks the mold in a number of ways, despite the occasional frustrations. Echoes of Wisdom has far more of a classic linear structure than Tears of the Kingdom, but that’s not a bad thing. Nintendo has changed up enough other parts of the formula for the game to feel both familiar and fresh.
Being able to actually play as Zelda is long overdue, and I’m hopeful that we’ll see her appear as a playable character in more games in the future (perhaps even in a massive, open-world style adventure). But a future title in the vein of Echoes of Wisdom would be welcome, too. I imagine Nintendo will learn a lot from Zelda’s first proper adventure and use that to smooth out the rough parts in the echo system. But fans of the series shouldn’t hesitate to check out Echoes of Wisdom — it’s not perfect, but it’s still a fresh and enjoyable remix of a classic Zelda game.
This article originally appeared on Engadget at https://www.engadget.com/gaming/nintendo/the-legend-of-zelda-echoes-of-wisdom-is-as-familiar-as-it-is-fresh-120025682.html?src=rss
Lego Horizon Adventures is one of a very few first-party games that Sony is releasing this year, and now we have a release date, thanks to the State of Play the company aired on Tuesday. The kid-friendly spin on the Horizon series is coming to PlayStation 5, PC and Switch on November 14.
The soonish release date isn’t a huge shock, since the game was already lined up for a holiday 2024 slot. However, Sony jumped the gun by accidentally revealing the arrival date on the PlayStation website’s a few weeks back. Whoops!
We had the chance to try out Lego Horizon Adventures at Summer Game Fest in June and came away with positive impressions. It's generally faithful to the combat of the mainline Horizon games, with Aloy sneaking around for optimal angles from which to attack enemies and using her Focus to find weak spots on giant dinosaur-like machines. However, that's aligned with the kind of offbeat humor you'll find in many other Lego games rather than the broadly stoic seriousness of Horizon Forbidden West. Local and online co-op will also be available for the first time in a Horizon game.
This is a chance for Sony to bring the series to a whole new audience. Until now, the Horizon series has only been available on PlayStation consoles and PC (and PS VR2 in the case of Horizon Call of the Mountain). This could also be a bit of a test run for Sony to see if some of its older games might find new digs, and many more players, on Nintendo systems.
This article originally appeared on Engadget at https://www.engadget.com/gaming/lego-horizon-adventures-hits-ps5-pc-and-switch-on-november-14-223756234.html?src=rss
Lego Horizon Adventures is one of a very few first-party games that Sony is releasing this year, and now we have a release date, thanks to the State of Play the company aired on Tuesday. The kid-friendly spin on the Horizon series is coming to PlayStation 5, PC and Switch on November 14.
The soonish release date isn’t a huge shock, since the game was already lined up for a holiday 2024 slot. However, Sony jumped the gun by accidentally revealing the arrival date on the PlayStation website’s a few weeks back. Whoops!
We had the chance to try out Lego Horizon Adventures at Summer Game Fest in June and came away with positive impressions. It's generally faithful to the combat of the mainline Horizon games, with Aloy sneaking around for optimal angles from which to attack enemies and using her Focus to find weak spots on giant dinosaur-like machines. However, that's aligned with the kind of offbeat humor you'll find in many other Lego games rather than the broadly stoic seriousness of Horizon Forbidden West. Local and online co-op will also be available for the first time in a Horizon game.
This is a chance for Sony to bring the series to a whole new audience. Until now, the Horizon series has only been available on PlayStation consoles and PC (and PS VR2 in the case of Horizon Call of the Mountain). This could also be a bit of a test run for Sony to see if some of its older games might find new digs, and many more players, on Nintendo systems.
This article originally appeared on Engadget at https://www.engadget.com/gaming/lego-horizon-adventures-hits-ps5-pc-and-switch-on-november-14-223756234.html?src=rss
SAG-AFTRA has called a strike against the video game League of Legends. Under this action, any union voice actors must cease working on the popular MOBA from Riot Games. The union said it has also filed a charge of unfair labor practice against Formosa Interactive, which provides voiceover services for League, with the National Labor Relations Board.
Formosa Interactive was one of several high-profile video game companies named in a strike by voice acting talent earlier this year. SAG-AFTRA is working to negotiate with those developers for protections against AI replicas of its members, including those who perform in games.
Today, the union alleged that Formosa attempted to “cancel” a game that was included in the strike. "When they were told that was not possible, they secretly transferred the game to a shell company and sent out casting notices for “non-union” talent only," according to the press statement. "SAG-AFTRA charges that these serious actions are egregious violations of core tenets of labor law – that employers cannot interfere with performers’ rights to form or join a union and they cannot discriminate against union performers."
League of Legends is just one of the titles where Formosa Interactive provides services. In addition to voiceover work, Formosa Interactive also offers services such as facial capture, sound design and mixing. It has credits on games including God of War Ragnarok, Apex Legends, Genshin Impact, The Legend of Zelda: Breath of the Wild and Microsoft Flight Simulator.
Riot Games has issued the following statement about the strike: "League of Legends has nothing to do with the complaint mentioned in SAG-AFTRA’s press release. We want to be clear: Since becoming a union project five years ago, League of Legends has only asked Formosa to engage with Union performers in the US and has never once suggested doing otherwise. In addition, we’ve never asked Formosa to cancel a game that we’ve registered. All of the allegations in SAG-AFTRA’s press release relating to canceling a game or hiring non-union talent relate to a non-Riot game, and have nothing to do with League or any of our games."
Update, September 24, 2024, 5:47PM ET: Updated to include statement from Riot Games.
This article originally appeared on Engadget at https://www.engadget.com/gaming/sag-aftra-strikes-against-league-of-legends-over-voiceover-company-actions-212839780.html?src=rss
SAG-AFTRA has called a strike against the video game League of Legends. Under this action, any union voice actors must cease working on the popular MOBA from Riot Games. The union said it has also filed a charge of unfair labor practice against Formosa Interactive, which provides voiceover services for League, with the National Labor Relations Board.
Formosa Interactive was one of several high-profile video game companies named in a strike by voice acting talent earlier this year. SAG-AFTRA is working to negotiate with those developers for protections against AI replicas of its members, including those who perform in games.
Today, the union alleged that Formosa attempted to “cancel” a game that was included in the strike. "When they were told that was not possible, they secretly transferred the game to a shell company and sent out casting notices for “non-union” talent only," according to the press statement. "SAG-AFTRA charges that these serious actions are egregious violations of core tenets of labor law – that employers cannot interfere with performers’ rights to form or join a union and they cannot discriminate against union performers."
League of Legends is just one of the titles where Formosa Interactive provides services. In addition to voiceover work, Formosa Interactive also offers services such as facial capture, sound design and mixing. It has credits on games including God of War Ragnarok, Apex Legends, Genshin Impact, The Legend of Zelda: Breath of the Wild and Microsoft Flight Simulator.
Riot Games has issued the following statement about the strike: "League of Legends has nothing to do with the complaint mentioned in SAG-AFTRA’s press release. We want to be clear: Since becoming a union project five years ago, League of Legends has only asked Formosa to engage with Union performers in the US and has never once suggested doing otherwise. In addition, we’ve never asked Formosa to cancel a game that we’ve registered. All of the allegations in SAG-AFTRA’s press release relating to canceling a game or hiring non-union talent relate to a non-Riot game, and have nothing to do with League or any of our games."
Update, September 24, 2024, 5:47PM ET: Updated to include statement from Riot Games.
This article originally appeared on Engadget at https://www.engadget.com/gaming/sag-aftra-strikes-against-league-of-legends-over-voiceover-company-actions-212839780.html?src=rss