Yars Rising revives a 40-year-old Atari game as a modern metroidvania

How many of you had “sequel to a game from 1982” on your Nintendo Indie World Showcase bingo card? If so, you just won big. Yars Rising is a modern metroidvania take on the Atari 2600 classic Yars’ Revenge, and all it took was 42 short years to reach fruition. By my math, this is the longest break between sequels in gaming history, and it's not even close. 

That’s not the only interesting tidbit about this game. As previously mentioned, it’s a metroidvania, but this one is made by WayForward. For the uninitiated, the company’s basically a metroidvania and retro-gaming factory, going all the way back to the Game Boy Color and the original Shantae. Since then, WayForward has released a slew of fantastic Shantae titles and many other games in the metroidvania genre, including the criminally underrated The Mummy Demastered. WayForward also helped with Bloodstained: Ritual of the Night, which is considered the spiritual successor to Castlevania: Symphony of the Night. The devs know their stuff.

Now, Yars Rising may be the sequel to Yars’ Revenge, but that doesn’t mean it plays anything like it. The original was an early version of what eventually became known as shoot 'em ups, like R-Type and Ikaruga. The new one is a sidescrolling platformer in which you play as a person, and not a flying alien bug. However, there looks to be plenty of narrative nods to the original.

In addition to traditional metroidvania action, the developer promises “a balance of stealth and combat” and plenty of “retro-inspired mini-games.” It’s coming to consoles and PCs later this year. In the meantime, I’ll start preparing for Yars Returns in 2066.

This article originally appeared on Engadget at https://www.engadget.com/yars-rising-revives-a-40-year-old-atari-game-as-a-modern-metroidvania-163023972.html?src=rss

Yars Rising revives a 40-year-old Atari game as a modern metroidvania

How many of you had “sequel to a game from 1982” on your Nintendo Indie World Showcase bingo card? If so, you just won big. Yars Rising is a modern metroidvania take on the Atari 2600 classic Yars’ Revenge, and all it took was 42 short years to reach fruition. By my math, this is the longest break between sequels in gaming history, and it's not even close. 

That’s not the only interesting tidbit about this game. As previously mentioned, it’s a metroidvania, but this one is made by WayForward. For the uninitiated, the company’s basically a metroidvania and retro-gaming factory, going all the way back to the Game Boy Color and the original Shantae. Since then, WayForward has released a slew of fantastic Shantae titles and many other games in the metroidvania genre, including the criminally underrated The Mummy Demastered. WayForward also helped with Bloodstained: Ritual of the Night, which is considered the spiritual successor to Castlevania: Symphony of the Night. The devs know their stuff.

Now, Yars Rising may be the sequel to Yars’ Revenge, but that doesn’t mean it plays anything like it. The original was an early version of what eventually became known as shoot 'em ups, like R-Type and Ikaruga. The new one is a sidescrolling platformer in which you play as a person, and not a flying alien bug. However, there looks to be plenty of narrative nods to the original.

In addition to traditional metroidvania action, the developer promises “a balance of stealth and combat” and plenty of “retro-inspired mini-games.” It’s coming to consoles and PCs later this year. In the meantime, I’ll start preparing for Yars Returns in 2066.

This article originally appeared on Engadget at https://www.engadget.com/yars-rising-revives-a-40-year-old-atari-game-as-a-modern-metroidvania-163023972.html?src=rss

Shadow platformer Schim is coming to PC and consoles on July 18

It's always nice to get a release date for a game that's caught the eye whenever it has popped up. We've had a few looks at Schim, a pretty puzzle platformer, in previous game showcases. It emerged during Nintendo's Indie World stream on Wednesday that the game is coming to Switch, PlayStation, Xbox and PC on July 18. The creators say it will run smoothly on Steam Deck too.

You'll take on the guise of a schim, a frog-like creature that's linked to a human but gets separated from them. To get back to your person, you'll need to leap from one shadow to the next. Schim seems to play around with light and shadows in intriguing ways, such as a forklift activating to give your character access to a new area horizontally and pulling back on a sign to propel yourself further forward.

Schim uses an abstract art style that hopefully lends itself to moderately challenging gameplay. Developers Ewoud van der Werf and Nils Slijkerman, who have worked on the game for four years, also say that each level will feature small stories. I'm looking forward to this one.

This article originally appeared on Engadget at https://www.engadget.com/shadow-platformer-schim-is-coming-to-pc-and-consoles-on-july-18-162815433.html?src=rss

Shadow platformer Schim is coming to PC and consoles on July 18

It's always nice to get a release date for a game that's caught the eye whenever it has popped up. We've had a few looks at Schim, a pretty puzzle platformer, in previous game showcases. It emerged during Nintendo's Indie World stream on Wednesday that the game is coming to Switch, PlayStation, Xbox and PC on July 18. The creators say it will run smoothly on Steam Deck too.

You'll take on the guise of a schim, a frog-like creature that's linked to a human but gets separated from them. To get back to your person, you'll need to leap from one shadow to the next. Schim seems to play around with light and shadows in intriguing ways, such as a forklift activating to give your character access to a new area horizontally and pulling back on a sign to propel yourself further forward.

Schim uses an abstract art style that hopefully lends itself to moderately challenging gameplay. Developers Ewoud van der Werf and Nils Slijkerman, who have worked on the game for four years, also say that each level will feature small stories. I'm looking forward to this one.

This article originally appeared on Engadget at https://www.engadget.com/shadow-platformer-schim-is-coming-to-pc-and-consoles-on-july-18-162815433.html?src=rss

Cozy cat sim Little Kitty, Big City arrives for consoles and PCs on May 9

After the massive success of Stray, the world has been crying out for another big game about cats. Well, our pleas have been answered. The cozy cat sim Little Kitty, Big City will be available for download on May 9 for multiple platforms, including the Switch, Xbox One, Xbox Series X/S and PC via Steam. It costs $25 and preorders are available now, with Switch owners getting 10 percent off for the time being. It’s also a Game Pass day one release.

There’s a new trailer, which was revealed at Nintendo’s latest Indie World Showcase event. It looks very cute. You play as a, duh, cat and explore a Japan-inspired city, getting into mischief and wearing a bunch of costumes. It’s a cozy game, so don’t expect any bloodthirsty cyberpunk ruffians to chase you around town.

The cel-shaded visuals are adorable and the “mini-open-world” looks like its filled with stuff to do, people to annoy and sun-soaked spots to take a good nap. We’ll never fully understand what goes on in the brains of our favorite felines, they are aliens after all, but this game will at least give us some time in their shoes/paws.

The developer is a company called Double Dagger Studio, which was started by veteran game designer Matt T. Wood, who spent nearly two decades honing his craft at Valve. He worked on a whole bunch of games that seem to be the polar opposite of a cat sim, like Left 4 Dead, Portal 2 and CS:GO. Despite this pedigree, Little Kitty, Big City features no combat and has been likened to classic stories like Alice in Wonderland and The Wizard of Oz.

This article originally appeared on Engadget at https://www.engadget.com/cozy-cat-sim-little-kitty-big-city-arrives-for-consoles-and-pcs-on-may-9-145650339.html?src=rss

Cozy cat sim Little Kitty, Big City arrives for consoles and PCs on May 9

After the massive success of Stray, the world has been crying out for another big game about cats. Well, our pleas have been answered. The cozy cat sim Little Kitty, Big City will be available for download on May 9 for multiple platforms, including the Switch, Xbox One, Xbox Series X/S and PC via Steam. It costs $25 and preorders are available now, with Switch owners getting 10 percent off for the time being. It’s also a Game Pass day one release.

There’s a new trailer, which was revealed at Nintendo’s latest Indie World Showcase event. It looks very cute. You play as a, duh, cat and explore a Japan-inspired city, getting into mischief and wearing a bunch of costumes. It’s a cozy game, so don’t expect any bloodthirsty cyberpunk ruffians to chase you around town.

The cel-shaded visuals are adorable and the “mini-open-world” looks like its filled with stuff to do, people to annoy and sun-soaked spots to take a good nap. We’ll never fully understand what goes on in the brains of our favorite felines, they are aliens after all, but this game will at least give us some time in their shoes/paws.

The developer is a company called Double Dagger Studio, which was started by veteran game designer Matt T. Wood, who spent nearly two decades honing his craft at Valve. He worked on a whole bunch of games that seem to be the polar opposite of a cat sim, like Left 4 Dead, Portal 2 and CS:GO. Despite this pedigree, Little Kitty, Big City features no combat and has been likened to classic stories like Alice in Wonderland and The Wizard of Oz.

This article originally appeared on Engadget at https://www.engadget.com/cozy-cat-sim-little-kitty-big-city-arrives-for-consoles-and-pcs-on-may-9-145650339.html?src=rss

Take-Two plans to lay off 5 percent of its employees by the end of 2024

Take-Two Interactive plans to lay off 5 percent of its workforce, or about 600 employees, by the end of the year, as reported in an SEC filing Tuesday. The studio is also canceling several in-development projects. These moves are expected to cost $160 million to $200 million to implement, and should result in $165 million in annual savings for Take-Two. 

As the owner of Grand Theft Auto and the parent company of Rockstar Games, 2K, Private Division, Zynga and Gearbox, Take-Two is a juggernaut in the video game industry. It reported $5.3 billion in revenue in 2023, a nearly $2 billion increase over the previous year. Just a few weeks ago, Take-Two agreed to purchase Gearbox, the studio responsible for Borderlands, for $460 million. The company is preparing to release Grand Theft Auto VI in 2025, a move that should bring in billions on its own.

Take-Two instituted a round of layoffs in 2023 across Private Division — the indie label behind Kerbal Space Program, The Outer Worlds and Rollerdrome — and other in-house studios. 

An estimated 8,800 people in the video game industry have lost their jobs in 2024 so far, and a total of 10,500 industry employees were laid off in 2023. These are, depressingly, record-breaking figures. Sony laid off about 900 people at PlayStation in February; Microsoft fired about 1,900 workers across its gaming division in January; Riot Games let go more than 500 people that same month — and these are just some of the most recent AAA layoffs. Take-Two is now at the head of this list.

Take-Two executives have been hinting at a "significant cost reduction program" coming this year, but before today, they deflected questions about mass layoffs. In March, CEO Strauss Zelnick said on an investor call, "The hardest thing to do is to lay off colleagues and we have no current plans."

This article originally appeared on Engadget at https://www.engadget.com/take-two-plans-to-lay-off-5-percent-of-its-employees-by-the-end-of-2024-235903990.html?src=rss

Take-Two plans to lay off 5 percent of its employees by the end of 2024

Take-Two Interactive plans to lay off 5 percent of its workforce, or about 600 employees, by the end of the year, as reported in an SEC filing Tuesday. The studio is also canceling several in-development projects. These moves are expected to cost $160 million to $200 million to implement, and should result in $165 million in annual savings for Take-Two. 

As the owner of Grand Theft Auto and the parent company of Rockstar Games, 2K, Private Division, Zynga and Gearbox, Take-Two is a juggernaut in the video game industry. It reported $5.3 billion in revenue in 2023, a nearly $2 billion increase over the previous year. Just a few weeks ago, Take-Two agreed to purchase Gearbox, the studio responsible for Borderlands, for $460 million. The company is preparing to release Grand Theft Auto VI in 2025, a move that should bring in billions on its own.

Take-Two instituted a round of layoffs in 2023 across Private Division — the indie label behind Kerbal Space Program, The Outer Worlds and Rollerdrome — and other in-house studios. 

An estimated 8,800 people in the video game industry have lost their jobs in 2024 so far, and a total of 10,500 industry employees were laid off in 2023. These are, depressingly, record-breaking figures. Sony laid off about 900 people at PlayStation in February; Microsoft fired about 1,900 workers across its gaming division in January; Riot Games let go more than 500 people that same month — and these are just some of the most recent AAA layoffs. Take-Two is now at the head of this list.

Take-Two executives have been hinting at a "significant cost reduction program" coming this year, but before today, they deflected questions about mass layoffs. In March, CEO Strauss Zelnick said on an investor call, "The hardest thing to do is to lay off colleagues and we have no current plans."

This article originally appeared on Engadget at https://www.engadget.com/take-two-plans-to-lay-off-5-percent-of-its-employees-by-the-end-of-2024-235903990.html?src=rss

Ubisoft is deleting The Crew from players’ libraries, reminding us we own nothing

Ubisoft’s online-only racing game The Crew stopped being operable on April 1. Some users are reporting, however, that things have gone a bit further. They say that the company actually reached into Ubisoft Connect accounts and revoked the license to access the game, according to reports by Game Rant and others.

Some of these users liken this move to theft, as they had purchased the game with their own money and received no warning that Ubisoft would be deleting the license. When attempting to launch the game, these players say they received a message stating that access was no longer possible.

On its face, this sounds pretty bad. People paid for something that was snatched away. However, there’s one major caveat. The Crew is an online-only racing game, so there really isn’t anything to do without the servers. Those servers went down on April 1 and the game was delisted from digital store fronts. Also, this move only impacts the original game. The Crew 2 and The Crew Motorfest are both still going.

When Ubisoft announced that the servers would be taken offline, it offered refunds to those who recently purchased the The Crew. The game’s been around a decade, so this refund likely didn’t apply to the vast majority of players. Some of these people said they had planned to set up private servers to play the game, an option that is now impossible.

This isn’t the biggest deal in the world, being as how The Crew is not operable, but it does highlight a major problem with the purchase and use of digital goods. We pay money for these products. We think we own them, but we don’t own a damned thing. Read the terms of service from Ubisoft or any other major games publisher for proof of that. Philippe Tremblay, Ubisoft's director of subscriptions, recently told Gamesindustry.biz that players will become “comfortable with not owning” their games. I’m not so sure we’ll ever be comfortable with the idea that stuff we paid for can disappear on a dime, even if it becomes standard practice.

This article originally appeared on Engadget at https://www.engadget.com/ubisoft-is-deleting-the-crew-from-players-libraries-reminding-us-we-own-nothing-165328083.html?src=rss

Palworld’s upcoming Arena mode looks like Pokémon PvP with guns

Ever since Palworld first emerged, it's been described as "Pokémon with guns." A new mode that's coming to Pocketpair's massively successful game won't do much to get rid of those comparisons. Even based on a 15-second clip, it looks, sounds and smells just like Pokémon's player vs. player experiences.

In the inventively titled Palworld Arena, you'll be able to take on other players with the help of the Pokémon Pals you've captured. Pocketpair says you can train your strongest critters to overcome your rivals. A brief teaser shown at the Triple-i Initiative indie games showcase showed a split-screen view, for what it's worth.

At first glance, it seems like the main difference between this and Pokémon battles is that, instead of standing back and telling your Pals what to do, your character will be in the thick of the action as well, trying to take out the enemies with a range of weaponry. 

For those of us who aren't fans of turn-based combat (*waves*), it could be a more active, perhaps more compelling spin on Pokémon battles. But this really does just seem like Pokémon PvP modes with a different coat of paint. We'll get to find out just how alike the two franchises' takes on PvP really are when Palworld Arena arrives this summer.

This article originally appeared on Engadget at https://www.engadget.com/palworlds-upcoming-arena-mode-looks-like-pokemon-pvp-with-guns-182516871.html?src=rss