Until Dawn’s original actors will not star in its film adaptation

PlayStation Productions and Screen Gems have announced the cast for the upcoming movie adaptation of the interactive horror game Until Dawn. According to Deadline, the ensemble will include Ella Rubin, who stars alongside Anne Hathaway in Amazon Prime's The Idea of You, and Michael Cimino, who played Victor Salazar in Hulu's Love, Victor. Expats' Ji-young Yoo and Sitting in Bars with Cake's Odessa A'zion have also signed on to play characters in the game revolving around eight young adults who have to survive the night at a remote mountain lodge while being hunted by a killer.

Supermassive Games got some pretty well-known actors to provide motion capture and voice acting for the game's characters, including Rami Malek and Hayden Panettiere. They're no longer the right age to play their original roles, so it doesn't come as a surprise that they're not involved in the project. But since they're not unknown motion capture actors, the filmmakers are dealing with a unique situation in that famous people's faces are tied to the characters other people will now portray.

"At PlayStation Productions, we are always looking to find creative and authentic ways to adapt our beloved games that our fans will enjoy," Asad Qizilbash, head of Sony's production company, told Deadline. "Alongside Screen Gems, we’ve assembled a fantastic cast of new characters that builds upon our already stellar filmmaking team and their vision for the adaptation."

The game itself is getting a remake for the PS5 and for PC. It was built in Unreal Engine 5 for the newer console, and it will add a third-person camera mode, new locations and new interactions to the original. Until Dawn's remake is coming out sometime this fall.

This article originally appeared on Engadget at https://www.engadget.com/until-dawns-original-actors-will-not-star-in-its-film-adaptation-110036254.html?src=rss

Metaphor: ReFantazio feels like a JRPG free from restraint and sanity

Metaphor: ReFantazio has been a long time in the making. It was announced in 2017 as Project re Fantasy through a weird long video that said very little. Since then, Atlus has swapped the Project for Metaphor and scoured Google Translate to find a cool way to say ‘fantasy.’ It’s also made a giant fantasy JRPG — and after rolling through a demo at Summer Game Fest last weekend, I’m dying to play it.

ReFantazio is the first original title by Studio Zero, a relatively new Atlus division headed up by Katsura Hashino. As the director of the third, fourth and fifth Persona game, Hashino is responsible for the Persona series’ pivot towards social simulation elements. After finishing up Persona 5, Hashino left P-Studio to work on all-new titles unrelated to Atlus’ Shin Megami Tensei and Persona series.

Atlus and Hashino are both known more for (semi-) grounded urban fantasy than wizards and elves, and ReFantazio in that sense represents a big departure. This is an epic, sprawling story covering a whole nation, the United Kingdom of Euchronia. The Euchronian king has been assassinated, and the people of the land must elect (!?) a new one. 

Euchronia is home to eight “tribes” (fantasy races) and our hero is trying to reunite them. There’s also a cursed prince who everyone thinks is dead, a royal tournament for the throne in six months and monsters everywhere. To make matters worse, Euchronia is being invaded by hideous, Hieronymus Bosch-inspired creatures called humans, which function as the game’s bosses. Humans, huh? Wonder if it’s a… metaphor?

Given Atlus’ storytelling history, the broad strokes of ReFantazio will probably make more sense than the moment-to-moment beats. Best to just let it wash over you.

The game takes place over the course of six months, and you’ll be traveling across Euchronia in a Gauntlet Runner (a cool ship designed by the Evangelion mech guy) trying to rally support for your entry into the royal tournament. Each town in the game has a tavern where you can grab a bite and gather information, a recruitment center where you can accept quests, various shops and an inn where you can rest. Completing quests and making friends along the way will gain you supporters among the various tribes, which is key to both the overarching story and the combat.

Metaphor: ReFantazio
Atlus

Atlus’ Summer Game Fest demo was segmented into three 15-minute chunks. The first was a training sequence of sorts, story-heavy and light on combat. This felt mostly like a showcase for ReFantazio’s cinematics, which were gorgeous, despite the TVs in the demo area being set to interpolate frames. Atlus has a tradition of showcasing top-quality anime in its games, and the demo clips were among the best I’ve seen. What I appreciated more than the quality of the animation was how closely the character designs and vibe of the game matched the cinematics.

Also memorable is the voice acting. For the English-speaking cast, Atlus is taking the “United Kingdom” of Euchronia very seriously, as everyone I ran into had a totally over-the-top British accent. As the owner of an English accent, I found the characters beyond theatrical but nonetheless enjoyable. At one point in the demo I met a hyper-cockney cat girl that could've been auditioning for Oliver.

Metaphor: ReFantazio
Atlus

In another segment, I fought alongside an adorable floppy-eared fellow from fantasy Liverpool who sounded like he was analyzing a soccer game. If none of this excites you, the Japanese voice cast seems to be shooting for a typical fantasy vibe. Personally, I can’t imagine playing this game in anything other than English at this point.

Not everything is voiced — as in a lot of JRPGs, key lines and conversations play out in full, but many interactions will be confined to text, with the voice actors emoting a little along the way for flavor. As a speed reader, this is absolutely fine by me.

Metaphor: ReFantazio
Atlus

Segment two was all about dungeon-crawling combat — time for the Persona comparisons! The setup here will be familiar to fans of Atlus games: It’s a turn-based JRPG, with various types of physical and magical attacks, status effects and ailments. ReFantazio’s version of the classic JRPG class system is Archetypes — there are 14 lineages containing over 40 unique Archetypes, including some familiar roles like Mage, Thief, Knight and Healer. 

There’s also a tactical element to party composition, with a front and back row playing a part in combat, and Synthesis moves that allow you to combine your party’s Archetypes for stronger attacks. Everything has a little Persona and SMT to it — you manage Archetypes in an Akademeia (similar to a Velvet Room), they can evolve through experience, and their proficiency in battle is linked to your bond with your supporters.

Metaphor: ReFantazio
Atlus

A twist on the classic turn-based formula — and one I’m very pleased about — is the Fast battle system. When you come across an enemy, you’ll be able to gauge their strength before initiating combat. The Fast system lets you target a particular enemy and strike them; this can insta-kill underpowered foes, which allows you to avoid turn-based battling entirely when grinding low-level enemies. For stronger foes, you can use Fast to butter them up and start a squad battle with advantage, but if you mess up this engagement you could start the turn-based combat on your ass. Other Atlus games have a similar risk-reward system to allow players to gain an advantage, but this is more nuanced and satisfying.

The interface for all of this is a typically gorgeous menu system and UI that feels more refined than ever. Simple actions are assigned a face button on the controller, which means less time spent in menus. It’s all pretty intuitive, and towards the end of my short demo I was already speeding through the turn-based combat without wondering what button did what. Taken as a whole, the combat system feels like a natural evolution to the classic formula Atlus is known for.

Metaphor: ReFantazio
Atlus

The final demo section starts inside the Gauntlet Runner. It’s a claustrophobic space, more submarine than super yacht, but filled with things to do. There are people to talk to, activities to partake in, and routes to choose. Similar to Persona, the game occuring over a fixed period means you likely won’t be able to do everything you want to, and instead need to decide how best to spend your time each day. You might try to level up one of the main character’s five traits — courage, wisdom, tolerance, eloquence and imagination — or perhaps focus on fighting monsters or earning cash. I played to type and read a book, which was sadly not enough to raise my courage from “craven.”

My cozy book session led immediately into the main show: a face-off against a giant human. This began with an anime sequence, which gave way to classic four-on-one combat. The human designs in this game are buckwild. This one was called, “Sea Horror Homo Sabara” and here are the Cliff’s Notes:

  • Long violet beard and eyebrows.

  • One yellow eye, one white eye, both glowing.

  • 12 ears arranged in two rows? Edgy piercings.

  • Crown of thorns. Actually, make that two crowns of thorns.

  • Top half of head has been scalped. There seems to be a human heart sticking out.

  • Also, eight giant bejeweled tentacles as weapons.

It’s not like I haven’t seen crazy bosses in a JRPG before, but this octodad was a lot of fun to fight. There was no major challenge: Take out the tentacles, wail on the body, tentacles regenerate, repeat. But he hit hard, and the demo clearly set me up for success. It’s easy to see this guy wiping your team if you don’t come properly prepared.

Of all the things Atlus squeezed into the short Summer Game Fest, the human battle was the most memorable. From the lore being drip-fed to fans, it seems like the humans are actually from our world, and are being Isekai’d into Euchronia as these messed-up monsters. Here’s hoping a lot of them made it over.

Metaphor: ReFantazio
Atlus

At first blush ReFantazio feels like a real auteur moment for Hashino — as if, after the worldwide success of Persona 5, he’s basically been given a blank check. Hashino’s Persona titles bend over backwards to show you how cool and edgy they are, but the only concern for ReFantazio is how loud, confident and unique it can be.

Yes, there are elements borrowed from almost every Atlus RPG you can think of, but it's all been remixed and refined. I left my brief time with ReFantazio filled with this wonderful milieu of nostalgia and surprise, a warm familiarity from something unlike anything I’d played before.

Metaphor: ReFantazio comes to PC, PlayStation 4 and 5, and Xbox Series consoles on October 11.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/metaphor-refantazio-feels-like-a-jrpg-free-from-restraint-and-sanity-185129361.html?src=rss

Get three months of Xbox Game Pass Ultimate for only $35

Looking for more games to play this summer? You can pick up three months of Xbox Game Pass Ultimate for $35 via Woot, which is a discount of $10 and close to a record low price. Single months are also on sale for $12, instead of $17. It’s a veritable cornucopia of digital subscription codes.

Game Pass Ultimate is, well, the ultimate way to access the service. You can play hundreds of games on Xbox consoles, of course, but this membership also allows for cloud gaming on other devices like PCs and tablets. It even includes a free EA Play membership, which opens up even more games.

The reason why Game Pass has been so successful is that the catalog isn’t filled with shovelware and ancient relics, like the gaming equivalent of $1 Blu-Rays in the back of a Walmart somewhere. The catalog is overstuffed with actual games, from AAA exclusives to indie gems. Wanna check out the expansive JRPG Octopath Traveler and its sequel? They’re both on Game Pass, in addition to the indie equivalent Sea of Stars. The same goes for Minecraft, Forza Horizon 5, Assassin’s Creed Valhalla and just about every EA sports title. It’s a pretty deep bench.

Game Pass is also the home to Xbox first-party titles, and most of these release on the platform at launch. This means the catalog includes Bethesda games like Starfield and the Rare pirate-sim Sea of Thieves. This also means that subscribers will be able to play upcoming titles the day they release, like Indiana Jones and the Great Circle and a little war sim named Call of Duty: Black Ops 6. Xbox just had a fantastic showcase of upcoming games and many of the announced titles will be day one Game Pass exclusives.

There are no two ways about it. Game Pass is the best subscription service around. PlayStation Plus Premium is decent and does its own share of day one launches, but the catalog just isn’t as exciting. Nintendo Switch Online is, uh, great for people who want to play a middling SNES port once every three months.

Follow @EngadgetDeals on Twitter and subscribe to the Engadget Deals newsletter for the latest tech deals and buying advice.

This article originally appeared on Engadget at https://www.engadget.com/get-three-months-of-xbox-game-pass-ultimate-for-only-35-151745145.html?src=rss

Skate Story hands-on: Kick, push, shatter

Push. Push. Push, push, push, jump —

All four wheels reconnect with the glowing pavement in a slap of crisp plastic and crunching wood.

Push, push, push, push, jump kickflip

Another slam, a quick screech.

Push, push, push, ju

A shattering crash. The world flips on its head in an explosion of glittering blacks and iridescent pinks. I let out a small laugh, adjust the controller in my hands, and lean forward. Reset.

Push.

In a hyper-chilled demo space at Summer Game Fest, Skate Story creator Sam Eng drew a picture of a flaming skateboard on a business card while I played his game, occasionally lifting his head to giggle at my crashes and answer my questions. He described Skate Story as an attempt to capture the feeling he often has while skateboarding, invincible in one moment and utterly vulnerable the next. Fragile, like glass.

Skate Story absolutely crystallizes this feeling. You play as the glass skater, a demon made of translucent pain, and your goal is to skate to the moon, eat it, and escape this hell. The game takes place in a series of surreal playgrounds in the Underworld, offering long catwalks for gaining speed, winding pathways lined with lethal red shards, and open areas dotted in concrete ramps, gaps and waxed ledges. The Devil and his minions are your enemies, and their only weaknesses are your sweet tricks.

Skate Story
Sam Eng

Skate Story is coming to PC and I played the demo with a standard Xbox controller: Press Y to hop on the board, A to gain speed, X to powerslide and B to ollie. Holding A pushes the glass skater forward in a steady rhythm, holding B does a higher ollie, and combining the trigger and bumper buttons with a jump executes a trick. I leaned heavily on ollies, kickflips (left trigger + B) and grinds (near a ledge + B), but I also landed a few moves that included these inputs plus a nudge of the right analog stick, swapping stances.

As I ollied my way through the Underworld, I encountered a variety of floating stone heads — some friendly, some vicious — and I collected items to unlock new progression areas, slamming my board into the ground to solve little puzzles. There was a shop with custom decks and parts for sale, and wide-open spaces for practicing tricks. The demo’s concluding boss fight, versus a giant stone philosopher’s head no less, provided a concrete arena for me to perform tricks and deal damage with my rad skateboarding prowess.

Skate Story
Sam Eng

I’m craving a few uninterrupted hours with the game, ideally at home and after a few edibles, so I can perfect its mechanics, unlock upgrades and learn new moves. I crashed a dozen times in my 45-minute demo, often in the same spot repeatedly and always with a magnificent, shattering explosion — but resets were swift and not too punishing. The crash always hit harder after I’d found a flow state, holding down A to push and jumping smoothly over neon spikes embedded in the shimmering black asphalt, taking a risk and landing a kickflip, reaching peak velocity, feeling completely free. And then I’d clip a sliver of concrete and the ride would be over, sudden and harsh. In Skate Story, sidewalk-high edges are just as dangerous as glowing-red obstacles, and the game requires a constant buzz of situational awareness. A lot like skateboarding in real life, I’d wager.

Skate Story induces a limbo-like haze through its mechanical rhythm, VHS-filtered visuals and the constant, low whoosh of the glass skater's wheels rolling across the Underworld's concrete. Strategy becomes impossible and the only option is to feel your way through the brutalist, pearlescent landscapes. The game's soundtrack is provided by New York artist Blood Cultures and it's a soothing, lo-fi vibe fest, like OlliOlli’s flow music but with a distorted edge. It feels like a perfect fit.

Skate Story encourages you to enter a peak state early on, only so you can chase that feeling the rest of the game. It’s an incredibly compelling loop, with room for payoff or failure in every push.

Skate Story
Sam Eng

The Underworld is so much larger than the slice I explored in Skate Story’s Summer Game Fest demo. The full game has more than 70 tricks to learn, fresh gear to acquire and a leveling system to unlock. Skate Story feels like a game that will easily swallow hours upon hours of my time. As easily as eating the moon, at least.

Skate Story is due out this year (not 2023, as suggested by the top trailer) on Steam, developed by Sam Eng and published by Devolver Digital.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/skate-story-hands-on-kick-push-shatter-120051976.html?src=rss

PlayStation Plus June offerings include Monster Hunter Rise and three Lego games

There’s a whole new crop of games headed to your PlayStation console if you’re a subscriber to one of Sony’s various PlayStation Plus tiers. The additional games for the June update include 14 new titles featuring PS5-only games like the medieval RPG Crusader Kings III, the surreal action-adventure After Us, the industrial age strategy game Anna 1800 and Football Manager 2024.

The collection also includes several PS4/PS5 crossover titles starting with the critically acclaimed, fan favorite Monster Hunter Rise from Capcom. Others include the motocross racing game Monster Energy Supercross - The Official Videogame 6 and the procedural police sim Police Simulator: Patrol Officers. A few titles originally released on the PS4 are also being added, including the first-person shooter Far Cry 4 and two Lego games including The Hobbit and Disney-Pixar’s The Incredibles. A few older titles are also being added to the Classics catalog for Premium subscribers: third-person shooter Ghosthunter, Lego Star Wars II: The Original Trilogy and the wisecracking platformer Daxter.

June’s collection of PlayStation Plus titles is the first to feature a game for the PlayStation VR 2 with the free release of the nature paddling simulator Kayak VR: Mirage. Sony started offering PS VR2 games on its PlayStation Plus earlier this month as part of its Days of Play celebration that included a healthy collection of virtual titles include Ghostbusters: Rise of the Ghost Lord, Before Your Eyes, Walkabout Mini Golf, Synth Riders and both chapters of The Walking Dead: Saints & Sinners. You’ll need to be a Premium subscriber to try the VR games, though.

The first batch of new PlayStation Plus games for June announced in late May including SpongeBob SquarePants: The Cosmic Shake, AEW Fight Forever, Streets of Rage 4 and EA Sports FC 24. These titles are available to anyone, regardless of which PlayStation Plus tier you’re subscribed to.

The update also offered a batch of PS2 classic titles for those on the Premium tier. Those include Tomb Raider Legend, Star Wars: The Clone Wars and Sly Cooper and the Thievius Raccoonus. Finally, PS Plus Extra and Premium members also got access to Dredge, Lego Marvel Super Heroes 2, Cricket 24, Grand Theft Auto: San Andreas - The Definition Edition and a game trial of WWE 2K24.

This article originally appeared on Engadget at https://www.engadget.com/playstation-plus-june-offerings-include-monster-hunter-rise-and-three-lego-games-202307151.html?src=rss

Astro Bot is a supremely silly and incredibly smooth platformer

Astro Bot is as precise as it is ridiculous, and this is exactly what makes it so damn delightful. During my 30-minute demo at Summer Game Fest, I crashed into spiky obstacles, flew off the side of sky-high platforms, bounced into deadly projectiles and popped my little robot protagonist like an overinflated balloon — and I could not keep the smile off my face the entire time. The art style, sound effects and animations in Astro Bot are infused with childlike joy, taking the sting out of each failure. Simultaneously, each death felt avoidable with a little more practice, each leap landable with just one more try. Resets were quick and generous, encouraging trial-and-error while maintaining a superb platforming flow.

Despite its kid-friendly appearance, Astro Bot feels like a mature — and super tricky! — platformer.

This competency makes sense, considering Sony has had more than 10 years to perfect the Astro Bot recipe. The first official Astro Bot title was Rescue Mission, a 2018 PlayStation VR game and a semi-sequel to 2013’s The Playroom demo on PS4. Next, Astro’s Playroom came pre-installed on the PS5 at launch in 2020, offering a short but memorable tour through the features of the DualSense controller. All of these experiences were cute and well-executed, but as it turns out, they were long-tail teasers for the full Astro Bot game coming out on September 6.

Astro Bot
PlayStation

The SGF 2024 Astro Bot demo was on PlayStation 5 and showcased a few different worlds, each with a distinct gadget and map style. I tried out a dog jetpack that let me dash forward and a pair of frog-face gloves with spring-loaded punching abilities. The frog gloves were my favorite weapon of the day: the left glove was activated by the LT button and the right was attached to RT, and I spent most of this level rhythmically punching the air, just because it felt cool to do so. Throughout this stage there were also red sticky points to punch into, allowing me to hold the gloves in place and stretch out the springs, turning Astro into a robot-sized slingshot. You have to hold the triggers in place and pull Astro back before flinging its little body in the proper direction, which is sometimes directly into the face of a giant red octopus. Obviously.

Astro makes the most adorable wah wah wah wah sound when it dies, diffusing any disappointment. I heard this sound most often while attempting to clear a section of spinning, spiked balls and pink-glass platforms that shattered as soon as Astro skated over them. The fragile nature of the glass forced me to react with twitchy adjustments, ramping up the tension and encouraging replays. There were so many clever mechanics, tools and obstacles on display in the Astro Bot demo, including a throwable time-freezing item, a powerful magnet that picked up anything metal nearby, a line of flaming spheres that snaked rapidly across a platform, and even just the standard jump, which propelled Astro into the air and shot lasers out of its feet, injuring the blobs and other enemies below.

Astro Bot
PlayStation

The full game will feature more than 50 unique planets of platforming proficiency, more than 300 bots to rescue (more than half of which are classic PlayStation characters), and dozens of weird and satisfying tools to use. It’ll take about 15 hours to complete, and according to Team ASOBI head Nicolas Doucet, that length was chosen purposefully.

“Usually games use like one or two mechanics really well, and they build up on top of that, but this is really more about us rebooting everything for every planet, and just keeping Astro and the crew as the center point,” Doucet told Engadget at SGF. “But it's something we decided from the beginning, that maybe as a result, it won't be like a 50 hour game — but that’s okay. It's better to have 15 hours of constant renewal than 30 hours where you feel like, sometimes, it drags a bit.”

Team ASOBI’s goal with Astro Bot is to offer a fresh experience at every turn.

“We want people to think, ‘What surprise are they going to throw next?’” Doucet said. “And if we can maintain that all the way to the end — even like, final boss, game ending, we are trying to keep that alive to the very, very, very last second of the game. If we succeed with that, I think people will have a good time.”

As in Astro’s Playroom, the DualSense controller has a starring role in Astro Bot. The game’s bots regularly fly around on a jet-sized DualSense and Astro is on a mission to collect friends and store them inside the controller itself. When new bots are picked up they appear inside an on-screen DualSense, and when players shake the controller in real life, it’s mirrored in the game. The little characters sway and knock into each other, and they can even pop out of the gamepad if it’s rattled in the proper way, and it’s all just pretty adorable.

Astro Bot
PlayStation

It’s refreshing to see Sony leaning into silliness.

“The design of Astro has a little bit of a tummy, and actually, the bots originally were supposed to look a little bit like toddlers,” Doucet said. “They look a little bit clumsy on their legs and, you know, their butts sticking out as if they were wearing nappies and stuff. The design came from that, so that the silhouette would be endearing and also a little bit silly. But that was separated from the tightness [of the mechanics]. It's almost like there's two mindsets, because the silliness can be there and we kind of laugh about it, but when it comes to clearing a challenge, it's good to be tight. It’s only pixel perfect.”

The balance between acuity and absurdity is what makes Astro Bot so compelling, even just in its demo form. It feels like a solid platformer first, providing a mechanically sound foundation where all of the nonsense can thrive.

“The silliness usually comes from animation and the visual side, whereas the tightness of the gameplay comes from the engineering and really the game design and programming,” Doucet said. “If I go back to the origins of Astro, before being a funny-to-look-at platformer, it was actually a platformer that feels good, where the jump lands exactly where you want and starts when you want. Your input lag and all of that was really the focus point.”

The PlayStation demo space at Summer Game Fest was a cool cave of happiness, featuring Lego Horizon Adventures and Astro Bot, two games that turn classic Sony characters into irreverent cartoon versions of themselves. Considering some of PlayStation’s most popular protagonists are serious, grizzled warriors like Kratos, Joel, Ellie, Wander, the Bloodborne guy and Aloy, there’s room for these interpretations to go horribly wrong. Astro Bot gets it right (and it sounds like Lego Horizon Adventures does, too).

“The writing of the games isn't as important to us as what the character background is,” Doucet said. “In the case of The Last of Us, for example, the main characters are good characters. They have complex decisions to make, but fundamentally, they're good people. There would be nothing wrong about questioning, ‘Who is Ellie?’ and, ‘Who is Joel?’ And then, you know, parents and kids can exchange [ideas]. You can imagine a good conversation coming out of that.”

Astro Bot
PlayStation

The character I was most stoked to see in Astro Bot was the red-cloaked protagonist from Journey. While the meeting immediately triggered memories of loss, discovery and introspection, I was mostly just happy to see an old friend in an unexpected place. The fact that the character was guaranteed to be carefree and comedic here added an extra layer of mental security to the experience. A colleague who was watching me play didn’t immediately recognize the Journey character in Astro Bot and I was happy to explain it, automatically recounting some of my own experiences with the game from back in the day. It’s easy to see how Astro Bot will introduce new audiences to classic PlayStation franchises, while also reigniting those feel-good hormones in veteran players.

But I’ll be honest: I don’t really need the PlayStation characters in Astro Bot. They’re adorable and capable of generating a warm tinge of familiarity, but for me, Astro Bot’s allure doesn’t lie in its nostalgia play. Instead, I view the character appearances more like easter eggs, cute but not crucial to the actual gameplay. Which, I have to say again, is incredibly competent, replayable and fun. Stellar platforming is Astro Bot’s true joy.


Catch up on all of the news from Summer Game Fest 2024.

This article originally appeared on Engadget at https://www.engadget.com/astro-bot-is-a-supremely-silly-and-incredibly-smooth-platformer-200012651.html?src=rss

Lego Horizon Adventures might be Sony’s most important game of the year

Sony takes games seriously. That’s reflected in its tentpole releases, which are overwhelmingly gritty, adult affairs like Horizon, God of War and The Last of Us. It’s surprising, then, that its Summer Game Fest demo area replaced Sad Dads and apocalypses with cutesy Astro Bot figurines and Lego. Lots of Lego.

Lego Horizon Adventures might not have generated the Summer Game Fest headlines that the new Doom and Assassin’s Creed games did, but in many ways its legacy may be more interesting. Co-developed by Guerilla Games (known for the Horizon and Killzone series) and the AAA support team Studio Gobo, it aims to bring the world of the Horizon games to a new generation — and a new platform, the Nintendo Switch.

Horizon Adventures isn’t the first Sony game on Switch. MLB: The Show routinely comes to both Nintendo’s console and Xbox, but that’s a licensed sports game, and Horizon is a key PlayStation franchise. It has a VR spin-off, a live-action adaptation confirmed for Netflix and an MMO heavily rumored in its future. Bringing the latest iteration of the series day one to Switch, then, is unusual.

“We’re trying to bring in as broad an audience as possible,” Guerilla Games narrative director James Windeler told Engadget. “The collaboration with Switch, that’s an incredibly unique opportunity … it will really help bring in a family-friendly audience.”

It’s also just a plain bigger audience. Nintendo’s console has been around since 2017, and the market for Switch games is over 140 million. (For context, there are around 58 million PlayStation 5s in the wild.) Lego titles are also in a tiny minority of non-Nintendo games to top the Switch retail sales charts.

The game itself, from the 30-minute demo I played, seems delightful. The world of Horizon translates well to Lego, with the robodinos in particular being a highlight. There is already a Forbidden West Tallneck Lego set and it would be extremely surprising if we don’t see Thunderjaws and Scrappers showing up in Lego stores soon. Combat is surprisingly faithful to the original games, with Aloy sneaking around tall grass to get a good angle on an enemy and using her Focus to spot weak points. Also faithful to the original games is that stealth can very quickly fall by the wayside in favor of frenetic dodging. Less faithful: I got through one tricky fight by repeatedly summoning a hot dog vendor to throw exploding franks all over the place. It is a Lego game, I guess.

Tone-wise, Guerilla is shooting for the Lego Movie-like cross-generational irreverent humor, which isn’t really my jam but I appreciate it. Windeler said Guerilla is trying to hit key elements of the first game without directly remaking it: “It's definitely not a one-to-one retelling, but neither is it a parody in the sense that you don't need to be a Horizon aficionado to really kind of respond to the humor. It's broader in that way.” The voice cast from the original games, including Ashly Burch as Aloy and JB Blanc as Rost, is back for Horizon Adventures and seemingly having a lot of fun. Burch’s delivery in particular is ultra wide-eyed and excited, more like her work as Tiny Tina in the Borderlands series or one of her many animated characters. It’s a fun spin on a traditionally stoic character.

Lego Horizon Adventures -- co-op play
Sony

Co-op is a big feature for Horizon Adventures. Local co-op is a drop-in, drop-out affair, which, as with most Lego games, enables an adult to easily help a kid get past a tricky area. But Lego games are also a lot of fun to play among consenting adults if you’re both into the particular franchise — I know plenty of grown-ups who live for Lego Star Wars. Away from the couch, there is online multiplayer, which is obviously more targeted at adults.

I am not a huge Horizon fan. Of all the open-world collect-a-thons, it’s one of my favorites, but it is very much not my genre. My partner is a fan, though, and we’re always on the lookout for middle-ground co-op games that can bridge the gap in our tastes. Maybe Horizon Adventures could be that, and I’ll become a real Horizon head because of it?

Finding new audiences is something Sony and Microsoft have been grappling with over the past couple of years. This Xbox-PlayStation generation has not seen as explosive growth as the last, and the kind of AAA experiences they typically shoot for are expensive to produce.

Microsoft seems to be committed to multiplatform releases for several established franchises it’s acquired, like Call of Duty, Diablo and Doom. It also ported four formerly exclusive titles — Hi-Fi Rush, Grounded, Pentiment and Sea of Thieves — to rivals’ machines earlier this year.

Sony’s approach has, until recently, been to court PC players with ports of older titles such as Horizon Zero Dawn and God of War. This year it also released Helldivers 2 on PC day one, which went very well until it didn’t. Company president Hiroki Totoki told investors in February that he “would like to go aggressive on improving our margin performance” (what a gamer!) by focusing more on multi-platform releases. The assumption at the time was that he was solely referring to PCs, but the Switch release of Horizon Adventures seemingly opens this effort up to more platforms.

It’s unlikely that Sony will bring its giant AAA games to a rival console at launch. But it could be that Sony begins to treat the Switch much like Nintendo used to treat mobile devices. The mid '10s saw an influx of Nintendo games on iPhone and Android, including Super Mario Run, Fire Emblem Heroes, Animal Crossing Pocket Camp and Mario Kart Tour. The strategy was pretty clear: Introduce Nintendo characters to a more casual audience, and convert a number of them over to the “full” experience. If Horizon Adventures goes well — and why would it not? — it’s easy to see Sony opening the floodgates and sending a bunch of its franchises to Nintendo’s mass-market console.

Lego Horizon Adventures launches 'Holiday 2024' on PlayStation 5, PC and Nintendo Switch.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/lego-horizon-adventures-might-be-sonys-most-important-game-of-the-year-160026354.html?src=rss

Modder adds the vicious Shield Saw to the original Doom

Bethesda announced Doom: The Dark Ages at the Xbox Games Showcase over the weekend, and easily the most exciting addition to the franchise featured in the trailer is the Shield Saw. As the name suggests it's a shield. Which is also a chainsaw. Naturally, modders have already programmed the weapon into the original Doom.

Modder Craneo shared a clip on X yesterday showing how they were able to bring the Shield Saw featured in the trailer for the upcoming Doom sequel into the retro computer game. They converted the old-fashioned chainsaw into an innovative weapon that both protects you from enemy damage and rips opponents to shreds, thereby providing the wielder with a brilliant balance of defense and offense. The video makes it seem you can also toss the Shield Saw, something that was surely a pain to program.

Craneo also brought another Dark Ages weapon to Doom overnight called the Skullcrusher, or Skul-Gun, as Andy Chalk of PC Gamer called it. As the name suggests, the Skul-Gun uses skulls as ammo and fires them out like oversized bullets. That mod remains incomplete however, because, as Craneo notes, the gameplay mechanics for its next-gen counterpart haven’t been shown yet. If you want to try these out, Craneo helpfully provided links to grab the mods for both the Skul-Gun and Shield Saw.

The Doom modding community is well renowned for their creativity in adding features that make Doom more fun to play. They made Doom playable within Doom 2, ported the 2005 Doom mobile game to Windows, modded the horror game MyHouse.wad into Doom 2, and programmed the Indiana Jones-inspired mod Venturous to the Doom engine, among other things. Of course, modders have also tried to get Doom to run on every piece of hardware known to man, from a lawnmower to a Roomba vacuum cleaner. The latter device was dubbed the Doomba because game developer Rich Whitehouse programmed it to translate the floor maps into Doom maps.

This article originally appeared on Engadget at https://www.engadget.com/modder-adds-the-vicious-shield-saw-to-the-original-doom-203628837.html?src=rss

The biggest threat to Marvel Rivals is all the other rival team shooters

Marvel Rivals pits its greatest heroes against each other and it’s a lot of fun. It’s also a familiar kind of fun if you’ve ever played Overwatch. As Overwatch 2 fights to hold onto players (and attract new ones), there’s no shortage of new games with similar team PvP dynamics, modes and characters. Like Valve’s leaked Deadlock title, or PlayStation’s Concord, or Star Wars: Hunters. Add the now console-bound (and more strategy-heavy) Valorant, and yep, there are a lot of team shooters on the horizon. Oh and I forgot Foamstars, like most of us. 

Rivals, made by Netease, has a headstart, however, with a roster of characters that most of us have heard of. These are also heroes whose powers and abilities we already know. And it’s certainly a roster: 19 characters, expanding now to 21 for the next wave of tests.

I was going to complain that this is a heady number of characters and combinations to learn, or at least get used to. But, well, Overwatch launched with 21. One leak, data-mined from the closed alpha, suggest there are plans for up to 39 characters. Oh my.

Briefly playing this alpha-build demo at Summer Game Fest offers a glimpse at the game, and nascent metas (combinations of characters and team builds), but it takes time to evolve and coalesce. It also takes time for me to get good at a new team shooter.

Like the original Overwatch, Rivals pits six heroes/villains against six other Marvel characters, with familiar team goals of escoring a slow-moving object, or protecting zones from the opposing team. It’s not all Marvel Presents… Overwatch, though.

I liked the destructable environments, with some walls taking only so much damage before crumbling and exposing your hero. It kept me on my toes. Other unique gameplay features include "Dynamic Hero Synergy," a sort of baked-in meta where two (sometimes three) characters can augment each other in battle.

One example of this happened as I found early success with Groot. Groot is a tank-type player, with the ability to make Mei-styled walls, just made of plants, not ice. However, if Rocket, his Guardians of the Galaxy team-mate, is on the same team, it increases the duo’s damage output. And Rocket can ride around on Groot’s shoulder, too. Cute.

I mentioned the Groot-Mei connection, but other skill overlaps with Overwatch characters are obvious, but with a twist. Hela, queen of Hel, has a few similarities with Overwatch 2’ s Kiriko, with the ability to escape tight spots, but swapping healing for a focus on damage dealing.

Meanwhile, Black Panther’s lunge attack gets an instant cooldown if you hit an enemy, mimicking Genji’s dash attack that recharges if you get a kill.

The third-person perspective, which a few early testers found divisive, takes some getting used to. Look, I get it: when the core USP of a game is the global juggernaut that is Marvel's intellectual property, you want to see what you paid for. You want to see Iron Man blasting Magik from the skies, Loki faking his death as he circles back around to attack Namor’s weak spot. In first person, a lot of that character design is lost, and your team mates and enemies rarely stand still in order for you to appreciate their character designs and lore.

I’m not sure why, but playing this kind of game from a third-person perspective made movement feel, somehow, sluggish. Unless you’re Spider-Man, who has an uniquely high level of mobility and speed compared to the rest of the current roster.

Overwatch 2 struggled with a lack of PvE features as well as the major change to 5v5 team battles. For a lot of Overwatch players, the game has fallen out of favor. However, for a lot of people it’s still the team shooter to beat. Will the draw of Marvel’s greatest heroes (and villains) be enough of a draw, and can NetEase sustain Rivals appeal when it launches? A closed beta test, which will include PS5 gamers this time, is scheduled for July.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/the-biggest-threat-to-marvel-rivals-is-all-the-other-rival-team-shooters-182005638.html?src=rss

Kunitsu-Gami: Path of the Goddess feels as luscious as it looks

Kunitsu-Gami: Path of the Goddess is lush. Set on the side of a mountain that’s been covered in a terrible black defilement, Kunitsu-Gami’s world is an ancient, psychedelic dreamscape packed with magic and otherworldly horrors. It’s also mechanically dense, with moments of slow strategizing and rapid-fire hack-and-slash combat. After playing for nearly an hour at Summer Game Fest, it’s clear that Kunitsu-Gami is much more than a beautiful screenshot.

The game is divided into day and night mechanics, but all of the action takes place in various camps along the mountainside, set under green canopies and among dense foliage. The defilement creates plants with glowing pink orbs and slathers some areas in an iridescent black goo, trapping villagers in putrid sacs and infecting the local deer population.

Players are tasked with protecting the Maiden Yoshiro from the Seethe, the monsters that spawn out of the defilement at night. Yoshiro is the key to cleansing the mountainside, but her ritual takes time and she’s incredibly vulnerable. It really takes a village to protect her.

During the day, players purge the defilement and rescue locals from their containment sacs, while also clearing a path for Yoshiro’s dance. Press B on the gamepad to assign an attack role to a villager, and then press RB to place them in the environment. At night, the Seethe pour out of the Torii Gates — the basic hordes are composed of globular, juicy monsters with long, thin arms and gaping mouths, their pink tongues dragging on the ground.

Kunitsu-Gami: Path of the Goddess
Capcom

Combat plays out in a rhythmic “sword dance” style, with simple inputs that can be combined into fancy combos. Using just two attack buttons and a 360-degree camera, players slash through the Seethe, make sure the creatures don’t get too close to Yoshiro, and manage their additional attack units. Combat flows smoothly, with satisfying swordplay and a challenging rush of monsters to defeat at each Torii Gate. After cleansing an area, players can hang out in the camp, upgrading their skills, unlocking new abilities, and learning about the food and culture of the region that’s been defiled.

There are also challenge areas with bigger, deadlier monsters to kill. Here, players are provided a small team of villagers plus upgrade materials to assign these units specific roles, like archer or woodcutter. The challenge enemy I encountered, Gakinyudo, was a giant, eyeless beast that ripped its own jaw in half before the battle began, revealing an even more disgusting form. The monsters in Kunitsu-Gami have distinct backstories dripping in vile details, and I adore the amount of attention their designs have been given.

Kunitsu-Gami: Path of the Goddess
Capcom

Here’s how Capcom describes the beast I battled: “The ravenous Gakinyudo are born from the corpses of lecherous monks who fell to defilement from their debauchery while alive. They prefer to dig up their meals from graveyards.” Metal.

I defeated the Gakinyudo, but it took some time, unit rearrangement and a new group-attack move to finish the job. I enjoyed every slice of my sword in this fight.

The game’s environments and character designs are dense with fascinating details. The Maiden Yoshiro wears layers of flowing fabrics, a delicate face covering and intricately adorned jewelry, and she dances with a slow, focused purpose. She feels both fragile and incredibly powerful. The distanced, third-person perspective and fully adjustable camera encourage players to investigate every corner of each new area, slashing plants to receive resource orbs and purging shrines that have been covered in ooze.

Kunitsu-Gami: Path of the Goddess
Capcom

As each night approaches, the game’s background music becomes more unsettling and discordant, until it’s overrun by hellish screams and the Seethe begin spawning. Details like this make Kunitsu-Gami memorable, even just in demo form. It's clear that there's much more to uncover in this game and I'm eager to explore its ancient, magical mountainside in full.

Kuntisu-Gami: Path of the Goddess is due to come out on July 19 for PlayStation 4, PS5, Xbox One, Xbox Series X/S and PC. It’ll be available on Game Pass at launch.


Catch up on all of the news from Summer Game Fest 2024 right here!

This article originally appeared on Engadget at https://www.engadget.com/kunitsu-gami-path-of-the-goddess-feels-as-luscious-as-it-looks-150059627.html?src=rss